They Are Billions - Numantian Games


After two weeks of testing the level editor and the workshop, we are glad to announce that it’s finally ready. Thank you very much to all the players that joined the editor testing group and shared their feedback with the developers. Right now there are more than 80 levels to enjoy, and we’re sure there are many more to come soon.

The editor and custom levels access is now available with the new version of They Are Billions: V.0.10

Playing Custom Levels

It’s very easy and straightforward. Just start the game and press New Game. There are now more options to play: Survival, Community Challenge and Custom Levels.

Select the Custom Levels option to access the Levels Dashboard. You will find there the list of all the levels you are subscribed to. Just select the one you wish to play (in some of them you can configure the map type) and good luck! :)

How to Get New Levels

In the custom levels dashboard there is a link to the They Are Billions workshop. Select the levels you like and press the Subscribe button.

You can do it directly from the workshop steam page here:

Press the update button in the dashboard for a refreshed list of levels including the new subscribed ones.

Every workshop item has its own steam page, go there to give feedback or any other info to the level creator.

New Level from Numantian: The 50 Days Challenge!

One of the features of the level editor is that you can make the game generate a random Survival map and then modify the events, scripting and narrative to bring a new survival experience to the player.

We have created "The 50 Days Challenge" which is a survival game with just 50 days to build your colony before the Final Swarm arrives. But don’t despair, you will not be alone in this task. The neighboring colonies and the New Empire will try to keep you from joining the hordes of infected by sending help periodically.

Hope you like it! It’s a super fast game and a real challenge!.

The Custom Levels Editor

There are three ways to launch the Editor:
- From the game main menu, go to More => Launch Editor
- Or just press and hold the SHIFT key when starting the game and the editor will be launched automatically.

- In the installation folder you have a LaunchEditor.bat you can use to launch it directly.

These are the main features of the level editor:
  • Map creation can be manually crafted or let the game generates a random survival map when the game starts.
  • Custom events.
  • Custom scripts to enhance the narrative.
  • Advanced ZXCode language (variables and functions) to create complex gameplay mechanisms.
  • Multi-language support.

Of course, it will be updated periodically to include more features to create. One of the upcoming big features will be custom modding of game rules (units, structures, stats...).

The Level Editors Guide
Before playing with the editor we strongly recommend you read this short guide we have prepared. Here it is:
TAB Editor Guide

Forum & Support for the Editor & Workshop

Please, use this forum for all related info about the editor and workshop, comments, feedback, new features or bugs reporting. Also we will update there the development progress and version changes log.
They Are Billions Workshop Forum

The Campaign

Now it the editor is ready we think it can expand a lot the content of They Are Billions so we can focus on finishing the campaign mode. We know all of you are asking us for the estimated launch date but we cannot give an answer yet. We would like and we will try with all our workforce to release the campaign on next Spring 2019. At the same time we will improve the Survival Mode with two new Map Themes and expanding the features of the editor to allow you to create even more awesome levels.

And that's all! We hope the editor will bring lots of fun and surprises for the great community of They Are Billions players.

See you soon!
They Are Billions - Numantian Games


This is a quick update for the players that wishes to test the Editor and Workshop features of They Are Billions. For the rest of players, please ignore this update, and wait to the public release. We will announce it here as usual.

Before releasing the Custom Levels Editor and the Workshop integration we would like to test it further with the community. So, for this reason we have enabled the Editor features under the Test branch of They Are Billions (v.0.10).

Accesing the Test Branch

To access the Test Branch you just have to open the properties panel of They Are Billions on Steam (right click on the game, select properties option). Then, under the page Betas, select the Test branch and let Steam update the game.

This version hasn't been completely translated to all languages yet. That's why you will find some English texts in some parts of the game. We are planning to release The final version on November 25th that, as we always do, will be translated to all languages.

The TAB Editor

There are two ways to launch the Editor:
  • From the game main menu, go to More => Launch Editor
  • Or just press and hold the SHIFT key when starting the game and the editor will be launched automatically.

