Hey settlers!
The skies above your settlements are no longer static.
Version 0.0550 introduces dynamic weather—lightning storms crack across the horizon, clouds roll in, and rain falls over your voxel world. It's an early implementation that needs refinement, but the visual impact is already substantial.
What's working:
Lightning storms illuminate corruption in dramatic flashes
Cloudy days add atmospheric variation
Rain creates visual depth and mood
What's coming:
Tighter VFX polish on lightning strikes
Weather-responsive gameplay elements (spells affecting weather, and weather affecting settlers and monsters)
More weather variety and transitions
This system does more than look pretty—it reinforces the dark fantasy atmosphere. Watching lightning strike as corruption spreads toward your settlement, rain falling on the lives you're about to sacrifice... it all makes the world feel more alive. And more hostile.
Next Fest is 8 days away. Every update brings the demo closer to the experience we want to showcase. The weather system is rough around the edges, but it's already transforming how Eurekas feels to play.
— Ubben Ubben Studios
Hi Everyone!
We’ve put a full day/night cycle in Nova Roma, and it has an important gameplay effect on your citizens' lives. All buildings begin and end work at different times: workers at shops and theaters sleep in a bit but work later, while bakers will have to get up very early.
When work ends, citizens need to walk home each night and get some sleep. Your city's design affects the length of their trip to and from work. If they can’t make it home in time they’ll get tired. Below, these workers have a job at a fishing hut very far from their home so they're not able to get enough rest:
If they spend too long walking to work, the productivity at that building will suffer. You can see this split on the 'Time Working' vs 'Time Commuting' bar in the UI. Here we can see workers are spending the great majority of their time walking to work instead of actually fishing. This is an important tool to diagnose production issues in your city, and of course the building itself will notify you of an issue using the thought bubble system:
To fix this commute issue, you’ll need to either improve your road networks so they can get to work faster by building better roads or you can build closer housing. Workers with bad commutes will automatically try to move closer to their work if there is available housing, so in this case it’s as simple as building some housing closer to the fishing huts.
The day night cycle is also a fun way to simulate patterns of daily life and add more liveliness to your city. When folks are done with work they’ll visit a theater or shop in their idle time, before going to bed.
We didn’t want just a cosmetic change for day and night - we’re hoping these commute time mechanics add a little extra depth to your city’s layout and design.
Until next time!
- Added new skins for M21
- Added resolution options for web player & full screen button
- Improved News text to include playtest account message
- Improved: M key for navigation in web player
- Optimized: background loading of resources to reduce stuttering
- Optimized: dynamic loading of items & vehicles
- Optimized download size & memory usage on web player
- Optimized: reduced GC that may cause some stuttering
- Optimized: background spawning of players & objects
- Fixed incorrect loading progress on web player
- Fixed an issue completing or skipping Basic Training
Hello everyone!
First of all, thank you to everyone who played the game.
After the launch, we discovered and fixed some issues and bugs.
We will continue to monitor and improve the game going forward.
#Convenience
-Pressing the ESC key now closes open windows in order
-A confirmation popup now appears when resetting the stat vending machine
-Weapon types are now shown in the weapon selection window
-Fixed incorrect graphics on village objects
#Bug Fixes
-Fixed some achievements that could not be completed (first stage clear / all stat upgrades)
-Cleared achievements now display correctly on the results screen
-\[Controller] Fixed issue where village selection could not be made in certain cases
Hello everyone, for the past few weeks I have been working on new politics related content for Solar Nations 2 and am now ready for those changes to move onto the experimental branch. This announcement will go over what the changes are as well as the logic behind them.
Faction Privileges are, in my opinion, really boring as they are too easy to control and don't manipulate the loyalty or strength of your factions enough. They are also not enough of a stability sink, so most of your stability ends up going into warfare and expansion which is not ideal.
In order to fix this, faction privileges have received the following changes:
You can no longer customize faction privileges
Each faction has an unlimited number of possible privileges, but the cost now scales exponentially (similar to projects) for each one you enact.
Each privilege can be leveled up to a certain maximum, but the cost scales exponentially per level. (Again, similar to projects but with stability instead of money)
Reforms which would increase the maximum number of privileges per faction now decrease the cost of granting privileges for that faction.
Privileges can now be revoked to refund 66% of the invested stability.
Each privilege will now manipulate the power and loyalty of the faction you give it to. Generally, each privilege will make every other faction 1% less loyal, but make the privileged faction 5% more loyal, resulting in an overall small decrease in total loyalty.
Situations are a new mechanic which offer variable empire-specific content and new opportunities for you to engage in over the course of the game. Each major power starts with at least one of these, and most of those are special for that specific major power, but there are also situations that can be added or removed during the game, giving you the opportunity to experiment with new gameplay options.
Situations have variables and interactions, which allow you to do special functions and gain modifiers you otherwise would not be able to. As these are situation specific, there are many new options to discover.
The American Dominate retains some aspects of the former Republic, but for how long?
Each of these actions will interact with Congress in order to give you something, so there is good reason to keep an eye on these.
The Seventeen Council's vision for humanity will not be realized overnight- it will take centuries of careful planning in order to bring utopia into reality.
Other major civilizations have their own special situations, and even some smaller situations like the Saturnian League, Tricorp, and Thule have their own.
Some technologies present us with unique opportunities to integrate ourselves with them. In Solar Nations 2, you can now evolve humanity using the powers of Genetics, Cybernetics, or AI. Once you research the relevant technologies, you can acquire extremely powerful bonuses through the strengthening of your new species. This is done through the aforementioned Situation system, where you can add the powerful Ascension Situations once you unlock the necessary technology and for 30 stability.
Some of you may be wondering what happened to the 2025 scenario. I have it mostly completed on my own computer, however I did not want to release it as a simple retexture of 2092, so I decided to wait until the Situations system was complete. I will endeavor to make special situations for the major powers of 2025 as well once the system is bug tested.
NOTE: This is not in the experimental branch yet, I am still working on the situations for the countries of the current time.
Navigate to the Experimental Branch in Solar Nations 2. It is the only other branch than the default one. Since many of the changes are experimental, there will likely be rebalancing and bugfixes that will happen between now and the release of 0.15.