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CREATOR POWER Patch v1.0.1 is Now Live!


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!

MODDING



Many nights were spent before the glowing screen. Many cups of strong coffee were drunk. Still, we fought on. Today, we are proud to announce that we have found a way to add modding to The Universim! This was truly a monumental task. Many moons ago, as we were writing the first lines of code that would become TU, we could only dream of something like modding! Suffice to say, the codebase lacked any support for this type of thing. Still, if we are going to do it, we are going to do it right. We do this for you, our community, first and foremost. It's hard to overemphasize how much your opinion means to our team - and this is why we decided to release modding in parts, after each release, listening to your feedback and adjusting our course. This will allow us to consider the different points of view in between releases and truly make this project community-driven, as is our dream. That dream is also why we took additional time ensuring that everything related to modding can be done completely in-game: Through our familiar, standard UI. We want modding to be an integral part of the experience, that almost anyone out there, in our great community, can do - regardless of your programming or technical knowledge!

MODDING, CHAPTER I - FACTORIES


Today, we release the first chapter of Modding: Custom Factories. As we finished the main system for adding custom content through in-game UI, the first thing we thought of were factories. This is the building type that has more effect on gameplay than any other. Plus, factories are also easy to test, with clear parameters and straightforward functionality. Overall, they appear as the best choice for the first iteration of modding. They will allow us to get the best idea of how you, as the players, are going to use the system - and how we should proceed in the next chapter of this quest! Which we'll start right after this release.

MODDING, CONTINUATION


Keep in mind, though, that the most thorny part of the road is behind us. The modding system is already in the game, and the next chapter will take much less time than the first - for which we had to add an entirely new system! Now we just need to choose the direction, prepare the UI and the basic functionality, and test.

CREATOR PANEL


In our ongoing mission to empower players as the true rulers of their own universes, we are excited to unveil new functionality that was previously reserved for only the most seasoned developers! Introducing the Creator Panel, a powerful tool that grants you unlimited resources and a limitless workforce to elevate your civilization to unprecedented heights. With this tool, you'll command armies of drones, unleash hordes of UFOs, and wield all the powers a Creator could dream of. Creator Panel activated within the Game sections of the settings.
But beware, for with great power comes great responsibility. The Creator Panel allows you to shape your civilization according to your grand vision, but it also gives you the ability to destroy it. This tool is designed for the most experienced players who truly understand the consequences of wielding such immense power.

Warning:


Utilizing these tools with extreme values can lead to unintended issues within your game. We strongly advise using them with caution. The power to create and destroy is now in your handshandle it wisely!

How to Find and Install Mods from the Community


To discover and install mods created by the community, follow these steps: [olist]
  • Visit the Steam Workshop: Go to the Steam Workshop for The Universim. Here, you can browse all available mods.
  • Subscribe to a Mod: When you find a mod you like, click the Subscribe button. This will add the mod to your Steam account.
  • Start the Game: Launch The Universim.
  • Access the Mods Menu: Click on the Mods button from the main menu.
  • Synchronize Your Mods: In the first tab of the Mods menu, click the Synchronize button. This will update the list with all the mods youve subscribed to on the Steam Workshop.
  • Enable Mods: Toggle the mods you want to activate, then start a new game. [/olist] Important Notes: Mods will not be added to existing save files. If you remove a mod from your system, you will not be able to load a saved game that relies on that mod.

    Bug Fixes and Improvements:


    • Fixed an issue where Builder Bot transportation requests were not prioritized over regular transportation requests.
    • Fixed an issue where reserved spots by drones were not properly released when the drones were destroyed.
    • Fixed the Infection Achievement, which can now be completed as intended.
    • Made numerous localization fixes.
    • Addressed a star map issue on Macs with M chips. This was one of the most bizarre issues weve ever encountered. Due to computational differences between Intel chips on older Macs, Windows machines, and technically all other platforms, a specific calculation on Macs with M chips was not being processed correctly. As a result, the camera's position was always set to 0, rather than incrementing over time for smooth movement. This issue was caused by architectural differences in how computations are handled on Macs with Apple Silicon. We have implemented a workaround, but its uncertain if other computational issues may arise on Macs with M chips.
    Thank you, mighty creators, for your unwavering support and patience as we continue to shape the universe of The Universim together. Your passion and feedback drive our efforts, and we couldnt have come this far without you. We are excited to see the amazing worlds and creations you will bring to life with these new tools and features. Please share your thoughts and feedback on our https://discord.gg/theuniversim so we can keep refining and improving the game based on your valuable insights. Lets continue this journey together into the infinite possibilities of the cosmos! Sincerely, Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2024-09-13 17:56:11 CET ] [ Original post ]

  • Modding for The Universim and The Crust Bundle Launch!

    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


    [ 2024-07-15 16:26:34 CET ] [ Original post ]

    What the Future Holds

    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


    [ 2024-05-22 16:29:15 CET ] [ Original post ]

    Bug Fixes & Improvements Patch

    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:

    • Fixed an issue where nuggets created by the simulation system do not trigger believer news messages in some cases.
    • Fixed an issue where trading shuttles without valid resource count maps caused crashes.
    • Fixed incorrect localization for Resource Management.
    • Fixed missing localization for the Planet Cracker Laser and Stomp.
    • Added localization to the Cosmodrome Panel and Evo Tower Rocket Panel.
    • Fixed collapsed Planet Cracker Relaunch Localization.
    • Fixed localization for the Sent Planet Cracker "Yes / No" buttons.
    • Fixed localization for the Oil Extractor Panel.
    • Fixed localization for the Space Box Research Progress.
    • Fixed localization for Warehouse Storage.
    • Fixed duplicated planet names by implementing a system for generating unique planet names based on their coordinates.
    • Fixed an issue where the road system was not correctly created on the planet where the Planet Cracker was sent.
    • Fixed a bug that occurred when tanks would shoot the Planet Cracker, causing explosion effects to break and be displayed in the incorrect position.
    • Drastically improved the performance of tanks, helicopters, and combat, achieving a 30+ fps gain during encounters.
    • Fixed an issue with Mac's M chips at game start.
    • Added a warning for when trying to assign all available workers.
    • Adjusted logic to ensure that the Cracker arrival message doesn't appear on unrelated planet panels.
    • Added notification when the settlement has no free workers to assign to general buildings.
    • Added functionality to rename planets through the Star Map Panel.
    We hope you have a wonderful start to the week! If you encounter any issues in the game, dont hesitate to drop us a message on our Discord in the #bug-channel. If you enjoy the game, please consider leaving us a review. Thank you for being an awesome community. https://store.steampowered.com/app/352720/The_Universim/


    [ 2024-04-02 22:22:36 CET ] [ Original post ]

    The Universim Hot Fix #6


    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:

    • The cancel button on the Space Object Panel was not correctly applying its disabled status, appearing as always active.
    • Fixed destroyed planets being showcased at the bottom side of the panel of the star map in some cases.
    • Fixed an issue with disappearing electronic components when flying from one planet to another due to lack of storage space on a planet.
    • Implemented the number of observatories counter on the Star Map UI.
    • Fixed stuck clouds produced by the cloud generator.
    • Fixed an issue where buildings on fire would trigger a temperature warning for the planet.
    • Fixed an issue where a colonization rocket could have been sent to the same planet as a planet cracker while it was still traveling there, producing an error.
    • Fixed an issue where the camera would move towards the final planet after the planet was destroyed.
    • Fixed an issue that caused saving issues for the game due to nuggets killed within the UFO.
    • Fixed an issue where unfinished buildings within the building panel were considered as having 100% health, therefore not correctly displaying the buildings when they were sorted based on health.
    • Fixed an issue that prevented the loading of save files due to resources on the planets not being correctly calculated during loading in some cases.
    • Fixed an issue that caused an error due to the evolution tower being constructed on the foreign planet. Despite having an evolution tower, the simulation system still assumed that the planet is not colonized, therefore producing an error.
    • Fixed an issue where underground resources were added to the planet for the 2nd time (therefore doubling the amount of resources) and causing confusion with increased planet cracker gather time.
    • Fixed an issue related to the Alien Resource Miner harvesters.
    • Added a message to the Alien Resource Miner Panel for when there are no available resources.
    • Added the possibility to start Space Object exploration from the simulated planets.
    • Added extra functionality to the Abduction Quest "eye". Now pressing the button will cycle between UFOs and Hopkings, allowing to find all the targets easier.
    If you encounter any issues, please don't hesitate to report them to us, and we'll do our best to address them promptly. The fastest and most direct way to report an issue is by joining our Discord server and leaving a message with the details in our bug-reports channel. This way, we can see it immediately and add it to our database. We greatly appreciate your support. You're truly the best community anyone could ask for. Wishing you all a fantastic remainder of your weekend, and remember to stay safe and have fun. Sincerely, The Crytivo Crew


    [ 2024-03-10 04:38:06 CET ] [ Original post ]

    The Universim Hot Fix #5


    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!

    • Weve had a heart to heart with the ministers, and told them to no longer place Hunter Huts if the planet does not have any animals
    • Universities and Movie Theaters will now correctly calculate Discovery Points
    • You will no longer receive notifications about buildings being destroyed and built, or about new Nugget believers when immediately arriving on the planet due to the Simulation System.
    • The Planet Cracker Extractor will no longer extract an endless amount of parts
    • The time it takes for the Planet Cracker to gather regular resources has been reduced
    • The Planet Cracker will no longer show a duplicated amount of resources in the selection panel
    • Fixed an issue related to sending The Planet Cracker to another planet. The issue would prevent loading a planet.
    • Firefighters will no longer ignore buildings that have been set on fire by the Planet Cracker and/or Firestorm
    • The Planet Crackers landing platform can no longer be set on fire.
    • The Planet Cracker will no longer spawn underground after being rebuilt
    • The Tesla Quest will now accept the parts required to complete the quest.
    • Tesla Parts will now spawn appropriately after the game is loaded from a save file
    • Fixed an issue related to Twitch Chat, which caused an NRE during certain conditions when chat members were sending messages
    • Interplanetary Trade Achievement is now achievable
    • Ice and Lava Terraforming Achievements are now working correctly.
    • The No food warning now takes cooked food into account and will only trigger when there is no cooked or raw food
    • The timer formatting is now correct upon Alien Arrival
    • Exile Settlements will now appear on other planets. Deal with them as you see fit, Creator
    • Alien Settlements now have the opportunity to spawn on Alien Planets (though, to them, its their Mother Planet, and your Nuggets are the aliens)
    • Voidspawns that appear on other planets can now be killed. Hooray!
    • Space Objects that cannot be explored will no longer have the option to explore them
    Currently, the team is concentrating fully on fixing as many issues as possible, but we are finally seeing the light at the end of the tunnel where all the major and mid-sized issues will be fully addressed. We believe that after one or two more updates, we will be in a very good state. Once were there, were planning to get back to reviewing some of the suggestions weve been receiving from you and see if we can start working on some of them! So, if youve got a cool idea you want to share, dont hesitate to join our discord and tell us all about it on our tu-improvements channel! Before we go, we want to hear about your exciting, funny, or just plain weird experiences in The Universim! Find something cool or new? Tell us about it! Share your stories, your screenshots, your city setups, anything, in our discord! Have a wonderful weekend, Creators. And remember, its a beautiful planet. Try not to ruin it. Sincerely, Crytivo Crew


    [ 2024-02-10 00:22:26 CET ] [ Original post ]

    The Universim Hotfix #4

    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:

    • Temperature notifications will no longer be displayed on Lava/Ice planets while flying over the Volcano or Fire. The temperature notification now has a cooldown per planet, appearing for critical and pre-critical levels once every 30 minutes. With the update, the temperature notification will no longer trigger news messages and warnings on the left side of the screen
    • Now, the Planet Cracker requires the correct amount of parts in order to work
    • The game will no longer crash when the Foreign Planet Simulation system attempts to add dead Nuggets to the cosmodrome for transfer to another planet or trading
    • Colonization rockets will no longer be mistakenly sent to the final planet to cause more issues
    • Meteor strikes will now accurately calculate collisions with mountains
    • A new workaround has been created for a Unity Physics system bug that causes the game to crash due to the objects position being set to a non number
    • The Foreign Simulation system will no longer reset crops on the farm while the player is away on another planet and returns later on. The system now only selects the crop when nothing is selected, otherwise it will maintain the player selected crop
    • Fish will now spawn when they have water
    • The final Nugget in the barn event has been successfully persuaded to join the cult, and will now complete the event, taking the barn with them
    • The Foreign Planet simulation system will no longer attempt to remove non-existent builder bots and crash the game
    • The Planet Cracker timer is now fixed
    • Resources during the Planet Cracker collection will now no longer constantly increase
    • Planet Cracker will now only show existing resources on the planet
    • Planet Cracker will now continue to collect resources as expected
    • The FPS on the Star Map is now improved and will no longer drop drastically
    • Foreign Planet simulation system will now only take available builder bots
    • Fixed a typo in the Big Bird quest and corrected an inaccurate description for the Planet Cracker in the Spanish language.
    • Resolved multiple localization issues for the French language within the Mystical Box panel and Expedition quest
    • The Landing Platform for the Planet Cracker will now be unloaded by the nuggets, and resources will be transferred to the warehouses (if there is available space).
    • The simulation system on other planets did not produce any newborn nuggets in the first 10 minutes after the transition from one planet to another, leading to a rapid decline in the population due to the aging of existing nuggets.
    Together with our amazing community, were fine-tuning The Universim into a stellar gaming experience for everyone! Join us on Discord, where you can chat with other members of the community, report issues, and share your experiences with the game. Were looking forward to continuing the journey of The Universim. If you enjoy the game, please consider leaving us a review on Steam. Sincerely, Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2024-02-02 00:04:59 CET ] [ Original post ]

    Hot Fix #3

    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:

    • Invisible Fire ( A proper fix ). The roads under nuggets were getting too hot, burning poor nuggets.
    • Warning notifications for the Hot / Cold temperatures before it becomes critical and when it is already critical.
    • Hyperlube speed was extremely slow due to bug. Now it is fixed and nuggets can zoom from one end to the other with an extreme speed. Time to optimize the city.
    • Fixed Planet Cracker Gather timer
    • Air filters were not working properly with the Simulation system, causing the increased pollution when the player was away from the planet where it was built.
    • Crash that appeared due to Alien Resource Miner building due to harvesters missing their reference in the world.
    • Most of the narrator tracks were stabilized to have the same voice volume.
    • Game tip controller was crashing the game when it tried to showcase the tips while simulation the planet
    • During the Planet Cracker attack, the Planet Cracker position had some minor issues causing a rare error, preventing the load of the save file.
    • The ForeignSim system tried to apply simulation and was failing to do it properly while trying to find a partner nugget. It was trying to grab an exile nugget as a partner for the citizen nugget, producing an error.
    If you don't spot a specific issue addressed in these patch notes, fret not! We are diligently working behind the scenes to address any lingering bugs or concerns that may have slipped through the cracks. Your feedback is crucial to us, and we encourage you to keep the communication lines open. Feel free to share your experiences, report any issues, or simply join the conversation on our Discord channel. Together, we'll continue to fine-tune and enhance The Universim, ensuring a stellar gaming experience for all. Your support and engagement make this journey truly special, and we can't wait to tackle any challenges that arise with your invaluable input. See you in the universe! Sincerely, Crytivo Crew


    [ 2024-01-27 01:46:33 CET ] [ Original post ]

    Day 3 Hotfix

    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

    • The Big Bird Quest is now able to complete after opening or scraping the box and finishing the research progress
    • The Rotating Stabilizer perk no longer locks Research
    • Trading Rockets will no longer freeze mid travel
    • The Tesla Quest now works as intended. Nuggola Tesla is very grateful to have someone working on his battery
    • Save files will now load properly during the Abduction Nugget Quest
    • Exile Event timer is no longer stuck during the invasion
    • Planets on the starmap are now able to be located and are now able to be traveled to
    • Upgrading all buildings all at once no longer spawns random resources from higher era tiers and preventing buildings from receiving their upgrades
    • Buildings that do not belong to players will no longer show up in the buildings list
    • Exploring Satellites will now provide rewards
    • Engineers will no longer be arrested when trying to fix the Rehabilitation Center or Prison
    • Exiting the main menu and starting a new save file will no longer crash the game
    • Ministers will no longer place Oxygen Stations on planets that have enough oxygen
    • The warning for not researching anything has now been tweaked, and it will only appear once every 30 minutes if the player continues not researching anything
    • The missing Minister of Environment Localization string has been found
    • Tips and Tutorials will now show up if they are activated
    • Nuggets are now free to move about the planet and will no longer stand still until they die
    • Animals will no longer walk in a straight line and vanish
    • Interplanetary travel has been fixed
    • Introduction and final scenes correctly showcase the selected language
    Linux Users: While we dont have a perfect solution just yet, we do have a potential work around! 1. Right click on the game and select preference 2. Proceed to the Steam Compatibility settings 3. Select "Force the Use of a Specific Steam Play Compatibility Tool. " 4, Select Proton 5, Within the game select Borderless for the window mode. Our team is doing their best to find a good solution for the Mac & Linux users. A Small Note We have seen a few issues surrounding an invisible fire that is killing Nuggets quite rapidly. One of the issues has to do with volcanoes, while the other issue has to do with the temperature and pollution levels of the planet. If the Mother Planet is highly polluted, the temperature will increase and kill your Nuggets, as 70 degrees Celsius is quite high. If the temperature has already increased, but you've lowered the pollution levels, you will need to build a terraformer to combat this issue. The team is working on better clarification on this. The development team is still prioritizing game breaking bugs and other issues that have been mentioned here on Steam and on Discord as well! If you don't see your issue listed, pop over to our Discord and let us know. Our devs are right there chatting with you guys and are eager to jump on any problems ASAP. [url=https://discord.gg/theuniversim]https://discord.gg/theuniversim A massive thanks for all the love and support you've shown. Loving the game? It'd be awesome if you could drop us a review on Steam. And hey, don't be shy about spreading the word to your buddies too!


    [ 2024-01-26 00:39:11 CET ] [ Original post ]

    Day 1 Stability Patch

    Hey Creators,


    What a ride it's been since The Universim 1.0 hit the shelves! We're over the moon seeing you all dive into the game and enjoy it. Before anything else, a huge shout-out for your incredible support it means the world to us. We've been burning the midnight oil, fixing bugs and ironing out the kinks before and after the launch. Here's a quick update on what we've fixed in the first 24 hours and what we're looking at next.

    Whats Been Fixed


    • The cinematic shot during the rocket launch in the Barn Event is no longer getting stuck. The Nugget that refused to go in the rocket has now been gently persuaded to go along with their cohorts
    • The big ships in the Alien Invasion Event are no longer stuck due to UFOs trying their hardest to target Exiles
    • Alien Invasion Ships spawning inside the HUGE planet is now fixed. If issue happened to you, all you need to do is reload your game.
    • Pollution is now in the correct language
    • Twin possibility was not showcasing the value but a tag
    • Subtitles are now present for all languages
    • Placing an Epicenter at the start of the game will no longer spawn multiple messages on the left side of the screen
    • The Nugget Display Actor error that was causing your Nuggets to die of hunger and thirst has now been resolved, and they should work normally after reloading the save file
    • Linux and Mac issue that states user32.dll not found is most likely fixed. Were relying on your feedback to let us know if this is still a reoccurring issue, as we have a limited number of machines with those OSs available to test.
    • We told the Narrator to stop repeating, This is quite a beautiful planet. Try not to ruin it, though we have seen reports of it still happening, so we are still investigating the issue
    • The fly to button is not active when trying to return from the moon.
    • Fixing This is quite a beautiful planet. Try not to ruin it repeating line of dialogue.
    • When flying to the moon, the roads are not being generated correctly, causing the game to crash.
    • A dead Nugget appeared in a shot-down UFO, causing an issue for players.

    What the team is currently working on


    • Performance Optimization.
    • The Rotating Stabilizer perk locks a portion of Research.
    • An additional indication for The Red Barn and Red Hooded Nuggets is that because of the lack of interaction with them, some fans think that theyre bugged out.
    • And all other game-breaking issues are going to take priority.
    • Floating in air Red Barn
    • Trade Ships getting stuck in the middle of the trade and adding time
    • Big Bird quest not completing
    • Tesla Quest ( Battery parts do not have smoke )
    • Mac / Linux visual issues
    Can't find your issue on the list? No worries! Head over to our Discord and let us know. Our devs are right there in the trenches with you, ready to sort out any hiccups, pronto.
    Again, a massive thank you for all the support and love. If you're digging the game, we'd be stoked if you could leave us a review on Steam. And hey, spread the word to your friends - the more, the merrier! https://store.steampowered.com/app/352720/The_Universim/ Keep on gaming, and stay awesome!


    [ 2024-01-23 18:55:39 CET ] [ Original post ]

    1.0 is Finally Here!


    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

    • We told UFOs that Nuggets dislike heights, so now they will no longer be dropped on mountains
    • UFOs are now more than happy to leave planets instead of hanging around forever
    • UFOs will now only target existing buildings instead of focusing on already destroyed buildings
    • Nuggets not walk around inside UFOs or live underground if that UFO is destroyed
    • UFOs are not allowed to drain Nuggets health and stats when abducted
    • Laser beams from UFOs will no longer get stuck during a save/load
    • Pressing ESC while opening a mystery box will no longer crash the game

    Ministers
    • Ministers are now forbidden to assign Nuggets when the Nugget list is open
    • Frozen Nuggets will no longer be assigned to buildings by ministers
    • Ministers will no longer crash the game by attempting to put dead Nuggets to work
    Creator Powers
    • Using Telekinesis will no longer cause military unit drivers to get stuck in the air when you pick them up
    • Nuggets will no longer fall underground when Telekinesis is used from the Nugget UI panel
    • Creator Powers no longer work through the Nugget list on Nuggets picked off the ground?
    • Creator Powers menu will no longer trigger before the game loads
    Localization & Narration The following languages have been professionally translated and implemented into the game. Due to the excessive volume of text, you might still encounter issues such as text overflowing from panels and similar problems. Please make sure to report these back to us, and we will address them as soon as possible. The team worked really hard on implementing them, but we received all the translations just a few days ago. Sometimes, after a language change, you need to restart the game if you're experiencing issues with it. Officially supported languages: French, Spanish, German, Russian, Portuguese, Chinese Simplified, Korean.
    • The narrator will no longer constantly tell you not to ruin a beautiful planet
    • A number of misspelled words are now spelled correctly
    Nuggets
    • Imprisoned Nuggets are immune to your Creator Powers through the building panels and Nugget list icons
    • Nuggets will no longer hide in buildings when being arrested
    • Nuggets will no longer leave the planet when being arrested on their way to the Cosmodrome
    • Important quest Nuggets will no longer be auto assigned to work in different buildings
    • Nuggets will now dress a little more appropriately
    • Nuggets will now look like their portraits
    • Nuggets will be on the correct path after being removed from the bridge or hyperlube
    • Nuggets will only appear once on the Nugget list
    • Dead Nuggets will not appear on the Nugget list when loading the game
    • Believer count will now be updated when loading a planet
    • Dead Nuggets will no longer be eligible to win elections
    • Citizens will still believe in you regardless of what planet youre on
    • Nugget list will display the correct planet name
    • Infection areas will no longer crash the game
    • Nugget names are now displayed properly

    Buildings
    • Defense Towers now require Nuggets in order to work properly
    • Garages now need Nuggets to operate it
    • Vehicles will no longer spawn if there is no garage
    • Buttons on the radar inside the military buildings are now interactable
    • Game will no longer crash when an upgrade is performed from the all buildings panel
    • Garages will now only provide the correct number of vehicles
    • Building near an Exile Village will now only decrease the relationship one time
    • Headstones will no longer clip through the Cemetery
    • Paused buildings are now recognized and will not be built until unpaused
    • Rehabilitation Centers and Prisons now have their effectiveness capped at 100%
    • Destroyed helicopters will be cleared from the Heliport
    • Combat vehicles will no longer attempt to access removed hangars
    • Exile barracks will no longer contribute to the happiness and crime levels of your civilization
    • Recreation buildings, such as Parks and Local businesses, will now work as intended
    Camera, Biomes, and Seasons
    • During Autumn, the leaves will actually change colors
    • Breaking camera effect while hitting objects is fixed
    • Biomes will no longer be blurry
    Expeditions
    • The Recall button is looking better than ever
    • Expedition Camp will no longer ghost underground when placed above the Sarlaccs hole
    • Food notifications will now disappear when recalling the expedition
    Events & Quests
    • Droughts will now add or remove lakes depending on the circumstances
    • Events now have the correct messages
    • Mmamazon is now only able to deliver locally, meaning Exiles will no longer be receiving packages
    • Quests will now succeed or fail appropriately based on whether youve succeeded or failed
    UI
    • Removed gamepad related icon from the Nugget creation menu
    • All hyperlinks are now highlighted
    • 4k resolution is now available
    • Shortcut keys now properly match the category position of each God Power category
    • Nonexistent tutorials will truly no longer exist and will not crash the game
    • Correct icons will now show up in tutorials
    • Opening the buildings or Nuggets list will now ensure that building panels Nugget icons Creator Powers wheel are closed
    • Opening the resource statistics panel now ensures that the building panels Nugget icons Creator Power wheel are closed
    Twitch
    • Fixed the Twitch connectivity issue
    • Twitch viewers may now take away Creator Points
    Misc
    • Roads will now be restored when youve removed an obstructing building
    • Resource piles will now be pickable

    Improvements Creator Powers
    • Now you can use Telekinesis on combat vehicle drivers through the Nugget list
    • Creator Powers will no longer highlight builder bots, as they are immune
    Exiles
    • Exile military vehicles will no longer attack nearby player buildings unless they are hostile
    • Player defense towers and military vehicles will no longer attack nearby exiles unless the exiles are hostile
    • Added a confirmation message when player places a building too close to exiles and made their relationship decrease if player confirms placing the building
    • Exiles will now make better decisions on which settlements to attack based on the relationship system rather than proximity
    Nuggets
    • Nuggets will now change clothes during Era changes
    • Nuggets now lose their jobs when entering prison
    • Sick and injured Nuggets can now be thrown into hospitals
    • Nuggets lose their jobs when thrown into a hospital
    • Frozen Nuggets will be automatically unassigned from a job
    Planet
    • Allowed the additional color applied to the seasons fog colors of the sky haze shader to be set through the atmosphere
    • Additional color applied to the seasons fog colors is the color of the currently loaded planets sky
    • Increased the effect of the planets sky color on the fog color
    • Set up the logic for mixing the sky, the hot and cold colors in the sky haze shader
    • Made the season transition visual effects based on temperature smoother
    • Dead animals will no longer pollute lakes
    • Improved the influence of pollution and atmosphere on the temperatures of the planet
    Events & Quests
    • Clicking on the wolf attack icon now brings you to the wolves
    • Improved rewards for certain quests
    Narration
    • Narration tracks will now behave properly
    • Narration has a better subtitle system
    Buildings
    • Improved Legendary building panels
    • Added Assign All Nuggets to all panels that have more than two Nuggets
    • Newly built residential buildings will switch their era when the era is changed
    • Nuggets can now use tables and chairs in the Modern Eatery building
    • Removed Plastic requirements for the Modern Defense Towers
    • Stone and Wood Refineries and Engineer buildings no longer require education
    • Defense Tower range increased significantly
    UFOs and Space Boxes
    • Space Boxes now take higher priority than other tasks, except necessary priorities, ensuring for quicker research on the Space Box
    UI & Steam
    • Very old files will now be automatically deleted in the Steam cloud storage
    • Added missing icons to expedition panel and exile trading panel
    • Added tooltip descriptions
    • The not researching anything message will display the exact perks that are still not researched
    • Improved Emissive and Bloom effects
    • Updated shadow settings
    • Improved optimization of shadows
    • Improved optimization of higher gameplay speed
    • Improved optimization related to status icons
    • Reworked UI associated with the building placement to include the Crime and Happiness factors
    • Added an efficiency indicator for placing reservoirs
    • Added Tooltip for the disaster icon in the forecast tower panel
    • Camera inertia has a new setting that allows a secondary option to the controls
    • Improved the news message system order, ensuring that news messages no longer cover up other UI elements and are now rendered properly
    • The UI Controller has new logic implemented that will remember the order of panels that were opened/gained focus, and ensures that pressing the ESC key will close the last panel that was opened/gained focus
    • Improved Full Screen setting mode
    • Added an option to the size of subtitles
    • Reworked research panel layout
    Game Balance & Performance
    • Improved balance for Tanks and Helicopters
    • Improved combat panel performance
    • Refactored infected area and related code to prevent further errors
    • Optimized performance for Nuggets and animals
    • Improved optimization of the game for lower end machines
    • Improved optimization of the animations in the game
    • Rewrote all descriptions for research perks to make them more consistent and clear
    • Added a pulsating warning to the water resource icon when water is getting too low for Nuggets to drink
    • Extended the atmosphere system to improve the overall look and feel of the atmosphere on different alien planets and temperatures
    • Improve balance for hunters and animal farming
    • Rebalanced the Crime and Happiness system
    • Rebalanced the Discovery Point cost for Research perks
    Twitch
    • New Twitch command: attack. This allows the audience to specify a Nugget to attack
    • Added a Warning pop up (one per session) when the user sets Creation Nugget Twitch command to more than 0 points
    • Twitch command FillReservoir and FillBattery commands are now working correctly
    • Added missing logic for the #SpawnMeteors command
    • Added Earthquake command to the list of Twitch commands
    Misc
    • Builder bot can now be sent through the space port
    • Ensured the planets radius is taken into account when setting flying creatures orbital heights so they do not fly underground

    New Additions
    • A brand new questline featuring a new type of Nugget, a new type of building, and new cutscenes
    • A new Easter Egg
    • Aliens
    • Planet Cracker
    • New buildings
    • New planets
    • 30 new Research perks, bringing the total amount to 210
    • 80 new perk icons
    • New Ministers
    • Improved Localizations
    • New models and textures for the Modern Eatery, Modern Fishing Hut, Modern University
    • New Quests
    • New Alien animals
    • New Alient planet Trees
    • New stone types
    • New narration lines
    • Credits Screen
    • New Modern, Space Age Soundtracks

    Were so grateful to everyone for supporting us over the years, even back when the finish line felt so far away. Its been an amazing journey, and were so proud of the way our community has come together to help us shape the game. Its been a decade in development, and we hope the game has another decade in your hearts. Enjoy the final version of the game, and we cant wait to see what you all do with it! And of course, it will help us enormously if you enjoy the game, please leave us a game review on Steam. Leave us your love letter here Crytivo


    [ 2024-01-22 18:02:37 CET ] [ Original post ]

    Now Available on Steam - The Universim

    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.


    [ 2024-01-22 18:01:40 CET ] [ Original post ]

    Release Date Trailer

    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


    [ 2023-12-15 17:14:18 CET ] [ Original post ]

    Mark Your Calanders for the 1.0 Announcement Trailer

    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


    [ 2023-12-06 17:50:24 CET ] [ Original post ]

    Discover The Universim: Live Gameplay, Q&A, and Exclusive Sneak Peek with Devs!


    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


    [ 2023-11-09 00:03:26 CET ] [ Original post ]

    The Universim Progress Update


    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:

    • Additional variation for tanks and helicopters for another civilization
    • Orbital objects for the planets
    • Variation of clouds
    • Space map objects
    Programming Department:
    • Cinematics and final planet improvement scene
    • New tutorials
    • Reworking Space Trading
    • Addition of all new Nugget clothing to the game
    • Optimization
    • Additional improvements to the game UI
    • Credits screen
    2D / UI / UX
    • New UI panels for new building
    • Improved UI / UX experience for some old systems
    • New Icons for the Research menu
    • New Icons for the Construction Menu
    • New Space Trading Panel UI / UX
    • Final Encounter UI
    • Credits
    Game / System Design:
    • Rebalance of the main planet
    • Balance of new planets
    • Rebalance of the crime / happiness system
    • Localization improvements
    • Addition of new sounds
    • Balance of the final encounter and series of quests and tutorials
    Important. We also would like to remind our community to keep expectations reasonable. Weve seen some fans making over the moon speculations in regards to what is going to be possible in the full game. Weve seen some talking about full blown war with aliens which is something we never promised. Combat/war overall was never planned to be in the game, but we listened to the community and implemented elements of it in the game already. In being an extremely small team with a limited budget, we are not planning to expand combat systems at this time. However, youll have deeper interactions with the aliens and invasion that weve shown in the trailer. You will also learn more about the game world and how it works. We're working on a game finale and we think youll be surprised! After the final scene, you will be able to continue playing your game indefinitely, colonizing other planets and establishing trade between them. We hope you will enjoy this short update and we would like to thank each and every one of you for your continued support and encouragement. You are the best. Best Regards, Crytivo https://store.steampowered.com/app/352720/The_Universim/


    [ 2023-06-02 22:08:22 CET ] [ Original post ]

    The last mile is always the longest.

    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:

    • Lightning Strike: It now deals more damage to the Combat Units (tanks and helicopters)
    • Combat Distance and Relationship with the Exiles: Previously, Exiles would attack you regardless of their relationship with you. Now, the system will consider your relationship with the Exiles in order to determine if they can attack you or not. The detection distance of Exiles was also reduced in order to prevent attacks from across the map.
    • Exile Warning: A warning was added to notify the player if they are building too close to Exiles. The player can still proceed with building, but this will reduce the relationship level with Exiles, which might lead to an armed confrontation.
    • Added tooltip descriptions for resources needed for the traps in the hunters hut panel
    • Forbid the use of God powers on imprisoned Nuggets through building panels and Nugget list icons
    • Forbid the use of God powers through the Nuggets list and building icons on Nuggets picked off the ground by a UFO
    • Auto assignment: Changed the auto assignment system so that the town hall won't assign a new Nugget while you are manually selecting to assign a new Nugget yourself
    • Hospital Telekinesis: Added the ability to drop a Nugget into the hospital. Now, dropping a Nugget into the hospital will make the Nugget a patient.
    Bug Fixes:
    • Twitch Integration Connection: Due to some major changes within Twitch itself, the Twitch integration stopped working for a period of time. We had to restructure some code within the game related to Twitch Integration in order to make it work for everyone.
    • Exile Village Barracks and Hangars: They contributed to overall happiness and crime. This is fixed and no longer contributes or interferes with the player.
    • Riots: An error was happening when rioting Nuggets were unable to find valid targets
    • Sarlacc Error: Certain situations where the Nugget was being exiled or was dying and the Sarlacc grabbed this Nugget that exact second
    • Mail Delivery Quest: Sometimes, mailboxes would spawn near Exiles.
    • Cloud Saves: Some people experienced issues with cloud saves. This was due to the limited space provided by Steam for save files on the cloud. Now, the system will check for the oldest files on the cloud and overwrite them with the new ones. Therefore, the cloud will keep only relevant and the latest save files. All of your local save files will still be available.
    • Collapsing certain buildings into builder bots would result in an error. This is no longer the case.
    • Faith: In certain conditions, while traveling between planets, the Creator power generation was failing to update correctly
    • Drones in Hangar and Barracks: Added a system that prevents drones from being assigned to military buildings
    • Builder Bot Construction Site: Ensured that builder bots will cancel their building if their construction site was removed/destroyed
    Over and out! Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2023-04-05 18:09:19 CET ] [ Original post ]

    WORLD AT WAR Patch v0.1.59 is Now Live!

    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:

    • Looks like the button for upgrading all buildings in the building panel just got a brain transplant! Now, it not only tells you how many resources you'll need for the upgrade, but it also serves as a warning system to prevent any unintended consequences. For example, if you try to upgrade water pumps all at once, it will alert you if it will cause a shortage of water. If you try to upgrade all power generators, it will warn you if it will lead to an electricity blackout. Talk about a smart button! But I guess that's what happens when you upgrade your brain.

    • The research panel received some restructuring, making it more versatile during the Modern Age and providing earlier unlocking to some perks.
    • Health bar indicator for an animal. Now, when the animal is being attacked, you will see a health bar above it, indicating how much health it has left.
    • Tooltip for the ministers. Each tooltip displays the list of buildings that particular minister is responsible for.
    • Hunted animals will now have an icon above it indicating which animal in particular is being hunted.
    Bug Fixes
    • Fixed: Prevented Nuggets from being dropped on top of the Sarlacc hole and being stuck midair
    • Fixed: Optimized clouds in order to provide better performance
    • Fixed: Unobtanium Extractor on the other planet would continue extracting resources despite resources being completely depleted
    • Fixed: Building icons and clouds jitter issue
    • Fixed: Error that was breaking the game during Sitting On Powder quest
    • Fixed: Sitting On Powder quest always selected the candidate with a green colored background
    • Fixed: Missing localization for the Cattle Farm
    • Fixed: Blowing up the Nuclear Plant during certain circumstances caused an error that was breaking the game
    We are extremely excited to be on the final stretch to 1.0! This patch is the last one before 1.0. We might release some hotfix patches here and there in order to improve the overall stability of the game, but the entire team will concentrate on finalizing and polishing The Universim in order to provide everyone a great experience upon the full release of the game. With the push to 1.0, you can expect new unique planets, challenges to colonize them, an evolved story that will open to a different view on the Creator, new buildings, tutorials, and events. Thank you for your support and we wish you an amazing holiday season! Make sure to follow us on Twitter and Discord! Sincerely, Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2022-12-22 18:02:52 CET ] [ Original post ]

    FEARY Patch v0.1.58 is Now Live!

    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:

    • Mixed. Buildings will attempt to snap to the road or a building based on the distance to them.
    • Snapping to buildings. This mode will completely ignore roads and will snap a building as close as possible to another building, allowing you to align structures together.
    • Snapping to roads. Perhaps you would like to align your buildings to the road, if so, switch to this mode.

    Machine Guns for Defense Towers As weve developed more and more military content for the game, we decided to be a bit more practical with the use of the rockets. Now, when defense towers will be shooting flying objects or heavy armory objects, they will be shooting rockets. Otherwise - instead of shooting poor wolves with rockets - they will be using machine guns. Machine guns will be as effective as rockets, just without a big splash.
    News Messages We added additional options to the settings within News Messages which will allow you to turn off all messages except critical ones or adjust current news messages and showcase only selected messages. The options that weve added are:
    • Family Messages (messages that indicate that Nuggets formed a new family)
    • Believer Messages (messages that indicate any believer interaction)
    • Seasons Messages (messages that indicate the change of seasons)

    Warehouse Disable All Another request from the community was to disable the acceptance of resources within the warehouse. Now, within the warehouse panel, you will be able to find a Disable All button which will disable the acceptance of all resources within that particular warehouse. From that point, you can enable any resources that you would like to accept by manually selecting them. You can also revert the change by clicking on the same button and enabling the acceptance of all resources.
    Save/Load Error Handler Weve reworked and added a new error handler which will fire up when the error occurs within the game when a save is pending. Recently, weve encountered an error which erases or does not save certain data to the save files, causing the corruption of those saves. This new system will detect that activity by checking if the save file has all the needed data in order to load. An error message will be produced if something is missing. If you encounter that error, please let us know. There is no way for us to track it right now, unless someone will be able to trigger it. Other Improvements
    • When Discovery Points (DP) are used to discover a perk, the price of DP will be hidden afterwards for this perk
    • Incorrect DP icon was changed to the correct one in order to be consistent with the rest of the games DP icon
    • Minister of Space was missing a lock icon on the slot
    • Added icon to the finishing hut when there is no fish to catch or gut
    • Reworked the interaction of Nuggets with the Colonization Rocket and Trade Rocket Now, the prioritization system will be as follows: Nugget should be educated, adult, have no partner, and be between 2-12 years old. This Nugget will be prioritized for the Colonization or Trade Rocket. If none of these Nuggets are found, the system will instead prioritize Nuggets within the same category, but older until age 54-74. Once all Nuggets are exhausted, the system will prioritize Nuggets who are adults, have an education, have a partner, but are still young. After that, the system will continue checking for Nuggets within the same category but who are older. Following that category, the system will then begin to board Nuggets who are educated adults with no partner. Lastly, if none of the Nuggets are within the categories above, the system will select any Nugget that is left. This prioritization should ensure that you will get the best Nuggets that will be sent for the colonization of a new planet as well as for trading
    • Nuclear Plant received assign all button
    • Consistent Nugget interaction within any building. You can now interact with a Nugget inside the residential building or any other building. Previously, you were not able to use Creator Powers on a Nugget within certain buildings
    • Cosmodrome resources were rearranged. This arrangement was according to the resources observed on the bottom panel (where all resources are located) for better readability and consistency
    • Added a tooltip and a popup panel for the auto constructed buildings such as Temples and Black Markets
    • Arrested/Imprisoned Nuggets will be immediately removed from their occupations
    • Selecting Unobtanium Extractor building will highlight Unobtanium plates which should help to identify placement sites more easily
    • Added deselected effect to the eras buttons located on the left hand side of the screen. Located above construction and the Creator Powers buttons in order to distinguish the era you are currently in
    • Warehouse received a button to disable all
    Bug Fixes
    • Fixed an issue where the Spaceport didnt allow for adding up to max supply and only allowed increments of 10. In other words, if you had space for 2 more resources, clicking add 10, would not fill the rocket to the max. It would just ignore that interaction. Now, it will add those 2 missing resources that it can actually fit
    • Fixed an issue where Tesla Parts could have been dragged outside the screen if the movement speed of the camera was too fast
    • Fixed an issue where the Unobtanium extractor didnt function properly when the player was on another planet
    • Fixed an issue where a shader for the raincloud didnt appear at certain angles
    • Fixed an issue where sending food via Spaceport caused a rounding error and therefore displaying a very large number
    • Town Hall didnt kick Nuggets out of the building when it was turned off
    • Localization error was happening when Nuggets were returning from expedition
    • Fixed an error within the Spaceport that was breaking the game when the player was sending resources
    • Fixed a scaling issue with the button located within the vertical consumption layout which was increasing the on/off button scale but it was never returning to normal
    • Fixed an issue where some sections of land didnt have roads. This system was tweaked quite a bit. Some issues might still happen, but they should be rare
    • Fixed an issue where the simulation system was not correctly working with drones and allowed the creation of an unlimited amount of drones while being on the other planet
    • Loading a planet could sometimes produce an error which was breaking the save file
    • Fixed an issue where the player was not able to fly to the location of the Nugget who died due to the Sarlacc
    • Fixed an issue where a mystery box could not be picked up from the crater
    • Fixed an issue where the Unobtanium extractor would burn despite using rain cloud on it
    • Fixed an issue where the Nugget creation screen was incorrectly displayed when UI Scaling was set to MAX
    Besides everything we have done above, we are also working full speed ahead on the next Large Update that will be coming out shortly! Our estimation time is around 2-2.5 weeks. This update will introduce new buildings and a combat system. Some things we had covered last week and, currently, we are at a stage where we can polish our combat system. After polishing, the update will have to go through QA. Once we get approval from QA, we will post new patch notes with its release! While some of our team focused on the combat system, the rest of the team was hard at work racing toward the finish line. All major systems are officially in place from a technical standpoint. Our outstanding list of tasks consists of new tutorials, cinematic shots, a credit screen, and final scene. Of course, well be polishing and rebalancing existing systems in order to improve gameplay during the later stages of the game. We sincerely hope that you will enjoy these new changes and are looking forward to our combat patch! We are extremely excited to show it to you. As always, if you enjoy what we are doing, make sure to leave a Steam review and join our Discord. If you happen to find an issue, join our Discord and let us know. Our magical team of programmers will do their best to exterminate every bug that we, and our community, will find. Lastly, enjoy Halloween and have a great time with your friends and family. Sincerely, The Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2022-10-25 16:56:05 CET ] [ Original post ]

    Halloween Scream Fest!

    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/


    [ 2022-10-20 20:32:11 CET ] [ Original post ]

    BAND-AID Patch v0.1.57 is Now Live!

    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/


    [ 2022-09-03 17:41:06 CET ] [ Original post ]

    Ask us Anything on Tuesday!


    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/


    [ 2022-07-22 19:18:16 CET ] [ Original post ]

    ENGINEERING Patch v0.1.56 is Now Live!

    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

    • Localization changes and assets preparation. As we are approaching 1.0, we are reworking a lot of older panels that might still use older text components that are making text blurry and potentially hard to read. Currently, all the building's panels and research panel work is done. The overall work is still not finished, but we are halfway through.
    • Improved performance for the Modern and Space Age eras. Based on the machine, you should see around 10% - 15% in improvements.
    • Drinkable water by Nuggets is now displayed at the water tooltip. This should help new players, as well as veteran players, to keep an eye on the overall situation with drinkable water in their cities.
    • More than 30 different audio sounds were added to the Stone Age and pre-Medieval buildings and panels.
    • Improved planet simulation system in order to control the inflow and outflow of resources efficiently and precisely.
    • Increased the refill rate of drinkable water in the wells.
    Bug Fixes: Fixed: Missing localization in Residential Buildings, Expedition, Fishing Hut, Barracks, Artifact Fixed: An issue which could occur if a protection dome was hit in the same frame it was created Fixed: An issue which could prevent clouds from spawning on the moon Fixed: An issue which could prevent the mating quest from starting Fixed: An issue which could cause the bottom panel tooltip to display the incorrect amount of water Fixed: Shock and awe not persisting through save/load Fixed: Being able to use god powers through UI and on dead Nuggets when you shouldn't be able to Fixed: Nuggets who are working in the Town Hall would become invisible if it was destroyed while they were inside the building Fixed: Multiple audio and visual bugs in the intro scene Fixed: Clouds on the moon were not always correctly displayed Fixed: Nuggets standing directly on top of each other when hunting (not 100% impossible, but much less likely) Fixed: A bug that caused the new space laser/instruments to not be stowed away correctly after use Fixed: Multiple riot bugs: one would cause them to break and have the Nuggets stop performing any actions and riots had no sounds Fixed: Terraformer was not correctly working in the planet simulation system Fixed: A bug that was causing significant water drainage on the foreign planet sim Fixed: A bug where well/drinking water refill bonuses were not applied on the foreign planet We are extremely excited about the future and what it will bring to us all. Our journey was quite long, but we are extremely happy to have such an amazing community who was able to stick with us for all this time and share this journey. We are grateful for everyone who has patiently been waiting and supported us despite all the downfalls of game development and the twists and turns of life. Thank you all so so much for your awesomeness! With the full release on the horizon, we would like to assure everyone that the full release wont mean the end of The Universim. We still have plenty of ideas from the community (and our own, of course). With your support, we will continue development and accomplish many great things. We hope that you enjoyed what you have seen and we cant wait to bring more exciting things to the game to show you! Please dont forget to leave us a review on Steam, it means a lot to us. Stay godly! P.S: If you think that a live AMA is a fun idea, let us know down in the comments. All the best, The Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2022-06-02 19:09:51 CET ] [ Original post ]

    ARTIFICIAL Patch v0.1.55 is Now Live!

