Take on the role of leading a camp of weary peasants, make strategic decisions to fight for survival against the elements. If you're capable, the camp will grow into a settlement, and then a hamlet. Do you have what it takes to grow it into a city?
All Reviews:
Positive (19) - 94% of the 19 user reviews for this game are positive.
Release Date:
May 28, 2018

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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?

“Prosperity is a very ambitious game in terms of mechanics. In fact, it's easy to go overboard with complexity, because we are the types of people who love large complex games with lots of depth and layers upon layers of interactions and interdependence. Therefore, it is even more important to us that we get a variety of feedback from different folks with different backgrounds to point out that something is confusing, or something is tedious. Too often we are so deep in designing a mechanism just right that we forget the bigger picture, and that's where you, the Early Access players, come in to smack some sense into us.”

Approximately how long will this game be in Early Access?

“We plan on releasing the game when it meets our standards for a full game. That means all of the upgrades are implemented and tested, the main story-line is scripted, all the core mechanics are implemented and balanced (although we expect to need to make tweaks down the line). Our goal is to hit this point before the end of 2018.”

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

“The full version will include the conclusion of the storylines, more cohesive and complete upgrades, less bugs, and in general a more enjoyable experience. We plan on adding some new mechanics to better run the city, social policies to help execute the player's strategy, and new automation capabilities to help with management. Throughout early access we expect to continue updating the game, which means there's always a chance that an older save file could become incompatible. In the full version, we will be doing extensive testing to make sure save files are properly migrated as the game updates.”

What is the current state of the Early Access version?

“The game is playable right now. Players can progress from a camp to a city using everything that is implemented in the game. However, since this is early access, a number of impediments, buffs, events, and content are not yet implemented, leading to a play time that is quite a bit shorter than one would expect from an incremental game. Balancing the game will take time.”

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

“No plans on changing the price after Early Access. However, we may sell expansions and DLCs further down the line.”

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

“Best way to provide feedback is through the Prosperity subreddit https://www.reddit.com/r/ProsperityGame and Discord https://discord.gg/fTUtw44
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Recent updates View all (12)

May 9

2019 May Update!

Hello everyone, thank you for being so patient with the game updates.

There has been major rework in the infrastructure side to support the extent that we'd like to see the game go.

The goal hasn't changed, we would still like to deliver the military campaign, the religion system, the cultural influence system, and very importantly we want to create vertical integrations across all these systems to improve gameplay.

In the May update, we added the necessary infrastructure behind the military campaign. Specifically, the world is now mapped with locations (points of interests), roads (which connect them), and we moved over anyone that moves such as battalions and caravans to the Traveler system, which makes use of these roads. We have built systems for building up an army and maintaining them, battle sequences between opposing forces, and the concept of faction ownership on locations. Additionally, some locations are tagged as Fortress, Castle, or City and provides additional bonus.

Another feature rolled out behind the scenes is the World Entities system. This translated a number of in-game values to actual entities with common properties. For example, the Granary, Warehouse, and Treasury are now "Resource Containers" in game, this will lead eventually to the concept of splitting up containers for budgeting/planning so that you could for example set up a container specifically for Contracts that automatically takes resources out of the main Stockpile based on certain policies.

A unified approach to developing in game widgets has led to a number of QoL features. The Sell list in the Trading screen can now be sorted to help you decide what needs to be sold. The Warehouse and Granary both have ability to sell goods instead of discarding them directly once you have the Market unlocked. The tagging system enables the warehouse to be sorted into categories so that you can quickly see what you have.

We also heard you loud and clear, the early game can sometimes be dull while you're waiting for buildings to be completed. You can't spare any more builders either, so instead you can help out your builders similar to chopping wood and gathering food.

We also introduced a few features based on feedback from the community. Farm houses and Tree houses now have an added bonus where they improve the efficiency of workers in the Agriculture and Forestry sectors respectively. This works by calculating the number of workers in the relevant Sector, and calculating the percentage of which is living in one of these location-specific homes. Makes sense if you think about it, someone who doesn't have to commute far can do more work with their time. However! Farm houses, like all other buildings in the Plains, is prone to being flooded, and Tree houses like all other buildings in the Forests, is exposed to forest fires.