As we are planning to heavily update and expand the editor, the interface will only be available in English for now. Our intention is to have it translated to all the languages that They Are Billions currently supports when the game is finished. Nevertheless, you can create levels in any language you like,. Indeed, the editor allows you to create multi-language levels.

The Guide

Before playing with the editor we strongly recommend you to read the short guide we have prepared. Here it is:
TAB Editor Guide

Testing & Publishing your Levels in the Workshop

You can test your levels locally in your computer before submitting them to the Workshop.

The Workshop is still private and only accesible for the members of this group. If you wish to test the Workshop now, please join to the Numantian Games group here.

Workshop Forum & Support

Please, use this forum for all related info about the editor and workshop, comments, feedback, new features or bugs reporting:
They Are Billions Workshop Forum

And that's all for now. We expect to launch the Editor & Workshop to the public on 26th of November.

See you soon!
Oct 20, 2018
They Are Billions - Numantian Games

Just a quick update to talk about the new version published 0.92 and some news about the incoming Level Editor.

New Version V 0.9.2
It is just a minor update. It fixes some problems and bugs and also improves the general performance. It also includes these new features:

Custom Keys

Now you can customize most of the keyboard commands available in the game. You can do it from the Options screen, under the controls section. You can even assign several keys for the same command if you like.

8 New Achievements

We have added some more achievements that make the Survival Game more challenging and spicy:
  • Open Mind
    Win a Survival game (Score Factor >= 100%) without using walls, gates and towers.
  • Soldier Wrath
    Win a Survival game (Score Factor >= 100%) with just Soldiers in your army. No Attack Towers allowed.
  • Ranger Revenge
    Win a Survival game (Score Factor >= 100%) with just Rangers in your army. No Attack Towers allowed.
  • Sniper Slaughter
    Win a Survival game (Score Factor >= 100%) with just Snipers in your army. No Attack Towers allowed.
  • No Towers Needed
    Win a Survival game (Score Factor >= 200%) without using Attack Towers like Ballista or Executor.
  • Peaceful
    Win a Survival game (Score Factor >= 100%) with no new units trained.
  • Unstoppable
    Win a Survival game (Score Factor >= 100%) without pausing the game.
  • Best General
    Win a Survival game (Score Factor >= 100%) with no casualties. No Attack Towers allowed.

The Game Editor

We expect to release the game editor in about two weeks under Steam Workshop. With the game editor players can create and share custom levels. The editor will be updated from time to time, growing in added features.

These are the main features included in this first version:

- Full map creation: Theme selection, terrains, forests, mountains, ornaments...
- Adding any game elements: Buildings, Doom Villages, treasures to loot, ruins, units...
- Adding interactive elements, like displaying a message when a unit enter in a selected area, or creating Units (Infected) generators.
- Create your own story by customizing the start, game win and lose, game events, neutral characters that join your colony. All of these with your own style and writing.
- Full control of game events: Roaming infected groups, swarms, win conditions, send all infected to the Command Center, grant or remove resources to the colony...

What do you think? We are confident that you will create great and original levels with this first version. Here you have some screenshots:

And that's all for now. See you soon!

[UPDATE 12/11/2018]

We have delayed some weeks the launch of the editor as we have been improving it heavily. The reason is because we want to make sure that all levels and content created with the editor will be always compatible with all future new versions of the game. Also we have added some cool features that were missing in the previous version:

  • Custom Survival Levels: You can let the game to generate random maps (as the Survival Games) and just customize the narrative, events and scripts to offer your own Survival Experience.
  • Custom Scripts: We have improved this part a lot. You can now interact much more with the player (dialog, menus to choose options...), and a lot of cool things to make very interesting levels.
  • Multi language support: You can create multi-language custom levels to reach a wider audience.
  • Custom Pictures & Sounds: Decorate your story and narrative displaying custom pictures and playing custom sounds.
  • New Custom Level from Numantian: The 50 Days Challenge! A extreme and super fast survival game where you will need the help of the colony neighbors to succeed.

First we will activate the Workshop and Editor for the Test Branch. We will announce it here very soon. And after that (for 26-29th Nov) we will make it public for all players.