    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

    • Planet loading system. We are constantly working on improving the speed with which our planets load. This time we were able to cut off an extra 15 seconds from the loading time.
    • Notification system. As we moved towards the colonization of other planets, we noticed that a lot of people were excited once they ended up on the moon. So much so, that some players were completely forgetting about their Mother Planet. As a result, in many cases, the civilization would collapse. In order to help with that issue, a notification system has been introduced. That system will notify you if something bad is happening on your other planet.
    • Decreased building decay. Exactly what it says - on other planets (except where you are currently stationed) building decay is significantly reduced.
    • Added pollution indicator to the tooltips of the lakes. Now you can see how much your lake is polluted and when it will reach a critical level.
    • Space port arrival timer was added to the game. Now you will be able to see when exactly your package will arrive by simply clicking on the space port.
    • Improved the Performance/Speed of Saves and AutoSaves, also lowered save size by 10-15%
    • Made the visual area projectors more accurate to the actual radius size (cemetery/engineer/firefighter/etc.)
    • Assign All button was added to multiple buildings
    Bug Fixes:
    • Fixed: Minister building sometimes caused your Nuggets to become invisible
    • Fixed: Infected areas would appear near the lakes causing the pollution of the lakes
    • Fixed: Issue which allowed the launching of a rocket without electricity and water
    • Fixed: A bug that caused nuggets to have incorrect/no animations on loading a save
    • Fixed: A rare bug that could cause an exile settlement to be placed
    • Fixed: A bug that was causing nuggets to clear an extra unit of area around residentials, often clearing trees/rocks far outside the range of the construction site
    Thats it for the notes! Our team is working hard to keep providing new updates while continuing working on the entire space system. We hope you will enjoy this new patch and you are looking forward to the multiplanetary colonization of space and uncovering a big mystery of The Universim! If you would like to drop us your feedback, please dont hesitate to join our [discord] and leave it there. Thanks for your continued support and amazing feedback! It makes development of The Universim a constant joy. Please dont forget to leave us a review on Steam, it means a lot to us. Stay godly! All the best, The Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2022-04-25 19:28:16 CET ] [ Original post ]

    The Universim Space Age Devlog Part 2

    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/


    [ 2022-04-21 17:32:36 CET ] [ Original post ]

    MOON Patch v0.1.54 is Now Live!


    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

    • Minor performance enhancements
    • Increased speed to fly to evolution tower when H button is pressed
    • Increased camera speed over the planet
    • Reduced the amount of green when the atmosphere is polluted
    • Minor changes and tweaks to atmospheric effects
    • Research tree changes due to new perks and buildings being added to the game
    • Now it will take half the time from what it was initially to upgrade Modern Age residential buildings to their final form
    Bug Fixes
    • Fixed: Minister of Power was placing multiple Evolution Tower buildings
    • Fixed: Fish quantity was not displayed correctly
    • Fixed: An issue where Nugget from the Lost Child quest would fall under the ground
    • Fixed: Issue where small lakes would constantly turn toxic and be polluted
    • Fixed: Bug that caused news alerts to be very small
    • Fixed: Issue with Nuggets not being able to upgrade their weapons when Barracks are upgraded
    • Fixed: UI bug that was appearing when any mining building was placed
    • Fixed: Issue with bloom effect on factories
    • Fixed: Exiles could trigger a trade before their cities were completed
    • Fixed: Cupidon light could have been struck on a screen if a Nugget became an exile
    • Fixed: Issue when the research button would get locked out with an X symbol
    • Fixed: Bug that caused firestorms/blizzards from never triggering
    • Fixed: Defense tower Nuggets not facing their target
    • Fixed: Bug that caused clouds to fill very small lakes more slowly than intended
    • Fixed: Bug that caused the scroll to be too slow and sometimes not work on the save/load menu
    • Fixed: Bug where exiles with no finished buildings can trigger events
    • Fixed: Bug where picking up a Nugget while eating/drinking/resting would cause the stat to never fall
    • Fixed: Bug where Nuggets in residentials, when collapsed, would be invisible
    • Fixed: Some visual bugs with the Pyramid construction
    • Fixed: Issue with road previews not rendering properly
    • Fixed: Issue with buildings in the filter view not lighting up when their category is selected
    This is so far one of our biggest patches that we released and it is our first step towards full space expansion! There are still more things coming in the future and we cant wait to present them to you. We hope you will enjoy this patch and we would love to hear your thoughts and feedback, since this will help us to shape the game further. If you enjoy what we are doing, consider leaving us a Review on Steam and join our Discord channel to provide your feedback. Thank you for your constant support and love. https://store.steampowered.com/app/352720/The_Universim/ All the best, The Crytivo Crew


    [ 2022-02-16 18:03:35 CET ] [ Original post ]

    The Universim Space Age Devlog Part 1

    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:

    • Terraformer
    • Oxygen Generator
    • Hydro Collider
    • Cloud Generator
    • Space Harvester
    Terraformer - The terraformer is one of the main building blocks of planet terraforming. This structure will consume resources and slowly start to terraform the planet, which will slowly restore life on the planet within a specific radius.
    Oxygen Generator - Based on the planet's condition, you might be required to place the oxygen generator. From the name of it, you mightve already guessed its purpose. This building is needed to restore oxygen levels on the planet.
    Hydro Collider - Certain planets might be overwhelmed with lava or be entirely empty. The Hydro Collider is a quick solution for the problem. Utilize this building if you need to fill the lakes or even drain them. As the planets quality is restored, your lakes will be full, but it definitely wont be cheap.
    Cloud Generator - By collecting water and processing it through this building, your Nuggets will be able to create clouds! And not just any clouds, but rainy clouds. These rainy clouds will accumulate near an empty lake and begin to fill it. One by one, they will restore the water level on your planet and, even though this restoration technique is cheap, it requires more time to accomplish its task compared to the Hydro Collider.
    Space Harvester - Certain Planets will possess completely new and unique resources that wont be found on your Mother Planet. In order to harvest those resources, you will need to utilize Harvesters. These machine mining vehicles will be able to obtain alien resources and transport them back to the processing center where they will be transformed into resources that your Nuggets can use.

    Since we have a lot to cover for the Space Age, this blog post is merely part 1 of 2. We still have plenty to show you and tell. Our goal is to give you dynamic gameplay where you can choose your own route to colonization. Our team is extremely excited to be working on the Space Age and were going full speed! Join our Discord or drop a comment to offer your thoughts on this jam-packed blog. Thank you for your unstoppable support! -Crytivo Crew


    [ 2021-12-13 18:13:51 CET ] [ Original post ]

    RESIZE Patch v0.1.53 is Now Live!

    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:

    • Pollution is accumulative. In other words, your factories will constantly contribute to pollution and will subsequently increase each year if no other buildings that combat pollution are built.
    • Increased pollution will influence your lakes. Nearby lakes to your civilization will become toxic which can lead to different negative effects.
    • Based on the atmosphere and pollution factors, the temperature will take a hit as well. Each year, the temperature will either slowly increase or decrease, causing the vegetation to die out under the effect.
    • Main contributions to the atmosphere will be trees and lakes. Decreasing either will have an effect on your environment and planet.

    Improvements and Balance Changes
    • Water usage was 100% removed from residential houses for the Stone and Medieval Eras. Modern Age residentials will still require water.
    • Water usage was removed from the fishing huts across all eras.
    • Reservoir capacity was decreased by 20-25% across all eras to adjust for changes to fishing huts and residential areas.
    • Rain will cover a larger area underneath the clouds.
    • The minister of water has had massive balance changes. It should respond better to your current civilization's demands.
    • Eateries now cook and provide water 25% faster.
    • Stone Age warehouse capacity adjusted from 100 to 150.
    • Medieval Age warehouse capacity adjusted from 500 to 750.
    • Rebalanced pollution on all buildings.
    • Sick Nugget messages will disappear from the screen as soon as this Nugget is admitted to the hospital or healed using a creator power.
    • Destroyed storage buildings now create resource piles of the items that they stored. 75% of all stored resources will be saved.
    • Raised resource pile decay from 20 to 30 min.
    Bug Fixes Fixed: Fade in / Fade out under certain conditions didnt work properly during transition to and from the main menu Fixed: Save folder link was breaking if Windows username had a space in it Fixed: Nuggets were getting stuck in the bunker Fixed: Nuggets getting stuck in defense towers and garrisons during an attack Fixed: Coffin dodgers were getting stuck in the hospital Fixed: Saving and loading the game while Nugget reserved the drinking spot in the building (reservoir) would cause that Nugget to get stuck forever Fixed: Missing text with instructions on how to build the exit for the hyperlube Fixed: Thunder sound was not affected by the audio settings in the game Fixed: Atmosphere/fog flickering was happening in the intro to the game Fixed: Subtitles were being displayed in the main menu screen Fixed: Hunters were able to hunt invalid animals Fixed: Text on the animal UI was too small Fixed: Localization error when volcano eruption was killing a Nugget Fixed: Tooltips with the death cause and information about the dead Nugget were not working correctly in the cemetery Fixed: Saving and loading the game during the appearance of the easter egg with the portal was causing an error Fixed: Game crashed when the Nugget was thrown into the temple with a chance to spawn confetti Fixed: Previously, custom resolution fields allowed 6 digit numbers to be entered that were crashing the game Fixed: Error was causing by using telekinesis and dropping a Nugget over the water portion of the water building Fixed: Lost child quest had an issue where dropping the Nugget next to the epicenter would cause the Nugget to fall through the world Fixed: Text on the billboards in the Modern Age was not correctly displayed We hope that you enjoyed the Halloween Patch and that you are ready to play on resized planets! As always, we value your feedback and take every constructive suggestion into consideration to better The Universim. Thank you for your support and the love we see across our social media, Steam, and our Discord channels. We are looking forward to hearing your thoughts on this latest patch. If you enjoy what we do, join our Discord and leave us a review on Steam! Thank you everyone! All the best, The Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2021-11-16 18:37:09 CET ] [ Original post ]

    Horseless Halloween Patch v.0.1.52 is Now Live!

    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/


    [ 2021-10-28 16:43:15 CET ] [ Original post ]

    SMOOTH Patch v0.1.51 is Now Live!

    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:

    • Performance improvements
    • Planet loading time improvements (especially for other planet sizes)
    Bug Fixes
    • Fixed: Hunters attacked Cattle Farm animals.
    • Fixed: Power hour event was turning off buildings that didnt require electricity, thus never turning them back on after the event.
    • Fixed: Picking up animals with a vortex Creator Power from a cattle farm caused an error to happen.
    • Fixed: Nuggets working in the buildings will collect herbs themselves if the building is out of herbs and there are no available nuggets who can bring herbs.
    • Fixed: While on expedition, nuggets were taking damage from different area-based damage Creator Powers (lighting strike, meteor strike, etc.)
    • Fixed: Nuggets were getting infected from different sources while being on expedition.
    • Fixed: Stone Age expedition debris would turn into Modern Age debris if the Modern Age expedition camp research was upgraded before the rebuild option was selected.
    • Fixed: Missing localization from the starting advice section.
    • Fixed: Nuggets will now cancel their dating and mating AIs if the partner is on an expedition.
    • Fixed: Wounded nuggets were not transferred correctly when the expedition camp was destroyed/upgraded during the expedition.
    • Fixed: Using vortex to pick up the space box caused errors.
    • Fixed: In the quests menu (menu where all the quests are being showcased), the animation was sometimes getting stuck and, therefore, it displayed the incorrect state of the quest.
    • Fixed: Decorative trees were missing from the residential area.
    • Fixed: Previously, you could throw exiles and dead bodies into rehab/prison/police stations.
    • Fixed: Missing disaster icons.
    • Fixed: Firefighters getting stuck in non-firefighter's hut buildings.
    • Fixed: Farm windmills pointing in random directions.
    • Fixed: Multiple hospital doctors would target the same patient, slowing down healing and causing double herb consumption.
    • Fixed: An issue with nuggets having crazy rotations if pausing on one side of the planet and moving over to the other side while still paused.
    • Fixed: Meteors were clipping through the ground in some situations.
    • Fixed: Resource statistics panel had an issue where, in some cases, it didnt correctly indicate the amount of trees and stones that were collected.
    • Fixed: Tornado dirt on screen issue.
    • Fixed: Instances of the Black Market not being built.
    • Fixed: Quest-giver nuggets could have become exiled.
    • Fixed: Healing exile nugget construction sites would create an error.
    Thank you to everyone for the constant support and feedback on Discord, Twitter, and Steam. We appreciate all of your input and we take each idea and suggestion seriously. If you enjoy the game and you have yet to leave your review on Steam, please be sure to do so. A simple review helps us, as developers, to see if you enjoy what were doing. If you would like to see any other changes to the game, drop us your feedback on our Discord. https://store.steampowered.com/app/352720/The_Universim/ Thank you everyone! All the best, The Crytivo Crew


    [ 2021-09-15 17:13:23 CET ] [ Original post ]

    NO ROOM FOR COWS Patch v0.1.50 is Now Live!

    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

    • Tornadoes can no longer be trapped inside of a dome
    • Tornadoes will now pick up trees and nuggets
    • Farms received a food production buff
    • The cameras position will now save with the game and load where you left off
    • Hunters killing animals near the edge of a lake will no longer cause a lake to go toxic
    • Players are no longer blamed for exile deaths unless they directly caused them
    • Minor improvements to lightning
    • Minor performance improvements
    • Space Box UI improved
    Bug Fixes: Fixed: Bug that sometimes caused hunters to not pick up food after hunting. This resulted in labor nuggets wandering far out to get the food piles. Fixed: Several bugs with farms that were negatively impacting food production. Fixed: A bug preventing nugget thoughts from working after a save game load. Fixed: Some bugs that could cause garrisons to endlessly defend the city. Fixed: Various terrain leveling bugs fixed. Fixed: Several visual bugs with meteors. Fixed: Several bugs with the Expedition Camp UI. Fixed: A bug that delayed or prevented a single target from healing. Fixed: A bug with space boxes that could slow down - or lock up - the game. Fixed: A bug that caused the stored power in a battery, or batteries, to not properly display on the bottom HUD. Fixed: Tornado screen camera effects. Fixed: A bug with AOE healing and hospitals that could cause nuggets to remain flat and not animate. Fixed: Several bugs with bunkers and the alarm. Thank you everyone for all the constant support and feedback on Discord, and Steam. We truly appreciate it. We hope that all of those new changes will put a smile on your face. As always, if you enjoy the game, please feel free to leave us a review on Steam.
    If you would like to see any changes to be introduced to the game, drop us your feedback on our Discord. https://store.steampowered.com/app/352720/The_Universim/ Thank you everyone! All the best, The Crytivo Crew


    [ 2021-07-21 21:24:26 CET ] [ Original post ]

    Let's play The Universim with the game's creator


    Build a world with The Universim creator Alex Koshelkov.


    He'll be answering questions and hanging out with chat. Hope to see ya there!


    [ 2021-06-23 16:50:50 CET ] [ Original post ]

    PATCH NOTES BETA V49 - THE CORE

    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

    • Various Graphic System Additions & Enhancements
    • Shadow Quality Settings
    • Anti Aliasing Settings
    • Graphics Enhancements
    • Grass now has shadows
    • Improved splash effects when a Vortex ball hits the water.
    • Settings now has a new section: Input. Anything related has been moved there.
    • Added Mouse look sensitivity and Zoom Sensitivity.
    • Eatery crime generation reduced.
    • Exiles can now use the player road system and generate roads themselves.
    • Prisons, Rehab, and Police stations will now accept nuggets dropped into them.
    • Various improvements to the Nugget AI
    • Exiles can no longer build over player owned areas. Players can no longer build over exile owned areas.
    • Hunters can no longer be quest givers. This was causing... issues.
    • The settings screen, and all options and descriptions, are now fully localized.
    • Added better 21:9 and 32:9 support to the UI systems.
    • The UI can now be zoomed out (shrunk) a bit more using the settings slider.
    • Subtitles are no longer hidden when the game is paused.
    Bug Fixes:
    • Fixed: Bugs with full screen camera effects that prevented them from working (ice, dust, water, etc).
    • Fixed: Bug that prevented the screen from darkening when close to a tornado.
    • Fixed: Vine ( root ) / hole could spawn too close to the mountain causing multiple different issues upon quest completion
    • Fixed: A bug preventing props from collapsing. They were just vanishing.
    • Fixed: Orders in the black market could have been duplicated.
    • Fixed: Creator light was not working properly with the grass in the game.
    • Fixed: Bug that prevented a cursor to disappear in free look mode or panning the camera.
    • Fixed: Bug that causes some planets to load for an extremely long time in some rare cases.
    • Fixed: Several bugs with Tesla's battery quest. Including one that prevented the player from progressing in both the quest and the research screen.
    • Fixed: Several bugs with the Creator Power wheel. Once of which could cause the powers to get stuck and not be able to select other powers.
    • Fixed: Exile demand bugs. They can no longer demand 0 resources. If the demand is 0. It will not be shown on the screen. They can no longer demand an outrageous amount of resources.
    • Fixed: A bug that allowed building ghosters to rotate too fast (on very powerful systems) when pressing Q or E.
    • Fixed: Some bugs with Shadow Distancing not working properly after loading a planet.
    • Fixed: Auto Reconnect to Twitch. If you are disconnected. The game will keep trying to reconnect to twitch for 30 seconds before timing out
    • Fixed: A bug when TKing a nugget, from a boat, using the quick TK option.
    • Fixed: Various bug fixes to TK/Vortex
    Thank you everyone for all the support and feedback that you keep providing on a daily basis via our discord, twitter and Steam. We extremely appreciate it. We hope that all of those new changes will put a smile on your face and positive emotions. As always, if you enjoy the game, please feel free to leave us a review on Steam.
    If you would like to see any changes to be introduced to the game, drop us your feedback on our Discord. Thank you everyone! All the best, The Crytivo Crew P.S. We know you're eagerly waiting for the Space Age, so in the meantime we thought you might enjoy visiting Mars. In Farlanders you're tasked with terraforming the planet as you build a thriving colony. This turn based puzzle builder has a free prologue out on steam you can play now. We hope you check it out!


    [ 2021-05-28 13:46:22 CET ] [ Original post ]

    Today we're extremely excited to Announce Nuggets The Movie


    Today we're extremely excited to Announce our Partnership with Netflix and Illumination. Watch all Episodes of Nuggets the Movie today only! Join Discussion Here


    [ 2021-04-01 18:00:27 CET ] [ Original post ]

    PATCH NOTES BETA V.48

    PATCH NOTES BETA V.48 ()


    https://store.steampowered.com/app/352720/The_Universim/ Hello Creators, Our new patch is here. Since our last one, we've made huge strides in development. Some of it you will be able to see now, some are getting polished and will be ready in the next patch, and others we will tell you about in the future. With this patch, we expanded our tutorial system, increased performance, and added building upgrades. We are also adding some additional life improvement features that hopefully will make everyones experience more pleasant. A lot of those systems in this patch were requested by you on our discord, steam, and social media. We are extremely grateful to have such a great community and well keep working with you in order to create the best possible experience for everyone. Thank you for your ongoing support and we hope that you enjoy this patch and we'd appreciate it if you'd leave us a review on Steam.
    Now let's dive in.
    Expedition Quest Nuggets have always been curious about the world around and above them, but it is time for them to finally meet the thing that lies below. This quest is a part of a major mechanic that will be expanded on in the next patch. Prepare to dive deep underground and help your nuggets during their journey.
    Shortcut System Who doesnt like taking a shortcut from time to time? By toggling on the shortcut menu with x the player can turn on a labeling system that will show them how to select menus and buildings with just a few keystrokes. For example, pressing B-1-1 will bring up an engineer hut ready to be placed.
    Tutorials ( Part 2 ) We are continuing to expand our tutorial system. For the second part of this expansion, we added additional 6 different tutorials that will explain mechanics in the game such as:
    • Reservoirs and how they operate
    • Engineer Huts explanation
    • Explanation for the radius around certain buildings and how they influence the gameplay
    • Where to find the expanded building functionality
    • How to assign nuggets to buildings
    • How to get additional herbs to the hospital and why your hospitals might have an issue
    • Infection and how to fight it
    We plan to continue expanding this system. If you have something that you dont understand or find confusing, drop us a message on our discord. Well be sure to review it and potentially add a tutorial for it. Ministers Revamp As we proceeded with adding new systems to the game, we saw that Ministers needed more and more love. For this patch, we decided to take our time and redesign how their algorithms worked. Initially, all the ministers were fixers of issues but that wasn't enough. Now ministers do their best to prevent issues from appearing in the first place. We reworked almost every algorithm for the Ministers system and were eager to hear what you think. Modern Movie Theater We were starting to think that modern nuggets might be getting bored with the talkies that were being shown in the old theaters. So now they will be able to snack on their popcorn in fancy new theaters.
    Planet Seed Have you ever found the perfect planet to later wish you could start over? Planet Seed functionality will allow you to type the specific seed of the planet in the main menu and load that exact planet on which you played previously.

    Improvements and balance changes


    Full Screen Mode Full screen mode support was added to the game, which should provide better stability and experience for some of our players. Change in the saving system ( Archives Removal ) For quite some time we debated about our unique save system. Some people loved it, some people hated it. Based on our analytics and research, we had to take a step back and remove the archive dependent safe system. Now you can save the game at any time through the ESC menu and set up autosave frequency in the game menu settings. Save Files Management Since we started to rework our save system, we also added additional functionality to it. Now you can select all or multiple save files to delete. No more one by one deletion of save files.
    Building Within a range Indicators Engineers and Firefighters are important buildings for keeping your city afloat. Placing a building outside the range of Engineers Hut or Firefighters Hut will display an icon above the building you are trying to place indicating that engineers and firefighters wont be able to reach it.
    Concrete City One of the main distinctive parts of the big cities is the amount of concrete in them. We added roads, we added tall modern buildings, but the city was still missing that little piece that sets it apart from other ages. So now you can have a true concrete jungle.
    Educated Nugget displayed in the filter system Educated nuggets now can be found in the filter system and you can see how many nuggets in your civilization have an education.
    Performance We keep working on our performance with every patch. For this patch we improved the resource distribution algorithms and their interactions with other systems, which should provide an additional 5%-10% of the performance improvement. Extinct Animals Icon A status Icon was added to the Hunters Hut that will appear when an animal is extinct and your hunters are no longer able to hunt it. Construction Panel for the buildings that were automatically built Previously, any building that was constructed automatically ( Black Market, Temple etc ), didnt have a panel that would indicate the progress of their construction. Now you can see how long it will take to behold it in its glorious final form. Bug Fixes:
    • Fixed: Main Menu planet had a wrong season
    • Fixed: Issue when certain seeds of the planet will keep repeating despite starting a new game
    • Fixed: Interaction with trees in certain cases produced an error, which was breaking save files
    • Fixed: Incorrect tree textures on birch trees
    • Fixed: Shader used for the main menu planet was breaking on certain PCs
    • Fixed: An issue where not all objects were cleared up by nuggets when the building was placed on top of them
    • Fixed: An issue when the dead animal was not removed from the pool of animals and nuggets would get stuck in an infinite hunting loop
    • Fixed: After killing an animal, nuggets would not bring food back
    • Fixed: In certain cases roads were able to stop the bridge placement
    • Fixed: Bridge constructions sites now have a hover outline
    • Fixed: Bridge and roads were not reconnecting when the road position was updated
    • Fixed: Damage dealt to the nugget health was not calculated properly
    • Fixed: Lens Flare effects were bleeding through the planet
    • Fixed: Nuggets names were not updated in the residential tooltips
    • Fixed: An issue that would prevent the completion of the Finish House quest.
    • Fixed: Visual bug that was appearing when you try to enter the escape menu during a tutorial transition
    • Fixed: Search in the nugget list panel was not working correctly
    • Fixed: Building Status Icons were sometimes blinking
    • Fixed: Saving the game while load screen was opened, caused a broken save file
    • Fixed: Ecology panel sometimes caused an error that lead to a corrupt save file
    • Fixed: Tornado creator power had a chance to spawn multiple Tornados if the creator power was used in quick succession.
    • Fixed: Evolution tower could have been placed while being in the ESC menu
    • Fixed: Localization in the garage display panel
    • Fixed: Using the vortex creator power above the eatery to get cooked food and after that dropping them on the ground, caused an error that was breaking the game
    • Fixed: Picking up a space box with a vortex and then dropping it while pressing Press F to fly to, caused the space box to get stuck
    • Fixed: Using Vortex about the factory caused nuggets to get picked up as well
    • Fixed: Using Vortex above the lake calculated the usage of creator points incorrectly
    • Fixed: Picking up fruits from one bush sometimes caused other bushes to react as if the fruit was picked up from them as well
    • Fixed: Telekinesis system was not cleared correctly after it was canceled and code kept the reference from the previous object causing Unable to pick up effect.
    • Fixed: Extreme jittering in certain cases when the Vortex creator power was used
    • Fixed: Bug that caused tooltips to stay open on the screen
    • Fixed: Cupidon Rainbow effect was getting stuck on the screen
    • Fixed: Bug where nuggets would get trapped in the bunker
    • Fixed: Battery parts from the quest were not saved to the save file properly, causing the failure of the quest
    • Fixed: Bug that prevented the Ministers of Water from placing pumps in the Stone Age
    • Fixed: Bug that prevented the Minister of Agriculture from properly placing food production buildings
    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. If you would like to see something to be added to the game, please make sure to join our discord channel and drop your suggestions there. We are always checking it. Thank you, everyone! Make sure to follow us on Twitter! All the best, The Crytivo Crew


    [ 2021-03-31 19:46:47 CET ] [ Original post ]

    Tourbillion Patch v0.1.47 is Now Live!

    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. Alex is Streaming new Patch Right now! Live on Twitch
    Watch Now 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


    [ 2021-02-10 18:17:11 CET ] [ Original post ]

    Community Plays The Universim

    We love our Creators!


    Come hang out with community member Bluebarry as he conquers the ages. Learn tips and tricks or just nerd out with us.
    Hope you can stop by! If not help us give Bluebarry some love on his YouTube!


    [ 2021-02-04 01:48:33 CET ] [ Original post ]

    Festive Patch v0.1.46 Is Now Live!


    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

    • Roads were polished a bit more and we fixed multiple issues connected to them.
    • Minor performance fixes
    • Minor memory usage optimization
    • Props can no longer spawn on roads or other places where they dont belong
    • New road shapes were added which allows more curvature for the roads
    Bug Fixes:
    • Fixed: Kickstart creator power prevented nuggets from eating and drinking
    • Fixed: Road segments were breaking due to large curvature angles
    • Fixed: Fixed an issue that was causing an infinite save load
    • Fixed: Minor visual issues related to the UFOs crashing
    • Fixed: Redesigned Eatery drinking meter that was not displaying the amount of water correctly
    • Fixed: Low environment level did not influence exile nuggets at all
    • Fixed: The player was able to pick up rocks from inside the construction zones
    • Fixed: Cemetery grave slots were cleared too fast
    • Fixed: Residential Blocks were able to overlap each other and overlap with other buildings as well
    • Fixed: Various UI windows had a chance to close unexpectedly without a player interacting with them
    • Fixed: Gravediggers has a chance of losing bodies when they were switched back and forth between a car and a nugget
    • Fixed: In certain situations, it was not possible to drop a nugget while being close to the ground
    Thank you for all your support and your positivity. We are really happy to have such an amazing community and we will do our best to deliver the most outstanding experience possible in 2021. Thank you everyone and Happy New Year! Make sure to follow us on discord and our Twitter! All the best, The Crytivo Crew


    [ 2020-12-31 04:32:00 CET ] [ Original post ]

    Community Plays The Universim

    We love our Creators!


    Starting at 3pm PST Come hang out with community member Bluebarry as he conquers the ages. Learn tips and tricks or just nerd out with us. Hope you can stop by! If not help us give Bluebarry some love on his YouTube!


    [ 2020-12-12 17:00:05 CET ] [ Original post ]

    100 Percent Patch V0.1.45 Is Now Live!

    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:

    • Outline buildings and objects. All the objects which you can interact with in the game will be highlighted when the moused over. These features will be ON by default, but it can be turned off in settings/game.

    • Unlocking a new building now has an animation that plays when you first open the building menu. This should allow you to easily detect when a new building was unlocked.

    • The Creator Points generation setting was added to the Game Customization screen when you start a new game. Now you will be able to choose to play either with a normal CP generation rate, increased CP generation rate (2x speed) or Unlimited CP generation rate.

    • Shortcuts for creator powers now exist on each nugget info panel, population log and on building worker slots

    • Kickstarter Creator Power received an improvement and can be used on an area
      • Nuggets affected by the Kickstarter power will have Red Halo above their heads
      • Kickstarter Creator power now will freeze all nuggets stats except their age status and health
      • This power will constantly drain nuggets health. Make sure to not over use it.
      • Kickstarter will improve nuggets movement speed, increase their strength and carry capacity
    • Healing creator power received an improvement and can be used on an area
      • Nuggets healed by the creator power will receive a white halo above their heads for a short period of time
      • Creator power now allows you to heal all nuggets in the specified area.

    • Each building received a hyperlink for its respective perk that unlocks it. Clicking on it will open Research panel and show where the perk is located
    • Priority button added to the building upgrades which will allow you to prioritize the upgrades
    Improvements and balance changes
    • Nugget AI for delivery reworked and improved which will improve the timing on resource delivery
    • CP generation will now be shown in CP per minute inside the temple
    • CP granted for Sacrifices will be displayed in the Temple
    • Added insects that will be flying during night time next to the street lights
    • There is a chance that after cutting a tree stumps will stay on the ground
    • Fly To event now can be interrupted by using scroll on your mouse
    • Wind and Kinetic Generators received a shlight rebalance which improve their energy generation speed
    • Modern Wind Generator is now available to be built in the early modern era
    • Stone age engineering huts received an additional slot for the engineer
    • Stone and Wood refineries output increased by 40%
    • Adahy and Elus strength has been increased from the range 2-5 to 4-6 in order to provide a consistent start of the game as well as to increase the speed in the beginning of the game.
    • Improved Food Production System that will send only a couple of nuggets at a time to gather food instead of sending all available nuggets to gather it
    • Cook, Doctor / Shaman, Gravedigger will go and collect resources themselves if there are no laborers available to collect resources needed for them.
    • Farms will display an icon above them if the crop was not selected
    • Animals being hunted by Hunters will now have an icon above them
    • If an animal is extinct, the Hunters hut will have an icon indicating this. Hunters wont do anything until a new animal type is selected.
    • Resource tooltips now include materials for upgrades
    Bug Fixes:
    • Fixed: Issue where nuggets should ignore the nearby resource and move to pickup the resources further on due to incorrect computation error.
    • Fixed: Issue that would cause multiple errors in the game when the game was loaded with fire in it
    • Fixed: In certain situations roads were generated incorrectly when the evolution tower was placed
    • Fixed: Crytivo Club was not showing up when the game was loaded
    • Fixed: Renaming the buildings was not working properly
    • Fixed: Nuggets repeatedly were reentering roads
    • Fixed: Wind was updated incorrectly, which was causing wind related buildings to work incorrectly
    • Fixed: Killing an Alpha wolf during wolf attack would not kill the wolf actor and upon load it was causing major errors in the game
    • Fixed: Upgrading a building would trigger the Building was destroyed message in the news channel.
    • Fixed: Nugget thumbnail was not displayed correctly in the houses
    • Fixed: Nuggets were stopping their movement when the new request was taken
    • Fixed: Certain parts of the roads blueprint were incorrectly removed from the game upon placing a new construction zone on top of them
    • Fixed: Oppress Health stat effect on nuggets was incorrectly working with Hospitals which caused nuggets to get stuck inside the hospital
    • Fixed: Camera movement was not paused when different popup windows were on the screen, such as creator power carousel, quest log screen, research screen etc.
    • Fixed: Picked nuggets in certain cases would go underground and they would continue walking underground
    • Fixed: Following the nuggets and picking him up during the camera follow: event would break the camera and it would try to follow the cursor instead
    • Fixed: Stuck matchmaking lines over Le Cupidon nuggets
    • Fixed: Multiple panel sorting issues when the Research panel was opened
    • Fixed: Missing nuggets status while being in Prison or Rehabilitation Center
    • Fixed: Adahy and Elu appearance was different from the menu start screen upon loading the game
    • Fixed: Farms without water would produce news messages that would never disappear from the screen causing news messages to stack and cover the majority of the screen space
    • Fixed: Confetti upon landing the successful shot would spawn in the incorrect location
    • Fixed: Some road nodes were duplicated causing errors upon loading the game
    • Fixed: Relationships with exiles were not changed upon killing exile nuggets
    • Fixed: Terrain deformation near the roads was causing nuggets to start waking up in the air
    • Fixed: Le Cupidon matchmaking lines did not disappear upon partner sudden death
    • Fixed: Overpacked quest would break if it was loaded from the saved game
    • Fixed: Residential building panel was using upgrade panel instead of its own panel
    • Fixed: In certain cases road nodes were created underground, which would cause nuggets to go underground
    • Fixed: Some animals animations were incorrectly working when the game speed was increased
    • Fixed: Incorrect birds animations
    • Fixed: Kickstarter creator power was not adding bonus stats correctly
    • Fixed: Planet nodes which are being used by nuggets were not always updated correctly, leading nuggets to wander around
    • Fixed: Error that was happening when the roads were building during paused game
    • Fixed: Electrical parts from Tesla Quest and Delivery packages from Overpacked quests could have been dropped through the ground, leading to the quest failure
    • Fixed: Law was not always taking an effect when the candidate was selected during the election process.
    • Fixed: Bug that was preventing various roads segments to not but built
    • Fixed: Overpacked quests was not spawning packages if the building was placed too close to the roads
    • Fixed: Nugget clothes not being set correctly when nuggets changed their jobs
    • Fixed: Nuggets would not receive clothing when the research for clothing was complete
    • Fixed: Issue where the roads could end up above or below the ground
    • Fixed: Issue where very long roads were generated automatically without the players input
    • Fixed: Issue where decoding a spacebox had the lowest priority and therefore it was taking a long time to do so.
    • Fixed: Planet environment will always start at 100%
    • Fixed: Nuggets will no longer wander the entire planet when the city is low on food. They will still try to search for food, but they wont go across the planet just .
    • Fixed: Houses did not correctly display Nuggets status
    • Fixed: Error that was appearing when Explosion of the nugget was caused by Twitch viewer
    • Fixed: Animals will no longer be extremely stretched when thrown
    UI and Art: Black Market panel. Oh boy, it took us a good amount of time to put together this beautiful panel for you to enjoy. Unique aliens were designed to fit with the design, each alien has their own mood and animations. New sparkling icons were created to support your imagination. We hope youll enjoy ordering intergalactic goodies from the newly opened Black Market.



    The new notification Panel was designed to let you know if theres something missing and we hope it will help. Well continue reusing this panel as we develop, yay.

    Nuggets God Action panel. Now you can use your god powers on specific Nuggets from the following panels - Nugget List, Nugget ID card and Building Panels. This was a frequently requested feature and were excited to scratch that itch for you, we hope you enjoy it!

    An evolution progress bar has been added to your research screen. Now you can easily see your progress in the evolutionary research tree. It looks fancy, we know it, but thanks for all compliments anyways.
    Thank you all for being awesome. Were continuing our work on the Space Age and listening closely to everyone who provides feedback on our social media or discord in order to improve our current systems. Very soon well have an exciting announcement. Again, leave a review on steam to boost our Devs moral and help them output the best results, like ever! Make sure to follow us on Twitter! All the best, The Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2020-12-11 18:05:55 CET ] [ Original post ]

    The Community Plays The Universim

    We love our creators!


    And we think you'll like watching Bluebarry play and hanging out with his kind community! Bluebarry has been making consistent content for over a year and we wanted to introduce you to him. steamhappy Give Bluebarry a follow if you're interested in more The Universim Content.


    [ 2020-11-24 22:32:21 CET ] [ Original post ]

    Good Weather Patch V0.1.44 Is Now Live!

    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:

    New Main Menu Screen


    The entire Main Menu and Settings were redesigned and improved. Now its more clear and hopefully easier to navigate. We will continue improving your user experience as we develop, but at the same time let us know on a discord if there is something missing from our settings.

    Game Customization Screen


    Natural Disasters Youve been asking us to add the ability to play without natural disasters for a while and its finally here! Now you can choose how often youll have them. You can set it to Never, which pretty much means what it says - disasters will never happen on your planet. You can keep it on Occasional - this is what we recommend for a balanced experience, or Often - for the players who like it extra spicy. Wild Animals Attacks On top of choosing the frequency of the disasters, you can also choose how often Wild animals attack your village. It can also be Often, Occasional or set to Never happen. Exile Attacks And finally, you can also tweak Exile attacks with similar parameters. We know you wanted these options for a while and we spent a good amount of time making the game fun and engaging no matter what you chose. We hope youll love it and of course were open for feedback. Let us know on discord.

    Nugget Traits We know a good number of you play The Universim a lot, replaying it over and over and over. To help you keep things fresh, were adding the ability for you to customize your Nuggets skin tones along with starting Nugget Traits. These Traits will alter your gameplay, check out what our internal QA Team had to say about them: True Believer: This is an easy mode trait. This trait brings in a lot of extra CP when starting a new game. This can help the player in many different areas. The downside is that there will be more UFOs that can steal Nuggets away. Arnold: A fun Easy Mode trait. It allows things to be delivered faster which speeds up the early part of the game. However, they also eat a lot of food and tire easily. Matenator: A very fun trait. Also easy mode. This also speeds up the early part of the game by greatly increasing population for a few generations until it breeds/dies out. This is a great trait for those players who struggle with population early in the game. The downside is that these Nuggets will die from exhaustion before their time, and they also eat a lot of food! Fugitive: Fun and Easy mode trait as Nuggets move fast for a few generations. However, Nuggets may steal some of your resources! Nugg Norris: This is a hard mode trait. Nuggets start off very strong, and they can build things very fast. However, Nuggets severely damage other Nuggets for a few generations. This can cause many injuries and death. So be careful! Greenlander: At a glance, this trait may seem easy to play, but it is not. While these Nuggets will create trees, they have shorter lifespans and consume a lot of water. Highlander: This is an easy/normal mode trait as it boosts the population early in the game. It's REALLY fun when Elderly mating is active and all the old Highlander's breed. However, if one gets infected, it can RAPIDLY spread. The player must be vigilant to keep any potential infections from starting or spreading. Coffin Dodger: This is the hardest trait in the game to play. Once zombies start to spread, it can be an incredible challenge to bring them under control and may burn a lot of CP. This is recommended for more hardcore players. Each Trait will need to be unlocked by playing the game. We will continue reviewing Traits, and potentially adding new ones, if you guys will like em. Please let us know on our Discord if you have any ideas what Traits we can add or change in the future.

    Overpacked Quest


    An enterprising Nugget wants your help to open his business. In order to do so, you need to place a Couriers hut and deliver the boxes to appropriate mailboxes.

    Sitting On Powder Quest


    Nuggets may not have arms, but that doesnt mean they cant be armed. One Nugget who is Pro Gun is asking for you to help elect the Pro Gun candidate.

    Improvements and balance changes


    Merge of Wells and Reservoirs Wells and Reservoirs are now merged into a single building. Previously, having two buildings would often confuse everyone. Since both buildings functionality is to preserve water, one building provided water purely for the buildings, while wells provided water only for Nuggets. We decided to simplify that aspect of the game and merged those two buildings into one. Now the well part of the building will take water from the reservoir that is being filled with water pumps.


    Perk Finder With each patch, the amount of perks was only increasing, and it got to the point where it was a chore to find it in the research tree. This is why we decided to add some extra help that allows a player to find and identify the needed perk. Each perk description now has a small eye icon next to the Perk Requirement. Clicking on that eye will bring you to the required perk.
    Improved trait / skin color inheritance Due to the addition of the customization screen before the game starts, we also reviewed how our traits and skin color were passed on, and we decided to improve that aspect of the game as well. Previously, your Nuggets would get the trait from their parents no matter what, and therefore, your civilization was always limited to a certain amount of traits. The current system provides a high chance of passing one of the parents traits, but it also has a chance to generate a new one or be left out without a trait. Skin color of the Nuggets, similar to traits, was passed down based on the parents color skin. It was either from a father or a mother. We added some changes to the system, and now it will take a middle color between two colors of your parents. This way their kids can have slightly different shades of the colors based on their parents skin color.
    Street lights Simulation Previously, all street lights located on the modern roads were turned on all at once when night time was falling. It created an illusion of a lightbulb that would turn on immediately when you flip a switch. It was breaking the immersion of the game and didn't feel right. We added some randomization to it. Now certain lights might flikker on while others will turn on after a short delay.
    Fish respawn in the lakes To our surprise, this was one of the most asked for features to be added to the game. When the lake/ocean would dry out, all the fish would be destroyed and never replenished. This was causing a lot of players to constantly build and destroy their fishing piers. With the new system, the fish will regenerate back to its original state based on the amount of water in the lake. So if the lake does not have water, there wont be any fish, but as you add more and more water, the fish will start regenerating slowly, and based on the amount of water the regeneration, speed will be increased. Construction pause button This is another request that was asked for on multiple occasions. Sometimes, when a lot of buildings are placed all at once, Nuggets will do their best to build all the buildings in order they were placed. But if there were not enough resources for the first placed building, they would try to deliver resources that they have to other buildings. In some situations this caused a pretty long delay for that first building. The Pause button allows you to stop the construction, and any delivery of the resources. Now Nuggets will concentrate on the other buildings that are being constructed first. Save Game option The Save Game option was added to the ESC menu. It will be available immediately after the epicenter is placed. A lot of players, who were not familiar with the game, were struggling with our unique saving system. Quite often, it led to frustration and confusion. We reviewed that system and added a save game option to the ESC menu. The Archive is still being used to autosave the game, but you no longer need to place it in order to save the game. Continue button was added to the Main Menu Youll now find a new continue button that allows you to continue from your last saved game, getting players back to their game faster. Save Filters Buildings Menu and Nuggets Menu will save the filters now for 5 minutes before being reset to default settings. Previously, opening one of those windows, selecting certain filters, and then closing it would reset all the filters immediately and you had to go through this whole process once again. Not any more. UI Scaling & Saving Settings While completely reworking the settings screen, we also went through our current settings and made sure that they are all working properly. Besides that, we also tested our UI scaling on very high and low resolutions and adjusted our UI to work correctly. Improved Nuggets speed on the road Roads will provide an additional speed to Nuggets which will allow your Nuggets to zip around your sprawling world and transport materials more quickly. Improved Couriers and General Transportation AI We reviewed the efficiency of our Nuggets delivering resources to their destination and found some aspects that needed to be improved. Couriers and Nuggets that transport resources will choose the most efficient route to deliver resources to the destination based on a score system that evaluates distance, the amount of Nuggets that are delivering those resources as well as other Nugget needs. Improved Engineers AI With additions of the roads, instead of helping our engineer Nuggets, it actually increased the travel time for them due to incorrect building prioritization by engineers. We reviewed & improved AI in order to make sure that they will always select the most efficient path to the buildings, and they will make a better decision on which building they should be fixing next based on the distance, building health, and their needs. Option to disable camera shake Out settings received an additional setting for people who have motion sickness. Now you will be able to turn off camera shake when you bump into the buildings or when any explosions or rumblings are happening in the game.

    Additional Improvements


    -Construction supporters are limited to 10 -Nuggets will be removed from the buildings if it is being turned off manually by the player -If crop is not selected, farm will display an icon above it -Nuggets drink twice as fast as before -ars and Roads appear at the same time after industrialization perk is researched -Building Boundary Changes We heard you say that buildings were spread too far apart - especially on the shorelines. Pumps and Fishing Huts can now be placed much closer together. Regular buildings had the needed space between them reduced by 50%. This will also allow you to build a bit closer to roads as well.

    Bug Fixes


    • Fixed: The roads were not showing up properly for hardware supported mac users.
    • Fixed: Dead Nugget quest did not trigger a second part of the quest which led to the quest failure.
    • Fixed: Le Cupidon would cause connection lines between Nuggets to stay on the screen.
    • Fixed: Nuggets in some cases would not select the best and optimal way to reach a resource
    • Fixed: The game had a chance to crash if it was saved and loaded while buildings and ground were on fire.
    • Fixed: Road would not be correctly built based on evolution tower placement
    • Fixed: In some cases Crytivo Club on the main screen would not show up
    • Fixed: Rename a Nugget quest could have been completed by utilizing Nuggets found in the space box
    • Fixed: Nuggets sometimes would repeatedly reenter the road
    • Fixed: Construction site supporters would not show up immediately when assigned to the construction site
    • Fixed: Building area radius would blink when clicked at night time
    • Fixed: Random Nuggets and hunters were getting stuck on the roads
    • Fixed: Building ghosters would not scale correctly on certain resolutions
    • Fixed: Multiple issues with culling system that would remove parts of the world objects from the screen
    • Fixed: Nugget would get stuck if a building was shut off while he was heading to it
    • Fixed: Added the correct Blizzard sound
    • Fixed: Camera sometimes would flip over when Fly To button was clicked in order to move to an important location
    • Fixed: Creator powers would not work consistently during pause menu
    • Fixed: Nuggets tooltip staying up on a screen from the Nugget panel
    • Fixed: Graveyards would keep slots reserved even after the grave disappeared, preventing new Nuggets to be added to the graveyard
    • Fixed: Unable to cancel archive while it is being constructed
    • Fixed: Quest icons did not show up consistently on the game load
    • Fixed: Nuggets would proceed going to the hospital despite being healed before reaching it
    • Fixed: Exile Airport had a status icon that indicated no water or electricity
    • Fixed: Exile village orators and priest were constantly adding a negative effect which was breaking the game after some time
    • Fixed: Incorrect Archive Icon
    • Fixed: Pre-Medieval warehouse was missing the storage space for the glass
    • Fixed: Firefighters modern building was unlockable without unlocking prior age building
    • Fixed: Grass was not appearing in the game
    • Fixed: Incorrect windows sporting while being in the construction menu
    • Fixed: Connect Button to twitch would not always be clickable
    • Fixed: Twitch Connection Issues
    • Fixed: Drinking water in wells carries over between upgrades
    • Fixed: Incorrect name handling during Twitch Integration
    • Fixed: Nugget kids were able to wonder underground in some cases
    • Fixed: Icon filter in the Nuggets menu

    UI and Art


    • Completely redesigned Main Menu
    • Completely redesigned Settings Menu
    • New Nugget customization screen that includes Nuggets Skin Color Tone Picker and disaster frequencies selections toggles.
    • Unique Nugget Traits perks design
    • Redesigned and merged water well with water reservoir UI Panel
    • New - Farm No Crop Selected Icon
    • Redesigned and Merged Water Well and Water Reservoir 3D models for Stone Age, Medieval and Modern Ages
    Thank you all for being awesome. Were working really hard on a Space Age, and soonish well have an exciting announcement. Again, leave a review on steam to boost our Devs morale and help them output the best results, like ever! Make sure to follow us on Twitter! All the best, The Crytivo Crew https://store.steampowered.com/app/352720/The_Universim/


    [ 2020-10-14 18:07:22 CET ] [ Original post ]

    Marius Patch v0.1.43 is now LIVE!


