Lead a group of people and create a thriving city in the wastelands. Find and build shelter, collect nutrition and resources and master various challenges in a complex environment simulator that directly affects the economy of the game!
All Reviews:
Mixed (62) - 50% of the 62 user reviews for this game are positive.
Release Date:
Apr 21, 2016
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

“Endciv is a complex project and we want to ask for support on our journey. A game of such scope requires a lot of testing and adjustments and having a supportive community provides many benefits for our small team.
Furthermore, with an extended budget we can speed up the development process and offer more content beyond the core concept.”

Approximately how long will this game be in Early Access?

“Endciv is fairly early in development and in order to complete the Core functionality of the game we need at least one year of development. Once we reach this milestone we will add additional functionality and polish the game even more. We can’t determine for sure how long the game will stay in Early Access but it will likely be two years or more.”

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

“The two versions will differ a lot. There are many features which are not yet implemented on the game and you can read about those below in the Development Progress section. There are in fact four Core Aspects for the game and early on we will only focus on two of them; construction and economy. Once these aspects have been developed we will continue to add combat and immersion (polishing and details) to the game. A list of features we have in mind and how we rate their probability is listed here.”

What is the current state of the Early Access version?

“You do not have the ability to save or load the game and the playtime is only 1-2 hours for one match. You can enjoy the very basics of base building and the game will guide you. It is possible to gather a lot of resources, store them and eventually trade with others to get other rare goods. You can hunt and plant crops to survive for a longer period.
Nevertheless, there is a solid basis underneath which lets us add content and functionality in a good pace.”

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

“We plan to gradually raise the price as we ship new content and features.”

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

“The best way to communicate with us is to use our Forum. There you have the opportunity to file bugs, provide ideas and share your opinion for upcoming features and other development matters. You can also help us translate the game into other languages; we will provide tools for this soon.
Later on we plan to share our game editors so that you will be able to create content which will appear in the game. We will also offer a select few the opportunity to balance the stats of the game.”
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Recent updates View all (16)

May 11

Characters and important features

Hello Everyone.
April was a productive month. We managed to get more basic systems in place such as the main menu and a proper loading and exiting routine which is not as trivial as it might sound.

Savegames and settings
Another point was the whole user settings. We can store and load settings and savegames for multiple users. Savegames will also have backward compatibility as this game is in constant progress during the alpha. We do that by simply having a converter from one version to the next once something has changed. Of course, just basic UI but it does its job.


Character models
I also hired a 3D artist who is doing the unit models. It is important to get the workflow final right now. The ideas I had for the characters previously were rather complex but in hindsight, as many things, some aspects are unnecessary. You can barely see any close details at the scale we are going to have. I wanted to be able to show starving people by actually making them thinner for example. But before I wrap my head around that lets first implement all that, it would still be possible to do it if it turns out to be a good idea, which I doubt.

Still I wanted to have variation and flexibility, so I came up with a modular system that is not too complex. We only use 4 mesh and texture parts that are combined on runtime: body, head, hair and misc (accessories like hat, backpack or additional clothing). We can define rules and presets on which parts are going to be combined. So a butcher at to work can look appropriately and when he goes home he could wear normal clothes again.

Each part has its own texture and all are packed in one quadratic texture. We target 512 pixels but for the game 256 pixel is enough so we have room for other purposes like close-ups or citizen portraits. Each part has UVs that match the smaller textures simply to make texturing easier, to prevent errors and simply stay more flexible. Most humans stay below 800 triangles and we can implement LODs if we have to.


Game economy
We still gnaw at the whole production process. For sure we did other things this month but it also turns out to be more time consuming as intended. But we are close to the goal, the AI system is in place and citizens successfully transfer resources form a storage to the production facility. All we got to do now is to start production and put those resources back to the storage. The whole AI decision is in place like when to get resources from where based on what should be produced.

A bunch of resources and products are in place. One that is working I will go and port over the old terrain system and distribute some resources which can then be gathered.

Gameplay wise we will then be equal to the current version of Endciv. The UI is another big topic but it should grow over the next two months as well. Before that I will update to Unity 2018 as there are quite some new features that we should build on.
7 comments Read more

April 5

We are two again

Hey everyone. It’s time for an update. For my excuse, we are very busy right now to get the main game mechanics done. Yes, you read right, I hired one of the former programmers of Endciv again and he will help me for at least half a year from now on.
Also he is a good programmer and not the reason why everything was so broken last time.

For task management I moved over to HacknPlan, I recommend that for other developers. It has all the basics of Jira while not being so complex.

We implemented a few basics like the save game system, player configuration and the inventory system. The latter one took some more time but will never annoy us again, it works great. In fact it is very similar to the previous one but all the pitfalls were removed.

Production System
The current goal is to get the whole production loop in place, today we implemented the basic system. But in order to get that far I spend a lot of hours simply on writing that system down. It might sound straight forward but there are many tiny details that have to be covered.