[UPDATE 15/11/2018]

We have just published the Custom Levels Editor Guide.
They Are Billions - Numantian Games


I hope you’ve had a great summer! It’s been a while since our last update. It’s not only because even the most devoted developers need to take a break sometimes, but mostly because we’ve been working hard on the game, making big changes as we develop the Campaign Mode. This, unfortunately, has prevented us from updating the Survival Mode with new content for now.

So with this post, we would like to inform you on the game development and what we’re currently working on.

The Campaign

When we originally envisioned They Are Billions, the Campaign was the main gameplay mode and the Survival was just conceived as a quick game for fun, played in a random scenario, that allowed us to test and balance the game. We decided to release it in Early Access on Steam at the end of last year, as the players who played the Survival Preview (the backers) loved it. To our surprise the success of the Survival mode was so great that we decided to improve it over time, as you surely know, by continually adding content and putting a lot of work on it. But then... what’s happening with the Campaign?

We’re now in a paradoxical situation in which the development of the Survival takes time away from developing the Campaign and vice versa. And both modes need to grow together since they have the same core. Otherwise, we’d end up having two different games. So now, it’s the Campaign’s turn, which is also a good thing, as we’ll include many of the features implemented in the Campaign to enrich the Survival Mode.

And How is the Campaign development going?

The Campaign development has been much more time consuming than we anticipated. We’re committed to delivering a great Campaign and not just a bunch of survival scenarios that you have to play in sequence. We want to add there all that is lacking in the Survival Mode, to have a perfect and rounded experience.

In the Campaign you’ll have a big World Map where you’ll be able to choose what kind of missions to play to reconquer a big territory from the infected. Every mission accomplished will unlock new missions, but be careful because infected swarms will block your path to new territories. You’ll have to destroy them with your personal Imperial Army.

These are the kinds of missions you’ll encounter:

- Colony Building: In this mission you have to build a colony on an outdoor map and achieve specific objectives (resist X days, get X colonists, get X resources...).

- Swarm Attack: You’ll need to grow a big army from the Empire using your Empire Points to hire your troops. Lead them against the swarm that’s blocking your advance on the map and reach new territories where you can establish new human colonies.

- Old Fortresses: This is a tactical-based mission. You’ll explore abandoned human fortresses with just a few units. In these Fortresses, you’ll discover secrets and valuable artifacts that will grant you advancements in Science, Technology and the Empire. These will boost your Colonies and your Imperial Army.

The Old Fortresses missions are themselves like a whole new game that we think will improve and enrich the experience. You’ll have to venture into these infected places with only a handful of warriors (and a Hero, but we’ll talk about heroes later). To survive, use the environment to your advantage. These fortresses hold the keys to you finding out how the world fell to the infection, with lots of lore and many other surprises along the way.

We have now new artists creating hundreds upon hundreds of new graphic assets for the game. Here’s a taste of what the Old fortresses look like. We hope you like the atmosphere:

Incoming Game Editor

We expect to release a game editor soon, so players can create and share their Survival maps with other players. This will be officially supported and will be integrated with the Steam Workshop too. We’ll talk about it more in the next update.

And that's all for the moment. Keep on fighting for the humans!

See you soon!
They Are Billions - Numantian Games


While we are working hard developing the Campaign of They Are Billions we would like to add some more spice to the current Survival Mode:

The Infected Giant

The Infected Giant is a very special enemy with some specific features. The Giant is a mutated infected that has grown without limit for years and years. It is so huge that the earth trembles under its passage.

When does the beast appear in the game?

From the beginning... They start roaming the outer border of the map, nevertheless, the Giants are so huge that you will always know where they are as their position will be marked on the minimap with a small icon. This is a great clue so you know where you shouldn’t expand your colony or move your units, at least not until you have a very powerful army to fight them.

The Giant(s) appear on the maps with the Infected Population set at “Challenging” difficulty or above. So, new players don't worry, you won't need to face this beast during your first playthroughs.