    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:

    Roads


    The wait is finally over. Our engineering team was hard at work adding a magnificent, extremely challenging, road system over the past few months. Were finally happy with our progress to let you play with the roads and let us know what you think. Keep in mind that this is going to be an initial (beta) release of this system so we expect that you may experience some bugs or issues, but hopefully not. If you do experience any issues, please make sure to let us know about them on our Discord Channel here.

    In the future updates roads will be connected to the bridges and tunnels built by you or Nuggets. Were also planning to add smaller roads that will connect key structures to bigger roads.

    The Nuggets Fierce Enemy Quest


    A new quest has been added to the game. Youll come across Nuggets in need of your help to tear down some trees that they consider their mortal enemies (weird right?) Help them tear down those tall monsters of bark and leaves!

    The Last Exhibitionist Quest


    After the development of Clothing, a certain Nugget refuses to conform to society and adopt clothing. They say I came into this world naked, and Ill remain that way. However, its really getting awkward, and they arent exactly a sight to behold. You will need to convince this Nugget to learn the benefits of clothing and get them to join in on the clothing revolution.

    Motorcycles!


    Vroom, vroom! Youve been playing with trucks for a while, so we decided to spice things up and add motor bikes that Nuggets can use to cruise down the brand new roads. More variations in transportation are coming your way soonish that will add a bit of carbon monoxide into the fresh air of your future civilization, but hey your Nuggets will definitely look way cooler.

    Nugget Stories


    With an addition of the Nugget Stories window that allows you to track your progress, our art department knocked out an image for almost every single quest that we have. So now you'll be able to reflect on your awesomeness in style! Please, give some love to our art department.

    Crytivo Club


    For all those who love to unlock cool stuff, participate in our closed tests, and receive news before everyone, we added some improvements to the Crytivo Club system. Now you can finally restore your lost password with ease. We also added a way for you to resend the confirmation email in order to activate your Crytivo Club account. If you're not in da Club yet cut the line while the bouncers arn't looking . Join now to unlock exclusive content in your favoritve Crytivo Games, receive Free Games, participate in a Giveaways and Incentives. Receive invites to test latest and sometimes secret Games that Crytivo or our Partners Develop.

    Improvements and balance changes


    Exile Villages


    To make your life easier, we now marking Orators and Priests from exile villages to help you to spot them easily and take appropriate (or not so much) measures against them.

    Global Temperature


    While the world is concerned with global warming, we had a problem with global freezing in The Universim. We reviewed the global temperature system and fine tuned the numbers in order to make your seasons slightly more comfortable for a playthrough.

    Energy


    Based on our analytics, a lot of our creators are just in love with Wind Turbines. We wanted to review our energy system and improve certain electrical buildings. Almost all of the energy generators received substantial buffs which means you wont have to worry about your electricity as much as you did. But dont get fooled, there is still plenty of work to be done to help your civilization thrive.
    • Medieval Wind Turbines wind resistance changed from 4 -> 4.2
    • Modern Wind turbines received a slight bonus to the wind resistance 4 -> 4.6 points.
    • Kinetic Generators no longer do any harm to the environment.
    • Kinetic Generators output increased from 25 -> 35 points
    • Gas plant received a debuff and its energy output was decreased from 300 -> 200

    Water


    Along with the energy system, we did a review of our water system. Almost every aspect of it was improved and buffed in one way or another.
    • Stone Age water pump production rate increased from 20 -> 30
    • Pre-medieval water pump production rate increased from 60 -> 80
    • Medieval water pump production rate increased from 90 -> 120
    • Modern Water pump production rate increased from 150 -> 180
    Reservoirs changes include:
    • Stone Age reservoir capacity increased from 30000 -> 40000
    • Pre-Medieval reservoir capacity increased from 45000 -> 60000
    • Medieval reservoir capacity increased from 60000 -> 100000
    • Modern Reservoir capacity increased from 90000 -> 150000

    Toxic Lakes


    With the initial release, toxic lakes brought a lot of challenges upon our creators and required some changes and life improvements. Chance to get sick by your Nuggets during the Medium Environment level was lowered from 30% -> 15%.

    Improved Nuggets Assignment System


    During the last patch we noticed that some of our creators had an issue with educated Nuggets taking all the spots in the buildings that did not require them, therefore leaving a lot of uneducated Nuggets to work in buildings that actually require education. That was a big no-no for us and that issue was immediately addressed. The system was upgraded so that jobs will be prioritized by a Nuggets education. Buildings that require educated Nuggets will be filled with educated Nuggets, as well as buildings that dont require and education will be filled with uneducated Nuggets. Easy peasy.

    Improved Planet Node System


    We reviewed our node system once again in order to resolve the issue of very small lakes that don't contain water, but still prevent the player from placing the building over those spots. Now during the creation of the planet, our system eliminates those small spots. No more weird useless lakes! Hooray!

    Buildings Upgrade System


    Some buildings during their upgrade would lose their settings and cause all sorts of issues and frustrations. Now warehouse, farms, hunter huts, employment centers, and cemeteries will carry over their old settings through the upgrade.

    Other Changes


    • Added the ability to click on any icons above the buildings in order to Fly To those buildings.
    • During disasters all Nuggets wont prioritize one bunker. Instead they will evaluate each available bunker and slots in the bunker and make a smart decision where they should go, reducing the time Nuggets need to reach the bunker during the disaster.
    • Updated animals to use a new animation system in order to improve their movements and transition between them.
    • Birds and whales can be picked up now.

    Bug Fixes


    • Fixed: Injured Doctor would take a patient spot and a new doctor wont be assigned to the hospital.
    • Fixed: Sometimes when you would receive an error in the game, it might affect your Nugget panel and show different debug panels which were not working properly and they would further break the game.
    • Fixed: Removed Wiki button from the oxygen panel .
    • Fixed: Turtles spawned next to the residential area would create errors in the game.
    • Fixed: Minister news messages were not correctly displayed when a Minister ordered a new creation of the building.
    • Fixed: Issue when Animals would walk through the middle of the ocean.
    • Fixed: Using the tornado creator power in a rapid sequence could have caused the appearance of 2-3 tornados in one spot causing the error and breaking the game.
    • Fixed: Dropping Nuggets on top of the mountain would cause death for your Nugget. Welp, not anymore
    • Fixed: Shore buildings were not placed on certain sports next to the store.
    • Fixed: The wheel on the water pump ghoster model was offset incorrectly.
    • Fixed: Buildings during winter time were completely submerged into snow leaving almost no indication to identify the building.
    • Fixed: News messages were sorted incorrectly.
    • Fixed: News messages log was never deleted causing all sorts of unpredictable issues.
    • Fixed: Boats turned 90 degrees upwards after the water level was dropped.
    • Fixed: Multiple animation issues related to boats.
    • Fixed: Incorrect boats passing.
    • Fixed: Players were able to trigger game pause during loading which was leading to infinite load.
    • Fixed: Blur during No UI mode.
    • Fixed: Population log was not sorted correctly.
    • Fixed: Persisting Cupidon light on the screen.
    • Fixed: Crashes on AMD cards.
    • Fixed: Nuggets sometimes could appear without hair or clothes.
    • Fixed: Baby Nuggets would appear on the edge of the house instead of walking from the house entrance.
    • Fixed: Exile building wont be placed inside the player territory.
    While you'll enjoy playing this update brought to you by our dedicated developers we'll continue work on the Space Era in The Universim. We appreciate the love and support you send us through your positive comments on our social media and it definitely motivates us to "go the extra mile." As a reminder, if you enjoy the game please leave us a review on steam, every review increases our developers smiles an extra inch.
    We've been running cool new initiatives, one of them is Crytivo Connect, where we chat with other developers that make awesome games you might be interested in. The previous Crytivo Connect was with the developers of the Prehistoric Kingdom, an upcoming Dinosaur Zoo Tycoon game. We had a lot of fun. Check out the recording here and be sure to follow our Twitch channel to not miss our future streams. All the best, The Crytivo Crew https://store.steampowered.com/app/352720/


    [ 2020-08-18 17:01:02 CET ] [ Original post ]

    The Universim Devlog - Let's Talk About Roads

    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:

    • Are you too close to water?
    • Is the ground too uneven?
    • Is the road you are trying to place connecting to a junction that has too many roads already that that junction?
    • Is the road you are trying to place forming a junction for which no valid display mesh exists?
    • Is the road too close to another road, not leaving enough room for residential block placement?
    • Is the road touching nearby existing buildings?
    The whole thing gets complicated very quickly, and at least for this iteration, free-form manual road building was not a realistic target for us. Automatic road building In this iteration, roads are built from automatically placed buildings (residentials, ministers), as well as selected manually placed buildings, to the city center. In the future, depending on feedback and further experimentation, we might enable manual road-building by painting on the blueprint.
    You are still in control You will not be prevented from placing buildings onto areas where roads have been built. If you do, the road segment(s) in that position will be deleted. Any future attempts to build roads in that area, will work around your obstruction, or at least it will try to.
    You can also place manual buildings anywhere that future roads may otherwise have been built. You are essentially obstructing the blueprint. The more chaotically you place buildings and the more obstructions you cause, the less structured and city-like your final world will be.
    To guide you along and to help you to optionally keep your city structured around the road network, a semi transparent guide of blueprint roads will appear as you are placing buildings. This allows you to easily place a building right next to a future road, rather than in the middle of it :) The visuals (displaying roads) As you progress through the various ages, the way in which roads are displayed will change. At the start of the game, simple dust roads are drawn. By the time you reach the modern era, concrete and tarmac roads will make things look a lot more like a modern city.
    Currently, the most interesting and good-looking era by far is the modern road system. It includes interesting props at junctions and alongside roads. The mesh-based, textured, displays also make it look more solid and structured.
    Roads and pathfinding It would be a missed opportunity if the roads were purely visual, with no real purpose. The good news is, the roads actually do serve a purpose! The road data is fed into our pathfinding system. They provide high-priority paths that Nuggets will follow. This is especially important in the modern age, where Nuggets convert to vehicles that will travel at higher speeds on roads, just as you would expect to see in a real city.
    Current limitations and known issues
    • Sometimes the terrain will go over small sections of road.
    • A small number of junctions or road sections might look a little weird and deformed.
    • No manual road-building.
    • Road surfaces are cleared by Nuggets after the roads are built. So, for a short while, you might see trees and rocks sticking out of roads.
    Other news We have also most recently implemented an important analytics tool for the game that will help with R&D. If youll have some time to spare, please help us test our systems on August 3rd! We want to do a proper analytics pass on the game across as many computer systems as possible, so the more the merrier! If you have been enjoying The Universim but havent left us a review on Steam, please consider dropping us your thoughts here!
    Its always a morale booster and helps us see what you love and what needs work. We promised to our fans that, If we hit 30k :) reviews on Steam, well start working on The Universim 2 that will have multiplayer support and terraforming! Everything is possible, right?! https://store.steampowered.com/app/352720/The_Universim/ Stay safe, wear your masks, and keep being kind to one another! With love, The Crytivo Crew


    [ 2020-07-23 17:00:13 CET ] [ Original post ]

    New Content is here - Melting Shoe Patch Available Now!


    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:

    • Roads
    • Organic simulation on planets
    • Rovers
    • Rockets
    • Space Port
    • Terraforming
    • Space Trading
    • Flying Vehicles
    Improvements and balance changes Population Weve been hearing that some folks are having an issue with their population and we want to make sure that its not a struggle to keep your Nuggets numbers up outside of disasters or poor environmental conditions. Weve made some changes behind the scenes to the population that we hope will be more fun to manage as no one likes to have a sparsely populated ant farm. This will also make disasters a little more forgiving. Please be sure to give us your population feedback in the future so we can always better tune your Nuggets wiring to make your guardianship of your hapless Nuggets more rewarding. Nugget Needs AI Rewritten from scratch! This AI was responsible for what Nuggets decided to do (or not do). The rewrite has allowed us to fine-tune their behavior and ensure that they will respond to their needs without hesitation. This isnt like working for a really pushy boss -- Nuggets get to use the bathroom or eat once in a while (and wont get forced to do both at the same time for the sake of efficiency). This also applies to which needs outweigh others, so Nugget wont have any more internal conflict about whether to grab a drink or bite into a burger, based on which action is the wiser choice. Faster need fulfillment achieved! Nugget Combat Nuggets werent very good fighters in the past. Sometimes, they would charge into battle backwards, or become oddly picky about which opponent to fight and run back and forth weighing their options. While this makes for excellent diversionary tactics, it doesnt work so well if they arent intended to be a diversion. Next time your Nuggets engage in combat, keep an eye out for their refined aim and precision! Temperature affects crops and fishing hut Previously, Farms and Fisheries werent affected by local temperatures. They were pretty binary, based on the seasons. Now the local placement of these facilities will affect how well they operate during winter and summer. For instance, placing a Fishery near a desert biome will keep them running during winter, while mountainous regions could be a bit colder even during summer. Planet temperatures rebalanced In preparation for the colonization of alien planets, we had to revisit our global temperature systems again and calibrate them to more precisely match expected values for each season. Since climates will play such a big role in colonizing planets (and determining their habitability), we needed to ensure its a well-balanced system. Plus, it helped introduce Blizzards and Heatwaves. You can thank us later. Lightning Strike Creator Power We reduced the rate of charging Batteries with the Lightning Strike Creator Power. Previously, using a single bolt of lightning would completely charge Batteries, which made other generation systems pretty much obsolete. While Creator Powers are meant to help your civilization and feel powerful, we didnt want them to make other systems completely redundant. Thus, Lightning Strikes will now only charge Batteries by 25% of their capacity. Residential Area We reworked how households operate to make everything way less weird and complicated. The old system saw offspring stay in the same house their entire lives, well after their parents have passed, even if another couple became the new owners. This isnt an American sitcom about that guy who randomly lives in someone elses house and eats all the cereal. The same thing applies to if a Nugget loses their spouse and remarries. They will now move into the same house, as opposed to living in two separate houses. While the old way was probably healthier for their marriage, the new way is more efficient for the real estate market. Plus, all of this residential madness made mating really difficult and buggy. No one wants that. Other Changes:
    • UFO appearance rate decreased by 15%
    • If nugget dies inside the building, his body would appear outside the building
    • Optimized Research Tree performance
    • Nuggets are able to break out of University and construction AI before completing that AI if needed.
    • Improved auto building placement
    • Infected nuggets are not being slowed anymore
    • Nuggets that have a low stamina level will lose 30% of their speed
    • Infection zones are not a clickable element in the news messages which upon clicking on them allows you to fly to those locations.
    • The chance of getting sick from dead bodies was lowered by 50%
    • Dead bodies take 1.5 times longer to decay
    • Toxic lakes wont become toxic as fast as they were previously.
    • Lightning strike could have spawned fire at the start of the game where player was not able to fight with it
    UI and Art:
    • Stone age firefighter hut
    • Stone age firefighters outfit
    • Stone age firefighters new animations
    • New Quest UI Panel
    • Reworked Quest UI
    • Ocean Shader
    • Blizzard Shader
    • Heatwave Shader
    Bug Fixes: Fixed: Incorrect logical in resource graph allowed to skip perks if perks were selected in specific order Fixed: Water / Fog effects were incorrectly working with OpenGL technology Fixed: Fog effect would not show up in the game. Fixed: Reservoirs would freeze during mild temperatures Fixed: Nuggola Tesla quest parts would disappear if you save / load the game Fixed: Oxygen tooltip would not show up when you select a building that affects the oxygen. Fixed: Trees were not affected by wind and therefore they would not sway. Fixed: Same nuggets could have been born multiple times (Nuggets with the same names) Fixed: An error that was crashing the game in some situations when rain was over the fire particles Fixed: Nuggets status description was not always displaying the correct information Fixed: Nuggets who lose their partners would still have a status of having a partner and therefore Le Cupidon creator power would not display the lights beams correctly, since they were not applied to those nuggets Fixed: Kickstarter creator power did not apply boost to the nuggets stats Fixed: Bridges were not destroyed correctly when animals were on top of the bridge Fixed: Each orator would apply an effect instead of the effect being shared between the group of orators which led to the multiplication of those effects and increased time for reduced happiness. Fixed: Multiple UI Scale issues when the game was paused Fixed: Locust swarm was not fleeing away if Rain creator power was applied Fixed: Dead Nuggets would not spawn an infection zone correctly causing with outburst of infection Fixed: Infection zone after Nugget died in certain places could have been spawned underground. Fixed: Main menu would in rare cases not display anything except the planet. Fixed: Sometimes trees would be spawned inside the buildings and there was no way to remove them. Fixed: Notification timers were not applied correctly and in some cases messages would stay forever on the screen. Fixed: An error would appear when the number of pollution areas was more than 3 Fixed: Graveyard slots would never be released in certain conditions which would lead to a locked state of those slots. Fixed: Using Tornado creator power multiple times in a row in a quick sequence could cause an error and break the game. Fixed: Connection / socket error that was causing disconnection from Twitch Fixed: Viewers could have become exiled which prevented the game from being saved. Fixed: Trading with exile villages could have caused multiple crashes Fixed: Exiles could have break the game if the exiled building was destroyed during construction cycle Fixed: Doctors were getting stuck in the Hospitals and therefore as a result would die due to hunger and thirst Fixed: Plastic is now correctly displayed in the resources panel Fixed: Trading with exiles would produce a white square and break the game Fixed: Infection status for nuggets was able to get stacked, which caused nuggets to move extremely slow and as a result would cause a massive death spikes Thats it for the notes! Thanks for your continued support and amazing feedback! It makes development on The Universim a constant joy. Please dont forget to leave us a review on Steam to share your thoughts, and hop into our Discord server to get access to the community channels and sweet giveaways. Stay godly!

    Land a discount on The Universim during the Steam Summer Sale :rocket:


    https://store.steampowered.com/app/352720/The_Universim/ All the best, The Crytivo Crew


    [ 2020-07-02 17:46:01 CET ] [ Original post ]

    QA Session with The Universim Developers


    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


    [ 2020-06-25 17:45:02 CET ] [ Original post ]

    The Universim Toxic Patch V0.1.41 is Now Live!

    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:

    • Roads
    • Organic simulation on planets
    • Alien planets
    • Rovers
    • Landing on an alien planet
    • Rockets
    • Space Port
    • Terraforming
    Improvements and balance changes: Reworked Electricity and Water Systems Electricity and water systems have some changes. Previously, you would have to deal with big numbers and millions of gallons of water, which was very confusing and, most importantly, difficult to play with. We changed Water and Electricity systems to work based on 10 minute intervals instead of each second, which allowed us to reduce the number that will be displayed drastically. Water and electricity also received some additional tooltip information when you move the mouse over them. Now you can see an estimate on how long your current storage will last with the water / electricity that you have in your reservoirs / batteries and the current consumption rate if you lose water / electricity for production buildings. Clouds Shadows Previously, shadows from clouds were fairly temporary in the world and they had a big impact on performance. We had to review them in order to improve the overall stability of the game and performance. In the process of reworking them, we made them more defined and permanently looking in the world. Improved System for underground resources Since we moved to the new planet, the underground resources were worked on for a while. We tried to fine tune them and make everything work perfectly, but one issue always presented itself. That issue was with the distribution of resources across the planet. A lot of underground resources, such as Stone and Iron, ended up on top of the mountains, which caused a lot of discomfort for everyone and didnt feel right. Therefore, we decided to add an additional condition in our distribution system that will also take the height of the terrain into consideration. Now, tips of the mountains wont have metal or stone and you will be able to get every bit of underground resources from the planet without any issues and struggle. Improved Upgrade System for Residential Buildings As we implemented a new Residential System, the system that was responsible for upgrading them worked a little bit differently from all of our buildings upgrades and therefore was prone to some additional bugs. Even though all of our tests didnt produce any issues with the Residential Upgrade system, we decided to go with a safe route and change it to work the same across the board. This way, we are using one unified system that was played with thousands of hours and produced a stable result. News Alerts In our previous patches, we touched the News System multiple times and we tried to do our best to clean them up a little bit and make it less noisy. Additionally, we made sure that important information will be more permanent and noticeable. Our initial idea was to keep the important messages on the screen until the X button would be pressed, which would ensure that the player will recognize the issue. What we did not anticipate was that no one would try to close them and the multiple reports that messages are not being closed started spamming and this was ultimately irritating. Therefore, we decided to optimize that system even more. Now if the issues appeared and it can be resolved, the message will stay until you either Click X or you resolve the issue. If the issue is resolved, the message will disappear automatically and clicking on that message wont be necessary anymore. In addition to that, if the issue is not being resolved in 10-15min. The message will be closed automatically. We hope that change will make life easier for every player and ensure the proper display of the messages. Engineer Hut Improvements Engineers received an additional love and some improvements. Now engineers will help with building construction only inside the circle area. In addition, if the building is in critical condition, they will take the repair action as a priority instead of finishing the construction of the building, which in some cases caused the building in critical condition to collapse. The repair and construction time are also now separated. Since repairing and construction speed was represented as one value and we tried to balance engineers and make them very efficient with repair work, it led to the issue where the building construction was super fast and it was breaking the overall balance. Now construction will still be faster if the engineers will do it, but it is balanced separately from the repair function and therefore should feel overall better without breaking the balance. UI Scaling Fixes Research windows as well as tooltips on the main UI were not scaled properly and for people who have lower resolution monitors, those UIs were extremely big and in many cases led to inability to play the game properly. We reviewed the scaling system for those screens and made it work properly with lower resolutions monitors. Optimized terrain modification system (Terrain Deformation System upon load) Dynamic planet generation creates additional loading time when the planet is being created first. In order to improve the loading time, we reviewed how our system calculates the terrain deformation and we found some ways how that aspect can be improved which helped us to reduce the loading time when the new planet is being created. This will help drastically in Space age, since all the planets will be randomly generated. Glass Factory in Stone Age does not require electricity anymore A small balance change was added to the Glass Factory. Glass factories that were added in the Pre-Medieval age required electricity which forced players to research faster perks in order to unlock it and forced players to change the pace with which they were previously playing the game. Thus, we decided to remove the electricity requirement from the Glass Factory in order to provide a better experience for everyone. UI and Art:
    • New Modern Exile Village
    • Exile Village Airport
    • Resource Graph
    • New Fire System
    • Toxic Lakes and Rain Clouds
    • Improved UI for resources
    Bug Fixes:
    • Fixed: Certain biomes didnt have trees or they had a lot of empty space.
    • Fixed: Mines were consuming a lot of resources despite displaying lower consumption rate inside the building panel.
    • Fixed: Small light in the construction site was blinking even though there was no new building unlock.
    • Fixed: Each time a new nugget was assigned to the building, the nugget panel was moved down slightly. After assigning a lot of nuggets, that panel could have ended up below the screen.
    • Fixed: Nuggets that died inside the buildings will be spawned outside of it with an infection zone.
    • Fixed: Believers were not updated correctly
    • Fixed: Fire scared firefighters
    • Fixed: Nuggets would not react to the fire at all
    • Fixed: Twitch Integration would turn off randomly
    • Fixed: Certain status icons would get stuck above nuggets
    • Fixed: New soundtrack would not start at certain instances
    • Fixed: When a thief steals any resources, notification would not appear
    • Fixed: Arrest Nugget localization fixed
    • Fixed: Pressing ESC button during Celebration would break UI, causing it to disappear
    • Fixed: Adahy and Elu names were duplicated if the game was loaded, causing a lot of nuggets to be called with the same name
    • Fixed: An error that would occur if two nuggets would get the same name
    • Fixed: During an election, UI would get stuck on a screen
    • Fixed: During an election if the game is paused, the election process would break
    • Fixed: Duplicated names
    • Fixed: Nugget that died on a boat would cause some performance issues
    • Fixed: In certain cases Nuggets would not get auto assigned by minister
    A heartfelt thank you for all your support. Your passion has made the development of The Universim a pleasure. If you have some time and you're having fun, please leave us a review on Steam and be sure to join our Crytivo Discord server to have direct access to us. In the near future, we'll have an update for you soon that creates a good path forward for your civilization... something that'll help your Nuggets move around more smoothly. Stay tuned!
    https://store.steampowered.com/app/352720/The_Universim/ All the best, The Crytivo Crew


    [ 2020-05-20 16:08:22 CET ] [ Original post ]

    New Content - Cities Of Today is Now Live!

    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]

  • New Residential System
  • Pre-Medieval Glass Factory
  • Medieval Cement Factory
  • Reworked save system for future proofing
  • Medieval Bridge
  • Modern Bridge
  • Camera Controls improvements [/olist] Not in the build but being worked on:
    • HyperLoop
    • Roads
    • Organic simulation on planets
    • Alien planets
    • Rovers
    Improvements and balance changes
    • Rebalanced and slightly reworked Research Tree
    • Rebalanced all the building costs
    • Improved performance related to resource piles
    • Amount of oxygen provided by parks was increased:
    • Big Park 3 -> 10
    • Medium Park 2 -> 7
    • Small Park 1 -> 5
    • Depleted resources icons for Mines were added
    • Reworked blur shader used on pause, ESC menu, etc.
    • Reworked audio system
    • Boxes during trading received tooltips for each resource
    • Trading can be initiated at any point of time by clicking on an Exile building
    • Wolves will no longer attack every winter
    • Fiber Factory and Carbon Factory were removed from the game
    • Drastically improved all transportation requests and building prioritization
    • Status icons for building upgrades above buildings will fade in / fade out instead of constantly staying on the screen
    • When you place a building, a new hint will appear displaying the rotation buttons of the building
    • Increased the cost of the Change Season Creator Power
    • Stone Wells have additional slots unlocked at the start
    • Increased Well refill speed
    • Increased speed of water generation in Eatery
    • Additional Police Slot is unlocked
    • Additional Engineer slot is unlocked for the modern age
    • Additional slots for the Prison and Rehabilitation unlocked
    • Medium-sized park is unlocked via Research perk
    • Decreased the amount of underground resources on the planet
    • Rebalanced the amount of materials needed to produce cement, chemicals, fuel, steel
    • Eateries received additional capacity for customers
    • Unlocked additional capacity in Hospitals
    • Fishing hut boat capacity now improved with each Fishing Hut level
    • Engineers received an improved bonus to their strength that influences their repair speed
    • Reworked the building decay mechanic. Currently all buildings across all ages will be decaying at the same speed.
    • Improved Nugget response related to thirst. Nuggets will constantly check for available water in Wells and Eateries while moving towards the lake.
    • Couriers Hut received additional slots
    • Twitch option to grant PP points to viewers
    • Twitch option for allowing viewers to get a job
    • Increased the amount of water on the planet
    • Added the ability to prioritize multiple construction sites
    • Further improved pathfinding for Nuggets. Now pathfinding will correctly update with the changes in the world, such as blocked paths or raised terrain caused by a building.
    • Police, hunters and guards will now protect your civilization from wolf attacks and Exile attacks.
    • Added the ability to click on Nugget names in the News Panel.
    • Improved outdated tooltips
    • Improved clouds system
    • Added shadows for the clouds (they can be turned off in the settings)
    • Added an option to control Camera Speed when the Shift button is pressed.
    • Archive is no longer destroyed by outside forces ( Tornado, Exile attack etc.), it still can be demolished manually.
    • Improved Engineers. Now they fix everything faster
    • Decay rate of the buildings is standardized across all ages. Buildings will decay with the same speed.
    UI and Art:
    • Amount of stars in the sky increased
    • New Stone Age Residential blocks




    • New Medieval Residential blocks



    Modern Age Buildings - a lot
    • Ground decals for stone age residential buildings.
    • Advertising banners

    New props for Residentials Resource indication map tweaks. Icons above buildings improved Added settings for Camera movement speed. Modern Age Liberal Nuggets Hair Colors Added ice to the water when its cold. Bug Fixes:
    • Fixed: Policeman kept their job after being unassigned
    • Fixed: Nuggets were moving sideways while walking into the temple
    • Fixed: %NaN% error fixed for Temples
    • Fixed: Traps were not providing any food from dead animals
    • Fixed: Twitch command Attack Nugget was not working properly
    • Fixed: Twitch Commands Fill Reservoir & Fill Well were not taking any bits for an action
    • Fixed: Nuggets would get stuck trying to deliver resources to the Warehouse
    • Fixed: Huts were not being upgraded automatically
    • Fixed: Indentations in the ground were not leveled up when a new building was placed, causing Nuggets to get stuck
    • Fixed: Shadow quality settings were not working properly
    • Fixed: Nuggets inside the Eatery had a white icon instead of a Nugget icon
    • Fixed: Grass setting was not working properly
    • Fixed: Nuggets that grew up inside the bunker were losing their ability to mate
    • Fixed: Trading button was not appearing for Exiles
    • Fixed: Nuggets that came from a Space Box were staying far away from their place of work
    • Fixed: Picking up a Boomer as it was about to blow up would cause an error
    • Fixed: Transportation request was not cleared when the object was picked up
    • Fixed: Residential buildings were shaking without Nuggets inside them
    • Fixed: Nuggets that were set on fire were unaffected by rain clouds
    • Fixed: Nuggets shock and awe status was not working
    • Fixed: The Creator Powers Panel and building panels would overlap if both panels were opened in a rapid sequence
    • Fixed: Building a house quest was missing
    • Fixed: Weird artifacts caused by a building ghost
    • Fixed: Issues with the timers in the Cosmodrome
    • Fixed: Saving and loading the game during the Tesla quest would make parts disappear, leading to failure of the quest
    • Fixed: While the game is paused, the oxygen panel became stuck open
    • Fixed: Issue where players were not able to click on buildings to open a building panel
    • Fixed: Evolution tower was vulnerable to all damage sources (Lightning Strike, Meteor etc) during construction and if it was destroyed it would cause an error
    • Fixed: During Save / Load, trading with Exile timers would reset
    • Fixed: Missing Resource tooltips at the bottom of the screen
    • Fixed: Police patrol would die of thirst while patrolling
    • Fixed: Nugget panel list was displaying information incorrectly
    • Fixed: Ministers will now place Fishing Huts beside lakes that actually have fish
    • Fixed: Nuggets will proceed with gutting fish, even if the lake is drained. Previously they would stop working completely.
    • Fixed: Lakes had incorrect height during save / load
    • Fixed: Difficulty opening building panels along the shore
    • Fixed: The game would be saved automatically whenever you simply click away from a text field
    • Fixed: Orbit camera was below the planet radius at some points, causing different artifacts in the game
    • Fixed: Imprisonment buildings were not consuming resources
    • Fixed: An issue where nuggets wont deliver in certain cases rocks and wood to refineries, staggering the progress
    • Fixed: Residentials upgrade button is removed and residentials do not show requirement of 650 resources
    • Fixed: Locust Swarm was immune to creator powers in certain cases
    • Fixed: Memory leak when Nugget Panel was opened
    • Fixed: In certain cases camera could have been submerged underwater, breaking the visuals of the game
    • Fixed: Lights during night time were dimmed
    Thank you all for your continued love for The Universim! Its a joy to work on, and you all make it so much better. Please dont forget to leave us a review on Steam if youre enjoying the game, and be sure to join us on our new Crytivo Discord Server to participate in giveaways and stay up to date. Stay godly! All the best, The Crytivo Crew


    [ 2020-03-31 18:05:26 CET ] [ Original post ]

  • The Universim BETA is now live!

    Greetings, Creators!


    Its been a while since we were last here together! You know, reading patch notes, braiding hair, listening to a few of your favorite playlists. However, our small break was for a good reason. Were officially moving into BETA! This means all the tools and features we need for full release are technically in the game, but were keeping a few things locked for now as we refine them and add content (theres still A LOT of new stuff to play with anyway). The good news is, were planning to release The Universim in its entirety this year! The big 1.0 launch will see all of the hard work spent on systems, simulations, AI, sound, art, and more over the years finally smooshed together in a wonderful package.
    As you know, weve been working on improvements to our in-game simulation engine (Prometheus) for a very long time. Today, were happy to roll the new system out for everyone to enjoy. One thing youll immediately notice is how the entire planet generation system was completely redesigned, allowing for bigger and more vibrant planets than ever before. Lets not even mention how massive of an improvement it is over our piddly Kickstarter planet.

    Before we dive into the gigantic list of changes below, we would like to ask you one small favor that helps us out tremendously -- if youre enjoying The Universim, please leave us a review on Steam. Every positive review we receive gives our developers precisely 10 seconds to play with puppies. They need that time to stay sane. Below is the list of the most significant changes (which we mentioned in the previous update). If you would like to join the community and follow our development as we edge closer to full release, hop onto our Discord server and see our live changelog there. Every time one of our devs pushes new updates to the game, youll see their comments. Weve always done our best to be as transparent as possible, and now you get to see every little thing we do.

    UPGRADED WORLD


    The new planets are not only slightly bigger, they have been pumped up in many more ways. They are now wrapped up in a far superior pathfinding system that will help Nuggets find their way around easier (basically rewritten from the ground up to help prevent that silly lot from getting stuck). Mother Planet also has significantly more objects than before, moving from around 12,000 to around 57,000 objects. And the cherry on top: the planet actually loads faster, too! We even managed to optimize all of this to offer a performance boost. How about that?

    NEW POLLUTION SYSTEM


    A new pollution system is responsible for how often youll be bombarded with natural disasters. Its basically a way for Mother Planet to criticize your civilization. It also affects seasons and Nugget behavior. Certain buildings will increase pollution, while some may reduce it. Additionally, pollution will no longer change immediately upon placing a new building; it will slowly be increased or reduced until it reaches the final level introduced by any new buildings. Be sure to pay attention!

    BUILDING ICONS


    We have decided to ditch building status flags. Based on your feedback, we agree that they were difficult to see, especially when in between tall buildings as your civilization progressed. The new icon system should make things a lot clearer.

    TWITCH INTEGRATION


    New commands and updates
    • #FillWell - Allows viewers to randomly fill 1 Well
    • #FillReservoir - Allows viewers to randomly fill 1 Reservoir
    • #AttackNugget *Nugget Name* - Allows viewers to attack whichever Nugget they specified
    • We added a special toggle where you can disable new viewers from being able to join your game. You can use this toggle whenever you feel necessary, such as when you want to control the birth queue and prevent things from getting too chaotic.
    • We also did a complete UI redesign to make everything look much snazzier


    RESOURCE VISUALIZATION


    A much-requested feature! Now, whenever you place a resource extraction building (mine, oil jack, etc), you will see a mapping on the planet that indicates where you can find the most abundant supply of the specified resource. It was a surprisingly complex task, due to the world being spherical, but we managed to make it work. Enjoy!

    IMPROVEMENTS AND GAME CHANGES


    • Additional Slots were unlocked on refineries at level 0 (from 3 -> 6)
    • Medieval Warehouse can now store modern resources
    • Throwing rocks and trees can now damage trees
    • Clothing is now unlocked via research perks instead of internal Era Change code
    • Previously, flags would display if a building needed water or electricity. If the building needed both, it would still display only one requirement until it was satisfied. Now the new icons will display both requirements.

    • Improved the lighthouse light effect -- it is now using real-time lighting
    • The assign all button was added to each Factory and Mine. Pressing the button will assign all required Nuggets to the building.
    • Meteor Strike, Fire and Lightning strike will cause animals to drop Piles of food. Previously, they were not dropping it.
    • Guards, Police and Hunters will defend the city from wolf attacks or Exile attacks. They will also take reduced damage from enemy attacks compared to other Nuggets.
    • Factories gathering resources restrictions were removed. Previously, only one Nugget was allowed to gather resources for Factories if all Nuggets were busy. Now all Nuggets will go and gather resources that are missing if other laborers are busy with other tasks.
    • Auto-scrolling of a Nuggets status was added to the Nugget panel. Now the status will be scrolled if the status is too large to fit.
    • Unborn Nugget icon was added to the Clone Center
    • Adjusted volume / audio priority in our sound system
    • Added the ability to drop dead Nuggets into the cemetery in a similar way to how resources are being dropped for the buildings
    • Added the ability to drop crops into the farm in a similar manner to how resources are being dropped for the buildings
    • Added lights to modern buildings to glow at night

    • Amount of bushes on the planet was rebalanced and their appearance in specific biomes was changed.
    • Bushes are dependent on local temperatures rather than seasons. Placing an Epicenter close to the mountains will decrease the amount of food that Nuggets will be able to collect due to low temperatures.
    • Added Era Labels to the buildings deremoveion
    • Improved Defense Towers AI, improved defense guard AI. Guards will attack animals that are in range.
    • Modern Police got an additional slot unlocked
    • Prison / Rehabilitation center got additional slots unlocked
    • Mines got additional slots unlocked
    • Reduced the number of rocks that are being thrown by rioters at Nuggets that are passing by
    • Medium Park is unlocked via research and the restriction on the amount of parks of that specific type was removed
    • Optimized Job Search System for Nuggets
    • Reworked Oxygen System. Each building will add or subtract a certain amount of oxygen. Parks will improve the oxygen level on the planet, as well as trees.
    • Water Level is now being changed visually as you drain oceans and lakes
    • Added the ability to place buildings during the pause menu
    • Improved water animal path finding.
    • Improved the performance of the save / load menu. The delay that it took to display and load all the saved files has been reduced drastically.
    • Reworked the Blur effect. In certain menus, the blur was not applied correctly and was affecting the performance.
    • Factory / Mines automation. These structures will work as long as you have workers assigned there. Each additional worker will increase the output of the resources that the building produces.
    • Reworked the temperature and weather systems. Snow will affect areas where temperature is low instead of using just a season as a variable for a snow.
    • New Mountain Generation System (realistically shaped mountains)
    • New Building Icons instead of Flags. Previously, we used a flag system that was displaying the status of the building, but as you progress forward and all the buildings were getting taller, that system was not sufficient anymore. It has been reworked completely. Instead, icons above the building will now display the status, which makes it extremely easy to see what needs to be done to keep buildings functioning.
    • Improved particle spawning
    • New Oxygen panel will display useful information about the issues that the player might have with the oxygen and it will indicate the consequences as your oxygen drops.
    • Reworked News Messages system. Now, news messages will contain 2 types of messages. Important and unimportant. Important messages wont be closed automatically. You will have to close them by clicking on them or clicking an X button. Unimportant messages are messages that have a flavor text and contain information that is not so important or necessary for your civilization's survival. Those messages will be closed automatically after a couple of seconds.
    • Additional Warning Messages that appear on the left side of the screen were added for: Tornado, Windstorm, Locust Swarm, Wolf Attack, Exile Village Attack.
    • Forestation Creator Power got a tree amount adjustment. Now it will produce way more trees.
    • Reworked the placement system for Residential houses. Previously, we were utilizing the Residential block system which was filling up with houses. In certain cases, that system led to the placement of the buildings across the ocean and was super prone to errors and bugs. This system was reworked. Currently, Nuggets will place the Houses based on the center of your city.
    • Reworked how the Season Change Creator Power is triggered. Instead of pressing and selecting immediately to which season you would like to switch, you will be able to select it and trigger the selection of the season by pressing the ctrl button. This was added for consistency with other Creator Powers
    • Added New Modern Decals to the Factories. Not all factories.
    • Manual trade system. You are now able to trade with any Exile village at any time as long as they have at least 1 building. Simply clicking on the building will open a panel which will have a trade option.
    • Improved Boomer (explosive Nugget) sounds
    • Added Shock and Awe effect to UFOs, meteors and collapsing buildings
    • Added Resource map for the resources. Now each building that can mine resources will have a resource map for the specific type of resources it uses. Once the building is selected, you will see a resource map of required resources for the building. Mines have a radius around them, which displays where the mine can reach and from where it can mine all the resources.
    • Added a limit to how many houses can be upgraded at the same time in order to prevent the issue where other buildings would not be upgraded, because all resources would be delivered to the houses instead.
    • During building placement, all objects that will be removed underneath a building will now be highlighted.
    • New decal system (still in production)
    • Improved seasonal temperature calculation, snow formation

    UI AND ART


    • Improved main HUD. Everything is much cleaner and easier to understand.

    • New Resource Icons: better represent the appearance of resources

    • Kobe Clothes were added to the game and are available via the Clone Center

    • Space Age clothing was added to the Clone Center

    • Redesigned building information pop-up panel. Now it shows how it will affect oxygen levels.
    • Added butterfly particles
    • Reworked the snow accumulation shader, which creates a smoother transition into the winter season

    • New UI displaying what Creator Power is currently being selected by pressing the Ctrl button
    • New Oxygen Panel was added to the game
    • New Factory Panels

    • New Mine Panels

    • New Well Panel

    • Monk Clothing and hats were added to the Clone Center and monk jobs

    • Coral added to the game

    • New Panel that displays information about the population, which includes: Total Nugget Population, Unemployed Nuggets, Educated Nuggets, Required amount of Nuggets that need education based on the buildings that require educated Nuggets, Injured or Sick Nuggets, Unmarried and Believers.

    • New Twitch Settings Menu + Panel

    BUG FIXES


    • Fixed: All Nugget status icons were being drawn on top of the menu screen when the ESC button was clicked
    • Fixed: Locust swarm was not killable via lightning strike
    • Fixed: University learning points were not correctly distributed which stalled the progression of the students
    • Fixed: In Anticity Alley park, Nuggets were not using benches and were instead sitting inside bushes (no more creepy hiding Nuggets)
    • Fixed: House Props were not properly disappearing after medieval or stone age huts were destroyed. They stayed on the ground forever.
    • Fixed: Memory leak caused by game loading. Every time the game was reloaded, it caused a spike in memory usage.
    • Fixed: Memory leak caused by placing new trees. Trees were not removed properly when they were placed, causing the increased memory usage.
    • Fixed: Previously you were able to place buildings on top of a space box
    • Fixed: Missing strings and localization fixes
    • Fixed: Incorrect tooltips were displayed when the mouse was moved over the building list button, population count and Nugget panel button
    • Fixed: An error that was causing issues in the game after the Riot event
    • Fixed: An issue when multiple Nuggets would go for the same resources, which stalled the overall progress
    • Fixed: Nugget Juice settings were not affecting the temple crushing machine
    • Fixed: The House Panel was not always correctly displayed and in certain cases it was covering the full screen length
    • Fixed: Selecting Trickle Effect and clicking on an object would remove points, but the actual cloud was not appearing on the screen
    • Fixed: Protection Dome sometimes would not work correctly if during the cast, it was clicked on another object
    • Fixed: Sometimes tall buildings would disappear on the horizon if you are far away from them
    • Fixed: Warning Messages / Quest messages on the left side of the screen had a gap between the message and the beginning of the warning stripe
    • Fixed: Warning Messages / Quest Messages sometimes were not correctly displaying the messages and in certain cases it would not progress
    • Fixed: In certain cases camera was clipping through the ground or hitting the mountains
    • Fixed: An error was appearing with Cemetery building during its upgrade to Medieval which in some cases was breaking the game
    • Fixed: An issue that was breaking the game during Manual Trade with exiles
    • Fixed: An issue where Exile buildings were counted as your buildings, resulting in different messages that are not related to your civilization
    • Fixed: An issue where trade messages where cancelled when the trade was manual
    • Fixed: Missing icons for the Cemetery. New Icon was added for Dead Nuggets.
    • Fixed: An issue where a UFO was landing on rocks or mountains and it was getting stuck
    • Fixed: Lost Nugget quest issues, where Nugget or wolves were disappearing or the sound was missing during the quest
    • Fixed: An issue with Exiles where after certain amount of events, new events would stop popping up
    • Fixed: An issue where Exile Villages would not spawn
    • Fixed: Nugget Stat Panel UI would not open properly causing weird artifacts on the screen to appear
    • Fixed: an error that was produced by missing ocean config
    • Fixed: Error that was appearing during House upgrades due to the modular structure of the buildings that in some cases caused crashes in the game
    • Fixed: Temperature value getting stuck after save / load
    • Fixed: Certain Warning / Quest Messages were not removed from the screen when they ran out of time
    • Fixed: Issue when terrain height was different after loading the game
    • Fixed: Exile Villages had water as a tradable resource which was causing the game to crash during trading, if they were about to trade water
    • Fixed: Wolves during winter were immune to lightning strike
    • Fixed: Quest Rewards were inconsistent with the rewards that they were unlocking
    • Fixed: Missing Localization during Locust Swarm event
    • Fixed: Nuggets were able to build a building without a resources
    • Fixed: Dead Nugget icon was bound to multiple different buildings, which caused icons to turn white.
    • Fixed: Building Panel button Move to building location was offset from the actual building
    • Fixed: Guards would chase wolves indefinitely after the wolf attack
    • Fixed: Perks that were adding buildings boost wont not be applying boost to buildings after save / load.
    • Fixed: Incorrect status for a policeman, when they were patrolling the territory
    • Fixed: Sometimes Nuggets would disappear upon entering / exiting the fishing hut
    • Fixed: Students would get stuck and do nothing
    • Fixed: Multiple buildings that could accept the resources did not have an indication of that around them when you have resources picked up with Telekinesis
    • Fixed: Monks would get stuck on the side of the Temple
    • Fixed: Monks would move sideways while climbing up to the Temple
    • Fixed: Certain sounds were not playing properly due to low audiosource pool allowed
    • Fixed: In certain cases, objects picked up with telekinesis would get stuck to the cursor
    • Fixed: Batteries were not providing electricity to the buildings if they were charged with a lightning strike
    • Fixed: UFO was getting stuck in one place upon arriving on the planet
    • Fixed: An error when you hover over the building and it got destroyed while you had an object picked up
    • Fixed: An error that would break the game when you destroyed the Wind Turbine, while it was still in the construction stage.
    • Fixed: Multiple issues where main menu was breaking if ESC button was clicked during transitions in the menus
    • Fixed: Happiness and Crime panels were stuck if the game was paused and then unpaused
    • Fixed: Subtitles desync during the intro scene
    • Fixed: In some cases, due to lack of space, some Exiles would stop expanding
    • Fixed: Error during wolf attack that would cause the game to crash
    • FIxed: Spots that were previously on fire would not receive a proper temperature and will never freeze
    • Fixed: Missing Localization when Nuggets died due to Exile Village Attack
    • Fixed: Animals unharmed by fire
    • Fixed: Saving a game during a fire and loading that save file would cause an error to appear that would create different glitches later in the game
    • Fixed: Nuggets would not attack wild animals immediately
    • Fixed: Cosmodrome panel allowed you to click other panels behind that panel, due to sorting problem
    • Fixed: Multiple issues with the Cosmodrome panel not working properly
    • Fixed: Missing ghost arrow for the Cosmodrome building
    • Fixed: Incorrect UI panel for Big Ben building
    • Fixed: Nuggets would get frightened when a building is completed
    • Fixed: Placing multiple Hunters Huts would prevent Hunters to hunt in the future
    • Fixed: Clone Center displayed incorrect storage capacity
    • Fixed: Previously, multiple Hunters Huts could choose the same animal to hunt, causing different types of issues. Now all Hunters Huts will select their own animal to hunt.
    • Fixed: Missing Nugget accessories after load
    • Fixed: Wrong Nuggets animations after load
    • Fixed: An issue were partners would be waiting for each other in different locations
    • FIxed: During the Heal Nugget quest, if the injured Nugget was healed via hospital, the quest would not be completed and therefore failed.
    • Fixed: Hunters, Guards and Police were not using proper weapons despite the research
    • Fixed: Local business displayed incorrect amount of resources needed for an upgrade
    • Fixed: Colliders on all buildings
    • Fixed: Twitch Criminals were lighting themselves on fire trying to burn down a building
    • Fixed: Missing Riot icon
    • Fixed: Inmates were dying in cells from hunger / thirst / injury
    • Fixed: Incorrect Nugget orientation during attack animation
    • Fixed: Policeman performing an arrest had a chance to die from thirst and hunger while waiting on a criminal that was sitting inside the building. Currently, policemen will go and eat / drink / heal if needed and after they are done with this task, they will continue pursuing their target.
    • Fixed: Incorrect name was displayed during Broken heart quest, always asking to punish the wrong Nugget
    • Fixed: Incorrect Animation for Couriers
    • Fixed: Not researching anything message was appearing after all perks were researched
    • FIxed: Turning off building and unassigning Nuggets wont release the Nuggets from the building
    • Fixed: Wind turbine panel will show that it is working despite not having wind or generating any energy
    • Fixed: Factories and Mines working animation was playing despite the building being turned off
    • Fixed: Adjusted construction site collider area
    • Fixed: An issue where saving the game during a meteor strike would cause an error
    • Fixed: Skipping Intro during specific cutscene caused camera to break in the game
    The Universim is on a Sale right now, be sure to let your friends know! https://store.steampowered.com/app/352720/The_Universim/ Thank you all so much for your amazing support of The Universim! You make development such a pleasure. Please dont forget to leave us a review on Steam if youre having fun, and be sure to join us on our new Crytivo Discord Server to get in on some awesome giveaways in the coming days. Stay godly! Also, the next update will have bridges. Isnt that cool?! All the best, The Crytivo Crew


    [ 2020-02-05 22:31:09 CET ] [ Original post ]

    Daily Deal - The Universim, 25% Off

    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


    [ 2020-02-04 18:12:00 CET ] [ Original post ]

    The Universim BETA is now live!

