May 23, 2017
The Universim - Alex Koshelkov


Nuggets are unique and sensitive creatures. Our team spends a crazy amount of time making them feel as alive as possible when you play with them. They feel hunger, thirst, and fatigue. They can also love and hate. And, they have thoughts that change based on their current task and situations around them. However, we would like to make them even more special. We’re happy to introduce Nugget Traits.

Nugget Traits are unique characteristics that will make certain Nuggets increase or decrease in productivity, make them a heavier eater, or even make them completely lazy. Character Traits are assigned randomly to new Nuggets upon being born. Nugget infants have a high chance of inheriting the traits possessed by their parents. Each parent introduces a 25% chance for their child to inherit their traits. If both parents share the same Character Trait, then that chance grows to 50%

With Creator Powers, you can change a Nugget’s Traits, or simply filter bad Traits out by introducing Nuggets to “natural selection”. It’s unfortunate that heavy rocks have the tendency to fall on lazy Nuggets. It’s a known phenomenon that your civilization can’t quite yet explain. Negative Character Traits can also be changed in Schools.

HERE ARE SOME EXAMPLES OF NUGGET TRAITS

NEGATIVE


Gourmand - This Nugget loves to eat, as heavier eaters they consume 25% more food.


Hermit - This Nuggets doesn’t like others. They form families 25% less often.


Lazy - This Nugget is lazy. Their stamina decreases 25% faster and they rest 25% longer.


Weak - This Nugget is very weak, their might and speed are decreased by 15%.


Devil - This Nugget will sometimes set someone's hut on fire or torment other Nuggets.

POSITIVE


Nibbler - This Nuggets doesn’t eat much. They get hungry 25% slower.


Grind - This Nugget loves to work. Their stamina decreases 25% slower.


Antsy - This Nugget’s movement speed is 25% faster than others.


Immune - This Nugget will never get injured or sick.

We hope you’re as excited as we are about this new feature. Share your ideas about what type of Traits we can add to the game that will make Nuggets even more unique and interesting to play with. As always, we appreciate your love and support!

Best Wishes,
The Crytivo Games Team
May 23, 2017
The Universim - Alex Koshelkov


Nuggets are unique and sensitive creatures. Our team spends a crazy amount of time making them feel as alive as possible when you play with them. They feel hunger, thirst, and fatigue. They can also love and hate. And, they have thoughts that change based on their current task and situations around them. However, we would like to make them even more special. We’re happy to introduce Nugget Traits.

Nugget Traits are unique characteristics that will make certain Nuggets increase or decrease in productivity, make them a heavier eater, or even make them completely lazy. Character Traits are assigned randomly to new Nuggets upon being born. Nugget infants have a high chance of inheriting the traits possessed by their parents. Each parent introduces a 25% chance for their child to inherit their traits. If both parents share the same Character Trait, then that chance grows to 50%

With Creator Powers, you can change a Nugget’s Traits, or simply filter bad Traits out by introducing Nuggets to “natural selection”. It’s unfortunate that heavy rocks have the tendency to fall on lazy Nuggets. It’s a known phenomenon that your civilization can’t quite yet explain. Negative Character Traits can also be changed in Schools.

HERE ARE SOME EXAMPLES OF NUGGET TRAITS

NEGATIVE


Gourmand - This Nugget loves to eat, as heavier eaters they consume 25% more food.


Hermit - This Nuggets doesn’t like others. They form families 25% less often.


Lazy - This Nugget is lazy. Their stamina decreases 25% faster and they rest 25% longer.


Weak - This Nugget is very weak, their might and speed are decreased by 15%.


Devil - This Nugget will sometimes set someone's hut on fire or torment other Nuggets.

POSITIVE


Nibbler - This Nuggets doesn’t eat much. They get hungry 25% slower.


Grind - This Nugget loves to work. Their stamina decreases 25% slower.