Finally, we also released the full version of the Consistency Engine. This is a value checker that runs every now and then in game to make sure certain things stay up to synch. As we say in the development world, there's 2 hard problems: naming things, and cache invalidation. For sake of performance we cache a lot of frequently calculated values, and unfortunately the cache can become outdated. Given the scope of the game and the number of interdependencies, it is almost too easy to create accidental inconsistencies. The Consistency Engine is equipped with a set of formulas to ensure things like number of worker slots is consistent with the buildings that are operational, or that the seasonal bonus is appropriately updated for every batch in every job.

Now I understand that this update talked about a lot of infrastructure stuff and not a lot of features. Please be patient as we work towards the June update that will add some more content to the game.

Cheers!

dSolver

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January 9

2019-01-09 Update

Hey everyone, Happy New Year!

Now that bellies are full and holiday stress is over, let's dive back into routine with a new update.

In addition to posts here, from now on I will (try to) keep a changelog over at https://home.prosperity-game.com/changelog

* New feature: Market Auto-sell on District Improvements. Once a Market is built in a district, the player will be able to toggle goods produced in the district to auto-sell. This feature figures out what the district produces by keeping a running list of goods produced via each improvement

* District Improvement changes:
* Compost Yard - will now provide Food points to a district instead of increasing efficiency of farms
* Road to Capital - Reduced the prerequisite district stats, replaced Explorers Guild with Porcelain Tower

* District Upkeep cost adjusted, will now have a base cost to upkeep districts to discourage creating too many all at once

* District Details UI - now displays a badge beside each stimulus package if there is currently any time left on a stimulus pack

* Districts are now prone to flooding if there is a river zone in the district. Flooding can kill inhabitants and will delay production

* New District Improvement: Levee - can be built on district zones with a river, reduces chance of flooding.

* New District Improvement: Stables - are built in the Core of a district, once built it will provide a productivity boost of 20 for every farm built in the district

* Fixed an issue where a district improvement in ramp-up mode produced negative goods

* Fixed an issue where district efficiency could potentially become negative

* Fixed an issue where 2nd floor (and other building upgrades that added housing capacity) wasn't adding any housing

* Fixed an issue where the upgrade toggle on a building card reset itself if the building was not marked as being upgradable

* Fixed an issue where starting a project called for 1 more worker than listed in the project card

* Fixed an issue where the commission on the trading screen was incorrectly calculated

* Fixed an issue where typing the amount of goods to sell did not trigger an update on calculating what the total gains should be

* Granite and a number of other exotic resources are now able to be sold through the Sell tab of the Trading screen

* Overflow penalty for warehouse will now be more prominent by adding a debuff marker. Overflow penalty will now scale when population < 100

* Increased base salary of Constables, constables will now provide a static increase to security awesomeness

* Sleeker UI for setting up a game, added potential for more professions to be added

* Behind the scenes: Modified the food history so that annual food consumption will be recorded in a separate archive, which reduces memory needs to store food history in total
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How is this different from the web game?

Prosperity started off as a text based web game that I developed in 2014. Over time, the web version of the game diverged a great deal from my original vision for the game. Many of the things I wanted to do became unrealistic due to the limitations of the game's architecture and planning.

As a result, the PC version available via Steam is very different but keeps many of the same core concepts. Additional details can be found at our subreddit https://www.reddit.com/r/ProsperityGame/comments/8pgita/difference_between_steam_version_and_web_version/

About This Game

Prosperity is a city-building resource management game. Unlock more buildings, jobs, technology, and game mechanics as you progress. Use your resources wisely, strike balance between investing and conserving. Make and maintain relationships with other towns and factions to gain access to rare resources.

Your effectiveness as a ruler is measured by a number of factors, and the further you progress in the game, the more factors you will have to consider. Which policies will you enact to reduce the amount of management needed from your part? How will you deal with crime, famine, and natural disasters?

Put your workers to work in different buildings which grow, produce, or refine materials. Over time you'll get a sense of which resources are renewable and which are not. Being able to balance progress and growing demand with the availability of resources will be crucial to the sustainability of your town.

Upgrade your buildings, learn new techs, find new trading allies, improve your standard of living, and bring Prosperity to your city.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Memory: 2 GB RAM
    • Storage: 800 MB available space
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 800 MB available space
    Minimum:
    • OS: Ubuntu 14 or higher
    • Memory: 2 GB RAM
    • Storage: 800 MB available space
    Recommended:
    • OS: Ubuntu 14 or higher
    • Memory: 4 GB RAM
    • Storage: 800 MB available space

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