    Greetings, Creators!


    Its been a while since we were last here together! You know, reading patch notes, braiding hair, listening to a few of your favorite playlists. However, our small break was for a good reason. Were officially moving into BETA! This means all the tools and features we need for full release are technically in the game, but were keeping a few things locked for now as we refine them and add content (theres still A LOT of new stuff to play with anyway). The good news is, were planning to release The Universim in its entirety this year! The big 1.0 launch will see all of the hard work spent on systems, simulations, AI, sound, art, and more over the years finally smooshed together in a wonderful package.
    As you know, weve been working on improvements to our in-game simulation engine (Prometheus) for a very long time. Today, were happy to roll the new system out for everyone to enjoy. One thing youll immediately notice is how the entire planet generation system was completely redesigned, allowing for bigger and more vibrant planets than ever before. Lets not even mention how massive of an improvement it is over our piddly Kickstarter planet.

    Before we dive into the gigantic list of changes below, we would like to ask you one small favor that helps us out tremendously -- if youre enjoying The Universim, please leave us a review on Steam. Every positive review we receive gives our developers precisely 10 seconds to play with puppies. They need that time to stay sane. Below is the list of the most significant changes (which we mentioned in the previous update). If you would like to join the community and follow our development as we edge closer to full release, hop onto our Discord server and see our live changelog there. Every time one of our devs pushes new updates to the game, youll see their comments. Weve always done our best to be as transparent as possible, and now you get to see every little thing we do.

    UPGRADED WORLD


    The new planets are not only slightly bigger, they have been pumped up in many more ways. They are now wrapped up in a far superior pathfinding system that will help Nuggets find their way around easier (basically rewritten from the ground up to help prevent that silly lot from getting stuck). Mother Planet also has significantly more objects than before, moving from around 12,000 to around 57,000 objects. And the cherry on top: the planet actually loads faster, too! We even managed to optimize all of this to offer a performance boost. How about that?

    NEW POLLUTION SYSTEM


    A new pollution system is responsible for how often youll be bombarded with natural disasters. Its basically a way for Mother Planet to criticize your civilization. It also affects seasons and Nugget behavior. Certain buildings will increase pollution, while some may reduce it. Additionally, pollution will no longer change immediately upon placing a new building; it will slowly be increased or reduced until it reaches the final level introduced by any new buildings. Be sure to pay attention!

    BUILDING ICONS


    We have decided to ditch building status flags. Based on your feedback, we agree that they were difficult to see, especially when in between tall buildings as your civilization progressed. The new icon system should make things a lot clearer.

    TWITCH INTEGRATION


    New commands and updates
    • #FillWell - Allows viewers to randomly fill 1 Well
    • #FillReservoir - Allows viewers to randomly fill 1 Reservoir
    • #AttackNugget *Nugget Name* - Allows viewers to attack whichever Nugget they specified
    • We added a special toggle where you can disable new viewers from being able to join your game. You can use this toggle whenever you feel necessary, such as when you want to control the birth queue and prevent things from getting too chaotic.
    • We also did a complete UI redesign to make everything look much snazzier


    RESOURCE VISUALIZATION


    A much-requested feature! Now, whenever you place a resource extraction building (mine, oil jack, etc), you will see a mapping on the planet that indicates where you can find the most abundant supply of the specified resource. It was a surprisingly complex task, due to the world being spherical, but we managed to make it work. Enjoy!

    IMPROVEMENTS AND GAME CHANGES


    • Additional Slots were unlocked on refineries at level 0 (from 3 -> 6)
    • Medieval Warehouse can now store modern resources
    • Throwing rocks and trees can now damage trees
    • Clothing is now unlocked via research perks instead of internal Era Change code
    • Previously, flags would display if a building needed water or electricity. If the building needed both, it would still display only one requirement until it was satisfied. Now the new icons will display both requirements.

    • Improved the lighthouse light effect -- it is now using real-time lighting
    • The assign all button was added to each Factory and Mine. Pressing the button will assign all required Nuggets to the building.
    • Meteor Strike, Fire and Lightning strike will cause animals to drop Piles of food. Previously, they were not dropping it.
    • Guards, Police and Hunters will defend the city from wolf attacks or Exile attacks. They will also take reduced damage from enemy attacks compared to other Nuggets.
    • Factories gathering resources restrictions were removed. Previously, only one Nugget was allowed to gather resources for Factories if all Nuggets were busy. Now all Nuggets will go and gather resources that are missing if other laborers are busy with other tasks.
    • Auto-scrolling of a Nuggets status was added to the Nugget panel. Now the status will be scrolled if the status is too large to fit.
    • Unborn Nugget icon was added to the Clone Center
    • Adjusted volume / audio priority in our sound system
    • Added the ability to drop dead Nuggets into the cemetery in a similar way to how resources are being dropped for the buildings
    • Added the ability to drop crops into the farm in a similar manner to how resources are being dropped for the buildings
    • Added lights to modern buildings to glow at night

    • Amount of bushes on the planet was rebalanced and their appearance in specific biomes was changed.
    • Bushes are dependent on local temperatures rather than seasons. Placing an Epicenter close to the mountains will decrease the amount of food that Nuggets will be able to collect due to low temperatures.
    • Added Era Labels to the buildings deremoveion
    • Improved Defense Towers AI, improved defense guard AI. Guards will attack animals that are in range.
    • Modern Police got an additional slot unlocked
    • Prison / Rehabilitation center got additional slots unlocked
    • Mines got additional slots unlocked
    • Reduced the number of rocks that are being thrown by rioters at Nuggets that are passing by
    • Medium Park is unlocked via research and the restriction on the amount of parks of that specific type was removed
    • Optimized Job Search System for Nuggets
    • Reworked Oxygen System. Each building will add or subtract a certain amount of oxygen. Parks will improve the oxygen level on the planet, as well as trees.
    • Water Level is now being changed visually as you drain oceans and lakes
    • Added the ability to place buildings during the pause menu
    • Improved water animal path finding.
    • Improved the performance of the save / load menu. The delay that it took to display and load all the saved files has been reduced drastically.
    • Reworked the Blur effect. In certain menus, the blur was not applied correctly and was affecting the performance.
    • Factory / Mines automation. These structures will work as long as you have workers assigned there. Each additional worker will increase the output of the resources that the building produces.
    • Reworked the temperature and weather systems. Snow will affect areas where temperature is low instead of using just a season as a variable for a snow.
    • New Mountain Generation System (realistically shaped mountains)
    • New Building Icons instead of Flags. Previously, we used a flag system that was displaying the status of the building, but as you progress forward and all the buildings were getting taller, that system was not sufficient anymore. It has been reworked completely. Instead, icons above the building will now display the status, which makes it extremely easy to see what needs to be done to keep buildings functioning.
    • Improved particle spawning
    • New Oxygen panel will display useful information about the issues that the player might have with the oxygen and it will indicate the consequences as your oxygen drops.
    • Reworked News Messages system. Now, news messages will contain 2 types of messages. Important and unimportant. Important messages wont be closed automatically. You will have to close them by clicking on them or clicking an X button. Unimportant messages are messages that have a flavor text and contain information that is not so important or necessary for your civilization's survival. Those messages will be closed automatically after a couple of seconds.
    • Additional Warning Messages that appear on the left side of the screen were added for: Tornado, Windstorm, Locust Swarm, Wolf Attack, Exile Village Attack.
    • Forestation Creator Power got a tree amount adjustment. Now it will produce way more trees.
    • Reworked the placement system for Residential houses. Previously, we were utilizing the Residential block system which was filling up with houses. In certain cases, that system led to the placement of the buildings across the ocean and was super prone to errors and bugs. This system was reworked. Currently, Nuggets will place the Houses based on the center of your city.
    • Reworked how the Season Change Creator Power is triggered. Instead of pressing and selecting immediately to which season you would like to switch, you will be able to select it and trigger the selection of the season by pressing the ctrl button. This was added for consistency with other Creator Powers
    • Added New Modern Decals to the Factories. Not all factories.
    • Manual trade system. You are now able to trade with any Exile village at any time as long as they have at least 1 building. Simply clicking on the building will open a panel which will have a trade option.
    • Improved Boomer (explosive Nugget) sounds
    • Added Shock and Awe effect to UFOs, meteors and collapsing buildings
    • Added Resource map for the resources. Now each building that can mine resources will have a resource map for the specific type of resources it uses. Once the building is selected, you will see a resource map of required resources for the building. Mines have a radius around them, which displays where the mine can reach and from where it can mine all the resources.
    • Added a limit to how many houses can be upgraded at the same time in order to prevent the issue where other buildings would not be upgraded, because all resources would be delivered to the houses instead.
    • During building placement, all objects that will be removed underneath a building will now be highlighted.
    • New decal system (still in production)
    • Improved seasonal temperature calculation, snow formation

    UI AND ART


    • Improved main HUD. Everything is much cleaner and easier to understand.

    • New Resource Icons: better represent the appearance of resources

    • Kobe Clothes were added to the game and are available via the Clone Center

    • Space Age clothing was added to the Clone Center

    • Redesigned building information pop-up panel. Now it shows how it will affect oxygen levels.
    • Added butterfly particles
    • Reworked the snow accumulation shader, which creates a smoother transition into the winter season

    • New UI displaying what Creator Power is currently being selected by pressing the Ctrl button
    • New Oxygen Panel was added to the game
    • New Factory Panels

    • New Mine Panels

    • New Well Panel

    • Monk Clothing and hats were added to the Clone Center and monk jobs

    • Coral added to the game

    • New Panel that displays information about the population, which includes: Total Nugget Population, Unemployed Nuggets, Educated Nuggets, Required amount of Nuggets that need education based on the buildings that require educated Nuggets, Injured or Sick Nuggets, Unmarried and Believers.

    • New Twitch Settings Menu + Panel

    BUG FIXES


    • Fixed: All Nugget status icons were being drawn on top of the menu screen when the ESC button was clicked
    • Fixed: Locust swarm was not killable via lightning strike
    • Fixed: University learning points were not correctly distributed which stalled the progression of the students
    • Fixed: In Anticity Alley park, Nuggets were not using benches and were instead sitting inside bushes (no more creepy hiding Nuggets)
    • Fixed: House Props were not properly disappearing after medieval or stone age huts were destroyed. They stayed on the ground forever.
    • Fixed: Memory leak caused by game loading. Every time the game was reloaded, it caused a spike in memory usage.
    • Fixed: Memory leak caused by placing new trees. Trees were not removed properly when they were placed, causing the increased memory usage.
    • Fixed: Previously you were able to place buildings on top of a space box
    • Fixed: Missing strings and localization fixes
    • Fixed: Incorrect tooltips were displayed when the mouse was moved over the building list button, population count and Nugget panel button
    • Fixed: An error that was causing issues in the game after the Riot event
    • Fixed: An issue when multiple Nuggets would go for the same resources, which stalled the overall progress
    • Fixed: Nugget Juice settings were not affecting the temple crushing machine
    • Fixed: The House Panel was not always correctly displayed and in certain cases it was covering the full screen length
    • Fixed: Selecting Trickle Effect and clicking on an object would remove points, but the actual cloud was not appearing on the screen
    • Fixed: Protection Dome sometimes would not work correctly if during the cast, it was clicked on another object
    • Fixed: Sometimes tall buildings would disappear on the horizon if you are far away from them
    • Fixed: Warning Messages / Quest messages on the left side of the screen had a gap between the message and the beginning of the warning stripe
    • Fixed: Warning Messages / Quest Messages sometimes were not correctly displaying the messages and in certain cases it would not progress
    • Fixed: In certain cases camera was clipping through the ground or hitting the mountains
    • Fixed: An error was appearing with Cemetery building during its upgrade to Medieval which in some cases was breaking the game
    • Fixed: An issue that was breaking the game during Manual Trade with exiles
    • Fixed: An issue where Exile buildings were counted as your buildings, resulting in different messages that are not related to your civilization
    • Fixed: An issue where trade messages where cancelled when the trade was manual
    • Fixed: Missing icons for the Cemetery. New Icon was added for Dead Nuggets.
    • Fixed: An issue where a UFO was landing on rocks or mountains and it was getting stuck
    • Fixed: Lost Nugget quest issues, where Nugget or wolves were disappearing or the sound was missing during the quest
    • Fixed: An issue with Exiles where after certain amount of events, new events would stop popping up
    • Fixed: An issue where Exile Villages would not spawn
    • Fixed: Nugget Stat Panel UI would not open properly causing weird artifacts on the screen to appear
    • Fixed: an error that was produced by missing ocean config
    • Fixed: Error that was appearing during House upgrades due to the modular structure of the buildings that in some cases caused crashes in the game
    • Fixed: Temperature value getting stuck after save / load
    • Fixed: Certain Warning / Quest Messages were not removed from the screen when they ran out of time
    • Fixed: Issue when terrain height was different after loading the game
    • Fixed: Exile Villages had water as a tradable resource which was causing the game to crash during trading, if they were about to trade water
    • Fixed: Wolves during winter were immune to lightning strike
    • Fixed: Quest Rewards were inconsistent with the rewards that they were unlocking
    • Fixed: Missing Localization during Locust Swarm event
    • Fixed: Nuggets were able to build a building without a resources
    • Fixed: Dead Nugget icon was bound to multiple different buildings, which caused icons to turn white.
    • Fixed: Building Panel button Move to building location was offset from the actual building
    • Fixed: Guards would chase wolves indefinitely after the wolf attack
    • Fixed: Perks that were adding buildings boost wont not be applying boost to buildings after save / load.
    • Fixed: Incorrect status for a policeman, when they were patrolling the territory
    • Fixed: Sometimes Nuggets would disappear upon entering / exiting the fishing hut
    • Fixed: Students would get stuck and do nothing
    • Fixed: Multiple buildings that could accept the resources did not have an indication of that around them when you have resources picked up with Telekinesis
    • Fixed: Monks would get stuck on the side of the Temple
    • Fixed: Monks would move sideways while climbing up to the Temple
    • Fixed: Certain sounds were not playing properly due to low audiosource pool allowed
    • Fixed: In certain cases, objects picked up with telekinesis would get stuck to the cursor
    • Fixed: Batteries were not providing electricity to the buildings if they were charged with a lightning strike
    • Fixed: UFO was getting stuck in one place upon arriving on the planet
    • Fixed: An error when you hover over the building and it got destroyed while you had an object picked up
    • Fixed: An error that would break the game when you destroyed the Wind Turbine, while it was still in the construction stage.
    • Fixed: Multiple issues where main menu was breaking if ESC button was clicked during transitions in the menus
    • Fixed: Happiness and Crime panels were stuck if the game was paused and then unpaused
    • Fixed: Subtitles desync during the intro scene
    • Fixed: In some cases, due to lack of space, some Exiles would stop expanding
    • Fixed: Error during wolf attack that would cause the game to crash
    • FIxed: Spots that were previously on fire would not receive a proper temperature and will never freeze
    • Fixed: Missing Localization when Nuggets died due to Exile Village Attack
    • Fixed: Animals unharmed by fire
    • Fixed: Saving a game during a fire and loading that save file would cause an error to appear that would create different glitches later in the game
    • Fixed: Nuggets would not attack wild animals immediately
    • Fixed: Cosmodrome panel allowed you to click other panels behind that panel, due to sorting problem
    • Fixed: Multiple issues with the Cosmodrome panel not working properly
    • Fixed: Missing ghost arrow for the Cosmodrome building
    • Fixed: Incorrect UI panel for Big Ben building
    • Fixed: Nuggets would get frightened when a building is completed
    • Fixed: Placing multiple Hunters Huts would prevent Hunters to hunt in the future
    • Fixed: Clone Center displayed incorrect storage capacity
    • Fixed: Previously, multiple Hunters Huts could choose the same animal to hunt, causing different types of issues. Now all Hunters Huts will select their own animal to hunt.
    • Fixed: Missing Nugget accessories after load
    • Fixed: Wrong Nuggets animations after load
    • Fixed: An issue were partners would be waiting for each other in different locations
    • FIxed: During the Heal Nugget quest, if the injured Nugget was healed via hospital, the quest would not be completed and therefore failed.
    • Fixed: Hunters, Guards and Police were not using proper weapons despite the research
    • Fixed: Local business displayed incorrect amount of resources needed for an upgrade
    • Fixed: Colliders on all buildings
    • Fixed: Twitch Criminals were lighting themselves on fire trying to burn down a building
    • Fixed: Missing Riot icon
    • Fixed: Inmates were dying in cells from hunger / thirst / injury
    • Fixed: Incorrect Nugget orientation during attack animation
    • Fixed: Policeman performing an arrest had a chance to die from thirst and hunger while waiting on a criminal that was sitting inside the building. Currently, policemen will go and eat / drink / heal if needed and after they are done with this task, they will continue pursuing their target.
    • Fixed: Incorrect name was displayed during Broken heart quest, always asking to punish the wrong Nugget
    • Fixed: Incorrect Animation for Couriers
    • Fixed: Not researching anything message was appearing after all perks were researched
    • FIxed: Turning off building and unassigning Nuggets wont release the Nuggets from the building
    • Fixed: Wind turbine panel will show that it is working despite not having wind or generating any energy
    • Fixed: Factories and Mines working animation was playing despite the building being turned off
    • Fixed: Adjusted construction site collider area
    • Fixed: An issue where saving the game during a meteor strike would cause an error
    • Fixed: Skipping Intro during specific cutscene caused camera to break in the game
    The Universim is on a Sale right now, be sure to let your friends know!
    http://bit.ly/2RYbeqV Thank you all so much for your amazing support of The Universim! You make development such a pleasure. Please dont forget to leave us a review on Steam if youre having fun, and be sure to join us on our new Crytivo Discord Server to get in on some awesome giveaways in the coming days. Stay godly!
    Also, the next update will have bridges. Isnt that cool?! All the best, The Crytivo Crew


    [ 2020-02-04 17:03:47 CET ] [ Original post ]

    Mission Koala


    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


    [ 2020-01-07 19:06:16 CET ] [ Original post ]

    The Universim is entering Beta

    Happy Holidays, Everyone!


    What an odd word we have in the title, ha? It seemed like a distant dream, and, yet, here we are. Very soon, there will be nothing odd about that word, as we are proud to announce that we are officially transitioning into a Beta state in our next big update! This update will feature massive system reworks, which includes the new planet generation engine weve been teasing. This will enable planets to be slightly larger and contain more game objects than ever. Read more about that below!


    Additionally, we redesigned and improved so many aspects of our good old friend, the in-game simulation engine Prometheus. As you know, this system is responsible for planet generation, managing life on the planet, controlling dynamic events, pathfinding, resource distribution/allocation, and far more. Its crazy to think how much it has improved since its unveiling during the Kickstarter. The visual aspects and overall technology is leaps and bounds ahead of our initial goal, and we are very proud of the work we have done. Thank you for continuing to support us, chatting with us, and enabling us to make this colossal game. While it's true that The Universim took us longer then we thought to develop than anticipated, as you can see the end results are worth the wait.

    Planet Generation


    The creation of a planet no longer takes the many millions of years it used to. We toned that realistic aspect back a bit to make the game more enjoyable. On average, it took over 2 minutes to generate and load a new planet, which could be frustrating. Now, this time has been cut in half while also improving the size, complexity, and density (object count) of the planet.

    Mountain System


    A new feature we are super excited about! The enhanced planet generation system now properly forms physical mountains that are an inherent part of the planets surface. Before, mountains were simple objects -- decorations, if you prefer. They were disconnected from everything. Now, mountains blend naturally into the planets systems, allowing you to build on them and send Nuggets over them on an epic journey. Someone get a burly, bearded Nugget a magical axe and take them on an emotional family excursion right this minute! However, special cases aside, many Nuggets and animals will still prefer to avoid slopes. Theyre a lazy bunch.
    [url=https://crytivo.com/en/the-universim-news/the-universim-is-entering-beta]

    It was quite an engineering feat to get all of this working, as you can imagine. To properly place mountains and allow for the various systems to play well with brand new height data wasnt easy. The age-old issue of spherical worlds naturally makes all of this far more difficult than it would usually be. We needed proper culling, pathfinding, and terrain deformation to work seamlessly. Heres the result!


    So, to summarize, mountains are cool and we hope you like them.

    Object quantity


    We have almost tripled the amount of objects on the planet compared to our previous system (the Mother Planet you know has been reborn). However, when compared to our Kickstarter showcase, we have around fifty times more objects than when we started. Thats huge! To think we were struggling to render that simple planet back then. We have learned and overcome so much together!
    [url=https://crytivo.com/en/the-universim-news/the-universim-is-entering-beta]

    Updated Pathfinding


    If you have been following along with our development, you likely know of the classic Standing Nuggets bug that has been the single most reported issue of all time. It haunts our dreams. However, this was a symptom of our old pathfinding systems shortcomings, and it proved almost impossible to eradicate. To fix it, we did what any rational dev would do: we threw it away and started work on something better. The new pathfinding system is far superior to the previous method, which should theoretically prevent any kind of pathing bug to cause a Nugget to malfunction. We really hope this has solved the Nugget Stranding issue, and any further hold-ups with the AI should come from other systems. All-in-all, such issues should be much easier to fix now. *Crossing fingers*

    The updated pathfinding system will also allow us to have bridges and tunnels on the planet. These are currently in development and you can expect to play with them soon.

    Alien Planets


    The real reason we redesigned and improved Prometheus was to help us with the design and implementation of other planets. We needed alien worlds to be completely awesome, giving you a proper incentive to conquer the stars. One extremely complex system we developed for this allows our designers to link the colors and visual properties of the planet with one another, enabling them to adjust them to their desired values and output stunning results. We havent shared any examples of this yet, which will prevent any spoilers for when you see the final product (its still a work in progress).
    Every planet in the game will have varying environmental characteristics and conditions, which will affect how you play when you visit them. There will be lava and ice planets, planets without water, and planets where the time of day never changes. It is up to you to terraform these worlds to sustain life and create a successful colony. Planting trees will increase oxygen levels, while Thermogenerators will modify temperatures to comfortable values -- but such technology will require resources to function. You can either mine the planet itself for the resources or have them delivered through interplanetary trading.
    We will share more about the Space Age in future updates. Be sure to drop us your thoughts and suggestions below and on Discord! [url=https://discord.gg/crytivo]
    Its enormously exciting to finally transition into beta. A lot of hard work, many tears, and way too much Red Bull has led up to this moment. In a few months, we will begin the final polishing phase for full release! There are over 500,000 people who have wishlisted the game on Steam, and so many awesome folks who have been giving us their support for years (thats you). We are pushing ourselves to exceed all of your expectations and deliver something we will both love for years to come. Your kind words and positive feedback have always made us smile and given us the will to walk those extra miles toward our ultimate vision. If you are already enjoying what the game has to offer, please spend a moment of your time to drop us a review on Steam. It helps so much! https://store.steampowered.com/app/352720/The_Universim/
    Enter Our Giveaway Contest for a free copy of The Universim [olist]
  • Follow @Crytivo on Twitter
  • Like and Retweet This Tweet
  • Leave a comment [/olist] We will choose a random winner tonight. Tag your friend in comments for an extra key.

    Make sure that you join for our newsletter, so you don't miss anything cool.


    Once again, we wish you all a happy holiday! All the best, The Crytivo Crew


    [ 2019-12-17 18:26:34 CET ] [ Original post ]

  • Nominate The Universim For Labor of 2019 Steam Award

    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


    [ 2019-11-27 00:24:22 CET ] [ Original post ]

    "Buggy" Patch V0.0.38 is Now Live!

    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!

    Locust Swarm


    When the sound of buzzing approaches from the wild, you will know true fear. They do not come for blood, no. They come for something far more precious. They want your food! A swarm of hangry locusts will occasionally invade your civilization. Thankfully, you can fight them off with your Creator Powers. At the moment, this attack will be considered a random disaster like any other, but later on locust swarms will be triggered by climate change. Increasing temperatures, reduced air quality, and overall planetary pollution will drive locusts toward your civilization in search of new food sources.

    Education System Update


    Based on your feedback, we have decided to merge Schools and Universities together. There will now only be Educated and Uneducated Nuggets. Educated Nuggets are required for high-level buildings like Factories, Space Control Centers, and so on. Uneducated Nuggets can no longer be assigned to these buildings. As a result of this change, buildings will no longer catch on fire because an under-qualified Nugget made an oops. We will continue to improve this system as we go, so please let us know your thoughts and suggestions on Discord or down below!

    New Quest: Gone Green


    Your civilizations progress comes with a deadly cost. As Nuggets create fancier technology that requires more resources and energy, Mother Planet takes a serious hit. As Factories rise up, the air quality plummets, and trees are ripped down to feed the ravenous belly of industry. Nuggets need a helping hand to guide them toward a more sustainable future. Wed prefer someone wiser, but you, Creator, will have to do.
    When oxygen levels drop low enough, a new quest will become available that might just reveal the only way to save the planet. Doing so will not only improve conditions for your civilization, it will also earn you new believers. Keep an eye out!

    New Occupation-Specific Vehicles


    Beep beep! The city just got a whole lot noisier. Police Cars, Fire Trucks, Government Limos, Science Trucks, Ambulances, and Engineer Trucks have been added to the game. Nuggets in the Modern Age who are assigned to certain jobs will now drive some sort of vehicle. We probably should have taught them how, but theyll learn fast enough.

    Windmills


    The latest Windmill tech has arrived! Its now at least an acceptable percentage better than the old one. As a bonus feature, theyre quieter, meaning Nuggets can finally enjoy home entertainment without the need for noise-cancelling headphones.

    Kinetic Generators


    Great news! Kinetic Generators now burn even more calories than ever before. That statement is both true and a great addition to the recruitment posters. This also means they generate more electricity. Unfortunately, some Nuggets hearts cant handle the increased intensity, but at least those old enough to have retired can enjoy uninterrupted daytime television.

    Twitch


    Weve added a new panel to help streamers keep track of chat members who have created Nuggets in their game. This panel will notify you when a chat member enters the birth queue, donates bits, commits a crime, and is born or dies. A chat members action point balance is displayed beneath their portrait, and you can click on a Nuggets portrait to fly to their position. You can always hide this panel by pausing the game and unticking Twitch->show Nugget info panel.
    The twitch nugget info panel This panel is the big new Twitch feature this month, but weve added a number of smaller improvements. Weve added the #Invent command, which allows a chat member to spend action points to complete your current research item. Weve changed the way #Explode works, so now chat members can target a specific building type to blow up. For example, if they type #Explode Archive their Nugget will grab a bomb and run towards the streamers Archive, blowing themselves up when they get near it. If they type #Explode without a building modifier, then the Nugget will target a building at random. This change gives you time to pick up the bomber and throw them elsewhere if you are quick enough. Now chat members can define the gender of their Nugget Avatar with a gender modifier, e.g. #CreateNugget Male or #CreateNugget Female. Weve improved the behaviour of our integration when used in very large streams. Twitch has a message rate-limit, which is 100 messages per 30 seconds for mods/streamers. To circumvent this rate limitation, if our system detects a large volume of messages it will batch them together into a single message, separating each message with the emoji. Messages can only be 500 characters long, so we will batch them until weve used up as many characters as possible, without truncating a message. On top of this, weve added a buffer to ensure that messages above 100/30 seconds will wait until there is enough free space to send themselves.
    Message batching only happens when chat load is high Weve also fixed many Twitch-related bugs. The most notable bug could occur if you loaded a game and then enabled Twitch. This could cause a variety of issues including chat members being unable to issue commands or create Nuggets. Weve also fixed a bug that prevented chat member bit donations from being recognized by the game. Now all bit donations should be accurately recorded so long as you are connected to Twitch. We also fixed several other smaller bugs.
    Bit donations now work correctly

    You can find a full list of Features and Commands for Twitch Here


    Bug Fixes:


    • Fixed certain event messages had some words cut off at the end
    • Fixed an issue where the construction menu did not display all the resources on the resource panel
    • Fixed an issue where the building cloud panel was missing new resources
    • Fixed an issue where Satellites were removing too much oxygen when flying
    • Fixed an issue where the quest panel displayed the incorrect number of pages
    • Fixed an issue with multiple sounds that were extremely loud (windstorm, thunder, etc.)
    • Fixed a bug that prevented packs of animals from being spawned
    • Fixed an issue with displaying long numbers for water and electricity. Now, once you reach the millions, it will display 1m, etc.
    • Fixed the sacrifice icon above the Temple. Previously, text on the icon was overlapping.
    • Fixed a bug where the University increased crime dramatically
    • Fixed an issue where small parks had incorrect seating areas
    • Fixed an issue where news messages were disappearing
    • Fixed an issue where dead Nuggets were not unregistered properly, causing an error to appear and break the game
    • Fixed an issue where an infection message from other sources was triggering an infection from drinking message
    • Fixed multiple audio issues in the game where certain sounds would be dropped
    • Fixed an issue where dead animals were clipping through the ground
    • Fixed an issue where Bits donations did not work
    • Fixed an issue where the dotted representation of distance in the Cosmodrome incorrectly displayed the prediction for the travel distance
    • Fixed an issue where news messages text and event text was not scrolling
    • Fixed an issue where the trickle effect power could have been used on pause without any creator point cost
    • Fixed an issue where in some cases Nugget status icon were always visible on the screen with the ESC menu open
    • Fixed an issue with shifts that prevented Nuggets from constructing buildings, freezing them
    • Fixed an issue where Nuggets created without hair in clone center would cause AI problems
    • Fixed an issue where multiple modern buildings were missing lights during night time
    • Multiple missing localization fixes

    General balance changes / Improvements


    • Pressing ESC during intro scene now skips the intro scene immediately
    • Save button was added to the ESC menu, but you still need to build an Archive to save the game.
    • Construction panel received major changes. All building categories were reworked and reorganized in order to provide a better experience.
    • Nuggets are more likely to become believers due to high happiness. You can also lose believers if your civilization remains unhappy for a long period of time
    • Batteries were removed from large buildings. Now, similar to Pumps and Reservoirs, in order to store excess electricity, you will need to build batteries.
    • Schools and Universities got merged. Now schools will be upgraded into Universities.
    • Reworked Education System. You will no longer be able to assign Uneducated Nuggets to buildings that require higher education. The Nugget panel will also be sorted based on their education level when you click on the assignment slot.
    • Disasters due to education were removed.
    • Wind system was tweaked and improved once again. Now wind wont stay in critical conditions (extremely strong or none at all) for longer than 10 game minutes.
    • Using the alarm will cause Nuggets to rush toward the bunker without actually waiting to finish other tasks.
    • Nuggets will now run to Bunkers instead of just walking there
    • Increased angle tolerance for solar panels. They should now produce electricity 100% more efficiently. However, it still depends on where you place your solar panels. On the planets "poles", they might generate less output.

    Art:


    • Locust Swarm
    • Occupation Vehicles
    • Nuggets Monks
    • Windmills
    • Kinetic Generators
    • Solar Panels Updated

    UI Design:


    We have redesigned the Construction Menu buttons and restructured the various categories. Buildings are now placed in more suitable categories that better represent their function. This may take a little while to get used to, but we hope youll eventually find it far more intuitive than before. However, newcomers will certainly be less confused. Thats it for now! We have more awesome stuff coming your way in the next couple of patches. If youve been following us on Twitter or keeping track on Discord, youve likely seen the cool things we have going on in the background. We like throwing a few teasers up on our social channels, so dont miss out! As always, leave your thoughts and feedback on Discord and down below. If youre enjoying the game, dont forget to leave a review on Steam. Have fun with the new stuff! https://store.steampowered.com/app/352720/The_Universim/ With love, The Crytivo Crew


    [ 2019-11-06 20:55:05 CET ] [ Original post ]

    Dev Stream is here

    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


    [ 2019-11-06 19:37:48 CET ] [ Original post ]

    Sky High Hot Fix Update

    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


    [ 2019-10-15 00:45:01 CET ] [ Original post ]

    Sky High Patch V0.0.37 Is Now Live


    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

    • Fixed: Modern Lizard Candy building bugs.
    • Fixed: Modern Hair Salon issues.
    • Fixed: Modern Forecast Tower Making Nuggets invisible
    • Fixed: Tudor Houses being rotated after loading a save.
    • Fixed: Wind Turbine orientation weirdness.
    • Fixed an audio issue with the defense tower during the attack
    • Fixed UI Shadow was missing in the voting panel
    • Fixed certain fields in the twitch settings allowed to set a negative values leading to multiple issues in the game
    • Fixed changing the time during a vote allowed to change the voting time immediately
    • Fixed an issue where dead nugget was still registered in the alive nugget list causing the major issues in the game when different effects were applied to a dead nugget
    • Fixed an issue with the Fear side of the temple which added extra HP to the nuggets, but switching from Fear to Love side was not removing added HP from nuggets correctly
    • Fixed clicking and dragging the planet was not always correctly registering the movement of the mouse.
    • Fixed modern forecast tower was missing the audio source leading to missing sounds of the building
    • Fixed a bug where tooltip from a resources pile stayed on a screen after clicking on it
    • Fixed clickable area of the modern temple was very small, causing issues of not being able to click on it
    • Fixed voting panel colors and scale as it was getting wider due to screen resolution
    • Fixed an issue where multiple sounds in the game were missing due to sounds restriction rules in the game
    • Fixed an issue where more only 3 nuggets standing in the same spot received the damage. Others were immune to any damage source
    • Fixed a bug where nuggets were reproducing with extreme speed
    • Fixed an issue where UFO would leave the planet immediately after its appearance
    • Fixed an issue where nuggets in the modern defense towers were still throwing a spear
    • Fixed an issue where space boxes and disasters caused by uneducated nuggets produced a wrong message that indicated that nuggets got sick due to drinking water in the lake
    • Fixed an issue caused by Riot nuggets that was breaking the game immediately after the riot of enough rioters were killed
    • Fixed an issue which was caused by the system trying to place building in the exile village that was already non existent.
    • Fixed an issue which caused the game to not work properly after multiple building upgrades
    • Fixed an issue with incorrect icon resources in the Factories
    • Fixed an issue where multiple modern buildings were missing lights during a night time
    • Fixed missing localization for the Oil Miner worker
    • Fixed missing localization for the Factory workers
    General balance changes / Improvements
    • Temple Improvements (sacrificing Nugget = + 1 believer, separate faith value for sacrifice)
    • Temple Building improvements (number of workers increases chance to generate a new believer)
    • Added a new pollution mechanic that causes Nuggets to get sick/die based on oxygen levels.
    • Exile events now will have a better distribution between each other leading to a better variety of events that will be happening in the game.
    • Large exile villages will interact more frequently with the player
    • Sacrificing a nugget causes a higher impact on the faith level
    • Defense tower ranged was reduced based on the Defense tower Level:
    • Defense Tower Level 0 range was changed from 25 -> 12
    • Defense Tower Level 0 range was changed from 30 -> 14
    • Defense Tower Level 0 range was changed from 35 -> 16
    • Delay between music tracks was increased from 10 seconds to 10 minutes
    • Battery capacity was increased from 100, 000 -> 250, 000
    • Temple received additional sounds
    • Temples now display the amount of points the player will receive due to nugget sacrifice
    • Sacrificing a nugget awards with a nugget believer
    • Multiple new research icons were added
    • Assigning nuggets to the temple increased the chance of receiving a believer with each assigned nugget.
    • Reworked Wind System. Previously wind system was changing very rapidly and it was extremely inconsistent. This caused the usage of Wind Turbines very ineffective. The current system changes the wind more frequently but by the small steps and based on the current wind strength, leading to a more consistent wind and improved Wind Turbine energy generation.
    Art
    • Nugget Boomer clothing and accessories
    • Nugget Boomer animations
    • Nuclear Workers, Rocket Scientist clothing for Nuggets
    • Nuclear Plant building
    • Solar Panels are now in the game
    • Local business Massage Salon
    • Local business Cosmetics Shop
    UI Design
    • Nuclear Panel
    • Solar Panel - Panel?
    • Cosmodrome Mega UI - so much!
    • Cosmodrome Building UI Panels
    Remember to drop us your thoughts here and on Discord! Hit us with a review on Steam if youve been loving the game so far.

    Weve got some amazing times ahead of us! With love, The Crytivo Crew


    [ 2019-10-09 19:58:00 CET ] [ Original post ]

    Pitchfork Patch V0.0.36 Is Now Live!

    Phew, Creators!


    It has been a while since we last spoke! Our team has been slaving away on some exciting stuff, and we hope youre going to love it. Before we jump in, if youve been enjoying the game so far and would like to give us your thoughts, please hit us with a Steam review. It helps so much! If the overall score remains positive, we loosen the shackles on our developers a tiny bit to make it more comfortable. Spread the word!
    Theres been a lot of progress behind-the-scenes, so its a great time to run through some snazzy changes heading your way soon. In preparation for the Space Era, we are completely reworking our planet generation algorithms (and boy, is it exciting!). We have cut loading times down by a whopping 90%, making transition times between planets take mere seconds. Performance has been bumped up, too, which allows us to make planets slightly bigger and have 2-3 times more objects on each planet. Some additions include a new mountain formation system, new object distribution logic, and more! Most importantly, we reworked Nugget pathfinding once again, which should (theoretically) eliminate any issues with Nuggets getting stuck and/or doing nothing.
    They will be smarter with how they plan their routes and find a path to their objectives. Its still under R&D, but we may soon be able to have dynamically-created bridges over water sources and even tunnels through mountains. All of this has been in heavy development for quite some time, and were happy to say that were around the 90% mark. Expect to see a new planet soon! We dont want to spoil too much with screenshots, but take a little peek:
    We will talk more about alien planets in later updates. Be ready! Sign-up here if you don't want miss it!

    Now, lets discuss whats new in this patch


    Riots



    Nuggets will no longer endure great hardships in silence, especially if it has something to do with your management skills. If global Happiness drops too low, youll certainly hear about it. If crime shoots up, youd better be ready to see some riots. There may be fires and some damage to local businesses. Riots can be quelled by either allowing them to run their course (which can lead to a lot of damage), arresting rioters, or, quite literally, squashing the uprising with a few powers. Exile Orators can now rile up your citizens by dramatically decreasing their Happiness, making them a bigger threat.

    Stone Age Town Hall



    Weve heard you! You dont always want to hold your Nuggets hands, even when theyre still young and dumb. Maybe you just want to sit back and watch the world evolve on its own. In this update, we have added the Stone Age Town Hall to allow Elders to fulfill the essential needs (food and water) of Nuggets. They will also handle auto-assignment of workers in buildings, giving you more time to perform your other godly duties.

    Temple 2.0




    Temples now work a bit differently, plus look a lot cooler. Every Temple (beginning in the Stone Age) comes equipped with an unsentimental grinder. Ever found yourself lacking sufficient Creator Points when a Tornado or Meteor Shower is hurtling towards your civilization? Eviscerate all of those worries, along with your least-favorite Nugget. It not only generates a chunk of Creator Points, it can also help feed your other citizens! The reviews have been excellent so far. Everyone who benefits from it has given it a 5-star rating, and there havent been any complaints from those who were sacrificed.

    However, if that sort of thing doesnt tickle your fancy, you could always take the benevolent path. By creating a peaceful civilization and avoiding sacrifices, Temples will start passively generating increasingly higher amounts of Creators Points. Now you can choose to be good or evil, and your civilization will change to reflect your alignment. Being evil will make buildings look a lot creepier, and Nugget Happiness may be affected. Youll get more believers, though, whether they like it or not.

    Advanced Air Defense System



    Upgraded Defense Towers! This system is linked with a Satellite network to allow your civilization to monitor the local air space and defend it from extraterrestrial threats, be it meteors, debris, or uninvited guests. It also looks really, really cool.

    Twitch Integration


    Many of you have been wanting new ways to share your awesome gameplay moments with others and engage with viewers. The Universim now has some awesome Twitch Integration features, allowing viewers to spawn their own Nuggets (avatars) in the world by typing #CreateNugget in the chat panel.

    Action Points


    We have also introduced Nugget Action Points, which a chat members Nugget passively acquires over time. These points allow them to start a few different events in-game. Chat Nuggets will have special icons and the viewers name above their heads. Streamers can also configure the system to reward those who cheer with extra action points.

    #CheckBalance


    By typing #CheckBalance into the chat, youll be able to see how many Action Points your Avatar has.

    #Commands


    Typing #Commands in the chat will show you all the active and available commands for viewers to use. Theres a cooldown between each use of a command. Certain actions were designed to challenge Streamers and some to help them.

    #StartFamily


    Avatar Nuggets will be able to form their own families. Typing #StartFamily in the chat will instruct your Avatar Nugget to find a partner, form a family with them, and mate.

    #StartFire


    An Avatar Nugget will try to start a fire in the streamers city. Streamers can deal with these misbehaving Nuggets by sending police to arrest them (they can be released later). Alternatively, this could be the perfect opportunity for streamers to test those fancy new grinder systems on Temples.

    #Suicide


    If you no longer have the desire to be a part of the mess unfolding within the streamers city, you can quit the game peacefully.

    #Steal


    Your Nugget will try to steal from the streamers resource stockpile. Avatar Nuggets will receive additional Action Points after bold actions like this.

    Public Events Voting



    Instead of the system automatically deciding which disaster to unleash on an unsuspecting city, viewers will be able to vote. Periodically, a voting panel will appear that everyone in chat can participate in. This panel contains 3 random items, and the most-voted option will be activated. These can be useful for streamers (bonus Creator Points) or unhelpful, like summoning an evil UFO. The Universims Twitch Integration system is highly configurable, and streamers can enable, disable, rename, and modify the Action Point cost of any command. The streamer can also control the items that appear in the voting panel, as well as how frequently the voting panel appears. This is the initial release of the system, so expect more awesome stuff to come (and maybe a few bugs). Help us spread the word! Contact your favorite streamers to test it out. Let them know they can reach out to us via Twitter (http://twitter.com/crytivo) if they would like to request a free review copy of The Universim. You can help us make this feature even better by reporting bugs or sharing your ideas with our dev team on our Official Discord channel here: https://discord.gg/eReCRFZ.
    If the system becomes popular enough, were planning to extend it, giving you the tools to track your Avatars actions. Youll be able to form your own Exile Villages, with the option to declare war on or form a coalition with streamers. Avatars can also potentially participate in democratic societies formed by other Avatar Nuggets, choose leaders, and much more. We think its a great feature, but wed like to hear your thoughts! Let us know in the comments!