Antsy - This Nugget’s movement speed is 25% faster than others.


Immune - This Nugget will never get injured or sick.

We hope you’re as excited as we are about this new feature. Share your ideas about what type of Traits we can add to the game that will make Nuggets even more unique and interesting to play with. As always, we appreciate your love and support!

Best Wishes,
The Crytivo Games Team
The Universim - Crytivo


NEW CONTENT

  • Huts: New Nugget pairs (couples) will use an available existing hut instead of building a new one.
  • New Buildings: Wood and Stone Refineries.




  • Initial implementation of 2 new resources: Wood Planks and Stone Bricks. These will be used for building upgrades to more advanced era.
  • New Idle Animation for idle Nuggets.
  • New News Messages: Informs about type/cause of Nugget death.
  • Introducing Natural Disaster system. This system will control Nature Events on the planets, with this change we’re rolling out our first event - Windstorm.
  • Rare Windstorm Disaster: It affects Nuggets that are not inside of their residential buildings. New Alert system was implemented as well. Now you can Alert Nuggets via Forecast Tower. Horn sounds can be heard during Alert, this sound indicates that Nuggetsneeds to find shelter. Nuggets can get injured during the storm, also Nuggets health depletes when they’re outside during the storm. More disasters are coming: tornado, earthquakes, meteor drops and more.



  • Now there is the possibility that Nuggets will get sick when they drink impure water.
  • Nugget Talk. Over 1000 unique ‘Nugget Talk’ sounds were added along with coding and linking them to events. Nuggets now have things to say when they execute their tasks.
  • Improved construction visualization process. Each building has been divided into sections which were animated by hand to reflect construction progression.


  • Initial Evolution Tower implementation (Placed as an epicenter at the beginning of the game). By clicking on the Evolution Tower, you’ll be greeted with the Influence Window. You will immediately notice that the window feels much more a part of the game as opposed to a separate environment.


    READ FULL PATCH NOTES HERE
The Universim - Crytivo Games Inc.


NEW CONTENT

  • Huts: New Nugget pairs (couples) will use an available existing hut instead of building a new one.
  • New Buildings: Wood and Stone Refineries.




  • Initial implementation of 2 new resources: Wood Planks and Stone Bricks. These will be used for building upgrades to more advanced era.
  • New Idle Animation for idle Nuggets.
  • New News Messages: Informs about type/cause of Nugget death.
  • Introducing Natural Disaster system. This system will control Nature Events on the planets, with this change we’re rolling out our first event - Windstorm.
  • Rare Windstorm Disaster: It affects Nuggets that are not inside of their residential buildings. New Alert system was implemented as well. Now you can Alert Nuggets via Forecast Tower. Horn sounds can be heard during Alert, this sound indicates that Nuggetsneeds to find shelter. Nuggets can get injured during the storm, also Nuggets health depletes when they’re outside during the storm. More disasters are coming: tornado, earthquakes, meteor drops and more.



  • Now there is the possibility that Nuggets will get sick when they drink impure water.
  • Nugget Talk. Over 1000 unique ‘Nugget Talk’ sounds were added along with coding and linking them to events. Nuggets now have things to say when they execute their tasks.
  • Improved construction visualization process. Each building has been divided into sections which were animated by hand to reflect construction progression.


  • Initial Evolution Tower implementation (Placed as an epicenter at the beginning of the game). By clicking on the Evolution Tower, you’ll be greeted with the Influence Window. You will immediately notice that the window feels much more a part of the game as opposed to a separate environment.