The Tiny Brain of the Giant

Giants are huge and powerful but with a tiny brain. They cannot hear so they are not attracted by nearby activity. Also, they are almost blind, they react slowly to your actions, but be careful, once it detects a target it will chase it with terrifying speed and there are no walls in the world that can stop them!

Their Deadly Attack

The Giant has the most powerful attack in They Are Billions. They have a very long reach and they hit everything in a 120º arc. Nothing can escape their attack, even other infected can be destroyed if they are within the Giants attack range.

I'm scared... What can I do?

Nothing. We recommend you avoid the Giants and don’t annoy them under any circumstance. But you can’t avoid them all game, you should kill them before the final horde comes for your colony, because they will join them as any other infected on the map. Believe us, last thing you want is to fight the final swarm and the Giants at the same time...

Version 0.9: More Features

New Difficulty Mode: Nightmare!

Are you one of the pro-players that think TAB is a piece of cake? Congratulations and welcome to your worst nightmare!

This is a new value for the Infected Population, which increases the huge population of Brutal mode by 30%!!! And it also includes a gift of three Giants on the same map. We think it is almost impossible to beat the game on this mode but it will be great fun to try. If you can beat it in the desert, you will get a score factor of 800%!! Good luck!

Some technical info about this mode: We have optimized TAB even more in the 0.9 version, allowing the engine to move more and more units. That being said, this mode requires a good computer with many cores and a high speed. Using a lower spec computer can cause the game to suffer, dropping frames and running slowly when the big swarm heads towards the colony. However, the game will continue to be playable.

Armor System Refactored

In previous versions of TAB, the Armor value of the units are subtracted from the damage, for example, an attack of 8 against an armor of 3, deals 5 life points of damage.

Now the Armor decreases the damage as a percentage instead of an absolute value. For example, an attack of 8 against a 25% armor deals 6 life points of damage. This means that now, small damage attacks like the weak infected are not as reduced by the armor as before, but the deadlier attacks (Harpies, Chubies, Giants....) are much more reduced. Also, with the new armour values, Soldiers and Titans are much more resistant to damage than the Rangers and Snipers, which is more realistic.

  • Ranger and Sniper: 5%
  • Soldier and Titan: 40%
  • Lucifer and Thanatos: 25%

New Map Features

You can find on the maps new elements to loot, food crates that add food to the Command Center and old batteries that provide extra energy to the colony. Also, we have added some more decorative elements.

Some more Balancing
  • Traps life increased.
  • Soldier and Titan damage increased.
  • Veteran Soldier and Veteran Ranger attack range increased.

New Achievements
Four new achievements:
  • Giant Slayer Level 1: When you kill your first Giant.
  • Giant Slayer Level 2: When you kill your two Giants on the same map.
  • Giant Slayer Level 3: When you kill your three Giants on the same map.
  • The Most Wonderful Colony: When you build all the Six Wonders in your colony.

And that's all for the moment, we hope you to enjoy this new update. In the next one we will talk and show more screenshots from the Campaign.

See you soon!
They Are Billions - Numantian Games


Just a quick update on the game development.

Campaign Development

We are working now in two fronts, the Old Fortresses, where the tactic missions will be played, and the Trains system. In the next update we’ll talk more about them and we’ll publish new screenshots with new content.

Trains on Survival Mode?

As we said before we want to keep on trying to enrich the content of the Survival mode with elements from the campaign. Therefore we are also considering including the Trains in the Survival mode, but just as new environmental element. There will be a railway line that will cross the map and, periodically, there will be trains passing through the map. It will not only be a nice touch for the maps, but also an important strategic element. Obviously you won’t be able build over the railways so you’ll have to defend that parts in a different way (without walls). On the other hand the trains will destroy all those unlucky infected who happen to be on its way. That’ll certainly be something worth watching!

New Version 0.8.2

These are the new features of the 0.8.2 version, which is available now:

New Army Buttons

Many times in the game, you want to select all the units of the same type, for example, "Select all snipers to defend the North wall....". There is a new button on the right part of the screen for every type of unit you have (Ranger, Sniper...) that also shows the total amount of each of them. Click them and all the units of that type will be selected.