    Building Upgrades



    Oil Jack



    Stone Age Town Hall



    Modern Age Town Hall



    Forecast Tower



    Archive



    Police Station



    Engineering Hut



    Defense Tower



    Evo Tower



    Space Construction Center (WIP)



    Fiber Factory



    Big Ben



    Hair Salon



    Candy Shop Upgrade



    Stone Age Temple



    Modern Temple



    Bug Fixes


    • Fixed a bug where you couldnt drag the research screen while clicking on a perk
    • Fixed a bug when dropping Nuggets onto Cemeteries would break the game
    • Fixed a bug where buildings could be built on top of meteors
    • Fixed a bug where sometimes Creator Powers would cast twice for each click
    • Fixed a bug where load button in the escape menu would glow during the transition between game and escape menu
    • Fixed a bug where houses were not being upgraded
    • Fixed an issue with modern scaffolding
    • Fixed a bug that prevented the airport perk from unlocking
    • Fixed a bug when the object would be dropped if it was held while the player was dragging the planet
    • Fixed a bug where tabs beyond 100 in the Nugget panel wouldnt render correctly
    • Fixed a bug where refinery building progress bars displayed work progress incorrectly
    • Fixed a bug where you could drag the planet while in the escape menu.
    • Fixed a bug where colliding with an object would trigger Camera break effect but if you continued to drag it would cause your camera to weirdly flicker
    • Fixed Rejuvenate creator power that in some cases it would not restore the building health
    • Fixed an issue with the nugget clothing textures. Certain clothes were not appearing correctly on the nuggets
    • Fixed a bug where starting a fire on top of a construction site could cause the game to crash
    • Fixed the issue where ground snow color would not match the snow color on the buildings
    • Fixed an issue where assigned icon to the nugget would stay after nugget is exiled
    • Fixed an issue where Medieval hunters would not utilize guns after the researched perk
    • Fixed a bug where some sounds wouldnt be affected by audio settings

    General balance changes / Improvements


    • The planet can now be dragged from anywhere on the screen
    • Pause menu animations sped up
    • Exile Orators now greatly reduce Happiness
    • Nuggets now put on criminal clothing before committing a crime. This allows for vigilant creators to intervene and prevent criminal actions before they occur.
    • Creator points per sacrifice were increased based on the Evil / Love Level.
    Evil Side Low Evil Level previously awarded player with 25 creator points per nugget sacrifice and now it awards with 50 creator points. Moderate Evil Level previously awarded player with 35 points per nugget sacrifice and now it awards with 75 points. High Evil Level previously awarded player with 50 points per nugget sacrifice and now it awards with 100 points.
    Love Side Low Love Level previously awarded player with 25 creator points per nugget sacrifice and now it awards with 50 creator points. Moderate Love Level Previously awarded player with 20 creator points per nugget sacrifice and now it awards with 35 creatore points High Love Level Previously awarded player with 15 creator points per nugget sacrifice and now it awards with 30 creatore points. High Love Level Previously previously generated 0.15 creator points per second. Now it generates 0.25 creator points per second.
    • Medieval Forecast tower health was increased from 1000 -> 5000.
    • Medieval Forecast tower water consumption was increased from 5 -> 10
    • Defense tower received two additional parameters: Hit chance and reloading speed.
    • Certain perks in research graph got rearranged in order to accommodate new perk additions.

    Art


    • Big Ben model.
    • Stone Age Temple, light and dark
    • Modern Age Temple, light and dark
    • Stone Age Town Hall
    • 3D models for resources, fiber and carbon
    • Modular Satellites along with Defense, Discovery, and Communication features
    • Modular rocket
    • Rocket Hangar building
    • Rocket Launcher
    • Nugget Riot animations
    • Nugget Rioters clothing and accessories

    UI Design


    • Rocket Launcher Building Panel
    • Rockets editor screen
    • Voting panel implementation
    • Temple UI updated to contain 8 Nuggets
    • UI resources - fiber and carbon
    • Construction menu renders for all new buildings
    • Nugget panel now supports over 100 tabs
    We wanted to release the Space Construction Center (Satellites, Rovers, rockets) today, as weve been working really hard on it, but its unfortunately not quite ready for prime time yet. Youll be able to assemble satellites for defense, communication with aliens, and exploring distant planets before colonizing them. For now, you can still construct this massive building to show off, but it wont have any functionality. In time, itll reveal its secrets.


    Sayri Adventure


    We're happy to announce a new addition to the Crytivo family! Sayri, a colorful adventure for anyone to enjoy. We will have a proper email announcement soon. For now, check out this small teaser trailer. If you'd like to chat with the devs, head to their official Discord server here: https://discord.gg/wtjXfUS

    New Trailer for Today Is My Birthday


    Another team we're publishing also just released their latest trailer for the next big survival horror game, Today Is My Birthday. Check it out below. If you're a content creator (streamer, YouTuber, etc) and would like to cover it on your channel, reach out to us at pr@crytivo.com for a free review copy. [previewyoutube=qj_ObMrjGAQ;full][/previewyoutube] Wishlist on Steam As always, thank you for your amazing support and messages! Its a joy to hear from all of you. Dont forget to leave us a review on Steam, comment below, join Discord, and follow us on Twitter for the latest updates. You can also sign up to our newsletter to keep informed and receive free games (no spam, guaranteed).
    With love, The Crytivo Crew


    [ 2019-09-13 22:43:53 CET ] [ Original post ]

    Extraterrestrial Update Is Now Live

    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.

    Before you go!


    Beyond leaving a review on Steam, we would also like to work with those of you who possess a keen eye for art. Wanna Win Crytivo T-Shirt? We want to update our screenshots section on Steam, and we thought it would be a great opportunity to see what kind of beautiful civilizations youve been nurturing! If youd like to participate, send us your stunning screenshots in resolution 3840x2160 (4k) here: https://discord.gg/yAcQGgM. The best ones will become official screenshots on the Steam page, and the creators will receive one of fifteen limited edition PAX T-shirts.
    Winners will be announced via Twitter and/or Facebook (make sure to follow us to see the results). Dont forget to leave us your thoughts down below! Have fun with the update, everyone! Thank you all for your love and support! Love, The Crytivo Crew


    [ 2019-07-01 06:43:18 CET ] [ Original post ]

    Cheeseball Patch V0.0.34 is now LIVE!


    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:

    • Trading with Exiles.
    • Modern Stone Refinery.
    • Modern Wood Refinery.
    • Airport (v1)( no major functionality yet).
    • Trucks (v1) (faster Nugget movement).
    • Camera Shake Option (Settings).
    • Modern Haircuts.
    Bug Fixes:
    • Fixed: modern scaffolds not appearing after load.
    • Fixed: Season change power has no effect on believers.
    • Fixed: Nuggets take forever to clear construction sites.
    • Fixed: UI scale issue for certain display sizes
    • Fixed: Tall buildings had inaccurate hit boxes
    • Fixed: Resources were not removed from settlement and instead were subtracted from exile villages
    • Fixed: When family was created, male and female nuggets properties were swapped in some cases.
    • Fixed: Alarm on weather tower that was going off randomly
    • Fixed: Orbit camera was getting stuck if Steam Overlay was opened / closed.
    • Fixed: Game settings were not saved properly and in some cases were applied incorrectly leading to UI disappearance or scale issues.
    • Fixed: Stars could be clicked through UI panels
    • Fixed: Unassigned nuggets from modern eatery would become invisible
    • Fixed: Tooltip for leader election would stay on the screen forever if the Fly to button was clicked
    • Fixed: Crime tooltip displayed the text from a school tooltip
    • Fixed: Multiple nuggets could have received the same request to clear an item, which would slow down the nuggets performance overall, since 1 nugget would be clearing the spot and other would wait for that spot to be cleared
    • Fixed: Protector dome was disappearing if you were looking at it from inside out
    • Fixed: Creator power action cost was doubled if the action was applied to nugget
    • Fixed: Save / Load issue that was caused due to some systems reading the save file in incorrect order.
    General balance changes / Improvements:
    • Extended modern scaffolds for huge buildings.
    • New particle effect for Repair all & Creator Points falling objects box items
    • Reworked picking up objects system in order to improve overall performance and to work with a feature content.
    • Cement Factory perk was moved before Glass factory perk in order to improve the overall experience traversing the research tree
    • Mating female / male threshold was improved. This change should improve the overall ratio between male and female nuggets and keep balancing the ratio when nuggets dying due to unintended events such as tornado, fire etc.
    • UI scale default settings were tuned for all OS in order to improve the UI ratio between different elements
    • Rebalanced animal reproduction system & spawn system. Previously a lot of animals could have been spawned in the same location with a fast reproduction rate. Spawn locations, max number of animals of each type that can exist at the same time as well as the reproduction rate was tweaked to resolve those issues.
    • Exile event timer was changed from 1 hour to 30 minutes
    • Exile village attack change was increased from 40 percent to 55 percent
    • Exile Village Steal Chance was decreased from 50 percent to 45 percent
    • Exile Village Priests Chance was decreased from 60 percent to 45 percent
    • Exile Village Orator Chance was decreased from 60 percent to 45 percent
    • Creator mode is back online :)
    Art:
    • Airport Building.
    • Airplanes with different skins.
    • Crater has updated visuals and 3 more variations are added.
    • Moon!
    • Legendary Buildings - Pisa tower.
    • Vehicles for Nuggets with a set of different skins.
    • UFOs!
    • Modern Stone Refinery.
    • Modern Wood Refinery.
    UI Design:
    • Fixed position of Construction menu cloud.
    • MainUI bottom indicators - updated visuals.
    • Added pisa tower puzzles.
    • Modern stone and wood refineries construction menu renders.
    As always, our biggest and most heartfelt thanks to all of you! We are so excited to be pushing towards full release and cant wait to be able to hand it over to you with a beaming smile. If youre enjoying the game on Steam so far, leave us a review to let us know your thoughts! We only feed our developers after every dozen or so positive reviews we receive. Also, were planning to have a live stream this month! Have some questions you need answered? Wanna tell our developers about a long-lost treasure you discovered off the coast of Africa? Keep an eye out for the date! In the meantime, join our Discord server and follow us on Twitter and Facebook for more tasty morsels. Love, The Crytivo Crew


    [ 2019-06-04 22:44:19 CET ] [ Original post ]

    Burning Skies Patch V0.0.33 Is Now Live


    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

    • Fixed: Issue when clicking on a building panel button caused the Wiki button to be activated and Nuggets to stop doing any kind of work.
    • Fixed: Issue when clicking Prioritize in a building panel would not display any indication of the building being prioritized.
    • Fixed: Issue with the Building List Panel where Nuggets could be over-assigned to buildings.
    • Fixed: Issue where camera shake would persist even when the game was paused.
    • Fixed: Issue where the Building List Panel would enable shifts on all buildings when opened after load.
    • Fixed: Issue where modern fisheries would use stone age boats after reloading the game.
    • Fixed: Error that occurred when you had the reservoir panel open when you upgraded it.
    • Fixed: UI bug where the research progress bar would be inaccurate after enacting the Science Law.
    • Fixed: Protection Dome sound effect. Dramatically reduced volume and range.
    • Fixed: Issue where a tornado was dealing damage after it ended.
    • Fixed: A bug that occurred when certain windows settings were not applied properly due to the wrong path of the setting file location.
    • Fixed: Issue where camera shake was fading out when the game was paused.
    • Fixed: Issue where the Gunpowder perk was unlocking the Chemical Factory.
    • Fixed: Issue where the system would assume that an Exile Village building belonged to the player, which could lead to an issue where a Save Game was not loading anymore.
    • Fixed: Issue that lead to issues with the Steam API due to an incorrect directory name.
    • Fixed: Issue with a small trap projector not displaying it properly.
    • Fixed: Issue with the fishing hut perk, which visually lead to the Refined Material perk unlock, but was not actually unlocking it
    • Fixed: Updating time to grow in crop info.
    • Fixed: Wonky night lighting for certain modern buildings.
    • Fixed: Issue where you could sacrifice Nuggets at an unfinished temple.
    • Fixed: Issue where a Farms crops timer was not updating properly and was resulting in factories not producing food.
    • Fixed: Issue where grass was causing infinite load times when a new game was started.
    • Fixed: Issue where Farms were able to operate without using any electricity, even if they required it.
    General balance changes / Improvements:
    • Automation of Factories.
    • Clone Center received some changes. Now you can order more than one Nugget at a time.
    • Reworked gravity system. Objects can now be thrown into orbit around the planet, but will slowly fall back to the surface. Objects are no longer instantly destroyed when dropped from high in the atmosphere and will instead fall as expected.
    • Increased amount of turtles being spawned on the planet.
    • Increased amount of birds being spawned on the planet.
    • Increased building fire resistance by 30%.
    • Adjusted Nugget gene system. Kids will inherit skin color starting from the first generation.
    • Nuggets will have equal chance of inheriting skin color from Mother & Father.
    • Modern reservoirs are more resistant to heat. The temperature for evaporation and freezing was increased / decreased.
    • Overall temperature on the planet received minor tweaks to adjust to the current pollution system.
    • Amount of resources that each pile can hold was adjusted from 5 to 30.
    • Meteor VFX tweaks and improvements. Should look and sound better now.
    • Additional Resource Panel Improvements.
    • Animals killed with Telekinesis now drop food.
    • Major localization fixes throughout existing languages.
    • Exile Village decals added.
    • Small update to culling system to handle Dynamic buildings better.
    • New tooltips were added to the new systems as well as tooltips for the old systems.
    Art
    • New Nugget clothing.
    • New haircuts for Nuggets.
    • Farm building upgrade for Modern Age.
    • Notre-Dame building.
    • Pyramid building.
    • Eiffel Tower building.
    • Clone Center capsule was updated.
    • Exile Village buildings have decals now.
    • Meteor Crater model.
    • Cracked meteor model.
    • Mysterious box model.
    • Trait icons for Legendary Nuggets.
    UI Design:
    • The Nugget customizer has new traits icons.
    • MainUI resources bar was adjusted to hold all resources in one line when playing at standard resolutions.
    • Photo mode panel was added.
    • Construction menu was updated. New building cloud added.
    • Clone Center now has a queue.
    • Fixed missing localization in Clone Center panel.
    • Pollution indicator was added to the building usage panel and to building cloud in construction menu.
    • Pollution tooltip was added to mainUI - changed oxygen level to environment.
    • New category for Legendary Building was added to construction menu.
    • New round buttons added for legendary buildings. Notre Dame, Eiffel Tower, and Pyramids.
    • New building cloud was introduced for legendary buildings category. It contains 4 puzzles for each building that will have to be collected in order for the building to be unlocked.
    • New banner panel for puzzle discovery.
    • Reorganization of settings menu: moved decals and grass to graphics category.
    • New panel for trading UI.
    • New panel for Loot box was added.
    • Added renders for Modern Farm, Notre Dame, Eiffel Tower, and Pyramid to construction menu.
    There were plenty of interesting challenges to overcome this month, which unfortunately means we had to push the trading system between your civilization and Exile Villages to the next patch. It needs a little more work. We are currently building a final road map towards full release and we couldnt be more excited! We know it has taken quite a while to get to where we are now, but we hope we made the development process as transparent, informative, and fun for you as possible. Making a game of this scale is no easy matter, which means that creating something good takes time. We want The Universim to be memorable. Luckily, we have all of you backing us up and keeping us on track! Plus, all of your feedback continues to make the game EVEN BETTER. Much love to everyone! Once again, dont forget to drop us a review and chat to us over on our Discord server. You can even expect some cool stuff on Twitter and Facebook. After all, you dont want to miss any sneaky info drops about alien planets, do you? Have an amazing weekend! All our love, Crytivo


    [ 2019-05-10 21:45:11 CET ] [ Original post ]

    May Patch - release date

    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


    [ 2019-05-01 18:54:01 CET ] [ Original post ]

    Flat World Content Update is now Live!

    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:

    • Fixed: IDLE AI was called too often when there was not enough food (23645)
    • Fixed: demand generated by warehouses, making Nuggets ignore existing piles
    • Fixed: shifts stopping stats on AI start
    • Fixed: students can become exiled
    • Fixed: Nugget icons viewable through customizer panel
    • Fixed: Modern Building collapse sound was ending too early
    • Fixed: Issue when Nuggets despite being on the shifts still had all their stats ticking
    • Fixed: Missing Building config produced an NRE which was slowing down the performance
    • Fixed: Students were auto assigned to different buildings, preventing them from finishing their education
    • Fixed: Certains references in the code to removes were missing, which produced warning
    • Fixed: NRE which did not clear students spots after they left the University
    • Fixed: Engineers were disappearing after they entered the engineering hut
    • Fixed: NRE when you were selecting a building to place due to some parts of the code being executed prior to the building update code
    • Fixed: Nuggets icons were viewable through the Clone Panel
    • Fixed: Changing a Nugget shift would cause them to get stuck inside a building
    • Fixed: Opening a building panel at a certain timeframe would cause NRE which would produce an issue where the building panel would be stuck on the screen
    • Fixed: Sometimes all whales were located in just one lake instead of being spread out based on the size of the lake
    • Fixed: Resources panel showed 0 resources for certain resources despite having those resources
    • Fixed: Selecting creator powers in the creator mode would cause NRE
    • Fixed: Issue when Nuggets would refuse to visit parks
    • Fixed: Cupidon marriage issue. If Nuggets already have a family and the cupidon creator power is being used in order to connect married Nugget and another unmarried Nugget, but unmarried Nugget had a family previously, would lead to an issue where both Nuggets will go to different houses and will endlessly wait for each other inside the house.
    • Fixed: Save file issues. Previously all saves files were allowed to be loaded, which caused a lot of issues and NRE due to the content change in the newest patches.
    • Fixed: Building panels were missing new resources that were needed for building construction
    • Fixed: Resources held in local storage (Wood refinery, cemetery) are displayed as available
    General balance changes / Improvements:
    • Hiding Nuggets when entering modern construction site
    • Adjusted warehouse demand factor in order to improve the transportation requests
    • Adjusted shifts timer in order to compensate the travel time
    • Reworked the University and school work. Currently students wont be auto assigned unless they manually assigned to a job. When students leave the school / university to eat / drink etc., they will reserve their spot at school. With the shifts on, students will reserve their spot. After their shift is done, they will continue their learning progress.
    • School / University learning points were adjusted in order to provide faster education for Nuggets.
    Art:
    • Modern Eatery
    • Lighthouse Model
    • Modern Fishing Pier
    • Electronic Components Factory
    • Powder Rifle
    • Electronic Components stockpile
    • Medieval roads texture update
    • Modern debris have decals now
    • Modern Steel Factory
    • Modern Residential Buildings
    • Residential Buildings Accessories
    UI Design:
    • Electronic Components, Lighthouse, Steel factory construction menu icons and renders
    • Update Archive panels
    • Added icons for electronic components resource, 3d and white
    • Added status icon - going to electronic factory
    • Added new icons for perks
    • New icons for Nugget customizer traits
    • Research screen added auto research on/off toggle.
    • New god power icons added: protective dome and meteor rain - 3d and white versions.
    Optimization:
    • Pathfinder performance boost
    Known Issues:
    • Long loading time when you start a new game. We are still investigating the issue that some users experience on their machines. Current solution to resolve the issue of a long loading time when you start a new game is: Turning off the grass in the settings of the game.
    P.S. Our next endeavour will be to prove that the sun isnt as hot as everyone makes it out to be. However, because it is an unproven hypothesis, we will go at night just to be safe. All the best, Crytivo


    [ 2019-04-01 22:35:46 CET ] [ Original post ]

    Green Bubble Gum V0.0.32 is Live On Experimental !

    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:

    • Skyscrapers
    • Meteor Strike (Power and disaster)
    • Reworked and rebalanced school / University system
    • Improved shifts
    • Protective dome
    And many other features well let you discover on your own. The full list of features will be released in the patch notes alongside the official public patch on the main branch. Once again, thank you for your help and support. You guys are awesome and we are unbelievably proud to have such a great community at our backs! Looking forward to hearing from you all! If you encounter any serious issues, please contact us on discord: https://discord.gg/Wb4JKfS


    [ 2019-03-29 19:32:46 CET ] [ Original post ]

    Global Warning Patch v0.0.31 is now live!

    Greetings, Creators!


    Were back with a delicious assortment of new features! We have had a super productive month here at Crytivo, which may or may not involve that amazing procedural alien planet generation system we keep mentioning ;). Its going to be glorious! If youve been enjoying the game so far, be sure to drop us a review on Steam to let us know your thoughts. We love reading what you have to say! Thanks for sticking with us on this crazy ride. Shiny new content:

    Modern Age scaffolding


    Weve hit maximum velocity in the Modern (Industrial) Age! Mmmm, dont you just love the smell of freshly-brewed plastic in the morning? Modern buildings deserve modern scaffolding, and thats exactly what we have for you today. Motivated by your feedback, our devs have gone above and beyond and made it look oh-so-beautiful!

    Modern Age building collapse VFX


    That rumbling is far too loud to be your stomach! Only a collapsing skyscraper could cause the planet to tremble so spectacularly, thanks to some potent new visual effects. If you really want to destroy the civilization youve worked so hard to create, it might as well look and feel awesome. Enjoy!

    Fuel Factory


    Ah, the sweet smell of gasoline. Did you know that it causes inexplicably rapid armpit hair growth in Nuggets? Its like they suddenly developed two extra furry arms. Beyond that, Fuel can be burned to create energy and further pollute the environment. You cant have everything.

    Modern Hospital upgrade


    Get the crash cart! There are lives that need to be saved! Brand new defibrillators, catheters, ethical practices, and curvy needles have been added to the Modern Hospital. Less death all around!

    Modern Reservoir & Well upgrade


    Its starting to look good enough to drink! Store more water than ever and never worry about evaporation again.

    Plastic factory


    Its cheap, its versatile, and nature absolutely despises it. Say hello to plastic! While it may cause issues later, think about all the awesome stuff you can make with it until then.

    Clone Center building


    The Clone Center is here (AKA, the Nugget customizer)! This will be the tallest building on the planet. We have shortened it for this initial release so it doesnt look out of place with everything else, but youll be able to upgrade it well into the sky. You can customize and order new Nuggets that will be delivered to you in a capsule with a little ribbon. Its super classy and only a little creepy.

    Cloned Nugget Traits


    To spice things up, we added Legendary Traits to all of the Nuggets you genetically engineer. They will be like little heroes running around with hidden (or quite obvious) superpowers. Every Legendary Trait comes with a few bad habits and negative traits. Take the Undying, for example, who will never grow old. However, they sleep for years at a time and can spread diseases far more quickly than other Nuggets when they contract one.

    Medieval Warehouse


    Its bigger and more organized than ever! Storage has gotten a lot smarter. Now, if only Nuggets could do the same.

    Building Panel


    Were mega proud of this change. After hearing what you all had to say, we revisited the Building List Panel and upped the epicness to 5000. Using this new panel, you can now easily assign Nuggets to buildings, turn shifts on/off, sort buildings by type, view each buildings effect on Happiness/crime and pollution, and (by popular demand) manage things more easily with two upgrade buttons that allow you to either upgrade a single building or every building of similar type. Keep letting us know how we can improve things! Your opinion and suggestions matter!

    Medieval Clothing


    With names like Dolce Nuggana, Louis Nuiggon, Nuggani, Nuggberry, and Ralph Naugren, Nugget fashion is on the rise. More creative and colorful brands are taking over from older trends. Giiiirl, youre going to look fabulous!

    So Many Factories


    Have you been keeping track of how many factories were adding lately? Its a little nuts. However, they are crucial for the future of your civilization. They produce advanced materials that will be used for constructing buildings and technology like Airports and Rocket Launchpads, which naturally includes tech like rockets, drones, rovers, and satellites. Polish your helmets, everyone, were blasting off soon! Bug Fixes:
    • Fixed: Ministers can no longer become Exiles. (Treachery and Corruption)
    • Fixed: Ministers who die inside of the Town Hall will now properly free their slot and allow other Nuggets to replace them. (Ghostbusters)
    • Fixed: NRE when a Nugget was being escorted to an execution after loading a game. (Escapee)
    • Fixed: Several AI issues that were not taking shifts into consideration and interrupting the workflow. (Misfits)
    • Fixed: Engineers who were showcasing strange AI issues. (Mechanical Fault)
    • Fixed: Issue where picking up a wolf with Telekinesis caused an NRE. (Vanishing Act)
    • Fixed: AI Unknown error found in idle Exile Nuggets. (Who am I anymore?)
    • Fixed: NRE when a dead animal was being held and suddenly despawned due to decay. (Snooze you Lose)
    • Fixed: NRE related to the Gravedigger after loading a save game. (Gone Digging)
    • Fixed: AI getting stuck in a loop whenever food runs out. (Fridge Gazers)
    • Fixed: Incorrect Nugget count in save game metadata. (Census Error)
    • Fixed: NRE when Cemeteries were burning. (Unexpected Cremation)
    • Fixed:University/School learning looping when no electricity is available. (Bright Ideas)
    • Fixed NRE when loading/saving grass for certain grass settings. (Unkempt Lawn)
    • Fixed: Multiple localization missing text pieces added. (Now Youre Speaking My Language)
    • Fixed: Missing Chemical Factory animations added. (Mix & Match)
    • Fixed: Weird shader issue when viewing Stone Hut interiors. (Dance Party)
    • Fixed: An issue where the upgrade all button did not, in fact, upgrade all of the desired buildings. (False Advertising)
    • Fixed: An issue where Nuggets were placing buildings inside the Lumber Mills operational area. (Save the Trees)
    • Fixed: NRE that sometimes occurred during a wolf attack. (Are They Attacking or Not?)
    • Fixed: An issue where the Trickle Effect Creator Power interacted with animal ragdoll bodies. (Ill Shower When Im Dead)
    • Fixed: When toggling shifts to off, it now applies to all new buildings that are added in the future. (Now and Forever)
    • Fixed: An issue where Parks displayed the wrong ghost mesh when being placed. (Identity Theft)
    • Fixed: An issue where the UI was not displayed in-game when you start a new life. (Somethings Missing)
    • Fixed: NRE that appeared when you turned off grass, saved the game, loaded the game, and turned the grass settings back on again. (Recipe for Trouble)
    • Fixed: An issue where resources were staying underwater. (Lost Treasure)
    • Fixed: An issue where School / University building panels were not displaying correctly after researching Shifts. (Teachers are Overworked and Underpaid)
    • Fixed: Another NRE caused by the Gravedigger in certain conditions that caused multiple Nuggets to stop moving. (Stunning Visage)
    Art:
    • Medieval Warehouse model added to the game.
    • Modern Plastic Factory added to the game.
    • Clone Center building added to the game.
    • Modern building debris VFX added for when buildings are demolished.
    • Modern Era scaffolding is now placed around construction sites.
    • Medieval Era Nugget clothing added to the game.
    • Added more accessories to citizens in the Medieval Era.
    • Medieval hairstyles added to the game.
    • Modern Reservoir added to the game.
    • Modern Hospital added to the game.
    • Modern Well/Fountain added to the game.
    • New resource models added for: Fuel, Steel, and Plastic.
    • Medieval decals have been updated with normal maps.
    • Clone Center capsule for releasing customized Nuggets added to the game.
    • New Fuel Factory added to the game.
    UI Design:
    • Nugget Customization Screen added to the game.
    • Clone Center panel has been implemented.
    • New extended/reworked building list panel implemented.
    • Added new icons for Fuel, Steel, and Plastic.
    • Fixed broken UI for Schools and Universities (caused by shifts).
    • Added cancel button for stopping building upgrades.
    • Added icons to the construction menu for the Cement Factory, Clone Center, Fire Station, Fuel Factory, Plastic Factory, Glass Factory, and University.
    • Construction menu updated with new renders for the Water Well, Reservoir, Fuel Factory, Plastic Factory, and Hospital
    • Fixed broken buttons in the building list panel.
    • New status icons for going to: Plastic Factory, Steel Factory, Glass Factory, and Fuel Factory.
    • Added new resource icons for: Plastic, Chemicals, Glass, Steel, Fuel, and Cement.
    Known Issues:
    • You may experience longer loading times than usual when starting a new game. Currently, this can take anywhere from 5-10 minutes. We are investigating the problem and we would be grateful if anyone who experiences this issue can contact us on Discord so we can get some more information about what could be causing it.
    • A fair amount of players have been experiencing an issue where the Nugget population count seems to stall at around 200-220. We have tweaked the mating balance in this patch to try and address this, but another problem remains where large groups of Nuggets die at the same time for no apparent reason. If you notice anything suspicious like this, please save and send us your save file so we can find the cause.
    Are you excited about the new patch? A lot of hard work is being done each and every day by our amazing devs. We want to give a shout out to everyone for their loyalty, creativity, and drive, which includes the awesome testers and translators who offer so much help. And, of course, we want to thank the entire community for being so supportive and wonderful. You always rock! If you love what were doing or have some thoughts on the game, please drop us your honest review on Steam. Let us know how we can make the game even better in the comments below. If you have a few minutes, we would also really appreciate it if you can answer this short survey about your experience with The Universim: https://www.surveymonkey.com/r/TKGRGST We are doing our best to polish the game, and wed like to hear how your most recent experiences have felt. Oh, and before we go, heres a little teaser for whats coming:
    Stay awesome! All our love, The Crytivo Crew


    [ 2019-03-09 21:10:52 CET ] [ Original post ]

    Global Warning v31 on Experimental is LIVE

    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


    [ 2019-03-05 20:26:47 CET ] [ Original post ]

    Patch Notes V0.0.30 Experimental Built.

    PATCH NOTES


    Bug Fixes 16 feb 2019 Experimental Patch V0.0.30
    • Fixed: Gravedigger is getting stuck in a loop of picking up bodies
    • Fixed: Hunters do not move during hunting
    • Fixed: Missing UI at the start of the game
    • Fixed: NRE that prevented to load multiple save files as well as caused all Nuggets to not move
    • Fixed: Issue that prevented for certain players to load the game, when they pressed Start New Life
    • Fixed: Nuggets would get stuck while waiting for the new path to move to
    • Fixed: Several AIs that were not taking shifts into consideration and thus were interrupted prematurely
    • Fixed: At certain edge cases, engineers would stop fixing the buildings
    • Fixed: NRE on load, that caused all AI to stop during Nugget escort
    • Fixed: Out of Bounds exception that happened when certain happiness effects were applied in a specific order.
    • Fixed: Prevented ministers to become exiled while they are working as ministers
    • Fixed: Cloud saves were not always properly saved [/list}


      [ 2019-02-18 20:17:11 CET ] [ Original post ]

    The Universim: Executive Branch Patch Notes V0.0.30


    GREETINGS, CREATORS!


    What a time in which we live! We hope that all of you in the northern parts of the world are keeping warm. Our dear planet has been acting a bit strange lately, and a few states here in the US are feeling the brunt of it. Someone has clearly been running too many Gas Plants for too long. However, we must press on! Welcome to the first update of 2019! Its going to be a glorious year indeed. Even with the team winding down over the winter holidays, we have made significant progress with new features, reworks, and bug fixes. Were officially moving into the Industrial Era (Modern Age)! A number of new buildings have been added to begin the transition, but well need some more time to fully flesh out the new era. Within a few patches, we shall begin looking to the stars for new adventures. Before you dive right into all of the new content, we have a favor to ask. If youve been enjoying The Universim long enough to have an opinion on the game and where its going, please drop us a review on Steam. Your reviews always brighten up our day and help us to identify areas that need improvement. If you ever have an issue or would like to chat to our devs and fellow community members, drop into our Discord channel right here.

    SHINY NEW CONTENT


    GLASS FACTORY We are finally rolling out some new production buildings! The Modern Age is the era in which resource extraction will be in full force. You will need to build many new factories to produce the materials and technology of the future. The glass manufactured here, for example, will be used throughout modern architecture, and eventually reinforced for use in spacecraft. In addition to this, with the Modern Age bringing new forms of automation to your civilization, we have refactored how Nuggets work within factories. Nuggets will no longer need to be inside these buildings in order for them to produce goods. Assigned workers will increase the overall production, but having no workers present will not cause the factory to stop working. Hooray for automation stealing jobs!
    MINISTERS We are introducing 8 new roles to your civilization. Say hello to Ministers!
    • Minister of Defense
    • Minister of Agriculture
    • Minister of Education
    • Minister of Water
    • Minister of Food
    • Minister of Entertainment
    • Minister of Architecture
    • Minister of Medicine
    • Minister of Power
    Ministers can be assigned using the Town Hall. Each Minister will be responsible for a specific industry within your civilization, encompassing certain buildings that perform functions related to that industry. For example, the Minister of Agriculture and the Minister of Water will ensure that there is enough food and water for everyone. If not, they will automatically designate workers to construct more sources of food and water, like Farms and Water Pumps. This will be a great help to you as your civilization grows to avoid constant micromanagement and the frustration that shortages bring.
    We would love to hear your thoughts once youve taken this new system out for a spin. We worked hard to make it as useful as possible, but your feedback will ensure we get it perfect. If we can do something better, please let us know! HAPPINESS & CRIME TOOLTIP PANEL UPDATES We have completely redesigned these panels to clarify what actions have the most negative or positive impact. This is now visualized via two distinct colors and a certain number of dots, which has replaced the tricky mathematics we had in the previous version.
    CHEMICAL FACTORY The modern world could not exist without advanced chemistry, so it makes sense that Nuggets would eventually figure it out thanks to their wild and wacky experiments. The Chemical Factory works in conjunction with many other buildings in the Modern Age. Chemicals are used across a wide variety of industries. One such building is the new Genetics Center, which allows you to create your own Nuggets. Lets hope they dont slip up and create some kind of monster.
    CEMENT FACTORY The Cement Factory eats quite a bit of Gas and Stone during production. Cement will be used to construct modern buildings and a few advanced technologies. It works in a similar manner to the Glass Factory, so ensure that you have enough raw material extraction and assigned workers to maximize efficiency.
    HOT AIR BALLOON Hot Air Balloons provide Nuggets with a sensational new form of entertainment, offering them stunning views from previously unreachable heights. Plus, they look cool.

    UNIVERSITY Its time to combat stupidity! Nuggets can now acquire a higher standard of education and a nifty piece of paper showcasing their achievements. This is excellent news for a society that continues to create increasingly more intricate buildings and technology. Educated workers will perform technical jobs with greater efficiency and a better regard for safety guidelines. Uneducated Nuggets may accidentally start a fire within these buildings, and they might not notice until its too late.
    NEW PARKS: CHUNDER PARK & CUPIDON PARK We have expanded on the rewards you receive for completing certain quests. The new Chunder and Cupidon Parks will increase the Happiness of Nuggets and offer them a place to relax.

    MODERN AGE PUMP This is the first of many Modern Age building upgrades youll be seeing. Beyond being quite stylish, it also provides way more water to your civilization.
    TELEKINESIS CREATOR POWER UPGRADE We have extended the capabilities of Telekinesis, allowing you to transport any resource piles you see lying around on the ground to any building that requires them. Additionally, to improve usability, we have updated construction pop-ups to alert you if you are trying to drop a resource it does not require. NEW LANGUAGE SUPPORT A number of amazing people reached out to us in the past two months to assist with translation, and we wanted to ensure their hard work was reflected as soon as possible. Italian and Czech are officially joining the list of supported languages as of this patch. Thank you to everyone who has helped with all of the translations! We and the community truly appreciate it! MEDIEVAL DECALS Were updating the visual style of the Medieval Era with new building decals. Enjoy the pretty colors!
    BUILDING FOLIAGE We have put a lot of emphasis on the games visuals, so anything average or underwhelming is never enough for us. We like to push the boundaries of what we can achieve. A new quality pass has been made on buildings that has introduced various types of foliage and vegetation. Let us know your thoughts!
    SETTINGS MENU UPDATE As more visual improvements are made, more juice is inevitably required from your machine. Not everyone can afford that much juice, so we have added a new option to toggle foliage on or off for the best experience.
    NEW STEAM ACHIEVEMENTS With so much new content, you certainly deserve new Steam Achievements. There are 10 more to earn, so all of you achievement hunters better get cracking! MEDIEVAL MUSIC As the final touch and a fond farewell to the Medieval Era, we wanted to introduce medieval-themed music to the game. Now you can enjoy the merry sounds of yesteryear as you go about managing your city. MEDIEVAL CLOTHING Medieval fashion will give your Nuggets enough flair to impress everyone at the local fair! Expect to see plenty new shirts and dresses. We added few clothings to test syste, more is on the way. SHIFT SYSTEM REWORK We heard you! Many of you requested that we give you the option to turn shifts on or off for specific buildings, and thats exactly what weve added. Once you research Shifts, you will be able to toggle it off for individual buildings or turn it off completely across all buildings if you really arent a fan of the system. WOLF ATTACKS / EXILE VILLAGE RAIDS Nuggets are rather timid creatures by nature who prefer to run away from their problems, such as imminent death, but there are always heroes who are willing to stand up and fight. Hunters, Enforcers, and Guards will now take up arms against external threats. PATHFINDING UPDATE We are constantly optimizing the game to ensure the best experience, and weve just recently done some extensive work on our pathfinding solution. Its not perfect yet, but we have managed to squeeze out better performance and greater stability during the later stages of the game. Lower-end machines will see the most benefit.

    BUG FIXES


    • Fixed: Broken Radio Tower demolished prefab.
    • Fixed: Broken Park prefabs.
    • Fixed: Multiple worker auto-assignments occurring when buildings were upgraded.
    • Fixed: Duplicate building spots after save and load.
    • Fixed: Clicking right mouse button while viewing building interior panels unintentionally rotated the main camera.
    • Fixed: Construction pop-ups during the Tesla quest displayed incorrect resource requirements.
    • Fixed: Building placement ghosts now display the required biome instead of current biome.
    • Fixed: Upgrade requests were not removed when an upgrade-ready building was destroyed.
    • Fixed: Issue with Nuggets getting stuck due to critical hunger status without food available.
    • Fixed: Nuggets getting stuck when trying to reach a resource pile that is within a water source.
    • Fixed: Loading issue when attempting to load multiple configs but unable to locate them.
    • Fixed: Certain entertainment buildings not increasing Happiness.
    • Fixed: Nuggets getting stuck during a Windstorm.
    • Fixed: Temples incorrectly being constructed within Lumbermills.
    • Fixed: Nugget Progs upgrade would consistently crash the game.
    • Fixed: Save system had a chance to fail, which lead to the issue of being unable to save the game anymore due to the system becoming locked.
    • Fixed: When loading a save, spots in the Cemetery were cleared but gravestones remained in place.
    • Fixed: Gravediggers getting stuck due to a failed request.
    • Fixed: Creator Power Carousel bugging out when switching between windowed & full screen modes.
    • Fixed: Certain buildings that require a certain biome not displaying said biome.
    • Fixed: AI error that caused a crash when an adult Nugget moved houses after their house was destroyed.
    • Fixed: Failure to load save games due to a bugged building construction request. The issue was caused by the game being saved exactly at the same time as the game was running a check for where to place a new building.
    • Fixed: Out of range exception that was happening in extreme cases on quest completion or building placement.
    • Fixed: Intro scene mountains were rotated weirdly.
    • Fixed: Prison UI panel breaking after Shifts are unlocked.
    • Fixed: Water / Electricity usage being displayed incorrectly in the UI.
    • Fixed: Wind indicator incorrectly displaying the current wind status.
    • Fixed: Dropping Nuggets after using Telekinesis occasionally caused them to fall endlessly.
    • Fixed: Removing a Nuggets name and saving the empty field caused the renaming feature to become locked.
    • Fixed: Residential buildings displaying the upgrade button in their panels.
    • Fixed: Hitting the Esc button when an Election notification popped up caused the celebration panel to become stuck on screen.
    • Fixed: Steam API activation occurring too late lead to issues with Achievement unlocks.
    • Fixed: Police Station UI panel was missing the crime scale.
    • Fixed: Police Station UI panel caused Null Reference Exception due to incorrect value updates.
    • Fixed: Buildings providing Happiness despite not working.
    • Fixed: Extreme performance spikes during late game.
    • Fixed: Error caused by Defense Towers after loading a game.
    • Fixed: Icons for the Weak and Hermit Traits were displayed incorrectly in the Nugget panel.
    • Fixed: Neutral Trait appearing twice in the sort panel when trying to sort Nuggets by Traits.
    • Fixed: In some edge cases, the Creator Power Carousels icons were scrambled and displayed incorrectly.
    • Fixed: Nuggets not able to leave Schools during a Windstorm.
    • Fixed: Construction pop-ups incorrectly displayed the same colors for all resources.
    • Fixed: Redundant mesh colliders on certain objects.
    • Fixed: Game wasnt pausing when opening the Wiki.

    GENERAL BALANCE CHANGES / IMPROVEMENTS


    As many of you have pointed out, electricity shortages become far too common as you approach the Modern Age, which we have addressed with a bit of rebalancing. This should brighten up your day.
    • Kinetic Generator Electricity Storage Capacity increased from 2000 -> 5000
    • Kinetic Generator Electricity Output increased from 38 -> 50
    • Kinetic Generator Extreme Electricity Output increased from 75 -> 100
    • Small Kinetic Generator Electricity Output increased from 15 -> 25
    • Small Kinetic Generator Extreme Electricity Output increased from 30 -> 50
    • Wind Turbine Electricity Storage Capacity increased from 2000 -> 5000
    • Wind Turbine Electricity Output increased from 75 -> 100
    • Small Wind Turbine Electricity Output increased from 30 -> 50
    • Gas Plant Electricity Output increased from 200 -> 300
    • Power Battery Storage Capacity increased from 5000 -> 10000
    We have also completely reworked the Crime & Happiness systems to ensure they function properly with the UI changes and new mechanics.

    ART


    • Foliage was added to all Stone, Pre-Medieval, and Medieval buildings.
    • New stone decals added to Medieval buildings.
    • Added Chundering Park.
    • Added Cupidon Park.
    • Parks now have lanterns that require a separate Perk to be researched in order to appear.
    • Added Medieval roads.
    • Added Modern Genetics Center.
    • Modern Hot Air Balloon implemented as a local business building.
    • Added Modern Cement Factory.
    • Added Modern Glass Factory.
    • Added Modern University.
    • 3D resources added for Glass, Cement, and Chemicals.
    • Added Modern Water Pump.
    • New Medieval Era clothing.
    • New Modern Age clothing.
    • Added modular Residential Buildings for Modern Age.
    • Foundations added to Stone and Pre-Medieval Water Pumps.
    • Decals added to Stone and Pre-Medieval buildings.
    • Parks have new decals.
    • Added Thermo Generator building.

    UI DESIGN


    • Implemented Nugget customization panel.
    • Added new tooltips for Crime and Happiness systems to main UI.
    • Construction menu - added crime indicator scale.
    • Added Prison and Police renders to Wiki screen.
    • Factory panel implementation.
    • New Exile Village icons.
    • Prison panel: fixed broken Shift containers.
    • Added new renders for the construction menu.
    • Settings menu - added option to turn foliage and decals on/off in buildings.
    • Added icons for new Research Perks.
    • Added icons for new news messages.
    • All quests have new icons assigned.
    • Construction site info pop-up - added alert when incorrect resource is dropped.
    • Nugget ID panel visuals update - now 3 Traits can be displayed.
    • Glass, Cement, and Chemical icons added to UI.
    • Genetics/Clone Center panel implemented.
    • Construction menu renders for: Glass Factory, Cement Factory, Genetics/Clone Center, Water Pump
    • Fixed broken sprite bug in a few panels.
    • Added 2 more Doctor slots to the Hospital panel.
    • All buildings updated with ability to toggle Shifts off.
    • Added global Shift toggle for all buildings.
    • Added new status icons.

    PERFORMANCE OPTIMIZATIONS


    Several under-the-hood performance improvements have been made, increasing stability and increasing the frame rate later in the game when you have a large number of Nuggets and buildings. Saved games are now compressed and take up a lot less disk space. Steam Cloud support for saved games. Your saved games will be uploaded to the Steam Cloud and synced to other computers automatically when playing with the same Steam account.

    MISCELLANEOUS


    Saved games are now compressed and take up a lot less disk space. Steam Cloud support for saved games. Your saved games will be uploaded to the Steam Cloud and synced to other computers automatically when playing with the same Steam account.

    KNOWN ISSUES


    Due to recent changes in the engine, some localization functionality may have been affected. Please report any localization issues that you encounter on our Discord channel. We will do our best to fix it ASAP. A few Nuggets may still wander into lakes. This is a small issue within our pathfinding solution. We are making constant improvements to the system and will do our best to resolve all issues in the coming months. Save / Load issues: We occasionally receive reports of save games not loading. If you encounter this issue, please get in touch via Discord. Reach out to one of our developers, Sasha#5709, and send him the affected save file. This helps us tremendously to replicate and resolve such problems. We greatly appreciate your help!

    SNEAK PEEK FOR THE NEXT PATCH


    GENETICS / CLONE CENTER This is a major new addition to the Modern Age, allowing you to create genetically-modified Nuggets that will have their own unique pros and cons. It will require some pretty special chemicals and tech to function, but itll totally be worth it and certainly wont lead to a superior Nugget uprising.
    This building is basically ready and were in the process of adding the last few touches. We were planning to release it in this patch, but we decided to hold it back to polish it a little more to avoid any weirdness. Expect it in the next patch!
    MODERN AGE ARCHITECTURE The latest batch of architectural upgrades is coming! We are currently working on a system for the sheer size of modern buildings and the logistics behind it all. Like the Genetics Center, its more or less ready, but were not 100% happy with it yet. We cant wait to hear your thoughts!