One of those things is logistics. I wanted a system that is not too simple because that can lead to inefficiency and illogical behavior. On the other hand, a too complex system takes more time and planning and is prone to issues. The system I came up with I think is a great foundation.

One uniqueness of Endciv compared to most other games might be that we have multiple production facilities which can produce a number of different goods. Also one facility will be able to produce more than one of those at once e.g. by having space for one or more workers. I call that production lines.

The player will now mainly tell on a global level how many resources should be produced at any time. So you can define that 20 tools should be in stock all the time, if that is not the case then it will be produced. In addition, you can always add specific tasks like produce 10 mechanical parts and prioritize all tasks and resources.

One critical point was how to actually manage that.
First point was how to tell which resources to produce. I believe that if you have 60/70 of product A but 2/40 of product B then B should be prioritized. I came up with a formula that does that, but of course it requires some balancing. But here it is:
Comparing priority = priority * (batchesLeft / MaxAmount)^activeLines

What it basically does is that if no facility is producing a resource then base priority is taken for comparison. Then the more facilities produce that same resource the less likely it is to be taken by another facility.

Another issue connected to that was how to manage logistics to provide the right amount of resources. A production facility ideally runs all the time and gets provided with resources. On the other hand, one facility should not take all the resources that would then not be available for another facility. To solve that we divide those tasks in batches which will be increased before the facility runs out of resources. That way two facilities can easily produce either the same resource or different ones at once.

About Programming
The whole coding rebuild turns out to be great. The Entity-Component pattern is a great relief. It never was that easy to implement independent modules like debug and cheat codes so easily.

Without going too much into detail (let me know if I should) having a System that uses static methods for all the major game logic makes it very easy to implement modules like this.

From each space in code I can simply call InventorySystem.AddResources(inventory, resources) for example. Before you protest, this is not a Singleton pattern. All those methods simply perform logic based on the parameters. The alternative might be calling inventory.AddResources(resources) but that would include logic in the model classes. Some of those methods do require an initialized system but we make sure that there is no Entity before there is the according system.

Again, if you are interested in those kind of things, let me know and I will focus on those things more often.
7 comments Read more
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Development Progress


Endciv is still in an early development state. Find out more at our Roadmap.
The circles above are indicators of how complete the game is in these categories.

Building

Construction and city building aspects. The number and variation of buildings and objects will be constantly increased during development and it will become more challenging for you to build more advanced buildings.

Economy

The economy of the game is our highest priority at the moment. This includes the number of different goods and production facilities but also how trading and resource management performs. We constantly improve and adjust balancing.

Combat

Combat features are a low priority and will be implemented once the economy and building features are more solidly implemented.

Immersion

The last aspect describes the emotional and ethical aspects of the game. We want to provide a grungy post-civilization scenario and believable events in the game. This also describes how detailed the game will be. The full potential of this aspect can only be achieved towards the end of development.

About This Game

You’ve managed cities in medieval ages, Rome, Egypt, foreign planets – Now it's time to discover the wastelands!

OVERVIEW

  • Rebuild civilization in a world full of misery and cruelty
  • Craft a flourishing town from the ashes of the past
  • Decide yourself either to conquer or to ally
  • Enjoy a detailed simulated world

In a world where civilization suffered from weather phenomena and collapsed financial markets, a group of people lost their shelter and are now on the search for a new place to live. Help these people to survive in the wastelands. Explore the unknown environment to find shelter and a supply of food and water for the early days. Your foremost duty is to avoid dehydration and starvation at all cost.

Enjoy a detailed simulation. Manage food and water under harsh conditions. Water loses quality over time and food does rot. Even rotten food does not just disappear but has to be composted. During the game you also have to manage energy, agriculture and labor and each aspect relies on certain real world aspects.

Lead a successful settlement. Acquire a fortune of goods, keep your citizens satisfied and improve the daily routine with new technology and resources. Then your reputation will increase and strangers will take notice. You will be visited by nomads who want to join your tribe and merchants who want to offer a trade.

But beware, big attention will also lead to threats. How you will deal with it is up to you! Either arm up or focus on strong allies - both are viable strategies.

Please do keep in mind that the game is still in development.
Visit our Roadmap and Forum for more information.

System Requirements

    Minimum:
    • OS: Windows 7, 8, 10
    • Processor: Dual Core 2.6GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB (Shader model 3)
    • DirectX: Version 9.0c
    • Storage: 360 MB available space
    • Additional Notes: These requirements are estimations during the Early Access state. If you are unsure if the final game will run on your system then you should wait until we can confirm these system requirements.
    Recommended:
    • OS: Windows 7, 8, 10
    • Processor: Quad Core 3GHz
    • Memory: 3 GB RAM
    • Graphics: 1024MB (Shader model 4)
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: These requirements are high during the Early Access state. If you are unsure if the game will run at great performance on your system then you should wait until we can confirm lower system requirements.
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