You can combine the mouse clicks with the Shift key to add the units to the current selection.

Press F2 to select all the Army

You can use the shortcut F2 to select all units available in your army.

Power Plant Changes

Now the Power Plant uses 10 wood units instead 5 wood and 5 stone. Before, building sawmills in the late stages of the game was something superfluous and by contrast, if you built several power plants you could easily run out of stone which is so necessary as the game progresses. We think that works much better now, as it improves the resources balancing especially in the second half of the game.

Stakes and Blades Traps

Judging by the screenshots and gameplay videos from players, it seems that the traps are underused. We think they are currently very useful, as they not only harm the infected but also slow them down. Another advantage is that they can be placed on the floor without restrictions and don't block the movement of your army (as the walls do).

Also they would make more sense in real life, where a fortress would have one or two rows of walls with a gate protected by a series of traps. Building lots of walls randomly just to block the infected looks quite weird :)

So for all these reasons we have improved the traps:

- Stakes Trap: +20% Life. + 25% damage.
- Blades Trap: +30% Life. + 25% damage.

Pathfinding for Swarms: Improved Performance

There is a good reason why They Are Billions is clearly one of the games that manages more units in real time, units that are truly independent, every unit has their own AI and behaves always on their own. That's the reason why the infected swarms in They Are Billions looks so natural and organic.

The game engine is ultra optimized in every aspect, especially the path finding, which is one of the most costly operations.

In many other games with big armies, the paths are computed for a full group of units and generally those paths don't change with time as the environment is static and fixed. By contrast, on TAB every unit computes its own paths to reach its targets. This path is recomputed every few seconds to react to the changes of the environment (walls destroyed, structures built...). Thanks to that, the swarms can split in several paths or single units can leave the swarm if they have seen or heard something, as it would happen in real life.

Although the game system is already quite optimized, we have gone further. Previously, all paths were recomputed if anything on the map changed, which could lead to some frame drops when there are big swarms running to the colony. Now, only if something that can affect the current paths is changed the path is recomputed. For example, the infected don't care about walls; they ignore them unless they are blocking their movement in which case they will try to destroy them. So now, if a wall in their path is destroyed or built the path won't be recomputed.

What all of this stuff means to the player? We expect the game to run smoother, specially when big swarms are approaching the colony.

Survival Challenge: Score Factor fixed
It was an issue when computing the final score of the Survival Challenge. The Score Factor relative to the map type was not incorporated to the equation, so all score factors of the Survival Mode were 100% regardless the map type. Now that bug is fixed so your score will reflect better the real difficulty of the map.

And that's all for now. Thanks for your support and see you soon!
They Are Billions - Numantian Games


Here’s the teaser video we’ve prepared to announce The Six Wonders. Hope you like it!

The Six Wonders are the biggest and most amazing ones you can build for the colony. But, as mighty as they are, they’re also really expensive to build. Tons of resources are required for both researching and building them. In return, they grant very special features to the colony, and also increase the final score with extra victory points.

You can only build one of each kind in the same map. Building all of them can be challenging or almost impossible, but that's part of the strategy. If you have the resources to build just one, chose carefully which will suit your colony best, given the current map, your resources production...

The Lightning Spire

This portentous structure reaches toward the sky, capturing the energy of lightning for the colony. In addition, it extends the power supply, acting as a huge Tesla Tower.

  • Energy Supply: +800
  • Energy Transfer Radius: 30
  • Victory Points: +1500

The Atlas Transmutator

No one knows how it works, but this extraordinary and smoky metal spawn is capable of transforming common materials into precious oil.

  • Oil Supply: +40 (by transmutating 20 wood, 20 stone and 10 iron).
  • Victory Points: +2000

The Victorious

This unbreakable bunker stands as the most amazing symbol of the victory of humanity against the infected. It's a beacon of hope and courage for everyone in the colony.