    WHY YOU CANT USE PREVIOUS SAVE GAMES


    We apologize for any inconvenience this causes all of you, but it unfortunately cannot be avoided. This is entirely due to the drastic changes made to major systems within the game after every patch. Older saves conflict with these changes on a fundamental level, as the logic is completely different. There is an enormous amount of interconnected systems and complexity happening behind-the-scenes that make backwards-compatibility impossible right now. Consider the updates we made to Oil in this patch. The Oil Jack building is now unlocked at a later stage than in the previous update. This means that Nugget AI will completely break, and there will be a slew of Null Reference Exceptions across the board when loading an older save. Roads changed, balancing changed, the manner in which we update our UI icons changed, and thats just scratching the surface. This is why we unfortunately cannot support older saves at this time, as the underlying tech and systems are constantly evolving and being rebalanced. However, we also dont want to leave your old saves in the dust if you want to go back and enjoy them. That is why we will always be keeping the previous version of the game active for download via Steam. You can find it under the Steam options for the game, called Previous Version V#. We hope you understand. Please refrain from posting bug reports regarding older saves not loading, as that consumes time for our devs who attempt to reproduce and identify the issue. Please only report current save/load issues, if they arise. We will always be as transparent as possible and we truly appreciate you being a part of our community. Please join us on Discord to chat about the game and follow us on Twitter for day-to-day updates. Let us know if you have some great ideas to make the game better or improve certain systems. Your feedback is invaluable! Thanks again for being there for us and always coming back for more! We have plenty in the works right now and we cant wait to reveal it all to you. Do you have any suggestions, feedback, or questions? Drop them in the comments, on the forums, or even on social media. We want to hear from you! All our love, The Crytivo Crew


    [ 2019-02-07 23:48:21 CET ] [ Original post ]

    Mid-Month Crytivo Update

    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:

    • Minister of Defense
    • Minister of Agriculture
    • Minister of Education
    • Minister of Water
    • Minister of Food
    • Minister of Entertainment
    • Minister of Architecture
    • Minister of Medicine
    • Minister of Power

    You will be able to assign ministers in the Town Hall. Each minister will be responsible for a specific set of buildings that perform a distinct function. For example, the Minister of Agriculture will be checking if there is enough food in your civilization and if your civilization is lacking food, they will order your nuggets to build an extra source of food such as a farm. The Minister of Water will help you by building water pumps when you are very close to a water shortage. This should substantially help you to manage your civilization and try to help you avoid shortages. We would love to hear some feedback about this new mechanic after you play it. We did our best to balance it and make sure that it is useful, but we know how hard it is to get it perfect and everyone's feedback will be useful to help us make it just right. If we can do something better, we want you to tell us. We are also adding a lot of new modern buildings in addition to this system, marking our forward march into the next era. These are:
    • Hot Air Balloon
    • Glass Factory
    • Cement Factory
    • University
    • Nugget Corp.
    Two New Parks:
    • Vomiting Nuggets Fountain
    • Cupidon Garden
    Medieval Age Roads & Decals While we are already in the Modern age, there are still some tweaks that were needed to be done for the Medieval Age. Roads and decals for the Medieval buildings have been added, giving a more rustic and appropriately dark age aesthetic to your civilization. Only with less mud somehow. Nugget Medieval Cloth Finally, Blacksmith Nuggets are in town! The Blacksmith perk will unlock medieval clothes for your precious nuggets, ushering in a grand new era of forward thinking fashion, including such scandalous styles as you can almost see her neck and I think thats three nuggets in a trench coat Weve also done some adjustments for the telekinesis god power. You are now able to pick up any resource pile, kill animals to generate food, and transport those resources to any buildings that will require them. Especially useful when your nugget gets stuck down a well and cant bring that pile of refined stone to your brand new buildings, halting in its tracks your manifest destiny into the brave new world of the future. These are some of the changes that weve made over the past two months and wanted to share with you. There are also many small and not that small, but still very important changes like bug fixes, UI changes, tips additions, performance optimization, and many others that will provide a more pleasant experience for everyone. Please, leave your comments below or in our discord channel and let us know what you think about the new stuff coming in February! We look forward to talking with you about them. The official patch update will be released on January 25th, where you will be able to find out in more details about each system that will be introduced with a new patch. Crytivo at PAX Now it is time to share some things about Crytivo itself. Some members from Crytivo are going to be attending and representing the company at PAX South in San Antonio, Texas. So shout out to anyone local and if you like what we do, would like to chat with us, play games, or simply grab some chameleon swag, please come and join us at booth# 10494. We really look forward to hopefully meeting some of you in person and getting the chance to know you and for you to know us. We love you all for the support and fun weve had with you in 2018 and we truly believe that with all of us together, we can achieve many great things in 2019. Thanks to everyone who supports us and appreciates what we do. Sincerely, Crytivo Crew


    [ 2019-01-15 01:56:12 CET ] [ Original post ]

    Happy New Year Everyone!


    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


    [ 2019-01-01 00:04:04 CET ] [ Original post ]

    The Universim: Smoking Hot Patch Notes V0.0.29


    GREETINGS, CREATORS!


    We hope youve been enjoying the first snow of the season! Well, unless youre in the southern hemisphere, where thermometers are getting close to bursting. In which case, good luck! As usual, weve been keeping the furnace burning over at Crytivo to pump out more great content and bug fixes. So many of you in our beloved community have played a huge role in this process, and were all enormously grateful for your contributions through feedback and bug reports. Be sure to join us on Twitter, Facebook, and (most importantly) Discord to stay in touch and chat with the community. Now, lets get down to business! Watch Patch Review Vlog https://youtu.be/TO_Eh55uUuI

    CRIME SYSTEM


    This is a big one! Weve been putting a lot of work into this system, and its finally ready to poke its head out of the door for the first time. The law and order system will have multiple research paths, which greatly impact how you deal with crime. As your civilization evolves, you will need to decide which route to take. Please remember that large systems like these are still a work in progress and will continue to improve over time (expect bugs!).
    Criminals are separated into two categories: Thugs and Dangerous Criminals. Every criminal starts out as a Thug and will slowly level up to become a Dangerous Criminal if not caught in time. Thugs are often responsible for small crimes, like petty theft or minor vandalism. Dangerous Criminals will take far more radical action to make things work their way, like stealing more goods, dealing greater damage to property, and even setting buildings on fire. We have plans to add more elements/actions to this system at a later date, so please give us feedback and suggestions on what youd like to see.

    LAW ENFORCERS


    To keep the crime rate under control, Nuggets will need to construct Police Stations around the civilization. Law Enforcers will patrol these areas and look for any suspicious activity. If they find anything strange, Enforcers will apprehend suspected criminals and bring them back to facilities where they will be detained until proven innocent or guilty. There are two entirely different approaches to dealing with criminals in your civilization, and youll need to decide between them as you go.

    PRISON


    Prisons have 4 cells for prisoners to be held temporarily until a full investigation has been conducted. After a certain amount of time, Nuggets can either be proven innocent and walk free or proven guilty and executed. Guilty Nuggets will be sent to the electric chair. Brutal, right? Well, Nuggets cant really experience pain (research ongoing), so its mostly just a fun and exciting way to bid farewell. However, its important to keep in mind that electricity usage might skyrockets for a small while during use, so ensure you have some excess power to maintain the lightshow.

    REHABILITATION CENTER


    If youve never really had the stomach for fried Nuggets, then perhaps you should consider the alternative option. Rehabilitation Centers offer a far more peaceful -- albeit less effective -- solution to the crime problem. They only have two rooms to detain suspected criminals at any given time. An investigation is still conducted, but its less accurate and has a greater chance of releasing criminals back into society. Nuggets who are found guilty will be referred to a Therapist and spun in a type of centrifuge to put their brains back into a more friendly position, according to Nugget studies. We take no responsibility for what may come as a result of this.

    FIRE STATION


    Nuggets quickly realized that their love of playing with fire required an effective way of extinguishing the flames later. Firefighters will make short work of any unintended infernos around your city, so ensure theres enough coverage and youll never have to worry about those accidental blazes ever again.

    PARKS


    A new method of beautification has been added for your enjoyment. You can unlock various Parks by completing side quests, which all come with chirpy birds and benches for the bums of your citizens. The smell of freshly cut grass and excellent mood lighting provided by torches at night will improve the lives of Nuggets by at least a few percent.
    Weve rolled a few Parks into the game with this update, but more decoration-type stuff is on the way. Let us know what youd like to see next!

    MOVIE THEATERS


    Nuggets have enjoyed sitting around candle TVs since the Stone Age, but theyve never been particularly fond of the picture quality or local dimming solutions offered on these early models. With the invention of electricity, films have taken the world by storm. Nuggets around the globe have been buzzing about the magic of cinema. Movie Theaters have quickly become major attractions for the public.

    DECALS


    One of our major design goals with The Universim has always been to make everything feel organic. Our amazing art team and engineers have done a phenomenal job so far, and the new decal system pushes things even further. This ensures that buildings will blend into the surrounding environment far more naturally. You wont be able to tell the difference between real life or the game anymore. Go ahead and try.

    TESLA CHANGES


    Based on your feedback, the Tesla quest has been completely redesigned. We have made over 30 changes to the quest and it should be far more enjoyable now. Let us know your thoughts!

    PERFORMANCE CHANGES


    Youve likely noticed some significant performance gains with the last few patches, and weve worked even more magic to bring you more of those sweet, sweet frames, especially toward late game. We know how important performance is, so we have dedicated quite a bit of time to performance R&D. Stability has been improved once again and weve boosted performance by around 20%. Theres more to come!
    • The physics system configuration has been optimized and the number of simultaneously active colliders and rigid bodies reduced.
    • Late-game saves (containing a lot of buildings and Nuggets) now load up to 15% faster, with far less memory allocation.
    • The camera-mounted light used during night-time has been optimized to reduce overhead related to shadow casting.
    • Fixed: Having a large number of buildings caused a severe drop in frame rate due to unnecessary animations playing.
    • Fixed: Loading a game that contains dead animals caused those animals to spawn at the center of the planet, resulting in unnecessary physics simulation and a reduced frame rate.

    OTHER CHANGES


    • Crime System
    • Police Station + Enforcers
    • Prison, Guards, and Prisoners
    • Rehabilitation Center + Therapists and Patients
    • Oil Tower + Oil Miners
    • Criminals (criminal actions: stealing, vandalism, arson)
    • Local influence on temperature
    • Firefighters
    • Parks
    • House interiors
    • Exile Orators increase crime level
    • Exile Villages have become even more dangerous! Enemy Orators are able to create chaos in your civilization and temporarily increase the crime in your city. It is up to you to stop them before things descend into anarchy.
    • Extra worker slot perk for the Fire Station building
    • Extended lifespan for Nuggets
    • Redesigned Tesla Quest
    • Christmas stuff

    BUG FIXES


    • Fixed an NRE with the look at AI action
    • Fixed a bug in Fishing Nugget AI
    • Fixed an NRE that could occur when Exiles started throwing spears
    • Fixed an NRE caused by shocking a Nugget navigating along local path
    • Fixed a bug that saw children spawning endlessly
    • Fixed a bug where canceling the Epicenter upgrade caused the game to break
    • Fixed a bug with status icons bleeding into UI
    • Fire no longer spreads across water
    • Fixed a bug where hitting the Battery with lightning caused it to be destroyed (Tesla quest)
    • Fixed a bug where using Trickle Effect to extinguish a fire caused the cloud sound to play on repeat
    • Fixed a bug in Creator Mode that required players to place Medieval buildings from the start
    • Fixed missing localization for a Nugget running in a small kinetic wheel
    • Fixed an AI bug that saw Nuggets stop eating/drinking when converting to Exiles.
    • Fixed an issue where water overlapped with fire
    • Fixed an issue where Nuggets would randomly lose their accessories
    • Fixed an NRE on load due to a missing config file
    • Fixed an NRE on load due to a misplaced construction site

    GENERAL BALANCE CHANGES / IMPROVEMENTS


    • Multiple languages were updated. Languages that do not yet have an appropriate translation will have an English translation instead of .
    • Farm Food Rebalanced:
    • The initial Bloodydiarrhea Fruit harvest provided the same amount of food as other fruits that had not been discovered yet.
    • In order to provide a little more incentive for players to search for a better source of food, Bloodydiarrhea Fruit output has been decreased.
    • Bloodydiarrhea Fruit output was changed from 3-8 to 1-5
    • Since the Farm was almost an infinite source of food, all crops have been tweaked and the overall amount of food production has decreased.
    • The output from other fruit types has been decreased from 3-8 to 2-7.
    • With the introduction of the Rehabilitation Center and an increased usage of herbs, the amount of herbs that Farms can produce was increased from 1-8 to 3-10.
    • Bunker Happiness decrease was changed from -20 to -10
    • Missing Medieval buildings were added to Creator Mode
    • New Information about the Crime System has been added to the wiki
    • Added new news messages for the Crime System

    ART


    • Building foliage material/shader
    • Oil Tower building + oil resource
    • Prison building 3D model with cell interiors and execution room
    • Police Station building 3D model with cells
    • Rehabilitation Center 3D model with interiors and animations
    • Pre-Modern Movie Theater 3D model
    • Fire Station 3D model
    • New accessories for: Firefighters,Police Officers (Enforcers), Prisoners, Patients
    • Law enforcement-related animations
    • Firefighter animations showcasing fire extinguishing progress
    • Christmas decorations
    • Parks and Props 3D models -- 3 variants
    • Stone Age Hut interiors
    • Pre-Medieval Reservoir LOD groups fixed
    • Stone Age and Pre-Medieval building decals
    • Foliage added to Engineers Hut and Eatery
    • Fixed missing texture for tree stumps
    • Oil resource stockpile model added
    • Fixed gas stockpile textures (previously missing)
    • Added decals to Parks
    • Fire Station interior

    UI DESIGN


    • Residential Buildings Panel updated -- added a see interior button and a do not disturb label when Nuggets are mating
    • Quest window: small visual tweaks
    • Main UI optimization
    • Construction Menu: added icons for Rehabilitation Center and Prison
    • Prison Panel implementation
    • Rehabilitation Panel implementation
    • Police Station Panel implementation
    • Fire Station Panel implementation
    • Parks Panel implementation
    • MainUI update: added crime indicator and tooltip
    • Nugget List Panel update: removed Happiness and added believer/non believer icons
    • Oil Tower Panel implementation
    • Implemented oil resource in all resource windows and updated warehouse
    • Engineers Hut, Fire Station, Movie Theater, Oil Tower, Parks, Police Station, Rehabilitation Center, and Water Pump now have proper cloud renders in the Construction Menu
    • Construction Menu Happiness has a new icon
    • Added Construction Menu icons for Oil Tower, Movie Theater, and Police station
    • Added status icons for: going to Fire Station, going to put out a fire, going to Oil Tower, going to arrest, going to Police Station, patrolling, going to Prison, going to Rehabilitation Center

    MISCELLANEOUS


    • Fire now increases the temperature of nodes
    • Improved Nugget shock and awe state
    • Pathfinding layers: now Nuggets actively avoid fires and wild animals and do not ignore areas where buildings have been destroyed anymore
    • Improved how the wind speed affects trees
    The team has done an incredible job to implement all of this in such a short time. We hope you love all of the new features! Were so grateful to have your support, and your friendly encouragement fuels us to work even harder every day. Keep the feedback coming! We review every one of them, positive or negative. Remember to share your awesome ideas and suggestions with us and the community, too. Keep spreading the word of The Universim and be sure to follow us on our major social channels. Discord is the new home for the community, so join us there is you havent already! Lastly, for all Crytivo news and promotions, subscribe to our newsletter right here. Stay awesome! With love, Crytivo Crew


    [ 2018-12-03 21:35:51 CET ] [ Original post ]

    Join Developers Live Stream Now!


    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


    [ 2018-12-02 18:55:06 CET ] [ Original post ]

    Hot Fix v28

    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:

    • Fixed the issue with the Tesla Quest. Previously when you destroyed the battery and failed the quest, you were not able to unlock the battery
    • Fixed the issue when the Tesla Quest was still active and not failed when the construction site was destroyed with lightning strike
    • Fixed the issue when subtitles were displayed on every language despite language missing translation. (Once translation for the subtitles will be ready, it will be added to the game and they will be enabled for those languages)
    • Fixed the issue with Steam Achievements. Previously, steam achievements were not working.
    • Fixed the issue with the grass shaders. Previously grass & flowers shaders were broken and due to that reason, they were creating different artifacts
    • Voting Timer for the evolution tower was not working correctly after evolution tower upgrade.
    • Fixed the issue with the happiness stat. Previously, happiness stat was added before the building is finished, which caused an issue with happiness being stacked.
    • Added 3 languages: Chinese (Simplified), Chinese (Traditional), Korean
    Sincerely, Crytivo Crew


    [ 2018-11-06 01:51:42 CET ] [ Original post ]

    Happy Patch Notes V 0.0.28

    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




    [ 2018-11-02 19:03:28 CET ] [ Original post ]

    Join our Live Stream!

    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!


    [ 2018-10-30 17:56:45 CET ] [ Original post ]

    Grass Patch Notes V 0.0.27

    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).

    To ensure you never miss an important announcement or news regarding an update, be sure to Sign-up for our newsletter, if you haven’t already.


    Patch Highlights


    LAWS AND LEADERS We discussed this system in far more detail in a previous previous blog post, which you can read here. We’re rolling it out in today’s patch! However, please keep in mind that this initial implementation is far from perfect. We will be fixing issues and modifying the design/balance as we go. Here’s a small recap of what it does: Once the first Leader of your civilization -- Adahy -- dies, your civilization will begin electing new Leaders based on the laws they propose. You can influence the vote by blessing your favorites, as Nuggets may not always choose the best Leader. Leaders are elected for one seasonal cycle, which is equivalent to 40 minutes of playtime. The laws proposed by the Leader will go into effect and offer various positives or negatives.
    We will continue tweaking this system based on your feedback and suggestions. It adds a new level of depth to the game that we believe will make the Nugget civilization appear even more alive and dynamic. If you have some great ideas for laws you’d like to see added to the game, let us know! EXILE VILLAGES Over time, non-believers that disagree with the views of their fellow citizens will leave the main city/village and form their own settlements. These settlements will grow as more non-believers leave. You can gain believers by answering their prayers (quests) or performing Creator Powers near witnesses (there shouldn’t be any witnesses if it’s a murder, though).
    Aggressive Villages will periodically threaten your civilization with ultimatums For example, they may demand food or other resources to maintain the peace. If you fail to collect enough in time or outright refuse to comply, the aggression level of the other village will rise. These villages may then attack your civilization when you least expect it. Aggressive Villages might also raid your village for resources. However, they are quite sneaky, so pay attention to Nuggets exhibiting suspicious behavior. Keep an eye out for any weirdos walking around with a sack full of precious resources.
    Neutral Villages will request aid from your civilization during times of need. Refusing to help them will raise their aggression level. Friendly Villages will also request aid every now and then, but they will repay your kindness by offering gifts of resources if they notice a shortage in your civilization. Hey, what are friends for? The buildings and appearance of citizens of exile villages will have their own unique colors, which should help you identify intruders. FORESTATION CREATOR POWER “When the planet begins to look less green and a lot more grim, consider planting a few trees of your own. Replace what your civilization uses and this world might survive the Nugget infestation after all.”
    ELECTRIFY CREATOR POWER “Pretend you’re an angry, toga-wearing god and toss lightning down from your throne in the clouds. Use this power to punish the unworthy, perform pest control, and generate electricity. However, the last part is known to be a bit risky.”
    LUMBERJACK CHANGES Lumberjacks will no longer be axe-wielding monsters who seek the destruction of trees everywhere; they will now return to deforested zones and plant new trees to ensure a sustainable supply. How splendid!
    GRASS Grass patches have been added to the game. Wait, maybe we should rename this update as the Grass Patch? Either way, move closer to your screen and you should be able to smell the soothing aroma of fresh grass.
    UPDATED QUEST AND MESSAGING SYSTEM WINDOW For a better experience and improved readability, we have updated the Notification/Quest window. We would love to hear your thoughts, especially if you’d like to suggest further improvements.
    NEW MEDIEVAL ENGINEERS HUT UPDATE You can now assign up to 3 Engineer Nuggets to the Engineering Building, in addition to an increased zone of influence. It will require electricity to run now, though.
    NEW MEDIEVAL WATER PUMP Further increases water output. It also makes a mean cup of coffee, if you ask nicely.
    NEW VO NARRATION ADDED FOR THE FOLLOWING CONDITIONS - Nuggets assigned to work. - Buildings in a state of disrepair. - Electricity Generator built. - Fishing Hut built. - Water Pumps freezing in winter. - Gas Plant Built. - Hunters Hut Built. - Incorrect usage of Creator Powers. - News message comments. - Electricity shortage comments. - Buildings without Nuggets comments. - Comments on water shortages. - When a Nugget sustains an injury. - Comments on spying on Nuggets during mating. - Matchmaking quest commentary. - Name a Nugget quest commentary. - Backbreaking quest commentary. - Dead Nugget quest commentary. - Numerous random thoughts. - FInd lost Nugget quest commentary. - Heal a Nugget quest commentary. - Punish My Nemesis quest commentary. - Upon Windmill construction. - Watchtower construction. - Wolf attack commentary. - Nuggets getting sick from lakewater commentary. - Same-sex marriage. - Research completion commentary. - Research queued commentary. A number of these comments are designed as an additional way to notify you of events or issues that you may have missed. Please let us know your thoughts on narration and how we can improve this system in the future. PERFORMANCE OPTIMIZATIONS - Major performance improvements due to a complete rewrite of the object culling system. - Available resources checking by Nuggets optimized and improved. - Save and Load System optimized. No more freezes/hitches when opening the panel. - Optimized materials/textures used for buildings and villages props. - General UI optimization. - Upgrade flags no longer shown on buildings that are already being upgraded or on those that are upgraded automatically. - Research screen optimized for a more fluid experience. BUGS AND ISSUES FIXES - Stagefright: fixed an issue where Nuggets and wolves froze during wolf attacks. - Bookworm: Research screen optimizations and minor bug fixes. - Heavenly Fruit: Fixed an issue where dropping fruit on a Farm would cause panel issues. - Casual Stroll: Nugget movement speeds during storms were way too slow, so we gave them more pep in their step. - Remembrance: Fixed numerous issues with the save & load system, including saves not loading. Please note that older save files will no longer work with the new system. - McWhat: Fixed an issue where Mac users were experiencing flashing textures on certain objects. - Broken Record: Fixed an infinitely-repeating sound effect when certain UI elements were opened. - Hospital Etiquette: In rare cases, two Nuggets could occupy the same hospital bed. We refuse to discuss the details of what they may have gotten up to, but it should no longer occur. - Who Put That There: Fixed a bug where Nuggets were dying when walking over stones that were previously picked up by the player. - Dehydration: Fixed an issue where Nuggets were getting stuck when going to drink. - Clumsy Mechanic: Fixed an issue where placing a Battery in Creator mode was breaking certain subsystems. - It’s Been 84 Years: Fixed an issue with long save times or not being able to save at all. - That Never Happened: Fixed an issue where an active tornado would break the save system. - Harsh Words: Fixed an issue where certain Narration triggers were bugging the game. - Ascension: Fixed an issue where dead animals weren’t triggering physics (gravity) properly and would fly upwards instead. - Lucky Accident: Fixed an issue where the chance for Nuggets to get infected by rotting corpses was not working properly. - Missed Your Cue: Fixed an error with the Narration trigger for an approaching tornado. - The Sin of Sloth: Fixed an issue with the Backbreaking quest where Nuggets would refuse to build the hut even after the player delivered the requested resources. - Pathfinder: Fixed multiple issues with Nugget pathfinding. - Purple Haze: Fixed an issue where godray textures were appearing as purple on Mac. - Failure to Launch: Fixed an issue where some Linux and Mac players were not able to play the game (black screen) or experienced horrendous crashes. - Seasick: Fixed a bug where Fishing Nuggets were getting stuck after loading a game. - Delayed Forecast: Fixed a bug where Forecaster Nuggets were getting stuck after loading a game. - Mysterious Stranger: Fixed missing Nugget portraits on Mac - Unusual Affliction: Fixed a bug where diseased Nuggets were creating weird textures on Mac. - Frozen in Time: Fixed an issue where the game was not saving while paused. - Cold Feet: Fixed a bug where the Gravedigger would get stuck while trying to collect a corpse. - Secret Society: Fixed a bug where Nuggets would remain invisible when leaving Tudor houses. - Off the Hook: Fixed an issue where the Punish My Nemesis quest wasn’t showing at times. - Unmarked Grave: Fixed an issue where corpses delivered to the Cemetery by players were not generating gravestones. - Quarantine Zone: Fixed a bug that caused Nuggets to refuse to occupy certain Tudor houses. - Nani: Fixed numerous translation issues. - Seeing Double: Fixed an issue where two Epicenter placement buttons were displayed in Creator Mode. - Late Bloomer: Fixed an issue with the Healthy Malina Fruit in Farms taking hours to grow. - Not Open for Business: Fixed a bug where players were able to drop dead Nuggets on Cemetery construction zones. - What’s Your Name Again: Fixed an issue with Nugget names not displaying correctly in certain quest messages. - Rough Terrain: Fixed an issue with the radius around buildings being cut short by uneven surfaces. - Fixed the issue when Fishing Hut research could have been skipped - Fixed the issue when Metal Mine was not being unlocked by Geology research - Fixed the issue when Gas Mine was not unlocked by Mining research - Fixed multiple issues with quests text - Fixed multiple missing tooltips - Fixed multiple sound issues with the failing state of the quests - Fixed missing Archivist thought while working GENERAL BALANCE CHANGES - The Farm quest is no longer triggered during winter. - Increased the amount of wood one tree gives from 2 to 3. - Players will now receive Creator Points upon accepting a quest to ensure they can actually complete them. - Defense tower max working range changed from 20 to 25 - Defense tower accuracy changed from 70% to 85% - Temple water consumption was removed - Medieval Cemetery water consumption added - Stone age water reservoir capacity increased from 10000 to 30000 - Pre medieval reservoir capacity increased from 25000 to 45000 - Medieval reservoir capacity increased from 25000 to 60000 - Rebalanced tornado - Disasters rebalanced ART - Gas Pile has a new texture: yellow-purple. - Medieval Water Pump has been implemented. - Engineering Buildings have been upgraded to the Medieval Era. - Five new Exile Village houses have been added. - Exile Village Epicenters have been implemented. UI DESIGN - Electricity generation building panels: fixed the Battery info text locations to be more intuitive. - Wiki screen: fixed missing localization. - Improved tooltip font sizes. - Updated status icons for buildings not working. - Implemented the new Election Panel when clicking on the Evolution Tower. - Evolution Tower: new status icon progress for elections. - “Leader died” election banner implemented. - “Election started” banner implemented + new animation. - “Election ended” banner implemented + new animation. - New quest panel design with text split into pages. - Fixed a bug where baby traits were in the incorrect section of the Nugget ID panel. - Fixed a bug where a spouse’s name was too long. Rearranged a few elements in the Nugget ID panel. - Warehouse panel: fixed missing name. - Main Menu: fixed missing animation for Locked Creator Mode. - Nugget ID card: updated the renaming box visuals. - Forestation Creator Power UI implemented. - Main Menu: sign-up form implemented. - Building list panel: added a new column for building upgrades. - Exile Village Panel implemented. - Exile Village Nugget ID cards implemented. - Nugget ID card: added believer icon indicator. - New Panel added for the Temple building. - New icon for Lightning Strike god power. - New icon for Forestation god power. - Laws have new individual icons. MISCELLANEOUS - Now when the question mark is clicked on supported UI elements, players will be redirected to the related Wiki page. - Skip opening scene countdown timer added. 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. We’re sorry for the inconvenience, but the addition of these 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. Thanks for being so awesome! Don’t forget to Sign-up for updates to never miss an announcement or special news (we never spam). We will be diving right back into development to bring you many more exciting updates. Please leave us your thoughts and comments down below. We hope you love the patch! All the best, The Crytivo Crew




    [ 2018-10-05 16:45:58 CET ] [ Original post ]

    Crime in The Universim


    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

    • Very Low
    • Low
    • Moderate
    • High - Creates Dangerous Criminals
    • Very High - Creates Dangerous Criminals
    Each level will also change how often criminals are spawned. Types of Criminals Thug - Vandalism and thievery. Dangerous Criminal - Terrorists who constantly seek to harm the civilization and their fellow Nuggets. They can destroy food supplies, poison Wells, or even create large explosions to destroy buildings and nearby Nuggets. Criminals have individual skill levels, with every successful crime increasing this level. As they level up, they become more difficult to catch. They will be smarter and more calculated with how they perform their crimes, making them less suspicious to Law Enforcers. Criminals perform a certain animation every now and then when doing something illegal. These animations are longer and more noticeable with low-level criminals. These animations give you a chance to spot criminals while you’re surveying the civilization. You can then have these criminals arrested by marking them in their ID cards (remember, arresting innocents will drop Happiness and possibly make you lose Believers, so be careful). Law Enforcers will also notice criminals, if they perform these actions within range of an officer. Law Enforcement Officers are very suspicious, which leads them to take pre-emptive action and arrest certain citizens they believe might be criminals (criminal profiling). Only 20% actually turn out to be criminals on average, meaning that only 2 in 10 arrested Nuggets will be criminals. This is why general Happiness may be affected. You can control the arrest rate by lowering the amount of officers, but that can increase overall criminal activity. It’s a tricky balance.
    Prisons have plenty of cells to hold suspected Nuggets to increase the likelihood of catching criminals before a crime is committed. Interrogation takes a certain amount of time. Upon completion, the Nugget is either released, executed, or placed in a Rehabilitation Center, based on your preferences (indicated by your research choices). Executions are brutal, but they will generate enough fear to lower crime levels for a while.
    Effects on Crime Increases
    • No Schools
    • Low Happiness
    • No Law Enforcement Stations
    • Certain Research Perks
    • Certain Laws
    • Unnatural Nugget Death/Nugget Sacrifices
    • Buildings with high pollution levels
    • No Rehabilitation Centers Decrease
    • Schools
    • High Happiness
    • Law Enforcement Stations
    • Certain Research Perks
    • Certain Laws
    • Prison
    We will be putting this system into full production next month, which means we'll hopefully have it ready in a month or two. Remember that the design isn't finalized and everything may change depending on how it plays. We would also love to hear your thoughts on the system, including anything you'd like to see added to make it even better. Like most things in the game, you'll have the power to intervene or allow your Nuggets to catch criminals on their own. Don't forget to Sign Up for news to never miss an update and receive early testing invites. Join our Discord server to discuss the game with the community and offer feedback. ❤ Crytivo


    [ 2018-09-17 20:35:49 CET ] [ Original post ]

    Experimental Merged To Main Branch

    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


    [ 2018-09-03 22:56:54 CET ] [ Original post ]

    Hot Fix v.0.026 #2 (Save Issue)

    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


    [ 2018-09-02 03:15:04 CET ] [ Original post ]

    Hot Fix v.0.026

    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


    [ 2018-08-31 01:20:22 CET ] [ Original post ]

    Steam launch recap and what’s next

    Greetings, Creators!


    Woah, what a launch! We are absolutely stunned, a bit teary-eyed, and visibly blushing over the outpouring of love you have offered across all of our social platforms.Twittter , Facebook, Reddit, and especially Discord completely blew up, and we’re so happy to welcome more friendly faces into our awesome community. If you haven’t picked the game up yet, there’s a 10% launch discount currently running on Steam. Come join in on the fun! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9885158/3c590f9a19e123a73843401b484a4cf846675e4b.png[/img] Buy The Universim Here The launch was a bit bumpy at first (we will never forget the sight of those fires, nor the people who were consumed by the inferno), but we’re happy to see that you’re all finally able to enjoy The Universim in its best form yet. We were over the moon upon seeing that The Universim had hit the top sellers list, and were soon completely floored when it reached the very top. Thanks for making our first day on Steam so phenomenal! What’s next for The Universim? Well, right now we are gathering feedback and processing all of the bug reports sent in by the community. We will be jumping on those immediately and returning to our monthly update schedule. Releasing new content and features every month struck the perfect balance in the past between giving us enough time and ensuring things are always clean and fresh, so we wanted to keep that train rolling. Here’s what you can expect in coming patches: Exile Villages
    Exile Villages have been in production for a while and we’re planning to release them within the next few updates. Exile Villages are formed by non-believers or those who disagree with the direction of the civilization. These villages can be aggressive or neutral. As you’d expect, aggressive villages will threaten or attack your civilization, while neutral ones might want to trade or offer other benefits. You can read more about this here. Nugget Leaders and Law System
    This system enables Nuggets to vote for Leaders when elections pop up. Leaders will have certain agendas and propose unique laws that will bring changes to your civilization. For example:
    • Elderly Assisted Living (Elders mate and eat 2x more and no longer work. 30% chance of elderly couple dying during mating. +2 to Happiness. )
    • Food for all - Increase the amount of rations per Nugget by double. (Happiness +10. Food consumption +100%.) Read more about this system here.
    You can sway public opinion in different ways, but you’ll find out more about that when the time comes. Read More Here We will also continue working on improving our planet generation system, as we’re getting closer to the Exploration Era -- the age of galactic exploration and colonization. The Modern Era and Space Age will bring customizable Satellites, Rockets, and Rovers that will help you scout for planets and determine if they're worth colonizing. There will be more info on this in future updates/blogs. Lastly, we would like to thank you all again for the amazing reception and your help in getting The Universim to the top of the lists. Your love and support is a constant inspiration for the team. It truly warms our hearts and drives us to make the coming content as epic as it can be. Please continue sharing the game with your friends and family. Also, if you love us as much as we love you, then please consider dropping us a review on the official Steam page. It helps enormously. With the biggest of hugs, ❤ Crytivo


    [ 2018-08-29 20:44:28 CET ] [ Original post ]

    The Universim - Now Available on Steam!

    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


    [ 2018-08-28 19:08:40 CET ] [ Original post ]

    Now Available on Steam Early Access - The Universim, 10% off!

    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


    [ 2018-08-28 18:17:04 CET ] [ Original post ]


    Learn more about The Universim's Steam release: what to expect and what's coming next


    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]


    [ 2018-07-25 18:58:47 CET ] [ Original post ]

    Nuggets Leaders and Law System


    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

    • Elderly Assisted Living (Elders mate and eat 2x more and no longer work. 30% chance of elderly couple dying during mating. +2 to Happiness. )
    • Same-Sex Marriage (+5 to Happiness. Slight decrease in reproduction rate.)
    • Matriarchy (Only Female Leaders) (All female Nuggets get +5 Might. Females live for +5 years longer on average. Probability of males being born -15%)
    • Patriarchy (Only Male Leaders) (All male Nuggets get +5 Might. Males live for +5 years longer on average. Probability of females being born -15%)
    • Child Labor (Nuggets work from when they are children. Causes reduced lifespans (-10 years) and lowered Happiness (-10 Happiness))
    • Labor Laws - Nuggets only start work after they turn 10. Lifespans +10 years. Happiness +5.
    • Work Shifts - Nuggets take shifts working. Increases efficiency of buildings (by reducing time that Nuggets are gone to rest/eat) and increases Happiness (+5).
    • Food for all - Increase the amount of rations per Nugget by double. (Happiness +10. Food consumption +100%.)
    • Prohibition - Nuggets no longer drink from Eateries. (Happiness -5. Nugget Stamina +5.)
    • Contraception Ban - Nugget reproduction rate increases. (Reproduction rate +15%, Happiness -5)
    • Adult Classes - (50% of adults will go to School)
    • Accelerated Studies (Nuggets spend less time in School, but injury rates increase) (-20% School time, injury rate +15%)
    • Vaccinations - Nuggets will get shots to become less prone to disease. (-15% chance of sickness)
    • Safety Guidelines - Nuggets will become less prone to injury. (-15% chance of injury)
    • Pollution Control - Reduces pollution by 30%, but players can no longer build factories that pollute.
    • Medical Aid (Increases healing speed by 15%)
    • Vacation Time (Nuggets will take X amount of time each year for vacation. Happiness +10.)
    • Right to arms (Allows Nuggets to own personal weapons. Injury rate +20%, Happiness +5, Wild Animal Attack chance -50%)
    • Industrialist - Nuggets completely shift away from environmental protection and instead increase production. (Factories +15% efficiency, pollution rate increases by 50%)
    • Nuclear Testing (In rare cases, Nuclear Facilities can experience a meltdown. However, rocket building +30%)
    • Water Filtration (+25% to water refill rates, water buildings decay 5% faster)
    • Pesticides (Farm yields +15%. Sickness rates +5%.)
    • Fertilization (Farm yields +15%. Happiness -5 due to smell.)
    • Scientific Focus (Research rate +15%, Creator Point production -15%)
    • Religious Focus (Creator Point production + 15%, Research rate -15%)
    • Sanitation (Sickness rate -15%, water usage +15%)
    PLEASE NOTE THAT THIS FEATURE IS A WORK IN PROGRESS AND WILL ONLY BECOME AVAILABLE AFTER THE STEAM RELEASE.




    MAKE SURE TO ADD THE UNIVERSIM TO YOUR STEAM WISHLIST https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9885158/3c590f9a19e123a73843401b484a4cf846675e4b.png[/img]


    [ 2018-07-20 21:13:33 CET ] [ Original post ]

    The Universim: Introduction of the Exile Village

    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


    [ 2018-06-19 19:53:47 CET ] [ Original post ]

    How your choice matter in The Universim


    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!

    Introducing God Quests.


    As a god, you have to deal with a lot of prayers. While some of them may be spam - and a fair amount will be ludicrous - there are a few genuine, reasonable requests you might want to take a look at. Nuggets will ask for help with various tasks, or request aid during hard times. They might throw in a few bizarre ones now and then, and it’s really up to you to decide if you want to fulfill them or not.

    We are also adding legendary Nugget Influencers and Inventors with this system.



    Inventors are notable Nuggets who will alter the course of your civilization’s progress with their quests. For example, you will be able to choose which technology path your civilization follows with the quests from Nuggola Tesla. Nuggola will have a dilemma; he discovered that there are several ways of generating Electricity, and he will need your help to end the battle in his mind over which technology to pursue. There will be three ways to generate Electricity:

    Kinetic - Wind Turbines


    One path leads to Wind Turbine Electricity Generators. This is a relatively passive and clean way of generating Electricity for your civilization. However, it’s a little unpredictable, due to the production relying solely on the wills of the wind. Wind Turbines will not work during Windstorms (to protect them from being ripped apart) or when there is no wind at all.
    The good news is, you’ll be able to store any energy surplus in Batteries. Stored power can then be utilized when Wind Turbines aren’t generating enough Electricity to keep your cities’ lights on.
    Kinetic - Nuggetic Motion Generator Now, here’s an idea. You know all of those Nuggets you have running around? Are they really all being productive members of society? We doubt it. That’s why you will be able to use Nuggets to generate Electricity for your civilization. It’ll be great for their health, it’ll definitely keep the lights on, and it only requires a bit of light whipping. If you have Nuggets to spare, and you don’t really want to take your chances with the wind, then this is a great system. Of course, excess Electricity is stored in the same way as other Generators.
    In a similar manner to fancy cars, there is an Insane Mode Button that pushes things into overdrive on the Nuggetic Motion Generator. Nuggets will run like mad, producing far more energy than before. However, use this with caution. Nuggets have been known to explode without warning. Cover expensive furniture beforehand.
    As mentioned, these methods of Electricity generation are 100% environmentally friendly. There is, of course, a far more aggressive approach that replaces unreliability with consistency and clean air with pollution - the Electric Gas Plant.
    Electric Gas Plants are behemoths when it comes to generating Electricity. They spew it out with ease. However, there are significant downsides. You’ve probably already guessed why, but it’s mostly because this system burns through Natural Gas, which is only found underground. In order to extract Gas, you will need to build Gas Mines. This precious resource will then be delivered to Electric Gas Plants to be converted into Electricity. Gas Plants will cause a steady decrease in air quality, with an additional side effect involving global temperature increases. But, hey, at least Gas Mine owners will get filthy rich. Inventors and Influencers There will be many more Inventors and Influencers throughout your civilization’s advancement, but they will appear randomly. Our goal is to offer you a different experience every time you play the game. Before you tell your friends all about it, here are a couple more Influencers you might come across: Elon Nugsk - A clever Nugget with some grand and occasionally silly ideas. He will help begin the Planet Colonization initiative. He also may or may not send expensive machinery into space for fun. Keep an eye on him.
    Donnug Rump - A Nugget who has a peculiar fascination with walls. He will allow you to build advanced walls around your civilization to protect against extraterrestrial threats or other unwanted intruders. He should never be put in a position of power, but his rants about wall designs have proven to be useful in certain scenarios.
    Florence Nuggingale - Her healing hands and tireless efficiency will lead to significant improvements in Hospitals, increasing the total number of patients a Hospital can serve at a time, as well as their Happiness. Kim-Joe Nug - His sole intention is to provide Nuggets with Nuclear Power. However, many Nuggets may need to be sacrificed to achieve his goal.
    Nuggie Curie - Her contributions will lead to the invention of the X-ray machine, reducing the time needed for diagnosis of injuries or pain. This will result in faster healing times for patients. Wrong Brothers - These guys are crazy. They think Nuggets will be able to fly like birds. We all know that Nuggets can barely walk to begin with, so we’ll have to see whether they’re wrong or wright. We hope you’re as excited as we are for these new features to make their way into the game. Let us know if you have any suggestions for Influencers or Inventors you’d like to see. Tell us their contributions and how they will alter gameplay, and don’t forget to come up with a terrible pun for their names. We will hopefully get a few more in before the Steam release, but rest assured that more will follow. Be sure to share this with your friends and family - they might have crazy ideas as well! Enjoyed this update? Sign-Up to receive notifications when we post new ones!


    [ 2018-06-08 17:45:25 CET ] [ Original post ]

    Micro to Macro: Nugget Automation


    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


    [ 2018-05-17 20:42:47 CET ] [ Original post ]

    THE UNIVERSIM STEAM RELEASE DATE DETAILS


    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


    [ 2018-04-19 22:45:05 CET ] [ Original post ]

    Steam Early Access - August 28th 2018

    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


    [ 2018-04-13 17:27:47 CET ] [ Original post ]

    HUFF AND PUFF PATCH NOTES V0.0.25


    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.

    Now, let’s get to the patch


    Wild animal attacks! Nuggets might’ve gotten away with hunting creatures unscathed in the past, but that’s all about to change. If an animal decides that it stands a chance in a fight, it won’t run in the direction that your Hunters might be expecting. Roaming wolves may also attack your village during the cold winter months. However, we are not so cruel as to allow these attacks to go unanswered. You can now construct Defense Towers around the perimeter of your civilization. These will ensure that no beast can harm your Nuggets.
    We have also added in the ability to change key bindings. Yup! You can now adjust keys to your liking. Down with the dictatorship! Who dares force key bindings upon us?
    Medieval Residential Blocks are a thing! Oh boy, it took us quite a while to get here. We are finally rolling out Medieval Houses. Stock up on some iron. You’re going to need it.

    Shiny new content Key Bindings Screen added to Settings - now you can set your own key shortcuts Defense Towers
    Defense Towers interface panel Medieval Residential Block props, models Mammoth Trap is now available in Hunters Hut
    Residential Blocks Implemented animal attack event. Implemented Evolution Tower auto-upgrade (Medieval Era) Added crossbow accessory (+ arrow)
    Adjusted hunting system to use upgradable weapons (spear, crossbow, etc.). Implemented animal attack AI Added local temperature to buildings. Updated building snow cover. Added iron resource to the Warehouse Rename buildings and Nuggets feature added Evolution Tower upgrade
    Medieval Hunters Hut Added new languages to the game (German, Spanish, Turkish, French)
    Adjusted traps lifetime, needed resources & construction time Highlight workers and citizens assigned to selected buildings. Now you can see who is working in the selected building.
    Bug Fixes Fixed: NRE when loading lakes Fixed: How family controller was managing family creation Fixed: Bug related to removing Nuggets from huts Fixed: NRE related to loading fire path Fixed: NRE related to loading paths Fixed: NRE generated by autosaves (happened when Archive was never opened) Fixed: AOORE when spawning new animals on planet Fixed: Animation speed ratio calculation Fixed: HungerAI, Nugget stuck when food resource/eatery was too far Fixed: AmusementAI, Nugget stuck when buildings were too far Fixed: TransportationAI, Nugget stuck when resource storage was too far Fixed: Thirst AI, Nugget stuck when water source was too far Fixed a rare bug in planet generation procedure where generation never ended Fixed: “Doing nothing” while assigned to a job Fixed: Nugget “thirst”/“hunger” stats were recovering even after well/eatery was destroyed (when Nugget was inside) Fixed: Nuggets were auto-assigned to buildings while in school Fixed: Language change on key binding screen Fixed: Required materials for building is not showing in build menu after unlocking upgrades Removed demolish button from prayer enclave Fixed: Iron Mine resets mining progress when Nuggets re-enter building Fixed: Tooltip localization missing on sort by school in Nugget list panel Fixed: After loading a saved game, Nuggets are out of the bed in hospital Fixed: Nugget stuck in hut while mating with low stamina issue Fixed: Iron Mine animations sometimes do not play when Nuggets work Fixed: Required biome when placing Iron Mine Fixed: Incorrect news message when Nuggets die from fire Fixed: Prayer enclave error when clicking on spam folder after loading game from save Fixed: Nugget list items blinking when hovered Fixed: Building names do not get translated after switching language in gameplay Fixed: Trap range ring disappear when camera is zoomed Fixed: Easter egg missing Fixed: Ghoster moves dead animals Fixed: Can not grab pump, well and reservoir from menu Fixed: Unable to place Epicenter with tutorial setting off Fixed: [UI] Hide/Remove specific accessories from a Nugget's portrait in the ID panel Fixed: Loading screen missing localization Fixed: Dead Nuggets in hospital infect new hospital patients Fixed: God Power Carousel first use has visual glitch Fixed: Hunters Hut UI: Show only required materials+ General balance changes Increased max distance when searching for buildings to drink from Nuggets will ignore lake drink spots that are too far Removed food/water related features from bunker Cemetery Level 0 - Gravestone lifetime decreased Cemetery Level 1 - Gravestone lifetime decreased. Wood Capacity Increased from 10 -> 50 Refactored Perk Order Nugget’s Lifecycle increased by 10% Mating speed decreased in order to ensure the smooth transition mid / late game to higher population and improve overall balance Research Time got adjusted after refactoring perks Time when injures start to happening was moved to the later stage of the game Upgrade priority was increased. Previously new buildings had a higher priority then upgrades Art Bear “Attacking” animation was added Mammoth “attacking” animation was tweaked “Attacking” action was added to the wolf animations list Bear “attacking” animation is more balanced now “Howling on the moon” animation was added for the wolf “Attacking” animation was added for the Deer male Deer female now has “Attacking” animation in its list Fox now has “Attack” animation “Tearing the victim” animated action is now available for the wolf A new model of a crossbow weapon for Nugget Hunter is added “Shooting” animated action is added for Nugget to hunt with the crossbow Defense Towers models are now available in Stone Age in two variations Hunters Hut model upgrade is made for Medieval Era Evolution Tower model upgrade for Medieval Era was made Medieval Residential Buildings models were improved to have visual “building progress” Stone chunks will update snow cover based on the local temperature. UI Design News log - fixed broken links Fixed missing localization for residential huts Prayer Enclave - text fields were updated to hold different amounts of text when localized School panel - UI optimization and all text fields upgrade for localization Stone Mine and Stone Refinery - UI optimization and text fields update for localization All tooltips are now localized and can hold different amounts of text Warehouse localization text update All tutorials are now localized and can hold different amounts of text Settings menu localization was added Main Menu localization was added Nuggets List panel has now pagination added, so we removed that huge lag when list was opened with big number of Nuggets Buildings List Panel has now pagination added as well Fixed game breaking bug when hitting F2 to display controls screen Nugget ID panel update - status and occupation couldn’t fit in designated area when localized Farm panel fixed Information icon - it wasn’t displaying tooltip Worker ID panel - first and last name bug fix Research perk icons added for: residential blocks and epicenter update, hunters hut update, defense tower unlock Going to defense tower Nugget status icon was added Farm panel - alert text position fix Evolution Tower, God Powers Menu and Construction Menu font size tweak - from 18 to 20pt News in main UI font size changed from 18 to 20pt Main Menu - added flags in bottom right corner to quickly switch languages MainUI iron was added to all resources window. Performance Changes Nugget and buildings list panel performance improvement As we rocket towards the Steam Early Access release, we ask that you please help us spread the word in any way you can. We will soon begin approaching press and content creators for any coverage they can offer. If you have a few favorites of your own, please ask them to cover The Universim. Feel free to contact us for any additional information. It’s time, dear friends, to really make some noise. We have been working incredibly hard, and we think it’s about time to let The Universim shine out there in the big wide world. Therefore, up until the Steam release, we will be fixing as many bugs as we can, polishing content, and adding in a bunch of new buildings. After the game hits Steam, we will start rolling out the Modern Era and Space Age. This means new planets and more Godly features! Click here to tweet about The Universim. As a result, we will be taking a month’s break from the patch releases to work on stability and various other improvements (so, not an actual break, just a little more time to work harder on a bigger update). To make up for it, we’ll be adding in some great new features and a few surprises. Who doesn’t like surprises ;)? Oh, and just a reminder for everyone who bought or will buy The Universim from our website: you will all receive a Steam key as well. Thanks! All the best, The Crytivo Crew


    [ 2018-04-08 05:22:14 CET ] [ Original post ]

    Beast Hunter Patch V 0.0.24 is now Live!


