Ymir is a 4X multiplayer strategy game combined with a city builder where each player develops a civilization of pigmen starting at the stone age.
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Mar 15, 2019
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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“This is a one-man project that i have been developing on my own for many years now. The game is quite complex for one person to manage and has a very large scope combining things like multi-player, city building, procedural worlds, battles and 4X elements...
I now feel the game has enough content to be enjoyable to play, but it still has too many issues and lacks polishing to consider it a 'finished' game: this is why i decided to make it an Early Access.”

Approximately how long will this game be in Early Access?

“The Early Access will only focus on debugging, optimization, UIs, balancing and fixing issues on the existing gameplay mechanics. No new major 'content updates' are planned before reaching the first 'Full version' release.
The goal is to end the Early Access as soon as possible. Its duration will depend on feedback from the community and the amount of bugs and issues to fix: once the majority of the community agrees the game has reached a decent enough quality standard , i will move out of Early Access.
This however will not mean the end of development!”

How is the full version planned to differ from the Early Access version?

“The first 'Full version' will be a more polished, balanced, debugged and optimized version of the Early Access one.
Please note that this being a one-man game, it is unlikely it will ever reach the quality standards of most other 'indie' games being developed by teams of several people, let alone of professional games.
The first official full version will probably still have many issues.

If the game encounters enough success to gather a community and sustain myself, i plan to continue its development even after ending the 'Early Access' and to work on currently planned 'major updates' adding new content and gameplay such as: factions, religion, culture, immigration, multi-architectural styles, naval, waterworks, additional ages, AI players and modding support.”

What is the current state of the Early Access version?

“All the core gameplay mechanics are functional ( construction, diplomacy, events, techs, economy, battles, worldmap, multiplayer... ).
The game currently covers roughly periods from the Stone Age to the Classical/early medieval Age.
It includes about 200 buildings, 130 unique resources, 170 technologies, 7 'biomes' and 60 different units.
The client and server lack compatibility, debugging and optimization and many UIs lack polishing and more detailed informations to make the game more intuitive.”

Will the game be priced differently during and after Early Access?

“No.”

How are you planning on involving the Community in your development process?

“I will be using the Ymir Discord to gather and discuss feedback.”
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Available: March 15

This game will unlock in approximately 8 weeks

 

Recent updates View all (22)

January 13

The subjugating update

This new update brings changes to war and territorial statuses!

Every time a territory is invaded during a war, it now gets a special new territorial status of "occupied territory", which costs no state power and no maintenance, but provides no income and no control: the territory is basically in limbo for the duration of the war. It also no longer triggers a resistance penalty: instead, occupied territories generate resistance with time.
If the invader wishes to claim the territory, he can still do so by changing that status to something else, but by doing so the immediate resistance penalty will apply as before.


occupied territories are displayed hashed with the color of the occupying force while retaining the border color of the original owner.

If a player loses control of all his territories in a war, he can now be automatically vassalized through a new "subjugation" action available to his opponents. 
This will automatically end the war, retrocede all occupied territories to the defeated player, but integrate him to the nation of the winner with a vassality treaty that includes payments of State power and coins.
The point of this new system is to favor faster and non-destructive wars where aggressive players can still express their bloodthirstyness for imperialism and annex weaker players, while leaving these players alive and in control of their cities afterwards, able to keep playing. 
IT also makes the annexation of inactive cities much easier.

This updates also brings a 'territorial statuses' overall, changing how they work. Each status now has its own set of properties and permissions, and they are all listed in a new territorial status menu available from the region's menu.
Colonies now have different properties than before, and behave in a much more similar way as your own cities. Building and managing its resources is now allowed, to make them easier to manage. However it contributes little to your culture, and provides limited income. 
Another status was added: the outpost. It acts like a smaller colony, it's not a potential player spawn, but unlike the colony it provides 0 income and has all the maintenance costs. Its an expensive status, but useful for small settlements made to exploit strategic resources you can't get otherwise.


Each territorial status now has its own custom properties, affecting permissions and things like culture influence or revenues and maintenance cost shares.



