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?
Alla recensioner:
Positiva (19) - 94% av 19 användarrecensioner för det här spelet är positiva.
Utgivningsdatum:
28 maj, 2018
Utvecklare:

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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?

“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.”

Ungefär hur länge kommer det här spelet att vara i 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.”

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

“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.”

Hur är det nuvarande läget i versionen med Early Access?

“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.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

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

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“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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13 juni

June 2019 update

  • The save folder has changed locations for windows users! Don't worry, the game will migrate your files over automatically

  • Fixed a bug where currency can go negative from the Garden Stall

  • Fixed a bug where you can lose resources for starting to create a new district but then cancelling instead of hitting create.

  • Fixed a bug where workers can go negative when a building collapses from natural disasters

  • Added failsafes to prevent population from going negative (which shouldn't be possible, but there are some far flung edge cases)

  • Auction houses now provide money properly

  • Tweaked a number of tech upgrades

  • Job description will now provide efficiency breakdown if available

  • Lots of progress on the work order system but it is not yet available

  • Started work on the Perks system (not available yet)

See you for July update! :)

dSolver
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9 maj

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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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/

Om detta spel

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.

Systemkrav

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Minne: 2 GB RAM
    • Lagring: 800 MB ledigt utrymme
    Rekommenderade:
    • Minne: 4 GB RAM
    • Lagring: 800 MB ledigt utrymme
    Minimum:
    • OS: Ubuntu 14 or higher
    • Minne: 2 GB RAM
    • Lagring: 800 MB ledigt utrymme
    Rekommenderade:
    • OS: Ubuntu 14 or higher
    • Minne: 4 GB RAM
    • Lagring: 800 MB ledigt utrymme

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