    READ FULL PATCH NOTES HERE
The Universim - Crytivo


Here we are again! We’ve brought our usual (rather lengthy) list of updates with us. We’re finally back on track after our painful migration process, and we’re super happy to start adding new content to the game. Let’s just chat about one small thing before we dive into the patch notes: save and load.
We hate to say it, but it’s not going to make it in this patch. However, this is priority number one right now. Our team is working hard to get it up and running without a ton of bugs strapped on for the ride. It’s a very challenging and complex task due to the nature of our procedural environments. Usually, a save and load feature isn’t particularly difficult to implement in games that have more static content, such as pre-designed levels and maps, as well as certain time-of-day lighting characteristics and so on. It comes down to how our game was designed. In The Universim, everything is dynamic: the weather system (and seasons), object distribution on the planet, building placements, etc. All of these need to be stored correctly.

You don’t want to boot up your save to find your Eatery atop a mountain that was never there in your previous game, for example. We know how frustrating it can be to play the game without a save/load function. We really feel your pain, as we also have to test the game and run it from the beginning on a daily basis. This shows how important a save/load function is, even for us, and also how many problems we are encountering to get it up and running. We hope you understand, and we cannot apologise enough that it has taken us longer than expected to get it working. However, there is some good news. The save and load function isn’t going to be like other games. It has become an interesting feature, one that we think you’ll love it.

:(

We’re also happy to let you know that we’re pretty much done with Stone Age! We know it’s been a long time coming, but the Stone Age is the primary testing platform for our simulation engine, Prometheus. Most of the core elements have been implemented in this Age, and we’re finally happy with where it’s at and we’re ready to move on. Grab your drinks. Let’s celebrate!

Alright, back to our updates.
There are a few highlights in this patch:


DISEASED AREAS

What’s that smell? You guessed it! Dead Nuggets, from here on out, will generate a diseased area around their corpses if nobody takes their bodies to the Cemetery and performs an appropriate ceremony. This involves clapping three times before moving one’s hands in a circular, counterclockwise fashion; kissing the tombstone while peering longingly at a sack of fish; and then quietly whispering the lyrics to everything’s gonna be alright. Naturally, the ceremony isn’t a crucial element, but Nuggets are a superstitious bunch. Diseased areas will infect healthy Nuggets that are unfortunate enough to come too near. After a Nugget’s corpse is removed from the area, the contaminated zone will linger for a small while before disappearing.


FUNERAL PYRE

Speaking of smells, something is definitely cooking! We heard that you weren’t happy with how fast Cemeteries were being filled up (considering the amount of space they use), so we have added a new option to facilitate the passing of your beloved Nuggets. Introducing Funeral Pyres, an ‘advanced’ Stone Age technology that allows you to incinerate friends and family alike. Funeral Pyres consume wood for the burning process (fires are pretty difficult to get started when you actually intend to set things alight) and each Nugget corpse will take a certain amount of time to cremate.

Funeral Pyres are prioritized over Cemeteries by default. Therefore, if you have an empty Cemetery and an available Funeral Pyre at the same time, a Nugget’s body will be delivered to the Pyre. Of course, if solving problems with fire isn’t really your thing, you can always turn this building off and allow the elegant and somewhat beautiful Cemeteries to grow around your Epicenter.

This is the initial implementation of the Funeral Pyre. We are also developing a family system, which will gather a dead Nugget’s family together beside the Funeral Pyre to say their last farewell. Funeral Pyres will also affect Nuggets living or working nearby, causing their Happiness to drop.


NUGGET ACCESSORIES

Nugget fashion is on the rise! They’re looking rather fancy all of a sudden. Well, it’s functional, at the very least. Nuggets now have access to accessories. These items are added to them based on the task/job they’re currently assigned to. This not only looks impressive, but it also helps you to identify what kind of job a particular Nugget is doing. Accessories will be updated as your civilization advances through the ages.


NUGGET ANIMATIONS

See those moves? Our artists have been working on them day and night. Tons of new animations have been added to the Nuggets. Even though it’s difficult to see, Nuggets are doing things like bending their knees and grabbing stuff with their toes, among other additions. Nuggets now also ragdoll during (and presumably after) death. We also did some of the initial work for the system that will allow you to pick them up and throw them around like you’re training for the new Nuggetball season. Hey, it’s your civilization, and you’re kinda their god, so who are we to judge what you do with your once loyal and loving subjects?