  • Colonists Hope: +20% gold generation for the surrounding dwellings.
  • Unbreakable: Defenses Life 8000, Armor 10.
  • Victory Points: +2000

The Academy of Immortals

In this glorious academy, the most famous heroes train the army to battle with the skills and courage of experienced veteran soldiers.

  • All army units and new units trained are veteran.
  • Victory Points: +1000

The Crystal Palace

This magnificent architectural wonder generates its own climate control environment, where the best crops bloom and thrive, feeding the colony even in the most barren lands.

  • Food Supply +800 on any terrain.
  • Victory Points: +1500

The Silent Beholder

It’s the most precise and complex machine ever created. The Beholder is installed on top of the Command Center revealing the entire map. Nothing can escape its prodigious eye.

  • Reveals all the map and enemies permanently.
  • Victory Points: +1500

Finally, here goes a screenshot to show you how the Wonders look in the colony:

New Version 0.8

Of course, all the new features we talked about in our last update are now available: Flat mode (F4), World Capture (F10), the new 30 Mayors, Italian language, the new balancing tweaks, and much more.

By the way, as the Flat Mode has proven to be very helpful, we’ve improved how it’s activated. In addition to using the F4 key, you can use any extra button you have on your mouse, other than the left and right ones, to activate this. For example, you can use the central button that is usually available by pressing the wheel.

What's Next?

Now, we want to put most of our workforce into developing the campaign and finishing the game. In the meantime, some of the new campaign content may be added to the Survival Mode, such as new map themes, new infected... and new features.

As many players have requested, we’ll improve the frequency of our updates to two or three weeks at most. We’ll share more about how the development is going, and tell you, the players, more about They Are Billions.

We hope you like this new update! Looking forward to watching those mega screenshots of your colonies with your amazing wonders.

See you soon!
Apr 25, 2018
They Are Billions - Numantian Games


As you know we are working on a big update for They Are Billions (V.0.8) with The Six Wonders, that we expect to publish on the 5th of May. Yes, it has been delayed, sorry about that! The main reason is that we have to translate all the new stuff into 12 languages which pushed back the release dates and also requires extra testing time.

Meanwhile we have used this time to add more features suggested by you, the players, to improve many aspects of the game. Apart from the Six Wonders, which we will go more in detail in our next post, we want to talk about the new features of the upcoming 0.8 version.

New Language Available: Italian

Finally, we have finished the translation to Italian and it will be included in the next version 0.8. They Are Billions is now available in twelve languages!

Flat Mode (F4)

This is really helpful! You can toggle the Flat Mode with the F4 key. When activated, mountains and forests will be displayed just as flat coloured cells, allowing you to see what’s behind them, making it easier to build near those hidden parts of the map.

More Building Assistance

The cells that are in the map limit, where building is not allowed, will be displayed without energy so that it is much easier to know where the limit is and plan your defences accordingly.

Also, when building, all existing objects will turn semi-transparent as the mouse moves over them, to improve the visibility behind them.

Chasing Command for Groups of Units

You will really love this feature! Now, all units in the same selection slot will automatically go in a group formation when they are in the chase command mode. Just select a group of units, save them in a slot with right click and then activate the command chase.

The Inn 2.0

The Inn has been improved in several ways. It’s influence radius is now bigger, and It’s building margin reduced by one.

Mercenaries come to the Inn every five days, except the first ones which will come after just one day. Also, the number of days remaining for new mercenaries to arrive and the percentage of prestige of the Inn is now shown in the features panel. The more prestige, the more powerful the group of mercenaries will be.

30 New Mayors!

We have added 30 new mayors to add more variety to your colonies. Also, if Mayors that bring resources to the colony (for example 200 wood) provide an excess that cannot be stored in the warehouses, they will be placed as bonus items next to the Command Centre, so you can use them when needed. This can be very useful when building the ultra-high expensive Wonders.

Lots of Balancing Improvements

We have made lots of balancing tweaks, so many that we cannot cite them all here. We have improved the Soldiers (that were not so useful compared to other units). Soldiers now level up faster, they do a bit more damage, they regenerate full life in just 24 seconds, their Armour is better and gives 50% more resistance to fire and venom.

