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New Education & Retirement System & GOLD!! - EA 2024.11.14

Hey settlers, Our biggest update yet is here, and were celebrating with our largest sale ever25% off! This patch introduces the new education system and plenty more: New Education System:

  • Guild House: Build this new structure to unlock education for children and adults.
  • Apprenticeships: Young villagers can now learn trades by visiting production buildings and supporting workers, making them more efficient in higher-tier buildings after training.
  • Child Policy: Control the percentage of young villagers through the guild house.

Gold & Economy:
  • Gold Mines and Ores: Extract gold to produce valuable gold bars.
  • Treasury Building: Mint gold coins to enrich your villages economy.

Retirement System:
  • Added a new retirement need at Tier 7 for humans.
  • Balanced human aging so children age three times and adults twice the normal speed, reaching 60 in 28 in-game years.

Other Notable Additions:
  • New effects added: Cursed, Energetic, Depressed, Excited.
  • Improved diplomacy and tooltip layouts for better gameplay.
  • New map transition option allowing only humans to pass.
  • Winter models for palm trees and many UI and editor enhancements.
Enjoy the new education system and all the updates we've packed into this release! Thank you for your continued support and feedback. Let us know what you think with a review on Steam. Your Team Kerzoven [table noborder=1] [tr] [th]
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[/th] [/tr] [/table] Patch Notes 2024.11.14:
  • Guild House: Build this new structure to unlock education for children and adults.
  • Added education mechanics to the game. Childrens can now do an apprenticeship when you build a guild house and unlock the policy. Apprentices visit production places and learn how to do the craft, support the workers and visit the guild house regularly to learn more. Trained personnel work more efficiently, especially in high tier buildings.
  • Added gold mines, gold ore and gold bars to the game.
  • Added the treasury building to the game. It can mint gold coins.
  • Added a retirement system and added the need for retirement in T7 for humans.
  • Added a child policy system through the guild house to limit the percentage of young people in the village.
  • Balanced the human age progression: Children age now three times the normal speed and adults two times. So it takes 28 in game years to get 60.
  • Added T7 need for retirement.
  • Only keep one log file for modding in rotation to reduce the number of created log files when using mods.
  • The editor now uses randomized hunger, thirst, sleep etc when an animal is set. This helps to get a better initial animal balance.
  • Improved the diplomacy quest tooltip layout.
  • Added mechanic to set and unlock a custom diplomacy precondition for the scenario.
  • Added effects: Cursed, Energetic, Depressed, Excited.
  • Added more tooltips for the settings.
  • Improved the tooltip and popup panels in the main menu.
  • Fixed an issue where the world map image was not loaded from the savegame but from the internal world map.
  • Fixed a possible rare race condition where the group need is updated while the group state is updated.
  • Added option for a map transition where only humans can pass.
  • Modding: It is now possible to select a specific faction with which the player should establish diplomatic relations.
  • Improved forge navigation layout.
  • Modding: Added option to choose if you directly want to activate a diplomatic quest or not.
  • Added a more detailed description to the cesspit.
  • Added possibility to add tags to the scenario.
  • Improved the UX when assigning new people to a working place or moving them to another location.
  • Fixed icon path for Accessories.
  • Tutorial: The tutorial quest for changing the working priority and hiring or firing an employee can now be solved as well in the faction UI.
  • Editor: Directly update the animal visuals to show the correct model in the editor.
  • Editor: Set lower bound in the editor for animal fat percentage a bit higher.
  • Allow wheat to be planted on sand.
  • Isolated achievement progression task and internally locked the states to avoid conflicts.
  • Fixed a rare crash when creating the UI requests the AI description tooltip at the exact same time as the agent updating the AI jobs.
  • Fixed a rare race condition where a new entry is added to the missing path reporter the same time the state was read by the UI.
  • Fixed a potential issue with the dynamic agent fulfilment statistic data entry when data is requested for not yet initialised states.
  • The restaurant now shows the correct text for the "get preserved meat" task.
  • Improved the precondition of the weirs and charcoal burners: T3 forester or community centre counts as well.
  • Improved upgrade wrong faction filter size to not allow changing first row upgrades for other factions.
  • Added winter models for palm trees (damaged model).


[ 2024-11-14 16:20:08 CET ] [ Original post ]


Fixes, Improvements and More - EA 2024.09.25

Hey settlers , With this patch we have fixed a number of rare crashes and improved some gameplay details while we work on bigger features. Enjoy! :)

Patch notes:


  • Fixed a problem where the game could crash if you checked the community need of a human while they were dying at the same time.
  • Tutorial: If a transfer request is successfully added, the help task can be skipped.
  • Tutorial: The trade tutorial quest now checks the full trade range to be marked as solved as the UI changed.
  • Fixed a rare issue where the effect list of animals updated in the exact moment while a new effect from the scenario was added.
  • The heat overlay is now automatically opened when you build a Finn torch or wind catcher tower.
  • Removed the tooltip part in the community centre, that you need a community centre to invite new people to avoid confusion.
  • Fixed a crash that occurred when investigating a need of a dead entity that requires an item in the faction.
  • Synchronised templates.
  • Fixed an issue where the template folder could not be created again if it got manually deleted by the user on certain systems.
  • Improved the UI aspect scaling on forced oversampling (external tools) on certain systems.


[ 2024-09-26 08:27:21 CET ] [ Original post ]


Food Storage Upgrade - Patch Update 2024.08.29

Hey settlers, This update brings new storage options such as a root cellar for your fruit and vegetables and a butcher's shop for preserving meat. There are also more storage upgrades to choose from for your grain mill and farms. This makes the game a little easier for the moment, but will be balanced in the next big update (you'll see why ^^). Whats New:

  • Root Cellar: Store your fruits and vegetables in the new root cellar, keeping them fresh and ready for your villagers.
  • Butcher: Now you can process, preserve, and store meat with the addition of the butcher. Your hearty kitchen and restaurant can now serve up preserved meat to keep everyone well-fed!
Improvements:
  • Better Coordination: Workers in production buildings now coordinate more effectively to receive items from other buildings.
  • Favored Goods: Workers now slightly prefer goods coming from other production buildings, making your supply chain smoother.
  • Monastery Rituals: You can now create a local ritual in the monastery, even if theres no path to a ritual site.
Farm Balance & Fixes:
  • Farm Upgrades: Farms can now support more workers and store more goods, boosting your agricultural output.
  • Partner Search Fix: Resolved an issue where humans had trouble finding a partner due to a locked home slot.
  • Quarry Icons: Added quarries to the map icon selection for easier identification.
We hope you enjoy these updates! Thank you for your continued support and feedback. Keep building, keep thriving, and let us know what you think by leaving a review! Your Team Kerzoven [table noborder=1] [tr] [th]
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[ 2024-08-30 09:15:45 CET ] [ Original post ]