region menu's top part was simplified for clarity



lake generation was improved to provide more interesting shapes


The subjugating update
v0.0.25.x
- territorial statuses overall: now each territorial status has can have its own specific properties and permissions (resour
- overdraft is now forbidden in colonies and outposts
- building and controlling resources of colonies is now allowed
- added 'outpost' territorial status: similar to colonies but is not a player spawn and has expenses. good for small settlements to exploit strategic resources.
- added 'occupied territory' territorial status: default status or any invaded territory during a war. costs no state power, has no expenses and no incomes. generates no initial resistance, but resistance grows in time.
- changing some territorial status (ex changing status of a colony) is now possible, but can trigger loyalty penalties
- IP & steam ID can now be hidden by changing the config.ini file (for streamers).
- added 'subjugation' action, available when at war with a character that no longer controls any territory. this action ends the war, joins the character to the nation of the winner, auto creates a vassality treaty (paying tribues), and also retrocedes all occupied territories to the defeater character.
- fixed some issues and exploits related to treaties
- reworked worldmap display layers when zooming out: now showing state & nation names at max zoom out.
- removed action auto-encampment for some actions (raids, claims...). auto-encampment is now displayed on the action a wheel with a small tent next to the AP cost.
- improved windowed mode: client starts properly maximized and server will auto-minimize when starting.
- improved display resolutions: splitted UI and viewport resolutions, now using a more intuitive % unit.
- improved territory menu, simplifying the top part by removing non essential informations.
- added detailed trade balance at the government level.
- herds can spawn hostil animals (wolves, bears)
- primitive tribes can now respawn if no player is settled nearby
- worldmap spawn points (primitive tribes) are now more dense and concentrated in a single region of the worldmap instead of all over the map.
- improved region generation of lakes to make them more interesting (islands, tiny rivers, more random shape, no longer always in the middle of the region).
- increased amount of rivers in the worldmap, and fixed bug causing "squares" of rivers.
- Annex tool now only displays links of annexes belonging to the same owner as the selected annexes.
- Annex tool now allows to click on owners, which auto selects all the annexes belonging to that owner.
- fixed bug with changing home of formations
- fixed bug with too many herds spawning on the worldmap
2 comments Read more

January 11

Available on March 15th in Early access!



After many years of work, and more than a year in closed testing, i’m proud to announce that i will finally be releasing Ymir on Steam, in Early Access, on March 15th!

Pricing will vary depending your region. It will be available for 30€ in the EU.
13 comments Read more
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About This Game

Ymir is a 4X multiplayer strategy game combined with a city builder where each player develops a civilization of Pigmen starting at the stone age.
The game is divided in 2 main interfaces : a worldmap view and a regional view. Each world tile matches a unique procedurally generated isometric zone that can be explored, settled and built on by players. In each one players can find random resources such as ores , animals or plants depending on the climate, relief and vegetation of the region.

Features:
* Pigs with clothes.
* Multiplayer on local or persistent servers.
* Complex socio-economic simulator for a challenging city-building experience on its own.
* Fully procedural worlds where each region is random and unique.
* 7 biomes, each one with its own specific resources to encourage player-trading.
* Advanced diplomatic and economic tools to setup treaties ( right of passage, taxes, payments, trade agreements... ) and trade routes between players.
* Real-time battles.
* WILL remain free of any pay-to-win .

Economy:
* No direct control over population and economy: They breed, age, work and buy things according to the simulation.
* Population divided in social classes with specific incomes, purchasing power and revenues.
* Dynamic resources prices based on supply/demand, rarity and production costs.
* Even player consumed resources are taken into account: materials for buildings have to be bough at their market prices, generating incomes to the producers and affecting the economy.
* A simulator instead of a set of independent game rules : all variables and actions influence each other in sometimes unpredictable ways that makes things frustratingly challenging.
* Producing too much of something can be as damaging as not enough making the logic of the game quite different from classic management games. ( ex: instead of having positive effects, distributing a new resource can actually destabilize your economy if you're not careful )

Military:
* Real-time battles are not instantiated and actually take place in your cities.
* Build and customize your fortifications with walls, bridges, gates, stairs, towers and battlements.
* With the terrain tools, modify the terrain heights to take maximum advantage of natural defenses like cliffs and hill tops.
* Water forces troops to embark and cross with slow vulnerable rafts: dig canals around your forts, secure your bridges or build a citadel on a river-island with fortified bridges.
* A Strategic-tool allows players to design their local defensive strategy in each one of their cities in case of attack: creating defensive zones, setting troops initial deployment positions and setting their behavior in battle.
* Battles are not instantaneous and belligerents can send reinforcements while a battle is still in progress.
* Battles can include unlimited 'teams' at the same time, each one fighting according to its allegiances.
* Battle troops during a battle are all AI controlled ( so that battles can happen independently of the player's presence ).
* Dozens of unit types including mounted camels, elephants and mammoths.


2 game modes:
* Real-time mode : a 'classical' mode to be played alone or with a few friends, meant to be played with the permanent presence of all players and to be stopped/continued over several playing sessions.
* Permanent mode : a more "MMO" mode where the game server is to be left running 24/7 at all times even when players are offline and where actions take much more time than in the real-time mode. Meant to be played with the maximum number of players on a day-to-day basis, with games lasting several weeks.

System Requirements

    Minimum:
    • OS: Windows 8
    • Processor: Intel core i5
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon HD 7800, screen resolution 1920x1080
    • Network: Broadband Internet connection
    • Storage: 2 GB available space

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