COMPLETELY REDESIGNED FARMING

No, we didn’t create marvelous innovations that will take the field of agriculture to new heights. However, we did change farming mechanics dramatically to minimize the micromanagement that plagued the previous iteration. We introduced a new Farm in our previous update, Shadow Patch, but it still needed some work. Now you can plant not only the juicy fruits with the delightful characteristics you’ve come to know and love, but also helpful new herbs.
Keep in mind that certain herbs might make Nuggets feel a little strange. These are for medical purposes only! Introducing them into daily meals is a very bad idea. Farmer Nuggets will also have to take better care of all crops. Without the appropriate care, crops might wither and produce far less food. Crops now use water based on their biome preferences as well. For instance, if a grassland crop is suddenly forced to grow in the desert, more water will be required.


AUTO-ASSIGNMENT
TO KEY BUILDINGS


We know you’ve been wanting this for some time now. You know what? It’s yours. When Nuggets decide to quit their job, purely for health or family reasons, of course - not because you’re bad manager or anything - their slot will automatically be reassigned to a new Nugget by our personal eye in the sky (not one of yours). You no longer have to worry about refilling slots when someone checks out early. If a Nugget decides it's done, let the system handle it while you have fun. Now that’s an above-average jingle!

WAREHOUSE

Store it or lose it! The Warehouse is another new building in this patch that will finally offer you new voids to fill. This is only a simple implementation right now. It will be linked to more functionality later. This building will be heavily utilized for production in the future. Food and building materials (such as cement, glass, bricks, etc.) will be delivered from Factories to Warehouses.


NUGGET STAMINA

Just listen to them snore! Nuggets aren’t the undying workhorses we wish they were. They can get tired and drop to the floor to recharge their batteries. The amount of hours you get out of them depends on their make and model. Comfort plays a significant role in their lives, as it does for anyone, which entails that using a rock out in the wilderness as a pillow is likely not conducive to a good night’s rest. It would be far better if they can head home to the slightly better rocks they use as beds. Nuggets that rest at home will be more productive.

FISHING SEASONS

No more hover boats for these sneaky Nuggets. Previously, you probably noticed Fishing Nuggets scooting their boats along the ice like they were smothered with butter. Well, there will be no more of this particular silliness. With the introduction of Fishing Seasons, fishing stops during winter to give the lakes a chance to melt. Make sure to collect as much food as possible before the brutality of winter comes. Additionally, Fishing Nuggets look snazzy in their new outfits. However, they look less great when bobbing up and down face down in a lake. Take care of them!


SEASONS

Have you ever felt colors before? Well, now you can. With our new season improvements, the entire planet is more alive and dynamic than ever. Trees will change their appearance based on the current season, with their leaves turning into a lovely shade of red during fall. However, they look particularly leafless during winter. The Universim has a very complex lighting system, so our engineers spent a ton of hours delivering these gorgeous, dynamic visuals. It’s extremely difficult to work with the lighting on spherical worlds, but we’re proud of our achievements in this area. Overall, the lighting system has been dramatically improved. This includes improvements to the sky, which will reflect seasonal change as well. We hope you’ll enjoy the new sights!





IMPROVED AMBIENT
SOUND SYSTEM


Some legends say that if you listen closely enough, you can hear the planet turning. Give it a go and report back to us. Planets in The Universim are not only dynamic in visuals, but also in sound. Every biome will now have a unique ambient sound scheme specifically designed for it. They are linked to both the seasons and the day/night cycle. Everything sounds different based on the conditions around you. Our team will continue to work on improving the game in every area, whether this be gameplay, visuals, or sound, you will always have a more refined and enjoyable experience delivered to you every month.

PLEASE CONTINUE READING FROM OUR WEBSITE HERE
The Universim - Crytivo Games Inc.