Enhanced Quests UI and Exploration - Patch Update 2024.08.07

Hey settlers, Check out our latest patch! You can now see quest requirements and rewards directly in the UI, and weve boosted hunters weapons by 20%. Enjoy improved fishing and smarter animal navigation. Weve also streamlined map exploration and fixed several bugs for smoother gameplay. Thank you for your feedback and support, tell us what you think by writing a review!
[table noborder=1] [tr] [th]
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[/th] [/tr] [/table] Patch notes:

  • Buffed the hunters weapon by an additional 20%.
  • Fixed a possible edge case where something could be exactly at the border of the map when it has uninitialized data.
  • Added option to add custom item ID and counts & workload to map exploration.
  • Balanced the map exploration requirements for the Kerzoven scenario.
  • Slight immigration balancing that you get a bit more on level 4/5 and a little less on level 3.
  • Different maps now need different items and work preparations to discover them.
  • Improved the navigation that animals can no longer traverse through corner pieces into the next tile in the direction of the lake.
  • When people or materials are moved between maps, they now arrive at the correct waypoint.
  • Fixed a rare race condition when the state of a human was requested to collect problems in the faction at the exact moment the list is updated.
  • Fixed a rare issue where the game could crash when a home is deconstructed while a human just left the home at the exact same time.
  • Fixed a rare race condition where the game could crash when the trade log was inspected at the exact time a trade happened and the old values were still in cpu cache.
  • Bees can now fly over fences and can now as well access areas small animals can.
  • Buffed fishing. Fishing places have bigger stores and better upgrades. Pike and trout provide more meat per fish.
  • Now uses the engine's smooth camera motion interpolation, which is less susceptible to FPS changes for its motion speed than the previous one.
  • Slight weight balancing between animals: Hares, rats, cats and raccoons drop slightly more meat (around +15%), while wolves, sheep and deer drop slightly less (around -5%).
  • Added a check to ensure the WorldDescription.json exists in the save files. If not we display an error that the file is missing.
  • Insufficient item requirements in production tasks are now more visible.
  • Added checks for the settings background scene if someone edited the scene (mods or by hand) and can not be loaded.


[ 2024-08-07 09:45:40 CET ] [ Original post ]


Hydrology, Thermals & UI Improvements - EA 2024.07.18

Hey settlers We are hard at work and surprise you today with the biggest update of this quarter. In this patch we have taken care of a better visualization of the water simulation and the manipulation of temperature. We've also made some changes to the UI thanks to your feedback! Water Levels: Water level changes are now visually represented. Now you can see how deserts get the water they have been waiting for from the mountains, or how pastures use up all the water.
Temperature Manipulation: You can now build a wind catcher tower to cool down an area. [table noborder=1] [tr] [th]
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[/th] [/tr] [/table] You can now build a finn torch to heat up an area.
UI Improvements: We added faction attractiveness and immigration details to the community center.
We reworked the market place UI to make it easier to use, explain more what is going on, and provide a better overview. [table noborder=1] [tr] [th]
[/th] [th]
[/th] [/tr] [/table] Villager Pathfinding Improvements: Villagers can now automatically improve their commute time by switching homes if their location is not locked when you have a community centre. Implemented an iterative linear balanced assignment problem solver. Full Patch Notes:

  • Water level changes are now visually represented.
  • You can now build a finn torch to heat up an area.
  • You can now build a wind catcher tower to cool down an area.
  • Added faction attractiveness and immigration details to the community centre.
  • Reworked the market place UI.
  • Villagers can now automatically improve their commute time.
  • Implemented an iterative linear balanced assignment problem solver.
  • Resetting the time to the default time when a new scenario is created in the editor.
  • Monastery can now be heated, which fulfils the T4 need of a heated home as well.
  • Humans now have a need to build or visit prestigious buildings.
  • Added a check if a file is missing/deleted and display the problem in the UI. This helps modders when they move files and forget to remove the references to deleted files.
  • Made it more clear when the set production limit in the activity view is maxed out or there is no limit.
  • Made it possible to show up to 4 digits of for production limits in the activity view.
  • Fixed an issue, where the camera start position was interpreted in a wrong way in certain regions of the world. (3.00 was read as 3000)
  • Added stone stairs for biome transitions and integrated the automatic upgrade.
  • Fixed a rare crash when the pollution is affecting humans and animals.
  • The Stonemason storage upgrade is now cheaper.
  • The water flow for the sawmill has been adapted so that it can also be connected to the water corner tiles.
  • Fixed the beehive entrance marker for the second winter model.
  • Improved the clickable area of the healing bathhouse.
  • Adjusted the colors of the stone road in the desert to fit better to the biome.
  • The fruit tree yields a little more fruit when fully grown.
  • Slightly adapted the waterfall mesh to fit better to the water levels.
  • Fish will now adapt their swim height to the water levels.
  • Increased the lake water capacity.
  • Waterfall animation stops if there is no water flowing anymore.
  • A crash has been fixed if you left the window of a dead person or animal open and tried to inspect a specific need of that entity.
  • Added an option to strictly assign humans to a specific building.
  • Added an option to lock a free bed to prevent automatic assignments.

If you're reading this, you've plowed through our biggest patch notes yet. Thank you for your time and interest in Of Life and Land. It really means a lot to us! If you haven't picked up the game yet or have friends who want Of Life and Land: We are currently 20% off in two sales the Automation Games Sale and Simfest 2024 and the discount will be active until July 30th. If you want to support us in Early Access, we appreciate every review, it really helps us small indies! Your Team Kerzoven [table noborder=1] [tr] [th]
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[ 2024-07-18 18:34:21 CET ] [ Original post ]


Steam Summer Sale: 20% Off "Of Life and Land" for the First Time!

