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!
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Smíšené (61) - 50% z 61 uživatelů ohodnotilo tuto hru kladně.
Datum vydání:
21. dub. 2016

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Hra s předběžným přístupem

Získejte okamžitý přístup, začněte hrát a zapojte se do vývoje této hry.

Poznámka: Tato hra ještě není dokončená a během vývoje se může výrazně změnit. Pokud Vás nyní nezaujala, zkuste počkat, než se dostane do další fáze vývoje. Více informací zde.

Zpráva od vývojářů:

Proč předběžný přístup?

“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.”

Přibližně jak dlouho bude tato hra v předběžném přístupu?

“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.”

Jak se bude plná verze lišit od předběžného přístupu?

“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.”

V jaké fázi vývoje se hra nachází?

“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.”

Změní se cena hry po skončení předběžného přístupu?

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

Jak plánujete zapojit komunitu do vývoje této hry?

“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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Nedávné aktualizace Zobrazit vše (17)

8. července

Playable update is getting closer

Hey Folks. We are making great progress now!

June was not a good month, there have been a few things to deal with like a new computer to set up and I got surgery, but just removal of metal parts. Also a bit of time went into setting up tasks for artists, one of witch I am still waiting for a reply and maybe I need another one.

This week we will tackle Construction, Resource Gathering and just today finalized Production.

Resource management
Here is the new Production UI. Other than issuing individual goods per workbench or citizen, you will have one window to define how many resources should be produced. I plan to include 2 sliders, a min and a max amount value, here is how it should work.

When your total storage of a good is above max amount then the resource will not be produced. When it is below we will calculate a priority of this resource, so the production workers can choose which resource to produce next. In general, the higher the gap between available amount and max amount the higher the priority is. With the min slider you can even add priority, as the gap between it and available amount will also be included. All resources that are below the min value will be produced first.

And to not limit production to just one resource we add currently produced items into account, so if 2 or 3 lines of production already produce an important material, the next worker might choose another material. All is just done in one simple formula.

I also plan to include helpers to the UI, e.g. when your storages grow you should not have to increase each individual slider to match your storage capacity, same when your storage shrink.

Similarly, the Trading window will be, here you adjust amount which can be sold and a reference price. Players of Anno (aka Dawn of Discovery) might be familiar with this.

Content improvement
I was able to revert some of the old assets to the new project. I had to make some adaptions but overall they fit in quite nicely. The placement system (how you place objects on the grid, and which grid size to use) was now finalized today. I am much happier with this than it was previously.

I think I even solved something that was never quite right. When you build your city you will go over different stages, first you have these weak tents, then your ugly, slum like shacks and later you can afford some more comfortable houses. The shack like buildings so are what is most interesting to me personally, you should be able to trade space vs quality of living and other negative aspects like hazard of illness and fire. Look at this image, it looks like a mess, but each house can be reached by just a small corridor. You are free to leave one or two tiles more between the buildings though.

Here is another image, not all of these things like the animas work already, but I wanted to make an impression of what we are going to tackle this and next month. I do plan to have everything working which you can see right there, including electricity which I missed to add to the image.

Finally, here are some of the humans, textures are in progress now.

I know it is about time to get the first update out and I had a personal deadline for fall. We are working hard the next two months and I am at least trying to make this update in August for you to test. I believe, even when not everything is in place you will notice quickly why this step was done and where the game is heading now. One reason to have it released a bit later might be to add some more info like a simple tutorial, because I had to learn that shipping a tutorial of some kind is very important, even or especially at this early stage.
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11. května

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.
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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.


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.


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


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.

Informace o hře

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


  • 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.

Systémové požadavky

    • Operační systém: Windows 7, 8, 10
    • Procesor: Dual Core 2.6GHz
    • Paměť: 2 GB RAM
    • Grafická karta: 512MB (Shader model 3)
    • DirectX: Verze 9.0c
    • Pevný disk: 360 MB volného místa
    • Dodatečné poznámky: 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.
    • Operační systém: Windows 7, 8, 10
    • Procesor: Quad Core 3GHz
    • Paměť: 3 GB RAM
    • Grafická karta: 1024MB (Shader model 4)
    • DirectX: Verze 11
    • Pevný disk: 1 GB volného místa
    • Dodatečné poznámky: 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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