Here we are again! We’ve brought our usual (rather lengthy) list of updates with us. We’re finally back on track after our painful migration process, and we’re super happy to start adding new content to the game. Let’s just chat about one small thing before we dive into the patch notes: save and load.
We hate to say it, but it’s not going to make it in this patch. However, this is priority number one right now. Our team is working hard to get it up and running without a ton of bugs strapped on for the ride. It’s a very challenging and complex task due to the nature of our procedural environments. Usually, a save and load feature isn’t particularly difficult to implement in games that have more static content, such as pre-designed levels and maps, as well as certain time-of-day lighting characteristics and so on. It comes down to how our game was designed. In The Universim, everything is dynamic: the weather system (and seasons), object distribution on the planet, building placements, etc. All of these need to be stored correctly.

You don’t want to boot up your save to find your Eatery atop a mountain that was never there in your previous game, for example. We know how frustrating it can be to play the game without a save/load function. We really feel your pain, as we also have to test the game and run it from the beginning on a daily basis. This shows how important a save/load function is, even for us, and also how many problems we are encountering to get it up and running. We hope you understand, and we cannot apologise enough that it has taken us longer than expected to get it working. However, there is some good news. The save and load function isn’t going to be like other games. It has become an interesting feature, one that we think you’ll love it.

:(

We’re also happy to let you know that we’re pretty much done with Stone Age! We know it’s been a long time coming, but the Stone Age is the primary testing platform for our simulation engine, Prometheus. Most of the core elements have been implemented in this Age, and we’re finally happy with where it’s at and we’re ready to move on. Grab your drinks. Let’s celebrate!

Alright, back to our updates.
There are a few highlights in this patch:


DISEASED AREAS

What’s that smell? You guessed it! Dead Nuggets, from here on out, will generate a diseased area around their corpses if nobody takes their bodies to the Cemetery and performs an appropriate ceremony. This involves clapping three times before moving one’s hands in a circular, counterclockwise fashion; kissing the tombstone while peering longingly at a sack of fish; and then quietly whispering the lyrics to everything’s gonna be alright. Naturally, the ceremony isn’t a crucial element, but Nuggets are a superstitious bunch. Diseased areas will infect healthy Nuggets that are unfortunate enough to come too near. After a Nugget’s corpse is removed from the area, the contaminated zone will linger for a small while before disappearing.


FUNERAL PYRE

Speaking of smells, something is definitely cooking! We heard that you weren’t happy with how fast Cemeteries were being filled up (considering the amount of space they use), so we have added a new option to facilitate the passing of your beloved Nuggets. Introducing Funeral Pyres, an ‘advanced’ Stone Age technology that allows you to incinerate friends and family alike. Funeral Pyres consume wood for the burning process (fires are pretty difficult to get started when you actually intend to set things alight) and each Nugget corpse will take a certain amount of time to cremate.

Funeral Pyres are prioritized over Cemeteries by default. Therefore, if you have an empty Cemetery and an available Funeral Pyre at the same time, a Nugget’s body will be delivered to the Pyre. Of course, if solving problems with fire isn’t really your thing, you can always turn this building off and allow the elegant and somewhat beautiful Cemeteries to grow around your Epicenter.

This is the initial implementation of the Funeral Pyre. We are also developing a family system, which will gather a dead Nugget’s family together beside the Funeral Pyre to say their last farewell. Funeral Pyres will also affect Nuggets living or working nearby, causing their Happiness to drop.


NUGGET ACCESSORIES

Nugget fashion is on the rise! They’re looking rather fancy all of a sudden. Well, it’s functional, at the very least. Nuggets now have access to accessories. These items are added to them based on the task/job they’re currently assigned to. This not only looks impressive, but it also helps you to identify what kind of job a particular Nugget is doing. Accessories will be updated as your civilization advances through the ages.