Hey Settlers, Of Life and Land is discounted by 20% for first time in Steam Summer Sale! Perfect time to cross it off your wishlist or recommend it to your friends. Dive into a charming settlement-building strategy game paired with a rich simulation experience. Thanks to all of you who have already bought the game. Your Team Kerzoven
https://store.steampowered.com/app/1733110/Of_Life_and_Land/


[ 2024-06-28 11:47:18 CET ] [ Original post ]


Stone Stairs, Clean Animals, and More - EA 2024.06.26

Hey settlers, Here's a new update with a few changes! Stairs are now automatically updated to stone when connected to a stone road. Animals have a home concept and will clean their homes. Fruit trees, cacti and palms can be fertilized. Many bugs have been fixed, such as the correct setting of barn capacity after reloading. Thank you for your feedback and support, tell us what you think by writing a review! [table noborder=1] [tr] [th]
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[/th] [/tr] [/table] Patch notes:

  • Stairs will now upgrade to stone if they are connected to a stone road.
  • Cows, hares, and rats now have a concept for 'being at home' as well.
  • Foxes, wolves and rabbits will clean their den if it is dirty, cats and raccoons now have a need to be clean too.
  • Improved how animal groups with a hierarchy move and made it more performant as well.
  • Fruit trees, cactus and palm trees can now also be fertilised.
  • Made the collection process clearer for picking fruit in different climates.
  • Changed the honey count to make it clear which part of the honey can be collected from bees, as they need some for themselves.
  • Fixed an issue where the barn capacity and fodder type was incorrectly set after reloading the game for certain animal types.
  • Fixed an issue where the progression for road construction sites were not saved.
  • Improved the windmill visuals to make it more clear where the walk areas are.
  • buffed the hunters weapon and reduces the defence of cows to make it reasonable to hunt them
  • Fixed a problem where the item grid in the reallocation view was not showing the correct stock if it was 0 on the selected map.
  • Animals and humans now correctly start at the age of 0.
  • Fixed typo showing the wrong tier requirement in the T6 & T7 progression quest.


[ 2024-06-26 11:57:05 CET ] [ Original post ]


Better Old People, New Animations and More - EA 2024.06.10

Hey settlers , We've got some great new features for you in this update! You can now see all of your faction's trade transactions in the marketplace, and you can filter them to show trade within your faction, local trade only, or trade between you and other factions. And you can see the new animations we've added for old people! Onward to 150 Reviews - We're Already at 116! Together and thanks to you, we have already achieved over 100 reviews! We are super proud of that. Our next goal is to crack the 150 review mark. Remember, every piece of feedback helps us to improve and grow, so thank you again for taking the time to leave a review! [table noborder=1] [tr] [th]
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[/th] [/tr] [/table] Patch notes:

  • Old people now have a custom animation when they walk to make it more clear they walk slowly because they are old.
  • Added logging and wood cutting animation
  • People have a new custom animation when they relax
  • Added more trade log details and new filters.
  • The trade log can now display all trades in your faction.
  • Added 74 more names.
  • People will slightly favor stores with larger stock of the item they are looking for that are a little further away over stores with only partial stocks.
  • Farmers will now coordinate a little more when fertilizing the plants.
  • If a barn is destroyed, animals are now correctly released to the wilds again.
  • Slightly balanced the metabolic energy cost for reproduction according to new findings of scientific research.
  • Slightly balanced the forest sizes on the start map
  • Increased animal history max count from 512 to 1840.
  • Fixed an issue where an invalid source cell position is selected to find a good place to nap.
  • Added option to set additional keys for camera rotation, mouse move, zoom in and zoom out.
  • Added option to only show the last 10 years, 50 years or all data in the census.
  • Fixed a water tile in coast, hills and Mountains.bin
  • Fixed a rare crash that occurred when a house UI was opened at the exact moment a resident left the building.


[ 2024-06-13 10:52:49 CET ] [ Original post ]


New Animal & Three New Maps - EA 2024.05.28

Hey settlers, Today we surprise you with a big update, on the one hand with a new animal and new maps, on the other hand with a ton of changes regarding balancing and quality of life. Here we go : Pike: Finally, the trout has a natural enemy that keeps the population under control. The pike hunts smaller fish and can be fished just like the trout.
New Mountain Map: A new mountain map is now available. On it you will find additional iron ore but also an extremely cold climate!
New Moderate Map: A new fertile map with interesting cliff formations. Perfect for agriculture to support even larger cities with food
New Desert Map: A new desert map with additional copper but extremely hot climate!
Thanks to your feedback, we've also made a lot of balancing and quality of life changes. You can find the detailed patch notes below. Your Team Kerzoven

Patch notes:


  • Added pike as a natural predator for small fish.
  • Added a new mountain map with a very cold climate
  • Added a new moderate map, perfect for agriculture to support even larger cities with food
  • Added a new desert map with a very hot climate.
  • Further balanced animals to let them survive for over 100 years on most maps with fitting climatic conditions.
  • The fishery will only catch fish big enough and release small fish back to the water.
  • Implemented fishing for new fish.
  • Illness effect is now a bit stronger
  • Fish will now swim more between maps, especially trouts.
  • You can now select what to feed the animals in barns.
  • Slightly buffed the barns.
  • Increased the need of single animals to explore the world to find a mate.
  • Prevent animal groups getting too big as long as there is space in their home, even if their usual group size is much smaller.
  • Fixed invalid UV2 channel data for flat winter desert tiles.
  • Allow the bathhouse to get access to stored water from the whole town.
  • Improved the way animals select their home.
  • Fixed an animation path for a specific cat model.
  • Fixed a rare crash when you were inspecting effects in the exact time the effect was added to the object.
  • Fixed an issue where the maximum trade value was calculated too high for trades between different factions.
  • People now walk a bit faster on a mud street (from +23% to +28%)
  • Further optimized the navigation performance.
  • Added Fahrenheit next to Celsius on the map temperature hint.
  • Added option to sort by workload or by name when hiring a new person.


[ 2024-05-28 15:11:06 CET ] [ Original post ]


Fixes, UI Improvements and More - EA 2024.05.15

Hey settlers , With this patch you can finally see how many items are needed to craft certain things and you can directly see active effects in the faction overview

Patch notes:


  • Improved genetic randomization if you invite people quickly in a row.
  • Added option to directly show the needed item counts and results in the production UI.
  • Implemented views to show the needed item counts for the production buildings.
  • Improved effect and status icon quality by using a slightly lower mip level.
  • Up to 5 effects are displayed in the title bar instead of 3.
  • Effects are now shown in the faction overview.
  • Re-allow children under the age of 5 to travel to other maps.
  • People will follow the orders to move to other maps faster.
  • The metabolic capacity of humans and animals was slightly increased.
  • Increased the displayed ranges for food, sleep, temperature, weight and thirst values for humans and animals.
  • Improved animal waiting time.
  • Fixed a problem where the correct animation was not played when an animal was waiting.
  • The way in which caretakers in barns can react to dead animals has been improved.