    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


    [ 2018-03-06 22:37:26 CET ] [ Original post ]

    INTRODUCING A HUNTING SYSTEM


    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.
    ​Read More Here Sign-up for the news


    [ 2018-02-13 00:25:54 CET ] [ Original post ]

    WHAT TO EXPECT NEXT? HAPPY HOLIDAYS!


    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


    [ 2017-12-26 06:17:54 CET ] [ Original post ]

    NEW PATCH V0.0.22 TEST SQUAD IS NOW LIVE!


    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!

    • Brand new nugget list panel, with new filters, more headers and more details, including a new favicon menu.
    • Nugget favicons are now shown as an icon over the nugget as well.
    • Research: Blue Perks of the same tier can now be queued up for research: they will automatically continue to next queued perk after current is complete. From the panel, player will be able to add or remove from the queue, and see the order in which perks are stacked.
    • Building upgrades reviewed: now resource collection for upgrades will happen before demolition, and the building will continue working as usual until then. Resources status can be monitored on the upgrade panel.
    • Status Flags: building status icons are no more! we now have flags, which integrate smoothly into the environment, improving the look and feel. Flags will display up to two different status situations, and further warnings will appear after the ones on display are solved.
    • Path line for nuggets
    • Time stopped before epicenter is placed
    • Trickle Effect God Power
    • Tornado: New building damage formula
    • New building lumber mill.
    • New building stone mine.
    • New animal - the bear.
    MASSIVE ROAD SYSTEM Starting off as tiny pathways, these little veins of early economic activity will soon grow and harden into highways and concrete footpaths as your civilization advances. A ridiculous amount of work was invested into this system over the past few months, but it is beginning to pay off. Our biggest challenge was to create an entirely dynamic road system that expands as new buildings are introduced, on top of being upgradeable from era to era. Let’s not even mention the difficulty of getting this to work on a spherical world. Overall, it was quite the experience, but we’re enormously proud to be introducing it to you now.
    PLANET OPTIMIZATION With the addition of dynamic roads, preserving performance became another top priority for the team. With a little magic, we not only mitigated the new system’s impact, but also improved performance further to allow for far more objects to be on-screen at any time. Planets are now curvier and more decorative than ever. You can even expect faster loading times! Also, keep an eye out for denser animal populations as you go about your divine duties.
    NEW MEDIEVAL BUILDINGS Stone Mines and Lumber Mills officially mark the beginning of the Medieval Era! You can now construct neat little box-looking buildings that will churn out resources faster than ever before. Speaking of which, we’ll be balancing things over the next few patches to ensure we get the numbers right.
    NEW NUGGET LIST PANEL Our Nuggets are not just soulless and empty AI agents that drift about the game world performing menial tasks, they’re actually highly-advanced (albeit buggy) beings that attempt to act as alive as possible. Well, unless they’ve been tossed about by a tornado. Then they play dead very well indeed. As such, they have a dramatic list of stats that should be clearly presented to you. With the new panel, you have detailed access to any Nugget’s stats at any time.
    NEVER LATE AGAIN! We agree with your complaints that it can be a little difficult to prepare for natural disasters before they undo all of your hard work. The notifications were simply not giving you much time to react, leading to frustration as your Nuggets clung hopelessly to the barebones foundation of a disaster shelter while the civilization was ravaged. Disaster predictions will now be far more timely, giving you detailed information via the season calendar once you’ve constructed a Forecast Tower.
    BUILDINGS SHOULDN'T BE ABLE TO SCREAM! It can be a little overwhelming as buildings begin blurting out complaints about some or other resource shortage, filling your civilization with glowing pop-ups like you just clicked on a dodgy link. We always aim to keep things in the game as clean and natural-looking as possible, which led us to redesign the building notification system entirely. We are replacing pop-ups with a flag status system, equipping each building with a dedicated flagpole that will raise a different flag based on the building’s needs. We’ll keep iterating on this to get it right.

    NUGGETS CAN SCREAM Nugget status icons were revisited as well, leading to slight changes that improve readability at a glance. We’ve added a severity indicator to the status icons that appear above a Nugget’s head. If Nuggets begin displaying negative status effects, like hunger, thirst, cold, or otherwise, the icon will be yellow to start off with (less severe) and slowly turn into a red icon (severe). Icons turn red once a Nugget’s health or other important stats become endangered. WHERE ARE THEY GOING? The Nugget trajectory guessing minigame has been removed. We have replaced it with a Nugget trail line, showing you exactly where a Nugget is headed. You’ll never have to raise an eyebrow and allow confusion to take hold ever again. CONTINUE READING HERE

    IMPORTANT


    We have even more exciting announcements coming soon on January 9th, 2018. Sign up at www.crytivo.com to be among the first to hear our announcement and net yourself an exclusive reward.


    [ 2017-12-06 01:04:57 CET ] [ Original post ]

    Pumpkin Patch is Now Live

    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


    [ 2017-11-02 03:50:30 CET ] [ Original post ]

    Join our Live Stream


    Join us for a live stream! Nuggets will be tossed, patch secrets will be revealed, and you even get to ask our devs some questions. But no, we won't do your math homework. Join Now


    [ 2017-10-29 21:03:30 CET ] [ Original post ]

    We're ready to move to Medieval Age


    Reasearch and Development of the Modular Residential Building System
    Medieval Pharmacy Concept Art
    Modular Medieval House Concept Art

    Oil Extraction Tower For more day to day updates follow us on Twitter or Facebook


    [ 2017-10-17 20:41:18 CET ] [ Original post ]

    New Patch - Chupacabra is now Live!


    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 FOLLOW US ON TWITTER | LIKE US ON FACEBOOK and don't forget to SIGN UP FOR OUR NEWS UPDATES


    [ 2017-10-01 20:48:48 CET ] [ Original post ]

    HAVE A LITTLE FAITH


    ‌ 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


    [ 2017-09-15 00:23:39 CET ] [ Original post ]

    Demo V0.3 Available Now


    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


    [ 2017-09-08 20:35:53 CET ] [ Original post ]

    NEW PATCH - OVERWHALEMING IS NOW LIVE


    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.

    • All Buildings are unlocked.
    • All perks are available for draw regardless of their tier.
    • All perks have a reduced time to research.
    • Building upgrades are available from start (buildings are built on level 0, and after a building is upgraded, new buildings of that type will be of the new level).
    CONTINUE READING FULL PATCH NOTES HERE Thank you all for your love and support!


    [ 2017-09-06 23:10:13 CET ] [ Original post ]

    NEW PATCH - LIZARD CANDY, IS NOW LIVE! (PATCH NOTES)


    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.

    • Nuggets will have 3 levels of happiness:
    • Normal (happy) 100% - 51% Nuggets will look for entertainment when they reach 50%
    • Depressed 50% - 26% Stop and weep for 10 seconds when 50% is reached.
    • Critically depressed 25% - 1% Stamina drain 30% faster. Every minute, they drop what they are doing and weep for 10 seconds.
    • Suicidal (happiness == 0) 0% No longer perform labor/occupations (they no longer weep every minute at this point)

    Four New Local Business buildings Nuggets restore their happiness by visiting these buildings.
    • Lizard Candy
    • Cowsmetics
    • Massage
    • Hair Salon

    This is the initial Happiness roll out. We will tweak this system over time. We will have more negative effects from buildings such as the Cemetery, Pyre, Factories, and so on. Nuggets won’t be happy to live or even stroll nearby to these. Additionally (soon to be implemented), Nugget Happiness can drop significantly if you pick Nuggets up and send them hurtling into space or a distant mountain. The family of that Nugget will be confused and deeply saddened for a while. Each dead body will need a proper burial ceremony if their family is to get over it. You can’t just throw their dead bodies around like garbage. There will be consequences! In the future, there will also be larger Entertainment areas, such as Roller Coasters, Movie Theaters, Malls, and so on. The Pyre can now be upgraded to the Pre-Medieval Age. This is unlocked with the “Oven...ing” perk.
    Bunker. You can now build a Bunker structure for Nuggets to hide in during disasters. With a Forecast Tower, the player can activate the town alarm and alert Nuggets to seek shelter. The Bunker is unlocked with the “Dew Forecasting” perk. New Evolution Perks
      Slow Burn
    • Nuggets have evolved the ability to eat less food! Efficient Pipelines
    • Water pumps produce significantly more water. Divine Stamina
    • God-given stamina bonus makes Nuggets able to work longer without resting. Fishing Lures
    • Nuggets catch fish much faster. Round Cogs
    • Water pumps produce slightly more water. Power Naps
    • When Nuggets rest to regain stamina, it takes less time. Dam It
    • Water pumps produce slightly more water. Tactical Evisceration
    • Fish gutting takes less time. Heauge Mahscles
    • Increase Nugget might. Recreation
    • Unlocks the entertainment buildings for Nugget happiness.
    New Creator Power: Now you can pick up and throw trees and stones. Hold the left mouse button on a tree or stone for a few seconds to pick them up. Cosmetic Village Props have been implemented.
    Nuggets now walk around construction areas during construction. Tree stumps have been implemented, they appear after tree was chopped.
    Tree and stones visual interaction while mining, chopping, harvesting. Chopped trees now fall with Real Time Physics. New fishing pier design has been implemented.
    New Evolution Tower Mechanics Improvements
    • Evolution and Traveling Perks will be researched on independent queues.

    • Research Panel: Double clicking on a perk will start Research automatically.
    • Research Panel: Canceling perk research will now throw a confirmation box.
    Load & Save Improvements
    • Now you can save multiple times during the game.

    • You need to assign Nugget (Archiver) to the Archive building to have an autosave feature enabled. Your game progress can be saved every 15, 30, 60 or custom minutes automatically when building is functioning properly.
    • Save file selection from the main menu. Now you can see dates, time and basic civilization information.

    • You can delete and rename Save Files.
    • The camera position is now saved.
    • Nugget accessories are now saved properly.
    • Active Wind Storms will now be saved as well.
    Construction resources Cleaning. Now, instead of destroying resources during building placement Nuggets will be tasked to clean area and use gathered resources for construction. You can break resources when you hold them with your Godly Hands by clicking Left + Right mouse buttons simultaneously. A bunch of new Nugget Status Messages and thoughts added to the pool, reflecting new features and abilities. New disaster Alert Button added to the top Season Bar BUG FIXES
    • Mayday: Fixed some bugs when a tornado destroys the Forecast Tower.
    • Forgetful: Fixed confused/frozen Gravedigger.
    • Misinformed: Fixed the incorrect values displaying in the Seasons panel.
    • Winter is staying: Fixed an issue where Winters were abnormally long.
    • Gruesome: Fixed an issue where ground blood textures appeared over Nuggets.
    • Look the other way: Fixed an issue with Nuggets facing the wrong direction while harvesting resources for construction.
    • This isn’t Moria: Fixed a bug where buildings could be set to be built inside mountains.
    • Stagefright: Fixed a bug where Nuggets got stuck when trying to retrieve resources.
    • Fetch the ladder: Fixed resource piles appearing in water or inside buildings in unreachable places.
    • Posthumous infliction: Fixed a creepy bug where dead Nuggets could get infected by another dead Nugget.
    • Loud noises: Fixed an issue where Nuggets freeze when the alarm is triggered.
    • Slow dresser: Fixed Nuggets sometimes freezing in a loop in front of a building while switching clothes.
    • Communication error: Fixed Gravedigger status messages.
    • Did you hear? Fixed news message spam for tornado and windstorm events.
    • Twitchy typist: Fixed the camera movement issue where movement occurred using WASD while typing into the input fields.
    • Walk 500 miles: Fixed an issue with Nuggets too far away from construction sites and resources.
    • Behind closed doors: Fixed a few issues that could occur while the game is loading.
    • Leftovers: Fixed floating props when a Well is demolished.
    • Diglett: Fixed a bug where the Gravedigger was not using the Pyre.
    • Waterwraith: Fixed the Pre-Medieval Pump ghosting.
    • Headcount: Fixed an issue with the correct children count value not displaying.
    • Pretending to work: Fixed Nuggets working in an empty place after the construction process is aborted.
    • Fishing accident: Fixed an issue with loading a saved game when the Fisherman Hut is built.
    • Sniper: Fixed and improved the Nugget selector.
    • Declassified: Fixed tutorials with the first Water Pump. If I recall correctly: Research will now reflect properly on the main HUD after Save & Load.
    • Shhh, it’s a library: Fixed a Creator power issue where powers didn’t work as intended on the Archive building.
    • Man fur: Fix for Nugget beards not updating in adulthood.
    • Hold up: Fixed the Construction and Creator power panels issue when used while the game was paused.
    • I wasn’t finished: Fix for issue when closing the Research panel before Perk animation ends.
    • 3D glasses: Fix for live portrait render texture to avoid accessory clipping.
    • Upside down: Fix for flipped settings buttons.
    • Darkness: Fix for black screen issue on Linux systems.
    • Double up: Fix for the glitch where loading music will start twice.
    • Controlled demolition: Fixed some issues with the following buildings models during the demolition process: Farm (Pre-Medieval), Pump (Pre-Medieval),
    • Water Reservoir (Pre-Medieval), Water Well (Pre-Medieval), Archive (Stone Age)
    • Cinema’s closed: Linux builds will not use background videos anymore, to prevent rendering issues.
    • One and done: Fixed an issue that was preventing players from submitting more than one bug during a game session.
    • Work strike: Fixed an issue where Nuggets were no longer assigned to Key Buildings after loading a save.
    • Premature disclosure: Fixed an issue where news messages were spamming behind the loading screen when the game was loaded from a save file.
    • I heard you the first time: Fixed the notification sound repeating during the loading screen when the game was loaded from a save file.
    • Not where I left it: Fix for when dead Nugget positions were not properly saved on the planet.
    • Simply beneath me: Fixed a situation where Nuggets were getting stuck trying to pick up resources that were partially beneath a construction zone.
    BALANCE CHANGES AND IMPROVEMENTS
    • Perk timers have been increased significantly to improve the game’s experience.
    • Perk Resource Costs
    • Perks no longer cost resources.
    • Nugget Reproduction Time
    • The rate at which Nuggets mate has been tweaked slightly.
    • Nuggets can refill thirst in hospital, huts, bunker and local business.
    • Separated Injury from health level
    • Removed negative effects from Clothing & Primitive Tools perks.
    • Tweaked Refinery resource processing times, should be faster now.
    • Tweaked Nuggets priorities. Nugget should reuse resources that are already laying around instead of gathering New ones.
    • Nuggets will try to gather food from bushes with more priority.
    • Refactored Nuggets hunger, thirst, stamina, depression priorities (Nuggs should be smarter now)
    • Refactored how priorities for wood and stone calculated, not it takes resources from construction areas in consideration.
    • Increased Nuggets age slightly. In the future life span in a stone age will be shorter (waiting for additional content)
    ART ASSETS
    • New building in pre-medieval era: Bunker.
    • New building in pre-medieval era: Funeral Pyre.
    • 4 new stone age entertainment buildings: Massage Palace, Cowsmetics, Hair Saloon and Lizard Candy.
    • Tree stumps stay in the ground after trees are cut.
    • Added 36 different village props that will be spawned around Nugget huts.
    • New stone age Fishing Pier model.
    • All building foliage optimized (culling added, it will not use system resources when zoomed out).
    • Trees have new Collider shape (before sometimes they didn’t fall when cut).
    • New crying animation for Nuggets.
    • New Nugget animation for Archive worker.
    GUI ELEMENTS
    • Added positive and negative affect in worker ID card to each stat.
    • Water well panel has now bigger capacity.
    • Added Alert to bug report window if you are not playing the latest version of the game.
    • Visual update construction menu.

    • Main Menu save and load option implemented.
    • New panel for Archive building.
    • Brand new panels for Happiness buildings.
    • Evolution tower UI upgrade to hold two different perks research.
    • MainUI evolution corner upgrade.

    • Visual update god powers menu.
    • Updated status icons. Added icon for Nugget going to archive and Nugget depressed.
    • Added alert button to Seasons panel to warn nuggets about disaster coming.
    • New panel for Bunker building.
    • Minor fixes for god powers menu and construction menu visuals.
    • New thoughts pools for Dead Nugget, Disaster Alert, Fisherman Idle, Engineer Idle, Engineer Reappearing huts, Nugget drinking, Nugget depressed, Nugget suicidal, Cook idle, Farmer idle, Forecaster idle, Gravedigger idle, Nugget injured, Witchdoctor preparing meds.
    • Added descriptions for bunker and pre-medieval Funeral pyre.
    • New UI panel for entertainment buildings.
    • New icons in construction menu.
    • New icons for statuses: depressed, critically depressed and suicidal.
    • All buildings descriptions are updated.
    • Icons for 10 new research perks.
    • New icons in construction menu for bunker and small entertainment buildings (local businesses).
    PERFORMANCE CHANGES
    • Improvements onUI, removed some unnecessary per-frame calls.
    • Improvements on building stats queries, caching ticked references calls.
    • Nugget Improvements: Added distance based animation culling (nuggets will not animate beyond a specified camera distance).
    • Nugget Improvements: Nugget batch size lowered to 10 (from 20). This will improve rendering performance sooner, providing some relief every 10 nuggets, which will also reflect on a lighter batching process avoiding hiccups.
    • Improved performance when nuggets placing huts
    MISCELLANEOUS
    • Settings: V-sync is on by default now.
    • Settings: Removed some legacy settings options.
    • Settings: Overriding default settings for ATI cards, will have Shader Quality on LOW to avoid know graphics glitch.
    • News Messages will be wider now, slightly less than half screen.
    • Unlinked universe rotation from year duration, this affects day/night cycles. Now nights will not always match winter.
    • Improved Nugget Ai during disaster Alert Trigger., they should move to cover faster now.
    • Birds textures decreased from 2Kpix to 256pix what the actual heck artists?!
    • Tooltips updates in Nuggets ID Card.
    • Day and night cycle is a bit faster now
    • Bug report window now only working on latest versions of the game.
    • Research Perks are now centered in the Evolution Tower Panel
    KNOWN ISSUES
    • Sometimes Nuggets fly above the ground - mystery for us too.
    • Snow Cover deserts. We temporarily disabled Temperature Maps on the planet, refactoring entire system.
    Quite a bit of work for a small team, isn’t it? Your feedback and encouragement is our biggest motivator. Please continue sharing your thoughts, suggestions, and bug reports. Your kind words always brighten up the team’s day. Thank you all for your love and support!
    If you haven’t heard already, we would love for you to join us at our booth at Gamescom 2017 in Cologne Germany! All the Crytivo Superstars are going to be at the booth to personally shake your hand. Expect hugs for cheezy photos. You can find us at Hall 10.1, Aisle C Booth 071 Don’t forget to bring a small bag for free goodies, like t-shirts, posters, and more! Almost the entire team is going to be at Gamescom this month, and as such, our next update is probably going to be a little smaller. We can assure you, though, that we’re going to be doing a lot of brainstorming while sipping glorious German beers. That’s all for this update, folks. Be sure to follow us on Twitter for live photo updates from our booth! With Love, Crytivo Crew


    [ 2017-08-01 19:37:45 CET ] [ Original post ]

    The Universim Demo Available Now on Steam!


    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!


    [ 2017-07-11 21:43:38 CET ] [ Original post ]

    NEW PATCH - ARCHIVED IS NOW LIVE


    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


    [ 2017-07-05 04:15:37 CET ] [ Original post ]

    PATCH V0.0.16 NUGGET JUICE IS LIVE NOW


    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.

  • New Nugget outfits
  • New Nugget hairstyles
  • Building Upgrades: the upgrade system has been fully implemented. This allows us to start upgrading all of the Stone Age buildings and begin transitioning into future eras. The Eatery and Hospital upgrades are being introduced in this version.
  • Pre-Medieval Eatery (We need to explain what is new, after balance)
  • Pre-Medieval Hospital (We need to explain what is new, after balance
  • Gravity introduction: you know that thing that makes objects fall to the ground and increases the numbers on the bathroom scale? We have that now. We also have the absence of it in regards to Nuggets you toss into orbit.
  • Nugget Ragdoll physics system (start thinking of your best pick-up line): this system is still a work in progress, so please share your thoughts with us and let us know if we can improve it in any way.
  • You can now pick Nuggets up by holding the left mouse button down on them for a few seconds. Once they’re picked up, you can release the button.
  • You can throw Nuggets by pressing and holding the left mouse button down again. The longer you hold the left mouse button down, the more force will be applied, and the further Nugget will fly.
  • Note: Nuggets die if they are dropped from certain heights or thrown with great force.
  • Nugget Juice added ;)
  • Prometheus optimization/additions: a lot of systems were rewritten in preparation for the save and load system. New menus and loading screen also added.
  • Game hints are now displayed during the loading screen
  • Added bug report button: takes a screenshot and sends it to our team. You can also add comments to let us know exactly what happened.
  • Witch Doctors can now heal themselves
  • Added a status for the Witch Doctor for situations when they can’t reach Herbs
  • Now you can see building borders/bounds during building placement
  • New tutorials added for infections
  • Implemented building stats upgrades through the Evolution Perk system
  • Nuggets can now form new families after the death of a spouse
  • New Nugget thoughts added when: Nuggets are sick, Nuggets are injured, --Nuggets are sad, Nuggets need to rest, Nuggets passed out, and Nuggets are children.
  • Added LEDs to the Construction Panel that light up to indicate in which section a new building is available
  • Added UI for Evolution Perk progress to the main panel NEW EVOLUTION PERKS
  • Added, implemented, & balanced the following perks.
  • Elbow Grease (Increases Nugget Might)
  • Pulley System (Increases Well capacity)
  • Extra Water Force (Increases Well refill speed)
  • Fire (Cooked food makes Nuggets stay full longer)
  • Footwear (Increases Nugget Speed)
  • Divine Punishment (Increases possibility that Nuggets will have twins)
  • Bigger Buckets (Increases Well capacity)
  • Genus Camelus (Nuggets stay hydrated longer)
  • Dew Forecasting (Unlocks Forecast Tower)
  • Enhanced Digging (Extra Well capacity)
  • Clothing (Nugget health increase + slightly slower movement)
    BUG FIXES
  • The Evolution Scrolls: Fixed an issue with the Evolution Tower scroll bar in the UI
  • Hope you don’t mind the wind: Fix for the Windstorm event not triggering properly
  • A Nugget’s guide to walking: Major pathfinding improvement for AI, should resolve a lot of issues with Nuggets getting stuck doing nothing
  • Fixed a broken switch: Fix for buildings not turning on or off via UI panels
  • Eight glasses a day: Fixed an issue where Buildings were sometimes not allocating water usage correctly
  • You spin me right round: Fixed the issue of Wood and Stone Refineries sometimes rotating
  • Just a check up: Fixed the broken health bar bug in the Forecast Tower building
  • Hot fix: Fixed fire
  • Where my herbs at? Fixed a situation where the Witch Doctor wouldn’t go collect Herbs.
  • Not an act of revulsion: Fixed a situation when Nuggets would get stuck drinking from the ocean
  • Deserts aren’t so bad: Fixed the desert biome not having flora
  • Enlightenment: Certain shaders have been fixed due to some models were not receiving proper lighting
  • Get this stuff off my screen: Fixed tooltips not closing sometimes
  • Take your medicine: fixed an issue where in some cases injured Nuggets wouldn’t go to the Hospital
  • I’m not even dead yet: Nuggets no longer form new families if their partner is in the hospital
  • Gym jockey: Fixed an issue where Nuggets were stuck picking up resources infinitely
  • Poor detective work: Fixed an issue where the Gravedigger was stuck looking for a corpse
  • Drop what you’re doing: Fixed an issue where an Engineer or Farmer
  • Nugget’s AI would break when assigned to another task while executing their current task
  • Destroy everything: Fixed an issue where the ESC button would close panels but was not closing tooltips
  • Water Hogs: Fixed Hospitals using too much water
  • No duplicates: Fixed an issue where the same Perk was shown twice in the Evolution Tower UI
  • I said no duplicates: Fixed a small visual bug where when an Evolution
  • Perk was completed, the message was duplicating
  • Extended holiday: Fixed an issue where when you hit ESC and come back to the game, News Messages were not updating
  • These pants are a bit tight: Fixed an issue where the Clothing Perk caused Nuggets to get stuck
  • Can’t you see you’re bleeding? Fixed an issue where Nuggets would not seek out a Witch Doctor if below critical health but not showing as injured.
  • I’m not drinking this: Fixed a bug where a thirsty Nugget gets stuck and will not drink
  • Slow down there: Fixed an issue where the first two assigned Lumberjack
  • Nuggets would bring about great devastation to trees around the world BALANCE CHANGES & IMPROVEMENTS
  • Witch Doctor healing speed greatly increased
  • Building resource cost overhauled
  • Building water usage overhauled
  • Perk costs & research time overhauled
  • Reduced the chances for Nuggets to get infected when pathing through a diseased area
  • Evolution Tower (Perks) resource requests will now be prioritized in the Nugget task queue
  • When a Farm crop is fully grown, it won’t require tending
  • Nuggets prioritize resource delivery to Evolution Tower
  • Status messages now appear when Witch Doctors can't find herbs.
  • Farm Changes. The farm UI has had a cosmetic overhaul. In an effort to make things more understandable and intuitive for the player, we have changed things around and added lots of tooltips. We also rebalanced the food yield and resource cost of all the crops. Let us know in Discord what you think about all the changes! If you like the changes, it was Kimball. If you hate them, blame Alex. ART ASSETS
  • Updated resource piles
  • Updated some Research Perks
  • Forecaster animation update
  • New animations for Nuggets standing up from the ground UI DESIGN
  • Evolution tower - fixed broken scrollbar
  • Main UI - added tooltip to current research name object. Updated progress scales colors to be more visible.
  • MainUI atlas cleanup - removed all unused sprites - atlas is more optimized
  • Implemented Bug Report Window
  • Updated main UI - added Creator Powers menu button and bug report button
  • Fixed news messages missing localizations
  • Added 50 new News patterns
  • Added ~100 new Thoughts patterns, including new pools like: Gravedigger going for corpse, carrying body to the cemetery, Nugget is infected, Worker going for resources, Worker is transporting resources
  • Fixed Construction Panel missing localization
  • Farm panel update- changed Farm panel mechanics - made it a bit more simplified
  • All building panels now have a working on/off button. Nuggets wouldn’t get back to work when turned back on - this is not the case anymore.
  • Fixed missing localization for resources and Farm panel
  • Fixed Forecast Tower healthbar
  • Fixed missing localization for Wood and Stone Refinery job status
  • New icons for Research Perks added
  • Fixed missing fonts in consumption panel in: Hospital, Wood refinery, and
  • Stone refinery
  • Stone and Wood Refinery: swapped temp storage icons to final
  • Fixed problem with ‘all localization is missing’
  • New tutorial for infected zones added to the game We hope you enjoy the new features! As usual, don’t forget to leave us your feedback, ideas, and suggestions. We would also like to take a moment and invite you to join our Livestream on Twitch on June 17 at 11 am PST. Don’t forget to share this with your friends. Click to tweet about it here. Have a great time throwing Nuggets around! All the best, The Crytivo Games Team DON'T WANT MISS ANOTHER UPDATE? SIGN UP FOR NEWS UPDATE


    [ 2017-06-02 19:07:03 CET ] [ Original post ]

  • Nugget Traits


    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


    [ 2017-05-23 20:53:48 CET ] [ Original post ]

    Patch V 0.0.15 WINDY is now LIVE


    NEW CONTENT

  • Huts: New Nugget pairs (couples) will use an available existing hut instead of building a new one.
  • New Buildings: Wood and Stone Refineries.

  • Initial implementation of 2 new resources: Wood Planks and Stone Bricks. These will be used for building upgrades to more advanced era.
  • New Idle Animation for idle Nuggets.
  • New News Messages: Informs about type/cause of Nugget death.
  • Introducing Natural Disaster system. This system will control Nature Events on the planets, with this change we’re rolling out our first event - Windstorm.
  • Rare Windstorm Disaster: It affects Nuggets that are not inside of their residential buildings. New Alert system was implemented as well. Now you can Alert Nuggets via Forecast Tower. Horn sounds can be heard during Alert, this sound indicates that Nuggetsneeds to find shelter. Nuggets can get injured during the storm, also Nuggets health depletes when they’re outside during the storm. More disasters are coming: tornado, earthquakes, meteor drops and more.
  • Now there is the possibility that Nuggets will get sick when they drink impure water.
  • Nugget Talk. Over 1000 unique ‘Nugget Talk’ sounds were added along with coding and linking them to events. Nuggets now have things to say when they execute their tasks.
  • Improved construction visualization process. Each building has been divided into sections which were animated by hand to reflect construction progression.
  • Initial Evolution Tower implementation (Placed as an epicenter at the beginning of the game). By clicking on the Evolution 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.
    READ FULL PATCH NOTES HERE


    [ 2017-05-02 21:34:49 CET ] [ Original post ]

  • Patch V 0.0.14 PARAGON is now LIVE


    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


    [ 2017-04-02 01:46:29 CET ] [ Original post ]

    Your invite to The Universim Discord Server


    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


    [ 2017-03-14 23:33:24 CET ] [ Original post ]

    Happy New Year!


    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


    [ 2016-12-31 23:52:01 CET ] [ Original post ]

    Happy Holidays From 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


    [ 2016-12-22 19:30:19 CET ] [ Original post ]

    The Universim is nominated for the Best Indie Of The Year Award!


    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/


    [ 2016-12-01 18:47:09 CET ] [ Original post ]

    Hughmungus November Status Update is Here!


    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

  • Today’s forecast: no work, no pants.
  • No work? Guess I’ll just stand here and look busy.
  • How do we ever get things done with two circles for hands?
  • It would be really awkward if there was some omnipotent being who could read my thoughts all the time.
  • Last night I dreamed that I was a whale. I woke up looking like a beached whale. Sometimes dreams are scarily real. TREE FELLER
  • I really should’ve become a painter…
  • The trick is not to become emotionally attached. *Sniff* Goodbye, Bertha.
  • Who needs anger management when you can hit things in the face with an axe?
  • To fell a tree you must first become the tree. STONE MINING
  • These vibrations are doing wonders for my arthritis.
  • Sometimes I feel like my life is just a sequence of rocks of varying sizes.
  • A pile of rocks coming right up. FERTILITY METER FILLS
  • Is it warm in here or is it just me?
  • If the hut’s rockin, don’t come knockin.
  • I feel like someone is lacking some Vitamin Me. WITCH DOCTOR
  • If it doesn’t clear up within three days, start making funeral arrangements.
  • Have a good day!
  • With all of these sick Nuggets, you’d think I’m not very good at my job.
  • An apple a day is starting to put me out of business.
  • Tell me, have you considered life insurance? You really should. NUGGET NEEDS Nuggets have their own needs, such as Food, Water, Rest, Happiness, and so on. These values are also being revisited by our team, as everything needs to be rebalanced according to new values and Nugget behavior. Game balance is a big challenge in a game like The Universim, as a lot of things are connected together and changing something in one of them can lead to everything falling apart. It’s like playing with a giant house of cards. Each card is equally important and if any of them were to fall out of place, the entire house would collapse. Thankfully, we have you, our community. Without you, it would be extremely difficult to balance things. Your feedback is massively important for this process, so thank you for supporting us and helping to shape The Universim into an amazing game. NUGGET'S REPRODUCTION This system is also going through some changes and we would love to talk about it a bit more in the future. We’re still approving some of the mechanics and don’t want to discuss them until we’re satisfied with the direction it’s going in. The challenge we are currently facing is that we want to keep the reproduction speed consistent and still make it feel natural. As the Nugget population grows, it starts to get a little out of hand due to the arithmetical progression (every Nugget pair can have children and the population booms). If you have any great ideas, please share them with us in comments below.
    TUTORIAL UPDATE Because we’re adding new content and changing the ones that we already have, certain tutorials have become outdated. We’re revisiting tutorials at the moment as well and making them more dynamic. We are also working on the game’s narration, which we will discuss at a later time. CAMERA CONTROLS IMPROVEMENTS We’re happy with how smooth and responsive our camera is, but we’re still experimenting with controls. We collected a lot of feedback and observed a lot of players during our exhibition showcases and it looks like we could do a better job by minimizing the amount of buttons you click to control your camera. It shouldn’t look like you’re trying to play the piano. We want the controls to feel intuitive and easy to learn. Let us know what we can do to make it better (like things that bother you right now). SEASONS We’re happy with how smooth and responsive our camera is, but we’re still experimenting with controls. We collected a lot of feedback and observed a lot of players during our exhibition showcases and it looks like we could do a better job by minimizing the amount of buttons you click to control your camera. It shouldn’t look like you’re trying to play the piano. We want the controls to feel intuitive and easy to learn. Let us know what we can do to make it better (like things that bother you right now).
    MOUNTAINS Our current mountains are static objects, meaning they were designed entirely by our 3D artists. We’re moving away from this concept and are planning to invest more time intoprocedural mountain generation. We hope to improve over other procedural mountain generation techniques used in other games. Mountains are usually generated by the noise found on the planet’s terrain, which makes all mountains look basically the same on all planets. Our goal is to build a system that will combine pieces of rocks, assign textures, and spawn flora and stones based on the planet environment. Mountains are the biggest objects on our planets, and this gives our artists a lot more freedom to give planets a unique character by changing the shapes and look of the mountains on the planet. We will talk more about this system in the future.
    EVOLUTION TOWERS You probably learned about these towers in previous updates. This is a highly-demanded feature and we’re working hard to bring it to the game as soon as possible. Evolution Towers will allow you to unlock features in the game and will be the main stimulator of progress in your civilization. SAVE & LOAD We definitely know how important this feature is and development in recent months has been highly concentrated around it. In fact, it was one of the features that benefitted best from us cleaning the project. The primary challenge for us is to save a massive amount of data in one all-encompassing game state. We not only have to save thousands and thousands of positions of all the objects on the planet, but also their statistics (in a procedural system). As you know, everything in The Universim is connected: even the most basic objects, like trees, hold dynamic values and understand the exact local temperature. Nugget stats are also connected with other parameters and needs to be saved. Overall, the main challenge is not the implementation of a save and load feature, the main challenge is that we want to make sure we have all of the bits and pieces in place in order to save and load them on demand (and efficiently). The approach we’re taking now is saving us from having to redesign or restructure systems, which will take a ridiculous amount of time, but it’s slightly tricky. However, progress has been excellent, so count on us - save & load is on its way!
    ART ASSETS All buildings- yes, every single one- had to be retouched and redesigned to some extent in order to make them fit into our future plans for city expansion and roads. Each building has to correspond to certain guidelines and rules introduced by our new system. Of course, we also used this opportunity to improve the overall quality of our models: better textures, mesh, and so on. We are also optimizing each building with a LOD system. This system will update the details of our buildings based on the camera’s distance from them. This will increase performance and allow us to have more buildings in future. We have also added more visual elements to buildings like night lights and visible degradation when in a bad condition.



    NUGGET GENERATION ENGINE We’re improving the Nugget generation engine. This is what is responsible for generating visually-distinct Nuggets with different hairstyles, clothing, colors, and shapes. We’re also improving animations and working on new ones. You’ll be able to pick Nuggets up and throw them or put back on the ground gently. Their actions will correspond with yours. Basically, we have better-looking Nuggets and a better system for generating them.
    WHY WE'RE STILL IN THE STONE AGE Man, you guys at Crytivo are the worst! You’ve taken years just to finish the Stone Age, so how long will it take for new eras?! (You might think) Well, it’s true, it has taken us quite a long time to implement the Stone Age era. However, it’s important to understand that the Stone Age is not just the first era in the game, it happens to hold a huge portion of all core game mechanics. During this age, we’re implementing all of the simulations that you’ll see throughout the game, connecting everything together, balancing all of the stats, creating AI systems, working on the research and progression aspects, ensuring that these systems are dynamic, and so on. Basically, this is our foundation for building things much faster down the line. This is our main testing platform to ensure we don’t design future eras around a bad system (which can be disastrous and basically require starting over). After we’re done with the core of the game, you’ll see more eras popping up very quickly. Initially, we planned to release an update on December 1st for the game, but we will probably need a bit more time to get things finished. We hate to keep you all waiting for a new patch and promise to get it into your hands ASAP. We will keep communicating our current status and remain entirely transparent. You are an important part of our world, and we would never abandon you. We have also put a rough roadmap together for you. Please keep in mind that some features might change in the future or their priority can change based on the situation. Also keep in mind that we’re not going into detail here, we’re just summarizing work that was done.
    As you can see, there is a lot of work happening behind the scenes and we feel you need to know about that. Your support keeps us motivated and inspires us every day. We always read your feedback and we would love to see a smile on your face when you play The Universim. We want you to care about the fragile world we’re building for you and hope you appreciate all the time and effort we spend on making this world dynamic and alive. Our team is hard at work every day. At times it can be tough, but we love what we do and hope you enjoy it as well. Please leave us your comments below and we wish you all the best for the coming holidays! STAY AWESOME! All the best, Crytivo Games


    [ 2016-11-23 22:22:38 CET ] [ Original post ]

  • Happy Happy Joy Joy


    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


    [ 2016-11-15 19:27:33 CET ] [ Original post ]

    Cheesecake V12 Hotfix is now Live

    Changes include in the hotfix:

  • Fixed numerous issues that could cause AI to stop working (behind the scenes type of fixes).
  • Fixed issue where right-clicking can cause the game to crash.
  • Fixed an issue where game could crash on welcome screen.
  • Fixed an issue where the game could stop loading at around 25%.
  • Removed SSAO option from settings menu (this option could cause game to crash).
  • Cleaned up mating so that the population should now grow at a more consistent rate.
  • Fixed an issue where mating would not work correctly after around 24 nuggets.
  • Empty huts will now be reused, preventing nuggets from potentially building huts too far away from food/water source. Increased mating rate (population should grow slightly faster). Any issues you find, please report them at https://theuniversim.com/forums/ and specify it was for the hotfix. Appreciate all your help!


    [ 2016-10-22 00:10:28 CET ] [ Original post ]

  • Nugget's Reproduction Process Update


    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


    [ 2016-10-19 20:05:19 CET ] [ Original post ]

    Patch - Cheesecake V0.0.12 Is Now Live


    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

  • Localization fixes. Sometimes default language was not recognized properly.
  • Fixed issue where certain columns in the Nugget Panel List would not sort.
  • Fix for issue where sometimes a tombstone would show a negative birth year.
  • We now hide unused kids slots in Residential Building Panel.
  • Fixed issue where objects such as bushes and other props wouldn’t been cleaned properly on building placement.
  • Fixed issue where you can still click on buildings and open their panels when you are on the God Power panel.
  • Fixed water disappearing in reservoir when you look at it at certain angles.
  • Fixed a rare occurrence that after mating, no kid will be produced and the mating animation over the hut will not stop, although the nuggets leave the hut.
  • Fixed bug when you select building from construction menu while you need to place epicenter on the planet. That was making Epicenter Disappear and broke game.
  • Fixed long transition time at start of the game between Crytivo Games Logo and Main Menu.
  • Fixed icons for fisherman hut and forecaster tower building panel.
  • Fixed flickering during Audio Adjustments in the Settings.
  • Fixed a game crash issue caused by a nugget dying as a building's construction was being completed
  • Fixed issues with mating where population growth rate would be inconsistent between games (continued WIP).
  • Fixed an issue where player placing a building was unable to close window panels blocking view.
  • Fixed issue with manual mating not working.
  • Fixed issue with manual mating panel where the buttons were not clickable. NEW CONTENT
  • Forecast Tower. Seasons now revealed only when Forecast Tower build and functioning properly. This building will alert player in the future about upcoming planet events such as Tornados, Earthquakes, Winter/Summer Storms and etc. This building will need to be linked with more systems in the future as so it is still WIP. Forecast tower play horn sound when season changes.
  • Resources carried by Nugget now shows up in his ID card.
  • More obvious No Water indications added to the Buildings Control Panels.
  • Nuggets now have proper icons above them if they are assigned to a building that doesn’t have enough resources to function properly.
  • Fishing Tutorial
  • New Season Engine, redesigned Season Generation Mechanics. We now have 4 Seasons with 8 periods total per full Season Cycle. Some seasons will be longer than others, system will change them dynamically. Some work was done to alter season length in the future if planet affected by aggressive resource utilization.
  • New News Message: No Herbs Around. Triggered when all herbs was collected by Witch Doctor in the reachable area. UI DESIGN
  • Worker ID card teen timer icon update.
  • Eatery warehouse circles updated with icons instead of text, because it was problematic when it comes to switching languages.
  • Fishing hut updated icons instead of texts in storage circles.
  • No water / no electricity red ring and red top bar animations were added to all building panels.
  • Farm Panel added icon to raw food storage.
  • Worker ID card update. Now you will be able to see what Nugget is carrying and how many.
  • Witch Doctor panelalso have now icons instead of text.
  • Add dish number to main UI
  • Forecast panel implemented.
  • Farm panel, some minor visual adjustments. Added missing sounds to buttons.
  • Seasons panel was redesigned slightly so it could hold new seasons mechanics.
  • Added status icons for Nuggets to show that their workspace is not working.
  • Upgraded worker ID card tooltips. There is explanation for each bar now.
  • Water pump extended tooltips added with detailed explanation. Consumption panel was removed sincein pump it is not used.
  • Fishing hut panel upgrade. We added new extended tooltips and removed by the way consumption panel since it is not used in this panel (in this era).
  • Water well added tooltips with extended description.
  • Main UI overview tutorial was updated to reflect seasons panel change.
  • Updated water and some other building tutorials to match changed mechanics. BALANCE CHANGES Farm:
  • Decreased Farm Plot preparation time from 40 to 30 Eatery:
  • The amount of food required to cook 1 dish has been decreased from 2 to 1 When Nuggets eat cooked food from the eatery their hunger reduction speed is slowed down 2x times.
  • Eatery Water Refill rate changed to 12 from 10 Mating:
  • Max nugget population allowed is now set to 75.
  • Max number of children alive at once is now set to 4 (except when using Inconceivable god powers) MISCELLANEOUS
  • Hided Consumption and Health panels from Epicenter Panel (still available on standard residential building panels)
  • Fixed typos in construction menu.
  • Fixed Hover Over Effects on ESC Menu Categories.
  • Disabled F1 Help screen - Outdated
  • Corrected color tone on Shaman Hut.
  • Female Nuggets won't mate if Epicenter has lack of food. Output Log file will now be created.
  • Nuggets won’t complain about pumps when thirsty anymore. Please leave us your comments below! Thank you Crytivo Games Team.


