TFM: The First Men - Pera Games

Salutations, ambitious children of Adam and Eve!

Today we're happy to bring you some updates about our development process. Starting from now, we shift our focus toward a new stage of development dedicated to evaluating all game content to date, improving performance, filling in remaining holes in content, and rebalancing existing systems. Most importantly, being ready to show off what we have prepared for YOU - not only to our great supporters at TFM Discord but to those who prefer having these regular updates in Steam as well.

So we are excited to hear your honest feedbacks, comments, and critics to help us develop TFM - please leave your thoughts here - and/or join our Discord for faster communication!

What's New and Improved?

The Colors

We’ve fully revised all of our settlement resources, character attributes, and main gameplay features. Inspired by Richard Garfield’s color pie - each color now represents a number of things in the game.

In green color, we have “Prosperity” - the basis for the growth of new characters and the representation of food, shelter and all other things about the basic needs of your entire settlement. It is a collectible settlement resource with a store limit that maintains the characters as a consumption resource. You will be able to use this resource in a screen called “Paths” - investing in the characters you choose to let them gain new traits and attributes. Even letting a character to have the Pregnant trait will be done in this screen, so you will be using your prosperity to produce new characters.

In blue color, there is “Industry” - a collective term for all physical, material resources, industrial tools that are used by characters in your settlement. Mostly used at building constructions and crafting new items while maintaining the tools of your workers.

In red color, we have “Influence” - the representation of the power of your settlement. Managing this settlement resource is very important because it is the main upkeep for constructions and the only way to gain it is to execute numerous strategic actions. “Masteries” screen mostly uses this settlement resource - where you use your trained characters to unlock new things for your settlement.

White color represents the “Unity” of the settlement, used to acquire “Traditions”, allowing a settlement to gain new gameplay features and bonus modifiers in certain areas.

Black is the opposite of white - “Decadence” of your settlement, used to acquire “Corruptions”, again allows the settlement to gain new bonuses.

For each of the colors, our character attributes remain untouched - each color has its own attribute, Green is Body, Blue is Mind, Red is Heart, White is Soul and Black is Self.

Settlement Building

After playtesting quite a lot of different styles for the city-building part of TFM, we’ve decided to move on with a Knights & Merchants inspired approach. Now you start the game with Adam & Eve along with a Gathering Tree. Soon we will be updating the customization screen of them too, with new features like starting the game with some children, traits, and items of your choice.

Unlike K&M - you don’t use gold to create new characters, in TFM - as mentioned above - you will be using Paths screen for this. Every character starts his or her life cycle with an Element trait, basically defines main attributes. Path of the Young will be used to invest in characters during infancy and childhood periods, adding them Temperament traits.

Vocational traits are basically jobs. You will shape the society of your settlement from the beginning, while even there are no crafters, leaders or soldiers - you’ll have six different types of collectors to choose from - Gatherer, Hunter, Forester, Farmer, Mountaineer, and Shoreman. They will be the backbone of your economy and unlock new masteries for you to educate better characters and to have more interesting jobs as you progress.

Class traits define the characters you add to your parties. These parties will help you explore the world, meet other entities and complete your own defined objectives.

There are a couple of different trait categories as well, like Aptitude, Personality, Genetic and Conditional traits - for the sake of this update’s length, we will be unraveling more information about them in later updates.

So basically a cycle starts with these in hand; you invest in your characters, construct buildings for them to gain more settlement resources or to have adventures around the world - and with your income, you unlock new things to make your settlement better, in your chosen way!

We’ve always been wanting so badly to give the players the ability to create and develop different kinds of societies just like we’ve been seeing in the universe of George R. R. Martin’s Game of Thrones. Now we’re very pleased to achieve our goal to have a player own strong, proud, superstitious and unruly people like the Northmen, while another one can shape fierce, hard and unbending sailors like the Ironborns!

World Generation

This was another huge topic we’ve been working on since the very beginning. We’ve fully revised the process that generates the layout and contents of our world. Now let’s talk a little bit about the components of world generation:

Tiles are the basic quantum of location in The First Men. All characters, settlements, dwellings, resources, doodads, features and all other objects are located on tiles.

Terrain encompasses the geographical features of the world. It consists of tiles, each of which possesses certain properties and gameplay effects. At the most basic level, the terrain is divided into biomes, which forms the main regions of the world, where most of the gameplay happens. Player settlements always start the game at a Grassland terrain and slowly explore other regions named as Forest (green), Ice (blue), Mountain (red), Desert (white) and Blight (black). Besides these regions - rivers, lakes, and seas envelop the land and complete the world.

Terrain features shape these regions; Primary features transform terrains and form smaller districts inside those regions. Shrubland, Tundra, Steppe, Barrens, and Swamp goes inside this category. During the dynamic world generation phase, AI uses the primary features to create new dwellings.

Secondary features are super generic features. Caves, Sinkholes, Ruins, Caverns, Lairs, Nests, etc. are the places where most dwellings can be generated.

And there are Tertiary features - super unique features, which are rare in most maps and do not have duplicates in the same map. We will be adding (and with our modding support YOU will be adding) these features for years since there are absolutely no limits to create new kind of stuff in this category.

Terrain resources are special resources which give bonuses to visiting characters and will be used as objectives.


Next up we are willing to implement our new combat system rework. Inspired by old Championship Manager games - we’re giving you a system where you will have more meaningful decisions and see the outcome of a battlefield much better!

After that, we will be working on a big feature - Dwellings. They’re the core of TFM’s dynamic world and each of them will have their own objectives to achieve several different goals, using a system called GOAP (Goal Oriented Action Planning).

Get ready for your first meeting with several races of The First Men, here’s a tiny spoiler;

More details about these subjects will be told in upcoming updates.

Stay tuned!
TFM: The First Men - Pera Games

We are excited to hear your honest feedbacks, comments, and critics, and help us develop TFM on our Discord Server!

Whenever it is ready we will be sharing The First Men's Alpha build exclusively with our Discord community, so even before Early Access, you can get your hands on the game if you are interested.

We value the importance of community and learned how effective feedback is during our previous games. If you use Discord give us a visit, we are growing in numbers already!

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