[ 2024-05-14 12:09:36 CET ] [ Original post ]


Extensive Quality of Life Update - EA 2024.05.08

Hey settlers , Today we're bringing you some highly anticipated barn improvements and quality of Life adjustments. Also a cool function where marked people and animals are highlighted in the world.

Patch notes:


  • Barns, homes with pets and hunters will take their working place more into account when searching for animals.
  • Barns: Increased search area to roughly 1/4 of the map.
  • Barns: Allow people to get goods from certain dead animals when they are looking for more animals / sources.
  • Upgrades can be refreshed even if you only partially have the items.
  • Prevent material needed for upgrades being stolen by other people.
  • Children from the age of 5 can help with simple community tasks.
  • Prevent a rare crash when the faction collects problem reports from the humans in the exact time a human dies and some fields are still in cache.
  • Marking animals, humans or buildings on the map will temporarily mark it as well in the world if object marking is enabled.
  • Prevented animation jump after unpause.
  • Fixed a case where an animation could freeze.
  • Slightly balanced the community centre material requirement.
  • Fixed a crash when you delete a market place in the exact moment a buy/sell transaction is executed.
  • Fixed a crash when someone tries to leave the map but the map transition got deleted in the editor.
  • We are using three autosave slots to be able to go back three days / 30 min.
  • The heat mini map is now immediately initialized with data.
  • Employment view is now initially sorted by workplaces.
  • Workplaces are initially sorted when the tab is pressed and not already when the view is opened.


[ 2024-05-08 15:21:44 CET ] [ Original post ]


Roadmap and Editor Improvements - EA 2024.04.30

Hey settlers , In addition to some quality of life updates for the editor, we would like to present our roadmap to you today:
As you can see, we have divided our goals into three different time periods. We have already implemented a lot of things under "Short Term", such as the visualization of the dirt or the worker overview. What do you think of our roadmap? Please let us know. Patch notes:

  • Editor: Forcefully removes objects when they block a world tile placement.
  • Editor: Using XRay hint for the floor tile to always show which cell you are editing, even if it is behind something else.
  • Editor: Streamlet, river and lake tiles automatically add a water model and logic.
  • Editor: All waterfall tiles automatically add a waterfall model and logic.
  • Editor: All spring tiles automatically add a water spring model and logic.
  • Editor: Enabled the street placement and removal tools as well in the editor as the editor logic is now centralized.
  • Saving cell side community task job controllers as well if the base controller changed (e.g. a fence just got built while someone is helping out).
  • Removed warning log when the target base controller changed on save (e.g. a production building was removed while someone was working there).
  • Fixed an issue where upgrades of certain buildings could stack when they were refreshed.
  • Slightly buffed certain upgrades in the food distribution chain to balance stacking upgrades.
  • Production places: Made the production history more noticeable (size & checked mouse cursor).
  • We also try to get write access multiple times with a delay to write a binary map file if a third party program blocks write access.
  • Fixed an issue where certain street construction sites could not be built at very low locations.
  • Fixed a rare crash when a third quest entry replaced a displayed quest with a lower priority, while another one just got solved.
  • Marked new non streamer friendly music.


[ 2024-04-30 13:36:45 CET ] [ Original post ]


Sorting Functions, Extended Tutorial and More - EA 2024.04.25

Hey settlers , After our pollution update, here's another update with a few highly anticipated changes! You can now sort many things in the game, which makes it easier to manage large settlements. We have also reworked the tutorial a bit. For the impatient among you: There is now a 1200 speed option! As always, these changes have been made thanks to your feedback! Thank you all for your support!

Patch notes:


  • Added employment view with sorting, priority and quit workplace functionality.
  • Added sorting functionality to the faction population overview
  • Added sorting functionality to the reallocation view.
  • Added settlement overview to see how many unemployed people and how many kids you have in a village.
  • Extended tutorial to make it more clear on how to plant trees, use the overlays, trade, reallocations and where to get further information.
  • Added ingame help pages about the simulation layers and the trade
  • Added option to (not) play a sound when a human dies.
  • Added map transitions to the mini map icon list.
  • Added a separator for the mini map target selection to make the static and dynamic entries more clear.
  • Applied correct children age classes for all locations to be displayed correctly.
  • Added key bindings to change the time.
  • Added 1200 speed option.
  • Increased meat in batter calories -> one flour + raw meat gets you 2x meat in batter. Bread (300) Cooked Meat (270) meat in batter (290 (2x))
  • Added the option to set a start position and a custom start map for new scenarios.
  • JSON errors from modders are now logged in DetailLog.txt
  • Upgrade tooltip about using less coal is now correctly referring to coal in the bloomery and iron smith.
  • Added option to delete a savegame.


[ 2024-04-25 08:25:37 CET ] [ Original post ]


Pollution & Humidity Update - EA 2024.04.22

Hey settlers, Today is the official Earth Day! That's why we're bringing you our first update today with some new content on the topic of visible environmental impacts. Physical dirt simulation: Polluted areas are now recognisable as such and plants will die if they are too contaminated. Physical humidity simulation: Wet areas are identifiable by rich colours. Dry areas are recognisable by faded colours. In addition, the shine of the ground adapts to the amount of humidity. But, check it out yourself: [previewyoutube=rd-q00oVkE8;full][/previewyoutube] We hope you like the update and the better visibility of the dirt and water simulation! Stay tuned for the next update where we also plan UI improvements like a better production overview and sorting options. Your Team Kerzoven

Patch notes:


  • Plants now have a visual model when they wilt and are too polluted.
  • Polluted areas now visually get more dirty and brown, while very clean areas get slightly brighter
  • Wet areas get visually more wet, saturated and shiny, while dry areas get less saturated, slightly grayish and less shiny.
  • Added more checks to see if a save path is valid
  • Fixed an issue when someone wants to leave the map, but the map transition was removed in the editor
  • Fixed a rare crash when a group leader got demoted in the exact time an user is opening the UI
  • Added more ground tiles for floor type transitions, reflecting seasonal change.
  • Made sure to reset the weather visuals when you switch from the editor to the game
  • Added flipped stairs / level transition paths.