    [ 2016-10-01 23:34:14 CET ] [ Original post ]

  • Watch our Stream Live Now


    Hello Creators, join our stream now to watch our Devs talk about game updates: Watch Stream Now Thank you, Crytivo Games Team


    [ 2016-10-01 15:44:53 CET ] [ Original post ]

    PROMETHEUS IN GAME ENGINE UPDATE


    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


    [ 2016-09-20 21:54:49 CET ] [ Original post ]

    Patch - Hudson v0.0.11 Is now Live


    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

  • Fixed issues where mating would sometimes fail.
  • Nuggets will no longer get stuck drinking from a well.
  • Draggable UI pivot fix
  • Bushes should now be able to be selected correctly
  • NuggetList Panel button is now a toggle for opening/closing.
  • Fixed issue where Nuggets were not full after eating food.
  • Fixed an issue where the nuggets portrait was not always showing in a panel
  • Fixed the clouds drawing over top of the water
  • Fixed the missing snow texture for the terrain
  • Improved the clock, so it's much more accurate and less likely to go backwards (WIP)
  • Fixed icon was shown for nuggets behind camera.
  • Water demand now will properly displayed at the main UI even when no pumps exist.
  • Fixed icons for critical thirst/hunger status, showing water/food bars.
  • Fixed issue where grave digger was being stuck in idle after burying first nugget. NEW CONTENT
  • Introducing the groundwater. Now during Well placement player will see Water Refill rate above the Well. This Level indicates how fast the Well will be refilled with water. The further the well is placed from the water source the less water power there will be. Some biomes have higher Water Refill Rates, such as Stone and Mountain Biomes, where as a Desert Biome will have close to zero Water Refill Rate. Default Water Refill Rate is set to 15 when close to the water source, however when placing further away from the source the rate will drop.
  • Wells now have limited level of water and is divided by 8 Nugga Buckets. When a Nugget is thirsty he is going to use 1 full Nugga Bucket. The Nugga Buckets refill speed is based on the Water Refill Rate.
  • Double tooltip system introduction. This is implemented for Worker ID card for now. When you hover over statistics bars you can see their name, such as: Age, Hunger, Thirst, etc. Double tooltip system lets us extend that and show detailed descriptions what each of those bars intervals is doing. When you hover over those bars to see tooltip and hold left or right control/command key the tooltip will change to extended version with detailed description. Double tooltip key will be set to control/command as default but you’ll be able to change that in controls settings screen.
  • Eatery now also has limited amount of water. Water Refill Rate dramatically lower at eateries. In the future Water from Eatery will reduce
  • Nuggets Thirst depletion rates close to 2x times.
  • Adjusted drink bt/ai for well use case.
  • Adjusted drink bt/ai for eatery use case.
  • No More artificial Lakes. Now Players can put Pumps on Generated lakes and oceans on the planet.
  • Water in Oceans now has a level, which can be depleted to zero. We think that fresh water lakes didn’t feel like they were part of environments and we decided completely remove them and allow players place water pumps and other water buildings directly on the water pools that was procedurally generated at the beginning of the game. This was a challenging task mainly because oceans are different shapes. This task was in production for several months now and we’re finally happy to release it with this patch. Now we map Lake Edges procedurally. The system knows how deep and how wide the Lake is. Water Level/Points in the lake assigned at the time the lake was created based on the lake size. Lake Snap points placed around the lake procedurally for the buildings that will be constructed on the lakes in the future. Lake snap points now check depth and slope to avoid placement in super shallow areas or overly steep points. Fishing hut also requires that the lake have a minimum amount of fish, so you can't place around tiny ponds.
  • Each Lake now has Fish Level. The bigger is the lake the more fish Nuggets will be able to extract from it. Fish depletes with water level and fishing. Fish has reproduction rate.
  • Now we disable buildings when Pump not generating enough water. Nuggets in the building will exit building and stay in idle state until building will start receiving enough water to function properly. Introducing Fishing. It comes with Fishing Hut and new Nugget job
  • Fisherman. After Nugget assignment to the fishing Hut he will swim away on his boat and start fishing. Fisherman can catch max 15 fish at a time. Caught fish will be then delivered back to Fishing Hut where fisherman will gut Fish after which fish becomes raw food and Nuggets can use it for cooking. Fisherman can gut 5 fish at a time, it takes 10 second to gut those. (WIP: fisherman still go fishing when lakes are frozen, this will be addressed in the next patch. Fisherman will not go fishing during the winter.)
  • Now showing icons when starving/thirst is critical. Implemented food and water quality factors for Eatery
  • Added icons for: nugget going to fishing hut, fishing hut full of food, going to harvest food.
  • Implemented growing up progress in a Teen Nugget UI Panel. UI CHANGES
  • New water well panel. Now only certain amount of nuggets can drink. Then you need to wait for well to refill.
  • Added water storage to eatery panel. Nuggets need to transport water to eatery first.
  • Planet Object Tooltips are now more visually pleasing ;)
  • Updated status icons. All critical (and only critical) have red color now.
  • Double tooltips are now available in worker ID panel.
  • Tutorial update. Modified tutorial about water usage on the planet. Added information about wells, and pumps as well.
  • Statistics screen. Updated screen fonts, added sound script and sound clips to buttons.
  • Well panel double tooltip system implemented.
  • Fishing Hut user interface.
  • Updated all status icons.
  • Worker ID card teen timer implementation. BALANCE CHANGES
  • Tweaked Rocks HP Lovered it by %10. With new AI needs huts all the time demand on the rocks are high now.
  • Changed how much food Nugget needs when he is hungry to static value.
  • Now Nugget eats 5 points of food anytime he is hungry.
  • Coocks now can carry more food at once old 5 new 20
  • Raw food needed to cook 1 dish changed from 5 to 3
  • Nuggets Hunger depletion rate decreased 2.5x times after eating at eatery
  • Nuggets Thirst depletion rate decreased 2.5x times after drinking at eatery
  • Decreased when Nugget go drink from 50% to 30%
  • Decreased when Nugget go eat from 50% to 30%
  • Farm Crop Rebalance as follow: -Bloodydiarrhea Fruit: Food 20, Time to grow: 2 Month (Min Temp: -10c Max Temp: 50c) -Crystalline Crabapple: Food 60, Time to grow: 5 Month (Min Temp: -0c Max Temp: 50c) Dragon Egg Fruit: Food 15, Time to grow: 1 Month (Min Temp: -15c Max Temp: 5c) -Juicy Acorn: Food 25, Time to grow: 2 Month (Min Temp: 0c Max Temp: 50c) Healthy Malina: Food 25, Time to grow: 2 Month (Min Temp: 5c Max Temp: 45c) -Panda Brain Plum: Food 45, Time to grow: 5 Month (Min Temp: -20c Max Temp: 60c) -ManbroFruit Food 15, Time to grow: 1 Month (Min Temp: 5c Max Temp: 45c) -Planet Wild Bush regrow time changed to 3.3 Month. Food 10, Herbs 10. Temperature that kills Fruits on bush min -5c max 50c PERFORMANCE CHANGES
  • Planet Size increased 15%, more objects on the planet might introduce minor performance hit. We will continue increasing size of the planet as we work more on performance optimization.
  • Corrected planet's climate initialization MISCELLANEOUS
  • Keep 'teen' nuggets small until they reach adulthood, then growth-spurt them to full size. :D
  • Updated Engineer's hut decal.
  • Added eatery decal. Added reservoir decal.
  • Snow added on multiple buildings and overall building material adjustments.
  • Tweaked Lighting, now planets have dark nights, sunsets and sunrise.
  • Made planets little bit more bumpy/curvy.
  • Water shader improvements, now water has foam at edges and waves.
  • Temperature readout gets the temp at the cursor rather than where the camera is looking. Thank you all, leave us your Comments! Crytivo Games Team.


    [ 2016-09-01 18:21:08 CET ] [ Original post ]

  • Let's Talk About No Man's Sky Game. We Need Your Opinion!


    Let's talk about No Man's Sky!


    Hello Creators! You all probably know and have been following the project called No Man's Sky. We were really excited to see our fellow Indie Developers develop the game that a lot of people were dreaming about. Unfortunately, it looks like the release didn't go quite to plan and the game has come under fire for various reasons. While We won't call The Universim similar game to No Man's Sky, we would like to know your opinion regarding what you think went right or wrong with No Man's Sky, and how things could be fixed or could have been handled better. The indie community is constantly evolving and we strive to learn from our mistakes, build on our successes and make sure that our users are happy. We'd also like to open this up to discussions about other indie releases that you've had a chance to play in the past 6 months. Let us know what worked and what didn't. We'd hope the Hello Games developers quick and speedy recovery and wish them the best in future endeavors! Join The Conversation Here


    [ 2016-08-29 22:03:03 CET ] [ Original post ]

    Evolution Towers Research Progress


    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.

    THERE ARE 4 TYPES OF PERKS



    Blue Perks are Evolution Perks. They unlock Key Buildings and advance your civilization through the ages. Every Evolution Perk researched brings your civilization one step closer to the Space Era.
    Yellow Perks are what we call Travelling Perks, meaning that they are only temporarily available and refresh constantly. They appear alongside almost every Evolution Perk. These Perks usually have minor effects on your civilization (which add up) and consist of either Innovation Perks or Mutation Perks.

    YELLOW PERKS ARE ALSO DEVIDED BY TWO CATEGORIES


    Innovation Perks reflect simple but brilliant ideas thought up by Nuggets as they go about their daily tasks. Being so complacent, they would never pursue their ideas without the right motivation. As their god, players can analyze these innovations and decide if they want the Nuggets to research them. Innovations come and go frequently. Nuggets will eventually forget their ideas, so you have to act quickly to research a perk if it interests you. Innovation perks offer minor improvements (that can add up to major benefits) to various buildings, systems, or professions. An example of an Innovation Perk is Improved Clothing, which increases the maximum temperature range that Nuggets can endure. It adds +5c to Max temperature and -5c to Min temperature. This gives Nuggets a better chance of surviving brutal weather conditions during extreme winters and summers. However, this Perk will also slow your Nuggets’ speed by 3%. These perks are refreshed periodically. Mutation Perks improve Nugget stats. They stem from mutations found in the DNA of Nuggets, but, like with Innovation perks, these mutations only hold the potential to be activated for a limited time. Players must decide whether they want these mutations to become a permanent addition to the Nugget DNA that will be passed down forever, or just let the mutation die off. These perks offer minor improvements (that can add up significantly) to the performance of the Nugget species. This can include increased stamina/speed/etc, less need for food or water, and even bump up the fertility rate. These also refresh periodically.
    Green Perks are Rare Perks, meaning that they will only appear every now and then, but keeping an eye out for them is a good idea as they will have a bigger impact on your civilization. An example of this is the Perfume Perk, which increases all female Nuggets’ fertility timer fill rates by 5%. This will lead to faster reproduction cycles, and thus, more workers.
    Purple Perks are Ultra Rare Perks. When you see this Perk, you’d better hit all of the buttons on your keyboard and do your absolute best to research it. We’re willing to say that it's worth all of the Master Balls you’re carrying. Wait, wrong game. Basically, these are immensely valuable Perks as they dramatically improve your civilization. An example of this is Artificial Fertilization, which allows female Nuggets to become pregnant by visiting a Science Lab if there are no male Nuggets around. We’re really using a lot of reproduction examples today, but you get what we mean.

    Continue Reading About Perks Examples and Diffirent Evolution Towers Types Here



    [ 2016-08-19 18:00:00 CET ] [ Original post ]

    Fishing Hut


    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


    [ 2016-08-10 16:58:48 CET ] [ Original post ]

    NEW PATCH IS OUT NOW - ZOMBIES NOT INCLUDED V0.0.10


    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


    [ 2016-08-02 17:07:39 CET ] [ Original post ]

    Witch Doctors


    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


    [ 2016-07-11 18:06:06 CET ] [ Original post ]

    Patch GLORIOUS GLOBE is now LIVE!


    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

  • Resolved mating issue where the population would not exceed 40+ Nuggets in a game
  • Corrected bug where a Nugget’s house placement occasionally overlapped other buildings
  • Fixed issue where lakes were not spread evenly across the planet
  • The huts will no longer float above the ground
  • Mountains can no longer be selected
  • Modified Nugget damage-taking to no longer be an instant kill. They will still *die*, but much slower.
  • The camera follows a Nugget if their thumbnail is clicked on the Nugget’s ID Card
  • Fixed a bug where Nuggets got stuck at Eateries
  • Fixed Nugget sorting issues in the Epicenter Nuggets List
  • God Intervention VFX: effect area plane no longer clips through the ground
  • Multiple decals under some buildings, fixed
  • Pump animations will now stop when there is no more water in the lake
  • Water Pumps will subtract the exact amount of Water Points as the
  • Epicenter needs. In the past, Water Pumps were depleting water in lakes at a rate of 5 even if Epicenter needed only 2.
  • Fixed issue where you would see the Critical Message “Water Pump output is lower than Epicenter Water Usage” even when there is water in the Water *Reservoirs.
  • Couriers will now serve Eateries and Farms, as well
  • Fixed the flickering terrain, snow on startup
  • Tree collision physics have been improved
  • Thrown rocks should no longer fall “into” the planet (clipping)
  • Fixed issue where hitting ESC while holding an object (via God Powers) would cause the object to float NEW CONTENT
  • Complete Farm redesign: including new UI, 3D model, crops, and animations
  • Added new tutorials for: Nuggets overview, Nugget ID card, Farm, Cemetery, Constructors Hut, and 2 new screens for the UI overview
  • Added ‘skip current tutorial’ option, so you can skip only those parts you’ve already seen
  • Introducing new flora on the planet: Broadleaf, Broadleaf Dead, Birch Tree, Birch tree Dead, Maple Tree, Pine Tree
  • Introducing Fruit Bushes: Blueberry, Melon, Panda Eyes, Raspberry, Watermelon
  • New news message when there is no Water Pump and Nuggets are Thirsty and when there are no Wells or Eateries built
  • When assigning a Nugget to a Key Building, the Nugget list panel will automatically sort by unassigned Nuggets first. This allows the user to find available Nuggets to assign easier.
  • New building: Cemetery (phase 1). The departed will be buried with some humor here.
    UI DESIGN
  • Seasons panel and planet name tooltips fixed
  • Game intro tutorial, added sounds to buttons, deleted useless tooltips
  • Food stash temperature readability fixed
  • News History Log panel upgraded. Text won’t be cut short. Changed anchoring of the panel. Replaced text with an icon for ‘all’ messages.
  • New Construction Site panel. Slightly redesigned, more compact.
  • Constructor’s Hut panel upgrade: Added visual feedback to empty worker slots. Added sounds to panels. Deleted unnecessary tooltips.
  • Nuggets list panel: hover visual feedback added. Also assigned sounds
  • Nuggets list panel: added info about Thirst
  • Stash Panel and Water Reservoir temperature visuals upgraded
  • Worker ID card upgrade: changed font, assigned proper sound clips, removed unnecessary tooltips, reintroduced the follow upon clicking on the
  • Nugget portrait
  • New Farm panel implementation
  • Loading screen upgrades - changed the logo
  • New construction menu panel implementation
  • Well, Pump, and Reservoir panels have button sounds now. Deleted unnecessary tooltips.
  • Distribution center panel update: Added worker slots visual feedback, changed font, assigned new sound script, and added proper sound clips to buttons Eatery panel update: Also added the new sound script and assigned proper sound clips to buttons. Updated worker slots visual feedback on hover. Added more options to the Audio Settings menu, like the Nugget volume and message tone selection for both the regular and critical news messages
    BALANCE CHANGES
  • Food separated from trees. Now all food/fruit will grow on the Fruit Bushes.
  • Camera speed Increased when holding shift button
  • The game now starts in Spring, rather than Summer
  • Fruit on bushes will die if the temperature goes below -5c/ 23f, or above 50c/122f
  • Fruit on bushes will regrow 10 minutes after dying or being collected
  • Pump Output Power increased from 5 to 10
  • Each Fruit Bush holds 15 Food points
  • Trees now hold 5 Wood points
  • Tree Health now 20 HP
  • Increased Water Reservoir Max Water Level to 1500
  • Decreased Hunger and Thirst Damage per second from 1 to 0.5
  • Lowered Resources at the beginning of the game to Food: 30, Wood: 30, Stone: 30
  • Increased amount of water each Lake can hold from 100,000 to 500,000
  • Decreased food needed for 1 dish in Eatery to 5 points of food
  • Decreased cooking time at Eatery from 25 to 15 seconds.
  • Day / Night Cycle is a little longer now.
  • Increased time speedup from 2x to 4x (can be triggered by the Numpad’s + button on a keyboard)
  • Any building can be built by a Laborer Nugget now. Before, we had some buildings that required Constructors/Engineers only to be constructed.
  • Nuggets Hunger depletion changed from 0.001 to 0.0015 per second
  • Nuggets Thirst depletion changed from 0.0015 to 0.002 per second
  • Each Farm plot needs 5 wood and 5 stone to be built
  • The crop is withering time 80 Seconds (This is the time when Crop needs to be harvested, otherwise it will start to wither)
  • The crop is withering strength 0.25 point loss of food per second
  • Nugget aging speed increased from 2 minutes to 1 minute (Nuggets will live a little shorter now). Use Cemeteries to account for this.
  • Crop Food Yield loss per each degree out of the crop’s optimal temperature range is 0.25 from food yield per second
    Updated Farm Crops Panda Brain Plum (Food Yield: 40. Growing Time: 6 Minutes) Min Temp: -20c/-4f Max Temp: 60c/140f The most resilient crop of them all. These plums can handle extreme temperatures on either end of the thermometer, but their food yield is very low considering how long they take to grow. Eating Panda Brains is certainly an absolute last resort. Manbro Fruit (Yield: 50. Time: 3 Minutes) Min Temp: 5c/41f Max Temp: 45c/113f Listen here, bros and broettes. This fruit is perfectly comfortable in its masculinity, but that won’t stop it from flexing at every passerby. It’s pretty fast, and so’s its growth rate! It doesn’t yield much, but at least it seems to handle temperature changes reasonably well. Juicy Acorn (Yield: 100. Time: 4 Minutes) Min Temp: 0c/32f Max Temp: 50c/122f Juicy Acorns are excellent all-rounders. They are able to grow quickly and optimally in a large temperature range, while also outputting a reasonable amount of food. Dragon Egg Fruit (Yield: 100. Time: 4 Minutes) Min Temp: -15c/5f Max Temp: 5c/41f A juicy centre with a slightly crunchy outer shell. The Dragon Egg Fruit maintains its warmth internally, making it perfect for cold conditions. However, we don’t want to risk seeing what happens when the temperature rises too high. Someone call Emilia Clarke stat! Crystalline Crabapple (Yield: 400. Time: 12 Minutes) Min Temp: 0c/32f Max Temp: 50c/122f A fruit that shatters like a fragile gem in the mouth, melting into a delicious and nutritious liquid. Someone must have decided that a shiny rock looked good enough to eat. They were right. This fruit yields the highest food output, but also takes the longest to grow. Bloodydiarrhea Berries(Yield: 40. Time: 4 Minutes) Min Temp: -10c/14f Max Temp: 50c/122f A name that only an unfortunate Nugget could conceive. Fortunately, its toxins can be neutralized through a relatively simple process, but the name remains to honor its founder. It outputs very little food, but it’s such a pest that it grows in almost any climate at an alarming rate.
    PERFORMANCE CHANGES
  • Further load time improvements
  • More work to smooth the framerate (stutter reduction)
  • Nugget selection panel no longer causes massive FPS drops
  • Several additional meshes preloaded to reduce spawn-time stutter MISCELLANEOUS
  • Rebuilt ‘Object Distribution’ system for generating planets
  • Added ability to skip some or all of the tutorials
  • Added ‘local temperature’ readout to object selection tooltips
  • Mountain texture adjustments. Looks sharper up close.
  • Reworked the camera controls: both zoom and move to/follow functions were rewritten to be much smoother and more consistent, as well as some follow-through on the mouse drag so that it keeps spinning after quick drags
  • God Trail on mouse cursor (Can be turned On or Off from the Settings Menu)
  • Added temperature readout options (eg: switch between Celsius & Fahrenheit)
  • Nugget age timespans now more precise and controllable
  • The light axis now tilts up and down to closely mimic the way Earth’s axis leads to seasonal changes in the amount of daylight different areas get
  • Added a zoom, sensitivity slider to the game options menu. ART ASSETS
  • Birch Tree
  • Dead Birch Tree
  • Broadleaf Tree
  • Dead Broadleaf Tree
  • Maple Tree
  • Blueberry Bush
  • Melon Bush
  • Water Melon Bush
  • Panda Eyes Bush
  • Raspberry Bush
  • Cemetery Building
  • Farm Building
    AUDIO
  • News Panel buttons have sound now
  • Decreased distance that thunder sound can be heard from
  • Decreased distance that Nugget footsteps can be heard. Also toned down volume overall.
  • Made wind sound a little louder during fast camera movement
  • Customizable news message tones KNOWN ISSUES
  • All animals have been disabled temporarily. Animal system will go through a major redesign that will allow us to have more animals on the planet with overall better performance.
  • In rare instances when a Nugget is attempting to harvest a rock or tree it should not be able to reach, there will be framerate stutter while the Nugget attempts a more thorough search
  • Some buildings are missing ground decals. This system is going through a major redesign.
  • Lakes can sometimes spawn halfway into other bodies of water (new mini-game called lake invaders)
  • On occasion, Nuggets can take too many resources to a building that is under construction Unfortunately, we can't squeeze all information in this post. You can continue reading Patch Notes Here Thank you all for your amazing support and love! Crytivo Games Team.


    [ 2016-06-15 19:47:19 CET ] [ Original post ]

  • Cemeteries of The Universim

    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


    [ 2016-06-02 18:57:40 CET ] [ Original post ]

    New Patch - McPatchface is out now! (v 0.0.8)


    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.


    [ 2016-05-16 00:13:12 CET ] [ Original post ]

    Join our Live Stream


    Join our Live Stream at https://www.twitch.tv/crytivogames in 40 Minutes


    [ 2016-05-14 15:20:59 CET ] [ Original post ]

    Come Join us this Saturday on Twitch


    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


    [ 2016-05-12 17:38:44 CET ] [ Original post ]

    THE NUGGET REVOLUTION


    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


    [ 2016-05-02 21:28:18 CET ] [ Original post ]

    NEW PATCH IS OUT NOW V 0.0.7 (DIE HARD)

    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


    [ 2016-04-15 16:19:46 CET ] [ Original post ]

    Second April Update

    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:

  • Nugget Courier job
  • Updated Research System
  • Improved Messaging System (Nuggets will have bubbles above their heads reflecting their needs and current status. This also applies to buildings. An icon will appear above buildings that are occupied by Nuggets, out of order, damaged, and so on.)
  • Updated Nugget ID card. This card will better reflect a Nugget’s current status and the conditions currently affecting them.
  • Residential building limitations. This system will assign families to their own building. This means no more awkward situations with 20 people living in one hut. There’s no telling what they got up to in there. Each Nugget will need to have their own house to survive (but direct families can live together).
  • Eateries. An Eatery can serve multiple Nuggets at a time. Nuggets eating in eateries will refill their hunger faster, and their starvation speed will be much slower after eating at eateries. Can you spot how many times the word ‘eat’ appeared there? Eateries require at least one Cook, with a max of two.
  • Cemeteries. As with any living creature in The Universim, Nuggets die. It’s a sad reality, but at least they’re easily replaceable. After they pass away, their bodies will begin spreading disease if not adequately dealt with. Cemeteries will help keep your Epicenter clean and healthy and allow sad family members to recover their Happiness level faster.
  • More god Power mechanics. Building construction prioritisation power, increased Nugget conception (better fertility) power, the god menu, and the god
  • Points system.
  • Property renaming. You’ll be able to rename everything in the game. News messages will reflect changes accordingly.
  • Happiness. Happiness can increase or decrease a Nugget’s productivity. Sad/angry Nuggets can also set objects on fire or destroy things.
  • Nuggets will now be affected by temperature changes. Nuggets will slow down or die in extreme conditions.
  • Farm Improvements. We will introduce new crops and numerous balance changes alongside various UI improvements.
  • New foliage system. This includes the separation of food from regular trees and plants. Overall foliage improvements (not only visually but performance-wise as well).
  • Larger overall planet size.
  • Water consumption changes for buildings and Nuggets. Three new buildings are going to be introduced with this: the Pump, Well, and Reservoir. We’re adding a distribution system that will spawn lakes with fresh water across the planet. You’ll need to place pumps to extract and deliver water from them to your Epicenter.

    This is a pretty ambitious list, and we’re going to do our best to deliver everything mentioned here. However, sometimes unexpected bugs or other factors can eat away at our development time, but it’s all for the greater good. We chose a slow and strong development process over a fast and broken one. Since the last update, we’ve been dealing with a number of bugs and even had to partially rewrite our AI system. The hot fix threw us off track somewhat, which is why the upcoming update will not be as substantial as always, but we’ll be introducing some important foundations for future updates in the package. Here is the list of things that we’re planning to work on after we move into Alpha. Remember, the list is subject to change based on feedback and the current state of the game. Fire: a magical entity that has the tendency to make things hot. It will warm the surrounding area during cold winters and will consume wood points to remain active. It can also set objects ablaze, making it rather dangerous. Expeditions and mystery objects. This system will allow you to prepare Nugget Expeditions and send them to discover new lands, resources, and mysterious happenings. Witch Doctors. Eccentric, slightly mad, and wildly inconsistent. They will heal your injured/sick Nuggets. We hope... Community Bath. Who would have thought that a gathering of naked Nuggets will increase the community’s happiness? Fishing. You know the drill. Schools. Smarter and more productive Nuggets will rule the world. Hunting. It’s simple. Place a Hunter’s Hut, assign Nuggets, send them out into the wilderness, and watch them be brutally mauled by bears. Sadly, it doesn’t end with an Oscar nomination. Road system. This is in preparation for the implementation of the Medieval and Modern ages. As usual, thank you for your awesomeness! All the best, The Crytivo Crew


    [ 2016-04-08 01:22:11 CET ] [ Original post ]

  • Important April 1st Update


    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


    [ 2016-04-01 07:04:29 CET ] [ Original post ]

    PATCH 0.0.6 HOT FIX

    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

  • Foragers, miners and lumberjacks will IDLE if there are no resources to gather nearby. A critical news message will warn the player that the resource of type X is depleted.If the player opts to reassign a nugget to gathering, the system will still post the alter message and return the Nugget to Idle when there are no resources to gather.
  • Farm changes: Harvested food will appear as a food pile in front of the farm building, and nuggets will be able to eat from it.
  • Texture settings from settings menu have been removed.
  • Couriers have changed: When a courier is assigned to bring a resource pile back to a stash, he will also check for nearby piles and gather them too, until he is full or no nearby piles are left.
  • Fixed Couriers Hut icon in the construction menu. New Content
  • Easter eggs
  • Couriers now can collect multiple resources in the area, at once.
  • New Critical Message: “No food to harvest around the epicenter”. Balance Changes
  • Decreased food depletion rate.
  • Increased Courier Nugget speed.
  • Increased Couriers bag capacity to 30.
  • Increased clickable area on the Nuggets. Known Issues
  • There is an issue with builders waiting in queue for the couriers to deliver resources. During waiting and in case they get hungry, their AI will stuck in that state.
  • There is an issue with couriers trying to pick up a ground resource pile that is left in the middle of a construction site. The courier will stay in that state, trying to reach the pile.
  • Performance spikes during the growing plot process at the Farm.


    [ 2016-03-24 18:01:43 CET ] [ Original post ]

  • NEW PATCH IS OUT NOW V 0.0.6 (CARTER)


    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


    [ 2016-03-15 22:53:43 CET ] [ Original post ]

    A GOD'S GUIDE TO NUGGETS AND HOW TO AVOID KILLING THEM


    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.

  • The first interval: when a Nugget’s health is within this area, his or her health will recover automatically over time.
  • Second interval: a Nugget’s health will not recover automatically if their health drops to this level. Nuggets will start looking for medical assistance at this time. Only Witch Doctors will be able to help the Nuggets to recover. Additionally, when Nuggets, reach this level, a Sick Icon will appear above their heads and Nuggets will move 25% slower.
  • Third interval: This level indicates that a Nugget is in critical condition and needs urgent help soon or they will die. Nuggets at this health level will slowly lose health over time. The Maximum Health value is 100%. Certain Key Buildings will be able to add points to the maximum value. For example, if a Nugget is assigned to the Hunter’s Hut or Defense Tower, their total health points will increase by 25 due to the special equipment they receive. NUGGET'S HUNGER Next is the Hunger bar. It also has three intervals.

  • Interval one indicates that a Nugget is full and doesn’t need food. They feel content and happy. This adds + 0.2 to the Nugget’s Happiness.
  • Interval two indicates that a Nugget feels hungry, and they will start trying to find a place to eat once they complete their current task. This will bring the Happiness bonus to neutral (+0).
  • Interval three indicates that a Nugget is starving, which causes them to stop working. A Starvation Icon will appear above the Nugget’s head and a Critical News Message will trigger for the player. They will constantly look for food until their hunger is sated.
  • The Maximum Value is 100%. NUGGET'S THIRST Thirst mechanics are very similar to hunger mechanics, but instead of eating food, the Nuggets will travel to the nearest Well or Water Pond to drink water. There are also three intervals, which affects Nuggets exactly the same as food. However, there is one difference. When the temperature at the Nugget’s geographical location rises above 35 degrees Celsius, this bar will deplete 25% faster. This means that Nuggets, who live in deserts will require more water to survive.

    NUGGET'S STAMINA The Stamina bar has 4 intervals.
  • Interval one: the Nugget is well-rested and will work with 100% speed.
  • Interval two: the Nugget is tired and will go rest after they finish their current task. Their speed will be reduced by 25%.
  • Interval three: the Nugget Is exhausted and the appropriate icon will appear above their head.
  • Interval four: the Nugget was not able to reach their hut in time to rest and has simply passed out at their current location. ZzZzzz icons will appear above their head to assure you that they are not, in fact, dead. When a Nugget reaches this phase, it will take 50% longer to recover their Stamina entirely.
  • The Maximum Value is 100%.
  • When the temperature reaches 35c+, a Nugget’s Stamina will decrease 25% faster.
  • When the temperature reaches 0 degrees Celsius or lower, a Nugget’s Stamina will also decrease 25% faster. NUGGET'S HAPPINESS Happiness has two intervals.
  • Nuggets in interval one are happy and work with 100% speed.
  • Interval two: Nugget Happiness is low and they’re somewhat depressed. Nuggets will stop working at times, and they will become idle with angry icons above their heads. Nuggets will need to visit certain Key Buildings to raise the Happiness bar. These include Community baths, Movie Theaters, Roller Coasters, and so on.
  • The surrounding world can affect a Nugget’s total Happiness value. If the oxygen level is low/the air is polluted, this will keep Nuggets in a state of constant melancholy. Additionally, if a death occurs in a Nugget’s family, it will lead to a decrease in Happiness as well.
  • Some God Powers will allow you to temporarily increase Nugget Happiness. NUGGET'S STRENGTH Strength demonstrates how powerful a Nugget is. Based on this number, Nuggets will construct or destroy objects at a faster rate. Different activities increase a Nugget’s Strength at varying rates. Every Nugget starts with 1 to 4 Strength points, and based on their assigned tasks, this value will grow.
    CONTINUE READING HERE


    [ 2016-02-29 05:59:57 CET ] [ Original post ]

  • NEW PATCH IS OUT NOW V 0.0.5. (GRAVYSTEIN)


    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


    [ 2016-02-16 21:11:35 CET ] [ Original post ]

    February Info Update


    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!

  • Warehouse V2: Name Change!
  • Upcoming features
  • New Team Members
  • Localization and Stretch Goal Lockdown We've spoken about the Warehouse in a previous Info Update, but with the new name change and the inclusion of this feature in an upcoming patch I thought it was time we took a closer look! GATHER'S HUT CONCEPT ART
    WHAT IS IT? The gatherer's Hut plays the role of Resource Distribution Center. Nuggets will come to Gatherer's Hut to pick up resources. The Gatherer's Hut does not store resources and the player will need to build Stashes for that purpose!
    After a Gatherer's Hut is placed the player can click on the building and chose available stashes from the panel. CURRENT AVAILABLE STASHES (names will be changed per era)
  • Stone Stash
  • Metal Stash
  • Wood Stash
  • Oil Storage
  • Gas Storage
  • Food Stash STONE AGE STASHES CONCEPT ART In the stone age this Stash holds up to 200 Stone Points without the upgrade. Each Stash can have up to 4 spots for resource piles, each spot holds 50 points of stone max.


    Above is an example of empty and almost full stash. When Stash is full, a flag will be raised to let the player know! RESOURCE PILES AND MODELS Each resource type will have a certain 'Pile Size' based on the amount of resource points stored. The resource pile's model will change size and shape depending on the pile state. Each Resource Pile has 7 states From 1-2 Resource Points From 3-6 Resource Points From 7-12 Resource Points From 13-25 Resource Points From 26-50 Resource Points From 51-100 Resource Points From 100- ∞ Resource Points
    COLOR CODED BOXES FOR EACH RESOURCE TYPE
    Orange Boxes Used to store Stone Pink Boxes Used to store Food Green Boxes Used to store Wood Black Boxes Used to store Oil Purple Boxes Used to store Gas Teal Boxes Used to store Metal In the UI, the top value on the boxes indicates the Capacity of the box and how much is currently occupied:
    PICK UP / DROP OFF Each Gatherer's Hut has a Pick Up spot. This is the spot where Nuggets come to collect resources for construction. Depending on the amount of courier workers, we can determine how fast or slow this process progresses. Each courier worker can only serve 1 Nugget (Client) at a time. If there are more Nugget Clients than Courier worker Nuggets, there will be a line of Nuggets queuing in front of the Gatherer's hut.
    Couriers Couriers are the Gatherer's Hut workers. They pick up resources from Stashes for Nugget Clients. Nugget Couriers can carry more resources at the same time than any other Nuggets. Nugget Couriers can carry up to 15 resource points at the time, without upgrades. Normal Nuggets can only hold 3 resource points!
    The Gatherer's Hut will come in a future patch once the team finalizes all the details! Please remember that all the above info is to be considered as "work in progress" and may differ the final version! WATER CONSUMPTION
    WHAT IS IT? Every Nugget requires clean water to survive and needs to consume water throughout the day to survive. On the planet, there is a limited amount of clean/drinkable water that the Nuggets will have access to. Most of the biomes in the game have water sources upon which you will be able to build Water Pumps. Once a Water Pump is built, the Nuggets can then construct a Well. Wells allow nuggets to gather water. STONE AGE WATER RESERVOIR Players can build Water Reservoirs to collect excess water generated by pumps. HOW IT WORKS: When a pump generates more water than the Population requires, the extra water is stored in the Reservoir. If the population and water consumption grows to exceed a pump’s output, Nuggets will begin utilizing the available water stored in Reservoirs. REQUIREMENTS & SPECS Players can build Reservoirs anywhere on the planet. Stone Age Reservoir Cost: 50 Wood, 50 Stone, +1Wood and 1 Stone for each Meter from Pump. Reservoir can hold up to: 350 kgal of water. STONE AGE WELL In the Stone Age, Wells are where Nuggets can drink water. Wells can only serve one Nugget at a time. REQUIREMENTS & SPECS Wells can be built anywhere. The further a Well is situated from a Pump, the more expensive it gets. Stone Age Well Cost: 10 Wood, 10 Stone + 1Wood and 1 Stone for each Meter. STONE AGE WATER PUMP REQUIREMENTS & SPECS: Water Pumps can only be built on the side of ponds/lakes with clean drinkable water. Stone Age Pump Cost: 35 Wood, 35 Stone Single Pump Generates: 5 kga
    We've discussed Creator Powers in the past and the team has been hard at work getting this feature finalized, here's a look at the new Creator Power Wheel, It's still being finalized but we should be seeing it in game soon! Next we have the re-designed stone age hut and the gathering hut. In the below examples you can see the night time version (left) and the daytime version (right) of the stone age hut.
    Concept art for a construction site (above) and it's scaffolding (below). These will appear whenever a new building is being constructed.

    LOCALIZATION AND STRETCH GOAL LOCKDOWN! We finally have a list of the available languages for the final game. English French Italian German Spanish Russia *More languages may come at a later date, but the final game will ship with these supported!


    [ 2016-02-08 22:26:05 CET ] [ Original post ]

  • New Stetch Goal Reached


    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


    [ 2016-01-26 20:09:42 CET ] [ Original post ]

    Patch Note V 0.0.4. (Dark Light)

    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)


    [ 2016-01-15 23:33:34 CET ] [ Original post ]

    Learn about Planet ENIGREBUA more updates.


    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.

    • Creator Power Radial Menu
    • Research Screen Change: Spider web to Linear
    • Planet Concept: Enigrebua
    • Gamescon: Germany!
    • What's on the horizon?
    CREATOR POWER RADIAL MENU Last update we looked at the creator or god powers, and shortly after the document on them was released, but one thing was missing: How you'll select and activate those powers for use. Below you'll see the concept work for the Creator Power Radial Menu, along with the CP point bubble (upper left in pink)
    Please be aware that this is only a concept image and the final version may be different! RESEARCH SCREEN CHANGE Currently the research screen is radial, based off a central point. While this worked, it didn't really flow (based on your feedback). Now with the new side to side menu, we have a clear path(s) to follow to progress to the next Era!
    The team is finalizing this new system now and we should see its introduction sometime within the next few patches. ENIGREBUA PLANET CONCEPT Enigrebua is a dark planet in The Universim’s vast universe. The surface of the planet consists of a dark, dry, and crumbly material, which is somewhat of a mixture between sand and metal, with reflective, metallic, and glowing particles that are visible during sunset. Scattered across the surface are also hard, sharp rock formations and aggressive, spiky flora.
    Dominant Colors Violet Dark Blue Black Explorers will notice that there is barely a mountain in sight on the planet, which can be attributed to a lack of large bodies of water or high levels of moisture. The gravitational pull on the planet is also significantly higher than that found on Mother Planet. For these reasons, animals and plants remain firmly on the ground and often concentrate their numbers in areas where any measure of moisture can collect. The wildlife’s appearance is that of a fungal or mucous-based entity, and each species exhibits a different behavior and body structure. Most of these animals are friendly in nature, but predators of medium size and fast movement speed also roam the desolate plains.
    The planet does not contain much in the way of fauna, but certain biomes do appear to contain far more than others. The planet contains approximately 25% of the required oxygen levels for the Nuggets, which means that it can be colonized with the right amount of work. Overall planetary temperatures range from 0-15 degrees Celsius, which is common for a planet of this type. However, winters can drop the temperature to as low as -100 degrees Celsius, meaning that appropriate steps must be taken to ensure the safety of the colonies. The planet orbits a very small star that can be seen from the surface. Further observations have shown that certain plants glow during the night. Resources: Planets of this type are filled to the brim with oil. 90% of the resource pool is oil, with a small quantity of gas and metal making up the remaining percent. WHAT'S ON HORIZON We'll be shipping out the Kickstarter backer items, including T-shirts, mother planets posters and 3D prints near the end of Q1 2016. We'll also be granting access to the Pre-Alpha/Alpha to any KICKSTARTER backer who backed at the Early Beta Access Tiers near the end of Q1!
    We're planning on heading to Gamescon Germany between the 17th-21st of August. if there are any other conventions or Expos you'd like to see us attend, let us know in the comments! And finally I'll leave you with this: Alien Planet Fauna concept image. Help us name him and decide if he's a carnivore or herbivore!
    And as usual, for day to day updates follow us on Twitter and Like us on Facebook


    [ 2016-01-09 21:45:38 CET ] [ Original post ]

    Creator Powers

    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.


    [ 2015-12-26 19:09:32 CET ] [ Original post ]

    Happy Holidays, Everyone!

    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!


    [ 2015-12-24 19:10:25 CET ] [ Original post ]

    The Universim Received - Coolest Indie Of The Year Award 2015


    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


    [ 2015-12-23 01:20:27 CET ] [ Original post ]

    The Universim
    Crytivo Games Developer
    Crytivo Games Publisher
    Aug 2018 Release
    Game News Posts: 148
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    Very Positive (7552 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • The Universim Linux [1.35 G]
    Available DLCs:
    • The Universim Collector's Pack Vol 1
    • Meet the Universim


    The Universim aims to revive the glory days of the god-game genre, and bring it into the new generation with fresh ideas and ambitious gameplay. With the powers of a god, you are unleashed upon the universe to begin forging your galactic empire in the stars. From dust to the cosmos beyond, your civilization will rise through the ages under your guidance. Yet, this is not the same static world you may be accustomed to, this is a dynamic, living world that is just as unpredictable as it is beautiful. Everything in The Universim revolves around dynamic gameplay. No two planets will ever be the same, natural disasters and other events can be triggered at any time, and the AI will react to the world in an organic and believable way. Although, it wouldn’t be any fun if things don’t get a little silly every now and then.



    Your citizens (Nuggets) will make their own decisions and always seek to better the civilization in some way, but, at times, things may not always go to plan. Fortunately, you are there to keep them on the straight and narrow. Or, rather, to keep them from getting themselves killed, at least. One such situation that may arise from bad decision-making is that two or more AI cities declare war on one another. You then have an important choice to make: intervene and attempt to bring an end to the chaos, or simply watch as they destroy one another. Some people just want to watch the world burn, and we’re okay with that.
    Research plays a pivotal role in The Universim, and is therefore an area that will require your utmost attention. Without certain discoveries or technology, your civilization may not even be able to progress beyond the Stone Age. For instance, fire is a crucial invention to ensure the warmth and safety of your early civilization, amongst other useful applications. New research options become available as your civilization progresses through the ages.



    Learn More About Nuggets

    Due to the dynamism of the game, natural disasters, alien visitors, disease, war, famine, riots, and so much more can be thrown at your civilization at any time. All of these factors will leave their mark on the civilization, but can be dealt with in numerous ways. When something like the plague strikes, it is up to you to quickly strategize on how you will help your civilization overcome this disaster. The way in which you fight certain disasters varies from era to era, depending on the current research level and available technology.

    When it comes to disasters, the world itself is not the only bringer of doom. You, too, can trigger disasters if you are displeased with your civilization’s decisions. Your influence over the world is dependent on two basic elements, Power and Wrath. Power comes from having a loyal civilization under your control. Successful completion of tasks and other activities will generate the Power you need to alter the very world itself, such as changing the weather or triggering events. It can also be used to initiate a major civilization action. Conversely, if your civilization begins to lose loyalty due to failed events, every action they perform that displeases you will generate Wrath. This, in turn, allows you to unleash destruction upon them at any time.

    The more loyal a civilization is, the better they will follow your orders. Sometimes, you just need to remind them who is boss. What better way to do that than to send a meteor down with a friendly note strapped to the side? There are also less destructive ways of maintaining loyalty, though. You kind of need a civilization to exist in the first place if you plan to rule over one. Although, it’s sometimes just fun to blow things up, isn’t it? You monster.

    Disasters will also have many simulated secondary effects. Something like a meteor crashing into the planet will not only leave a sizeable crater, but it could also set trees and buildings on fire. Fires spread dynamically, making it rather dangerous for any structures or citizens within range. However, YOU can prevent forest fires! By wielding your Creator Abilities, you can drag a storm cloud over the impact zone and cool the situation down before things get out of hand. Creator abilities are your way of interacting directly with the world and assisting with various issues that may arise. These kinds of abilities drain Power, though, so use them wisely!



    Buildings and society will evolve as you progress from era to era. Every era will bring with it entirely new types of buildings that will impact your civilization in some way. All buildings will be constructed around what we call The Epicenter, the central heart of every city in the game. You can place an Epicenter in any feasible region on the planet that supports cities, and buildings will begin developing around it as your population grows. Normal housing structures can be built automatically, but you will need to explicitly choose where special buildings go up. Special buildings include things like farms and nuclear power plants. Civilization development and expansion is based on the conditions around your Epicenters. In certain environments, your population and buildings will grow faster. However, in cold environments, deserts, and other rather inhospitable areas, resources like food may be scarce and will thus hinder development.

    In a vibrant, living world driven by dynamic events, realistic natural processes, and ever-changing environments, you need an in-game simulation engine that is capable of going above and beyond expectations. This is what the Prometheus In-Game Engine™ aims to be. Developed from the ground up in Unity3D, it will form the foundation upon which every element in the game is built.

    Thanks to Prometheus, every planet you encounter in the game will be as unique and vibrant as the last. Doesn’t random generation rock? You will come across planets with varying temperatures and environmental conditions, as well as a wide range of characteristics that make them special. Planets will also undergo the changing of seasons, which affects the many environmental biomes on the planet. It has the potential to cause rapid changes in temperature and conditions, leading to a significant change in the rate of resource gathering and civilization development.



    Seasons will change according to the in-game timeline. Summer offers the best food yield and growth period due to its favourable weather, while winter can have a negative impact on the wellbeing of your civilization. Some winters may go by quickly, while others will drag on. There is even a chance for the most brutal winter of all to ravage your civilization for months on Mother Planet. Fortunately, our in-game News System will inform you about upcoming winters, giving you enough time to react and begin preparing for the long winter months ahead by storing food and researching the appropriate technologies. Fire, clothing, storage of food, and building shelters are all excellent examples of proper preparation.

    The space era will be the culmination of all your hard work. All of the decisions you have made thus far will truly begin to bear fruit or reveal their consequences, if any exist. This is when you will begin to discover all of the beauty and mercilessness of alien planets.

    Colonization plays a huge role in the Space Era, as it allows you to spread your civilization across the stars. New research opportunities, technologies, resources, and more can be discovered by exploring and colonizing planets! However, colonizing a planet requires a little preparation beforehand. Simply hitting the GO button when initiating a mission will likely result in unhappy endings. If adequate research about the planet is not done, it may lead to the untimely demise of your colonization team. After all, it can be rather difficult to traverse molten lava while fending off giant space mosquitoes with nothing but a tube of sunblock! Even more so, if they happen to be wearing the previous mission's sub-zero equipment.



    Every planet in the game can be colonized. They may just require a dash of scientific magic to make them habitable. Certain planets could even possess extremely valuable resources, but there is always a catch. Such planets may also have a ticking timer attached to them, indicating that the planet is going to explode or the sun is minutes away from going supernova. Are you brave enough to risk it all and attempt to harvest those resources before time runs out? There is always the option to leave the planet to die in peace, of course. You may already have a cargo hold full of valuable resources and new discoveries. It would be a shame to see all of that go to waste! Oh, and your poor colonization team, too. Imagine all the paperwork…

    Naturally, the hardships may not always end at having to harvest all of the resources before the timer hits zero. The planet could still have unsuitable conditions for your team to get the job done. You will most likely need to place atmosphere generators to generate air and thermal regulators to keep the temperatures on the planet at suitable levels. It’s not going to be an easy process, but the rewards may just be worth it.

    Most alien planets will also likely have a few strange creatures roaming around. Some may be friendly, and could even become good friends with your crewmembers. Others have sharp teeth and a general dislike for everything that moves. Better pack a few weapons as a precaution! You will encounter many unique and interesting creatures, vegetation, and environments in your travels. Be sure to send any interesting combinations you find to us! Prometheus might get a little ‘creative’ sometimes.



    A lot of extra detail is planned to go into numerous planets in The Universim. You can expect to find many easter-eggs and secrets scattered across the universe. There are even plans to possibly include mod support somewhere down the line. After all, no modern game would be complete without inappropriately-shaped rocket ships!

    By utilizing an intuitive GUI, you can keep track of the various planets in the universe and manage your intergalactic endeavours with ease. Every star in the sky is actually a different planet that you can discover and explore. This is another area where research and technology can make or break your experience. One such technology is the Discovery Rover. This vehicle can be sent to distant planets to acquire information about the conditions, colonization requirements, hidden dangers, and available resources. However, as with everything else, you will need to prepare your Rover adequately for the mission. Additional technologies like Environmental Armour, Thermal Shielding, weaponry, resource probes, and more will need to be acquired in order to get the most out of your rover and protect it from the dangers of alien planets. There is even the ability to add an all-purpose camera to it, which allows you to take direct control and drive it on alien planets! Did someone say VR? We might have. Maybe.

    What will you do with the power to control the universe? With the fate of galaxies resting in your hands, and the fragile lives of so many under your influence, there is no telling what you may accomplish. Through your every decision, you are writing the history of a species. This is your story now, so make it one to remember.

    MINIMAL SETUP
    • OS: TBA
    RECOMMENDED SETUP
    • OS: TBA
    GAMEBILLET

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