Also, Lucifers do more damage, have more health and regenerate full life in just 12 seconds, and they have 75% resistance to venom.

Titans attack radius has been increased by 20% and deal more damage, also they have more life and Armour, but they are more expensive.

Many of the structures have also been tweaked, so now the game feels much more balanced. Also, the map generation is better now and the map scenario types have also been improved.

Now, more than ever, you will have a wider range of strategic options to fight the infected and develop a successful colony.

Units Health Regeneration

We have improved this mechanic to make it more relevant in game. First we have added a tooltip for the Life text in the selection panel which will tell you about the life regeneration rate of the unit. Units start to regenerate health after two seconds without having received any damage. It will then regenerate a fixed number of life points every second:
  • Ranger: 1 point / second. Full life in 60 seconds.
  • Soldier: 5 point / second. Full life in 24 seconds.
  • Sniper: 1 point / second. Full life in 150 seconds.
  • Lucifer: 40 point / second. Full life in 12 seconds.
  • Thanatos: 3 point / second. Full life in 83 seconds.
  • Titan: 8 point / second. Full life in 100 seconds.

Press F10 to take a Mega Screenshot of your entire colony!

This is just amazing! Have you ever wanted to show off your colony to your friends? Does your colony look amazing with your Six Wonders? Have you won the game without using walls or with any other crazy condition and you want to show it to the world? Now you can! :)

Just press F10 whenever you like and the game will render an ultra-big image of the full map. This is especially amazing when the final horde comes to the colony as all the map is revealed.

You can configure the resolution of the image in the options screen, the highest value being 256 mega pixels!! Just check this.

We hope you like the new changes for gameplay and the Survival Mode. Of course, we keep on working on the campaign secretly behind the scenes. After this big update on the 5th of May, we will share with you more details about the highly anticipated campaign.

Thank you all for your incredible support! See you soon!
They Are Billions - Numantian Games

It has been an old dream of ours here at Numantian to have the opportunity to record the soundtrack of TAB with a philharmonic orchestra. Our composer, Nicolas Diteriks, did a tremendous job collaborating with Johannes Vogel, who conducts the Bratislava Symphony Orchestra. His orchestra has a great deal of experience recording music for videogames (Castlevania, Batman Arkham Origins, Assasin’s Creed III, Lords of the Fallen). It was an amazing experience and we’re thrilled with the final result. We hope the final results will make the playing experience of They Are Billions even more intense and engaging.

For a sneak peak of the recording session follow this link:

New Special Building: The Inn

Build an Inn for your colony to attract workers and mercenaries from the surroundings. Inns are very big and expensive buildings, but they have certain special features that can significantly help you in developing a successful colony. You’re only able to construct one Inn per colony, and you have to research it first in the Wood Workshop.

These are the goodies!

Happier Colonists
The colonists surrounding the Inn will get increasingly happier as they visiting the first-floor tavern causing them to spend more money there that will fill the colony reserves.

Workers for the Colony
You can expect lots of travelers visiting your colony to enjoy the Inn’s hospitality. Be sure you have enough food for your guests and also keep the fireplace stoked with enough wood to keep the rooms warm and cozy.

There are a lot of lonely heroes roaming these dangerous and desolated lands. They aren’t ones to linger, but they love to stop for a rest and to enjoy a good beer. They can be hired by a fair price. Build as many colonist houses near the Inn as you can to keep a steady stream of animated colonists and to attract more and better mercenaries.

More news about the development: The Incoming Wonders

They’re taking more time than expected, but they are looking terrific! They’ll be the biggest and most awesome buildings we have created. We expect to have them finished for the next update, but for now, let’s give you the names of the Six Wonders:

- The Beholder
- The Lightning Spire
- The Transmutator
- The Victorious
- The Academy of Immortals
- The Crystal Palace

More news: 150+ new mayors on the works!

It’s true, we haven’t gone mad, more than new 150 mayors are coming!!