[ 2024-04-22 15:53:29 CET ] [ Original post ]


Sweeping Station Upgrades, Balancing, Fixes and More - EA 2024.04.18

Hey settlers , A small update with many different fixes and balancing adjustments that you have reported to us! In addition, there are now upgrades for the sweeping station. As always, thanks to everyone who left us feedback and reported bugs. Keep your eyes open, next week will be more exciting

Patch notes:


  • Added sweeping station upgrades.
  • Sawing place now uses the same storage size for firewood.
  • Fixing an issue, where roads and fences were ignored by villagers, when too many villagers could not find a path to the construction site. It will now be paused and marked instead.
  • Fixed an issue when you try to feed fishes outside of the map.
  • Cows are slightly slower and wolves slightly faster.
  • Wolves are now taking their pack side more into consideration to select prey.
  • Fixed a very rare crash when someone is updating the trade log view while this entry is removed.
  • Limit names to a max length in certain UIs
  • Humans: Balanced how fast people get overweight and they slightly care more about their weight.
  • Improved the navigation layout for the small cabin.
  • Fixed an issue where expedition tasks are not saved correctly.
  • Improved unstuck module.
  • If a file is locked by a third party program, we now wait a bit and retry two more times to access it.
  • Removed the arrow marker from the weir to make it more clear that the direction does not matter.
  • Using corner instead of edge in the editor texts
  • Reduced the preservation desire of bread when people are just slightly hungry and allow them to eat it when there is not much else around.


[ 2024-04-18 17:37:54 CET ] [ Original post ]


Balancing, Fixes, and More - EA 2024.04.12

Hey settlers, We are in the middle of the second week after release and have a few important fixes for you below. In addition, our workshop is filling up more and more with interesting maps: https://steamcommunity.com/app/1733110/workshop/

Patch notes:


  • Heavily improved how villagers construct buildings when many people have nothing to do.
  • Improved mod upload when no data is given for certain fields.
  • Reduce how many input items wind mills can stock in the input inventory.
  • Fixed a very rare crash
  • Fixed fireplaces stacking raw meat if there is no firewood.
  • Added mill upgrades.
  • Fixed side scrolling not being saved.
  • Construction site: Swap through materials to even it out if many people have nothing to do
  • Fixed a problem where the faction progression is not correctly send to the tutorial quest when loading the game while the previous step was not finished.
  • Let wolves attack cows later and cats need less energy for fat conversion.
  • Allow the pottery to get water from other sources than rivers, wells and creeks.
  • Balanced fruit tree nutrient influence.
  • Fixed an issue where stone was stored in statues.
  • Farms / Gatherers: Reduce the group bias and add a bit more randomness where the people will pick up goods.
  • Weirs are now returning the building materials to the community centre.
  • Slightly balanced lakes and tablelands map
  • Dirt from sweeping stations will now be dumped to different cesspits if they are not too far away.
  • Do not over-fertilize plants on farms.
  • Slightly buffing the charcoal burner.
  • Quest: Investigations: Limit displayed number of items to the max needed items for the quest.
  • Added missing iron armor item to the construction overview.


[ 2024-04-12 09:53:57 CET ] [ Original post ]


Fixes, Improved Simulation Overlays, and More - EA 2024.04.07

Hey settlers, And again a patch with many fixes of things you have reported to us. Also a revision of when the simulation overlays are shown to you. Thanks to everyone for the great feedback and reporting your problems, it helps us a lot to make Of Life and Land even better.

Patch notes:


  • Fixed two very rare crashes
  • Fixed one crash when you inspect an animal, and this animal loses its group and tries to find a new group while you keep the UI open
  • The map overlay is now automatically turned on instead of pressing the extra button first
  • Automatically switch overlays for certain buildings where the environment data is important
  • Automatically show ores on the minimap when you want to build a smelter
  • Automatically show fish on the minimap when you want to build a fishery
  • Mark reserve slots in UI as special slots in barns to make it more clear for what they are
  • Main menu: Do not resume the game if the game was paused and you open the menu and close it again
  • Beehives are not allowed to be built on water anymore
  • Hunting: Stop attacking if you are dying yourself
  • Hunting: Give up if you can not damage the target
  • Reduced the number of babies are born for humans
  • Extend twitch emote list with normal emojis
  • Fixed that specialized characters (e.g. the Tutor) is linked correctly on save
  • Fixed the achievement text display for Japanese
  • Slightly balanced grass collection. The storage size is now bigger in early buildings
  • Removed trading diffusion between trade routes. This mechanic is currently too unclear and the fun limited. There are only taxes/fees now
  • Fixed a pause resume edge case when the main menu is opened and then closed while the speed is updated.


[ 2024-04-07 21:07:54 CET ] [ Original post ]


Fixes, UI Scaling Improvement and more - EA 2024.04.05

Hey settlers , Today we continue with some small fixes and adjustments especially for the UI scaling. Thanks to everyone who reports bugs and leaves feedback in the Steam discussions.

Patch notes:


  • Fixed three very rare crashes
  • Improved the spacing and scaling logic of the UI, which allows to play the game at even higher UI scales nicely.
  • Modding: Quests can now be prioritized in the UI
  • Patched all reported localisation errors
  • Balanced the marketplace storage size.
  • Fixed a problem, where some animals are not displayed correctly when placed in the editor
  • Improved the UI to make it more clear that a community center is needed to move people and material to different places.
  • Added missing spaces to the discovery tooltip in the map UI


[ 2024-04-05 07:56:46 CET ] [ Original post ]


Crash Fixes and Minor Changes - EA 2024.04.03

Hey settlers , Yesterday several hundred of you played Of Life and Land, thanks for that!!! What a day!

REVIEWS:


Now we would be very happy if you would let us know what you think of "Of Life and Land" with a review on Steam! This will help us to get an idea of what you like and where you see room for improvement.

Patch notes:


  • We have fixed a few crashes. (Thanks for reporting!)
  • Fixed an incorrectly loaded model with snow that was loaded in summer
  • Improved hunger notification when people are forced to gather from the wilderness on higher
  • levels, which makes them less efficient
  • Made the flags in the top left bar a little bit bigger
  • Allowed more dirt being squashed in the cesspit
  • Cats now count as small animals
  • Made the priority more visible for jobs for humans
  • Made the schedule requirements more clear
  • Hunter: Assigned rabbits as a default option
  • Limited childrens bornrate
  • Fixes stonemason hint, that they require a source of stone
  • Increased default fireplace storage size
  • Market place: Allowed tooltips for the items for other factions
  • Pause in Main menu: Correctly set the speed to 0 if it was not resumed


[ 2024-04-03 16:32:09 CET ] [ Original post ]


Steam Early Access Out Now!

