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Name

 The Universim 

 

Developer

 Crytivo Games 

 

Publisher

 Crytivo Games 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

 

 Early Access 

Release

 Aug 2018 

 

Steam

 22,39€ 18,39£ 23,99$ / 20 % 

 

News

 145 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 103 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/352720 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 100,000 .. 200,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 1069  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 1841 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 The Universim Linux [1.35 G] 


DLC

 The Universim Collector's Pack Vol 1 




LINUX STREAMERS (4)
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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 03:46:29 CET ] [ Original post ]