As some you surely remember we launched a supporting campaign ( for They Are Billions some time before the official release. We offered special rewards for the fans who wanted to back the game. We’re happy to announce the three highest rewards: the Lucifer, Thanatos and Titan ones, included the creation of a custom mayor inspired in those backers who purchased it.

It’s a massive job! We have to contact the backers, draw a portrait and design their mayor, which requires a lot of feedback, changes, balancing, testing and translating all the slogans into eleven languages. So it is taking some time. We plan to release the mayors in stages, adding a pack of them with every new version.

We’ve already created 30, and they’re all looking awesome. They’re going to add a lot of variety to the game. For example, there’s a new one that pays you a gold coin for every zombie killed :)

New Version 0.7: Changes Log

- New Special Building: The Inn
- New Game Option: Show all alerts. It display all the alert events even when the action is happening inside the camera view are.
- All music themes scored by the Bratislava Philharmonic Orchestra.
- Buildings whose production is paused now displays an icon on the map.
- Some balancing tweaks: Foundry and Engineering Center now costs 3000 gold.

And that's all for the moment...
We expect that we’ll publish the Six Wonders in the next update, but perhaps we will release a prior update with some of the new mayors. . . stay tuned!
They Are Billions - Numantian Games
This is a quick update to talk a bit more about the development and incoming features for They Are Billions. It has been a long time since our last update because we have been working in parallel on different parts of the game, not only for the Campaign but also for the Survival Mode.

The Six Wonders

Six new buildings are coming... and they are the greatest ones! They are extremely expensive to research and build. Not many colonies will have the capacity to even build just one of them. After all, we are surviving in a zombie apocalypse so there is no place for such luxurious and opulent wonders... BUT, if your colony has plenty of resources or you want to take the risk to build one of them, they can grant you very special rewards. Your colony will be the envy of all. :)

One of them, the cheapest one, will be the Inn/Tavern we mentioned in old updates. Finally we had to change its function as it was conflicting with other elements of the Campaign.

In the next update, we will show you all the Wonders and explain the special rewards. A quick look ahead on the Six Wonders, all of them will give you extra victory points if you win the game. The extra points will be very useful for the veteran players that try to get the highest score possible for the Survival or Community Challenge.

The Soundtrack Scored by the Bratislava Philharmonic Orchestra

Our composer, Nicolas Diteriks, is about to record the soundtrack of They Are Billions with the 60 musicians of the Bratislava Philharmonic Orchestra. This is going to be epic! In the next update, we will show you some videos. Stay tuned!

How is the final score computed?

Many people have asked us how the final game score is computed. This method could change in the future, especially with the new Wonders coming.

Right now, we use this formula:

- If the game is won the score is:
Score = 10,000 + Max(0, 5000 - 10 * Colonist Infected) + Max(0, 5000 -10 * Soldiers Died)

- If the game is lost then:
Score = 1.000 * (Number of Days Survived / Total Days to Win)

- Extra points for colonists:
Score += Max. Colony Population / 2

- Extra points for infected killed:
Score += Max. Infected Killed / 10

And then the final score is multiplied by the score factor.

For the Community Challenge, the score factor can be 100%, 115%, 135% or 155% depending on the map type.

The Campaign Development

There is much to do in the Campaign. We know the expectations are very high, so we want to create something really special. We are producing lots of new assets and implementing many more features.

As many of you already know, in the Campaign you will have to reconquest a huge territory from the infected under the orders of the New Empire. We want the campaign to be non-linear, so the player can decide if he or she prefers to explore an old human base in search of new technology or attack a huge swarm of 200K infected that is blocking a new territory to build a colony with their imperial army... Together with how the player progresses in the science and engineering tree, relation with the new empire, map reconquest strategy, and selection of objectives will make each campaign unique.

We want to add a lot of optional content so players that are stuck and cannot progress will more have more options to expand their army and advance in the technology trees.

Although this decision could change later, we would like to continue with the Ironman Mode for the missions, in the sense that you cannot reload old saves while playing a mission. Of course, if you lose you can repeat it again. Also, you can save freely when you are in the intermissions Campaign Dashboard.

And that's all for the moment, see you in the next update!

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