Hey Settlers The time has finally come! Of Life and Land is available NOW in Steam Early Access: https://store.steampowered.com/app/1733110/Of_Life_and_Land/ For a limited time there is a 10% launch discount! We have also prepared a cool Supporter Pack for you.
This would not have been possible without our great community. A big THANKS from the whole Team Kerzoven! Early Access Release is a big milestone for us. But our journey doesnt end here. Well continue to add features and improvements to the game until its ready for Full Release. You can help by reporting bugs in the discussions on Steam. If you would like to support us now and in the future, you can:

  • Add Of Life and Land to your Steam Wishlist
  • Recommend it to a friend
  • Buy the game (for a friend)
  • Write a review on Steam
All of these actions help a lot! Your Team Kerzoven https://store.steampowered.com/app/1733110/Of_Life_and_Land/


[ 2024-04-02 14:02:27 CET ] [ Original post ]


Game recommendation: GROUND OF ACES - ALPHA 1 RELEASE

Hey Settlers We want to share a game recommendation with you: Our Swiss developer friends from Blindflug Studios are going into alpha today with their game "Ground of Aces"! https://store.steampowered.com/app/2308690/Ground_of_Aces/?utm_source=steam&utm_campaign=oflifeandland This is a base-building game in which you take command of a remote airbase with workers and pilots during the Second World War. Take a look and leave some love. [previewyoutube=STwAbkJwKCQ;full][/previewyoutube]


[ 2024-03-15 13:46:34 CET ] [ Original post ]


Early Access Release Date Announcement

Hey settlers, Straight to the big news:

The Steam Early Access Release of our game will happen on the 2nd of April 2024!


[previewyoutube=md-g0UNTBV4;full][/previewyoutube] This would not have been possible without your contribution. A big THANK YOU from the whole Team Kerzoven! Early Access Release is a big milestone for us. But our journey doesnt end here. Well continue to add features and improvements to the game until its ready for Full Release. If you would like to support us now and in the future, you can:
  • add Of Life and Land to your Steam Wishlist: https://store.steampowered.com/app/1733110?utm_source=Discord
  • tell your favourite content creator about the game
All of these actions help a lot! Stay in touch with us and the games development by joining our Discord.
Thank you all so much, Your Team Kerzoven


[ 2024-03-04 17:09:14 CET ] [ Original post ]


Kerzoven Tournament #1 Wildlife Photographer

Hey settlers, Thanks to everyone who has joined recently. I hope you enjoy your weekend! We have something new for you that we want to organise on a regular basis: The Kerzoven Tournaments
A series of challenges that we organise and where you can win fun little things. This time the winner gets to build his own NPC for "Of Life and Land". You can find more information and the latest tournament here in our Discord:


[ 2024-02-17 16:05:41 CET ] [ Original post ]


PROBABLY THE LAST PLAYTEST

Hey Settlers,


PROBABLY THE LAST PLAYTEST For the next closed playtest sessions we have a brand new version of Of Life and Land! The latest features are:
  • Numerous UI improvements thanks to your feedback
  • New building tools for roads, fences and fields
  • We have added new mechanics and buildings to the game and described the various mechanics more clearly.
And this is how you can join the playtest: Explore this new version and help us prepare the release. Your Team Kerzoven


[ 2024-01-24 13:29:30 CET ] [ Original post ]


OFFICIAL WIKI RELEASE

Hey Settlers,


OFFICIAL WIKI RELEASE


Some of you may have already found it yourselves, Of Life and Land now has its own Official Wiki! You can check it out here https://kerzoven.wiki.gg/wiki/Of_Life_and_Land_Wiki We hope this will make it easier for our community to get started with the game and provide a place where you can find all the information about Of Life and Land. This way you can help us to expand the wiki: Since the wiki is publicly editable, you can also contribute to it. You can create an account at Wiki.gg and edit the wiki yourself. So if you notice that information is missing or you would like to add something, you are welcome to do so. We hope you like the official wiki Your Team Kerzoven


[ 2024-01-10 11:09:34 CET ] [ Original post ]


New CLOSED Playtest Sessions

Hey Settlers, New CLOSED Playtest Sessions For the next closed playtest sessions we have a brand new version of Of Life and Land! The latest features are:

  • You can now play up to tier 6
  • If you've been following the Dev Diary channel, you'll have seen the latest buildings that have been added to the new version.
  • It will now take you several hours to complete the game
And this is how you can join the playtest:
  • Join our Discord.
  • Sign up for the closed playtest using this link: https://forms.gle/38wDcavUzyEASEkw7 - Wait until you are accepted into the playtest.
  • Play the latest playtest version of "Of Life and Land".
  • Complete our survey to let us know how you liked the game.
  • BONUS POINTS: Record your play session and send it to us privately.
Explore this new version and help make the game even better! Your Team Kerzoven


[ 2023-12-20 14:17:09 CET ] [ Original post ]


Times of Progress: An Isometric City Builder in the Industrial Revolution

A friend of mine just announced his game Times of Progress. Its an isometric City Builder set during the Industrial Revolution. I think you might be interested in it, so check it out! Times of Progress is a City Builder set during the Industrial Revolution. Build industries to extract natural resources. Produce goods to satisfy the population. Manage transportation routes by train and ship. Expand on procedurally generated maps and trade with nearby cities. https://store.steampowered.com/app/2628450/Times_of_Progress/


[ 2023-12-14 14:15:26 CET ] [ Original post ]


From Kerzoven to Of Life and Land

Hey Settlers, I am delighted to announce a piece of news that we have been working on for several months now. The project development name "Circle of Kerzoven" finally is transformed into the new title "Of Life and Land" for the final game!
During development, we looked for a new title several times. We wanted something that better describes the game and is easier to pronounce. But don't worry, you will still settle the wonderful lands of Kerzoven and of course we still are Team Kerzoven! We hope you like our new look! You will see the changes in the next few weeks. Your Team Kerzoven


[ 2023-11-22 14:29:34 CET ] [ Original post ]


Turn Based Carnival & Cozy Quest

Hey settlers, Turn Based Carnival & Cozy Quest We have some exciting news to share with you: Our game will not only be at the Turn Based Carnival, but also at the Cozy Quest event on Steam! We have a demo available there. Here our steam page: https://store.steampowered.com/app/1733110/Circle_of_Kerzoven/ Your Team Kerzoven


[ 2023-11-18 15:11:46 CET ] [ Original post ]


Kickstarter Rewards, Development Progress, and Gamescom Raffle

Hey settlers, Some time has passed since our last update and we want to give you a short overview of what's going on around Circle of Kerzoven.

