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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Mestadels positiva (299) - 71% av 299 användarrecensioner för det här spelet är positiva.
Utgivningsdatum:
16 mar, 2019
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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför 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.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“Development on this game will continue as long as I can keep it going, and its ambitions will be readjusted based on the game's reception.
The line between Early Access and effective release is therefore blurry and hard to define. Once i believe a sufficient quality standard and stability has been reached, i'll move out of Early Access.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“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.”

Hur är det nuvarande läget i versionen med Early Access?

“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 debugging and optimization and many UIs lack polishing and more detailed informations to make the game experience more intuitive.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“No.

Why is it this expensive ?
Ymir is a niche game, and as such it means a smaller potential public, so a higher cost per game. I've also been working on this game for a very long time: started in 2011 and as a full-time activity since 2014.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“I will be using the Ymir Discord to gather and discuss feedback.”
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Köp Ymir

$34.99
 

Nya uppdateringar Visa alla (39)

12 augusti

Its banishment time!

With today's minor hotfix, the auto-ban is now in effect.
This means that cheaters caught by the anti-cheat system will now effectively get banned from servers, and that someone cheating on one official server will now be perma-banned from all official servers!
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31 juli

The score & metals update

This small update brings 2 main modifications:

In an effort to increase the amounts of ores traded on markets, the amount of ore necessary to refine metals such as copper, tin or iron have been reduced by 2: it now only takes 1 of ore to make 1 of refined metal. On top of that, the efficiency of the mining shaft annexes have been further increased. This should greatly increase the amount of ore available from mines and give more insentive for players to trade and export it to players with no mines.

The other main change is another modification of score calculations to fix issues preventing games from being won by score even when a nation dominates.
This update should now make victory more possible, hopefully allowing the old “ended” official servers to finally end and be restarted fresh.
To do this, the score inherited from subordinates is increased, resulting in a higher score for the nation leader and therefore more Victory Points.
And to make the score of a global nation more coherent, it’s now the sum of the scores of all members regardless of their ranks, but excluding the scores inherited from subordinates as it would be redundant.

Besides that, i’m glad to announce that i’ve finally come up with a plan of how to properly end games, which is something i’ve had in the back of my head for a while. Besides the current simple victory by points, the victory missions will be removed and replaced with an “endgame event” that will start with gathering a certain number of artifacts and offer a choice between 2 endings. I don’t want to say more for now! I’ll start working on it soon, but its going to be a big task requiring a fair amount of new features and content to work. This should provide a more satisfying ending to games and something to look forward to when playing.



The score & metals update
v0.1.6.x
– metals now only consume 1 of ore instead of 2 to refine
– mine shaft annexes are much more efficient and productive
– the contribution to nation score now excludes score inherited from subordinates, but it also no longer reduced by position in hierarchy.
– the share of inherited score from direct subordinates has been significantly increased
– storage policy gets reset if resource is unused, to avoid stocking lockdown issue
– fixed more issues with CJK fonts display
– added WIP chinese (simplified) translation
– data of all controlled territories now get preloaded during initial game session loading
– reduced tech & resources spawn bonus in early game
– fixed server crash caused by instacrushing resolution of rebellions in cities
– fixed display issue of claims appearing and disapearing
– fixed dispaly issue of large city sprites missing on worldmap >2000hab
– addded failsafes and logs to better diagnose an ongoing issue of account corruption on some servers
– fixed problems with score UI display
– fixed forum in construction already providing community service (and other similar issues)
– lowered influence of arbitrage when world price is below local price
– fixed issue with prices not updating
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Om detta spel

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.
  • Technological evolution with hundreds to techs, from the stone age to post-iron age.
  • 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 armored mammoths.

Main 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.
  • Persistent 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.

IMPORTANT

  • This game is a one-man project: development is slow.
  • This game is likely to forever remain an experimental work-in-progress and to never reach the quality, stability and optimization of a finished product: buy it only if you think it's worth it NOW, and not based on future expectations.
  • Playing solo is possible, but the main focus of this game is multiplayer.
  • The game is available in more languages than English, but localization is done by the community and might be partial and incomplete.

Systemkrav

    Minimum:
    • OS: Windows 8
    • Processor: Intel core i5
    • Minne: 4 GB RAM
    • Grafik: AMD Radeon HD 7800, screen resolution 1920x1080
    • Nätverk: Bredbandsanslutning
    • Lagring: 2 GB ledigt utrymme

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