Gamescom Raffle


Exciting news! We will be part of the Indie Arena Booth at Gamescom this year! Come by, meet the team and play the latest exclusive demo.
We will also be holding our first raffle during Gamescom where you can win keys to the final version of Circle of Kerzoven. Among all settlers with the role "Alpha Playtester" we will raffle five Steam Keys on the day after Gamescom. Just join our Discord and apply for the role in the channel "get-your-role-here!":

Development Progress


A lot has happened! Here is a short overview of smaller things like the shrine or bigger things like the filters for temperature, rainfall and more! A heat map overlay has been added. In the cold winter night, people warm themselves by the fire and in their huts, while some animals seek shelter in the forest or underground.
The new wayside shrine - Some people like to retreat to a quiet place for prayer.
We have created over 60 animal variations. Young and old animals are now more visible For example, a family of foxes:
The new pottery

Backer Rewards


Yesterday the surveys for the Backer Rewards were sent out. So if you haven't found them yet, have a look in your spam folder. We will start sending out the first rewards, especially the Discord roll, in September. That's it from our side. We look forward to hearing from you and as always we are happy to receive wishlists. Your Team Kerzoven


[ 2023-08-18 10:47:54 CET ] [ Original post ]


We are part of "Tiny Teams"

Yey, we are part of Tiny Teams 2023 from Yogscast! Tiny Teams is all about celebrating games made by solo developers and micro-studios, helping them connect not only with the Steam audience, but with content creators across our Yogscast network and beyond. From now until August 10th 7pm CET you can play our demo and test other games from solo devs and small teams: https://store.steampowered.com/sale/tinyteamsfestival2023


[ 2023-08-03 17:00:54 CET ] [ Original post ]


Simfest 2023 begins today and Circle of Kerzoven is part of it!

We are thrilled to announce that Circle of Kerzoven will be part of Simfest the Steam festival celebrating all things related to simulation games. From today through the 24th of July, 10am PDT 2023, you will be able to experience some of the latest and greatest simulation titles, in addition to what the future holds for the simulation genre with other coming soon games. From simulators which cover hobbies you would love to experience to job simulators which revolve around your dream career (even out of this world ones), Simfest will feature a wide variety of titles in the genre. Simfest is a Steam festival co-hosted by Auroch Digital and Stray Fawn Studio. This years event will be the second Simfest, after Simfest: Hobby Edition took place in 2022. Join Circle of Kerzoven and many other incredible simulation games in Simfest 2023. We hope to see you there!


[ 2023-07-20 17:04:15 CET ] [ Original post ]


We Did It! Circle of Kerzoven's Funding Goal Has Been Reached!

Hey settlers, WE MADE IT! We are thrilled! Yesterday we finally reached our funding goal for our campaign! Thank you for believing in Circle of Kerzoven. Because of you, we can work on the final stage of development and hopefully give you the best Kerzoven you deserve. But we are not finished yet. Our campaign will run for seven more days. For this we have come up with some exciting Stretch Goals for you.
The first one will be unlocked at 17k Euros and includes two great new monuments for the late game of Circle of Kerzoven. First, an ancient bathhouse that heals your settlers and increases their happiness. Secondly, a huge cathedral that satisfies your settlers' desire for religion. We hope you will continue to join us on this super exciting journey! Let's see how far we get! You can still support us here: https://www.kickstarter.com/projects/kerzoven/circle-of-kerzoven?ref=8sdsum Your Kerzoven Team


[ 2023-06-22 12:59:03 CET ] [ Original post ]


We are launching a Kickstarter soon!

Hey settlers WE HAVE EXCITING NEWS! Circle of Kerzoven is becoming more and more of a reality. To ensure development in the last months before Early Access, we have a Kickstarter campaign planned soon! Please support us by bookmarking our Kickstarter here https://www.kickstarter.com/projects/kerzoven/circle-of-kerzoven
For you, this means that you can not only support us in our adventure, but also get your hands on "Circle of Kerzoven" in advance at a greatly reduced price! More about the rewards, our funding goal and more soon. Thanks for your help we really appreciate it! Your Kerzoven Team


[ 2023-05-16 14:04:30 CET ] [ Original post ]


Mountain Map

How are you, settlers? There's a lot to report today! From the ongoing Earth Appreciation Festival to our new map Herznach and the new key art. Here we go. WELCOME TO HERZNACH After the desert map Zimmen, there is now another region in the game with harsh survival conditions. We are curious to see how you manage to maintain your settlement in rocky Herznach. Feel free to post a screenshot of your village in our Discord.
LEVEL SYSTEM REWORK The level system has been increased from 5 levels to 7. It has also been incorporated into the region progression and building system. We are very interested in feedback on the gameplay of this rework and would be super grateful for a few words about it in our Discord. How do you join the Alpha Playtest Quite simply, you join our Discord here: https://discord.gg/2QfAy5W6CG NEW KEY ART We are really proud to show you our new key art that a fellow Swiss game designer has been working on for the last few weeks. We hope you like Jim's new look.
EARTH APPRECIATION FESTIVAL On April 22nd we celebrate Earth Day on Steam. There we are part of the Earth Appreciation Festival. It's super cool to see our game next to games like Timberborn or Going Medieval. You can find the sale here: https://store.steampowered.com/sale/appreciateearth2023
You see there is a lot going on in Kerzoven! Thanks for joining us on our journey and see you soon. The Kerzoven Team


[ 2023-04-20 10:21:19 CET ] [ Original post ]


UI PLAYTEST

How's it going, Settlers? First of all, welcome to all those who have moved into our settlement. Welcome to Kerzoven! The last public demo at the Base Building Festival was very well received by you and a huge article was published in the GameStar magazine: https://bit.ly/41xSOiG (in German) BIG UI OVERHAUL: Marco, Denise, Pierre and Manuel have spent the last month reworking the user interface of Circle of Kerzoven from the ground up. The goal: A more pleasant game flow and a better general overview. You can now play the first preview of this work in the latest version of the playtest. As always, We have summarized what the focus of this demo is in our Discord in the #faq channel. Feedback is still available in #alpha-feedback and if you want to post a video of your playthrough you can do so in #your-videos. How do you join the Alpha Playtest? Quite simply, you join our Discord here: https://discord.gg/2QfAy5W6CG Then click on the link for the role "Alpha Playtester" in the channel "get-your-role-here" and fill out the form. After a few minutes you will receive a playtest key by mail. You can activate this key on Steam and then download the Circle of Kerzoven playtest and start building. As always: A big thanks to you, without you the community Circle of Kerzoven would not be possible! The Kerzoven Team


[ 2023-03-01 15:36:39 CET ] [ Original post ]


DIRT DEMO BASE BUILDER FEST

Hey Settlers, Maybe you have already noticed, something is happening in Kerzoven. We are participating in the Steam Base Builder Fest! But before we get to that, thanks to the whole community for playing the Discord Alpha Test in early December! We were able to gather a massive amount of valuable feedback and improve the current build immensely. THE DIRT DEMO Tomorrow Monday at 7pm (CET) the Base Builder Fest starts on Steam and with it a brand new publicly available demo! We all know that life as a settler is a filthy business. So currently everything also revolves around the cleanliness of your villagers, who now have to deal with a neat dirt simulation. You can also expect an improved water simulation and weirs. On top of that, there is a little surprise when you start Kerzoven. As always, We have summarized what the focus of this demo is in our Discord in the #faq channel. Feedback is still available in #alpha-feedback and if you want to post a video of your playthrough you can do so in #your-videos. Thank you all and hello to all newcomers, welcome! Your Kerzoven Team


[ 2023-01-22 18:22:57 CET ] [ Original post ]


First freely available Alpha Playtest

Welcome to the first freely available playtest of Circle of Kerzoven.

What is waiting to be tested?


1. How does the new fence & road building system feel? 2. Does the new save / load mechanic work as intended? 3. Are the new animations with the items good (transporting goods, build things...)? Our next target is to improve the UI. If you have ideas, feel something is missing or already good please let us know.

How do you join the Alpha Playtest?


Quite simply, you join our Discord here: https://discord.gg/2QfAy5W6CG Quite simply, you join our Discord here: Then click on the link for the role "Alpha Playtester" in the channel "get-your-role-here" and fill out the form. After a few minutes you will receive a playtest key by mail. You can activate this key on Steam and then download the Circle of Kerzoven playtest and start building.


[ 2022-11-30 15:42:35 CET ] [ Original post ]


OPEN ALPHA II ENDS


Thank you for the rich feedback! I could already implement and improve large parts in the meantime :) Now it's back to the development of new features and content. This was probably the last Open Alpha. But there will surely be more Closed Alphas on Discord :) Sunny greetings, Kerz


[ 2022-09-22 06:46:24 CET ] [ Original post ]


OPEN ALPHA


A new alpha test version is available! Simply download the demo of the game and get started. There is a wide range of improvements and corrections since the last version. Thank you for your feedback and ideas! :) I would be interested to hear what you like about the core game and what should be improved. Let me know on Discord :) There is still a lot planned for the game. The next steps are:

  • More maps with different biomes and climates.
  • More animals, animations, buildings, decorations, and production chains
  • Improved AI: enhanced needs and a memory for animals and humans
  • Revised UI, improved tutorial, and introduction
  • Enhanced trading system between settlements and other factions
  • Improved diplomacy system and small history
  • Better mod support
  • Improved map editor
  • And much more!
Sunny greetings, Kerz


[ 2022-08-01 08:00:11 CET ] [ Original post ]


FANTASY BASEL - VISIT OUR BOOTH :)


Meet us at Fantasy Basel from 26. - 28. May 2022 in Switzerland :) We will be at booth 120 in hall 2.0 with the latest version of the game and many new ideas. More details to the exhibition: https://www.fantasybasel.ch/ See you there! :) Kerzoven Team


[ 2022-05-24 11:47:53 CET ] [ Original post ]


DEVS LIVE STREAM #2


Hey there! We will show off the Alpha Demo and are happy to answer your questions! Take a seat and enjoy the show :) See you there, Kerzoven Team Website Discord


[ 2022-02-23 16:31:20 CET ] [ Original post ]


DEVS LIVE STREAM


Hey there! We will show off the Alpha Demo and are happy to answer your questions! Take a seat and enjoy the show :) See you there, Kerzoven Team Website Discord


[ 2022-02-22 15:03:27 CET ] [ Original post ]


Public Alpha Demo

Hey there! The Alpha Demo offers an insight into the gameplay up to the point where a community centre can be constructed - about two hours playtime. There is still much planned to be implemented until Early Access starts! There will be at least one more Alpha Test. This Demo is currently only available in English and will be open until the end of February. The Linux build is experimental. Feedback is very welcome! Let me know on Discord. Download on the Steam page: Demo. Planned next steps are:

  • More maps with different biomes and climates
  • More animals, animations, buildings, decorations, and production chains
  • Improved AI: Advanced needs and memory for the animals and humans
  • Reworked UI, improved tutorial and introduction
  • Extended trading system between settlements and other fractions
  • Diplomacy system and small story
  • Better mod support
  • Improved map editor
  • ... and much more!
Thanks for stopping by! Kerzoven & Team


[ 2022-02-19 15:57:14 CET ] [ Original post ]



The Circle of Kerzoven
Kerzoven
  • Developer

  • Kerzoven
  • Publisher

  • TBD
  • Release

  • Strategy Simulation Singleplayer EA
  • Tags

  • Game News Posts 44  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (132 reviews)


  • Review Score

  • https://www.kerzoven.com/
  • Website

  • https://store.steampowered.com/app/1733110 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • In a deeply simulated world, every action has a reaction. Take care of your villagers, resources, production lines and the interaction with the complex environment. How much will you intervene in the course of nature? You decide.

    Build Your Economy

    Manage the acquisition, refinement and distribution of resources. The goods must be transported to the desired location by someone actually having the time and space to do it.

    Care About Your Villagers

    Manage the needs of the citizens. They are “alive” and have a specific home, workplace and broad range of needs. But animals also look for food, get thirsty, sleepy, form groups, look for social interactions, and try to find their place in nature. Even plants need water, the right temperature and try to survive.

    Find Balance (Or Not)

    Humans share the same space and resources with nature and influence each other. While in the beginning the influence of the humans is insignificant due to the small size, it gets more and more important when the city - and its needs - grow. Risk of extinction and risk of overpopulation may form depending on the actions of the player.

    Observe The Vibrant World

    The Seasons and weather affect the gameplay. Certain plants only grow in certain seasons and the temperature and weather affects the Humans, Animals, Plants, and the Environment.

    Take Your Time

    You set the pace. Pause the game, speed it up or slow it down whenever you want. Nature is robust, and your villagers unlock more complex needs with your progression.

    Build Your Own Scenarios

    Create own maps and scenarios in the editor. The whole landscape can be changed and the objects on it. Add new maps or link existing ones together to a new world. You can connect water flows and create paths for travellers.
    MINIMAL SETUP
    • Processor: 2.6 GHz Dual CoreMemory: 1 GB RAM
    • Memory: 1 GB RAM
    • Graphics: 1 GB Dedicated Memory
    • Storage: 2 GB available space
    RECOMMENDED SETUP
    • Processor: 3 GHz Quad CoreMemory: 1 GB RAM
    • Memory: 1 GB RAM
    • Graphics: 1 GB Dedicated Memory
    • Storage: 2 GB available space
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