NUGGET ANIMATIONS

See those moves? Our artists have been working on them day and night. Tons of new animations have been added to the Nuggets. Even though it’s difficult to see, Nuggets are doing things like bending their knees and grabbing stuff with their toes, among other additions. Nuggets now also ragdoll during (and presumably after) death. We also did some of the initial work for the system that will allow you to pick them up and throw them around like you’re training for the new Nuggetball season. Hey, it’s your civilization, and you’re kinda their god, so who are we to judge what you do with your once loyal and loving subjects?


COMPLETELY REDESIGNED FARMING

No, we didn’t create marvelous innovations that will take the field of agriculture to new heights. However, we did change farming mechanics dramatically to minimize the micromanagement that plagued the previous iteration. We introduced a new Farm in our previous update, Shadow Patch, but it still needed some work. Now you can plant not only the juicy fruits with the delightful characteristics you’ve come to know and love, but also helpful new herbs.
Keep in mind that certain herbs might make Nuggets feel a little strange. These are for medical purposes only! Introducing them into daily meals is a very bad idea. Farmer Nuggets will also have to take better care of all crops. Without the appropriate care, crops might wither and produce far less food. Crops now use water based on their biome preferences as well. For instance, if a grassland crop is suddenly forced to grow in the desert, more water will be required.


AUTO-ASSIGNMENT
TO KEY BUILDINGS


We know you’ve been wanting this for some time now. You know what? It’s yours. When Nuggets decide to quit their job, purely for health or family reasons, of course - not because you’re bad manager or anything - their slot will automatically be reassigned to a new Nugget by our personal eye in the sky (not one of yours). You no longer have to worry about refilling slots when someone checks out early. If a Nugget decides it's done, let the system handle it while you have fun. Now that’s an above-average jingle!

WAREHOUSE

Store it or lose it! The Warehouse is another new building in this patch that will finally offer you new voids to fill. This is only a simple implementation right now. It will be linked to more functionality later. This building will be heavily utilized for production in the future. Food and building materials (such as cement, glass, bricks, etc.) will be delivered from Factories to Warehouses.


NUGGET STAMINA

Just listen to them snore! Nuggets aren’t the undying workhorses we wish they were. They can get tired and drop to the floor to recharge their batteries. The amount of hours you get out of them depends on their make and model. Comfort plays a significant role in their lives, as it does for anyone, which entails that using a rock out in the wilderness as a pillow is likely not conducive to a good night’s rest. It would be far better if they can head home to the slightly better rocks they use as beds. Nuggets that rest at home will be more productive.

FISHING SEASONS

No more hover boats for these sneaky Nuggets. Previously, you probably noticed Fishing Nuggets scooting their boats along the ice like they were smothered with butter. Well, there will be no more of this particular silliness. With the introduction of Fishing Seasons, fishing stops during winter to give the lakes a chance to melt. Make sure to collect as much food as possible before the brutality of winter comes. Additionally, Fishing Nuggets look snazzy in their new outfits. However, they look less great when bobbing up and down face down in a lake. Take care of them!


SEASONS

Have you ever felt colors before? Well, now you can. With our new season improvements, the entire planet is more alive and dynamic than ever. Trees will change their appearance based on the current season, with their leaves turning into a lovely shade of red during fall. However, they look particularly leafless during winter. The Universim has a very complex lighting system, so our engineers spent a ton of hours delivering these gorgeous, dynamic visuals. It’s extremely difficult to work with the lighting on spherical worlds, but we’re proud of our achievements in this area. Overall, the lighting system has been dramatically improved. This includes improvements to the sky, which will reflect seasonal change as well. We hope you’ll enjoy the new sights!





IMPROVED AMBIENT
SOUND SYSTEM


Some legends say that if you listen closely enough, you can hear the planet turning. Give it a go and report back to us. Planets in The Universim are not only dynamic in visuals, but also in sound. Every biome will now have a unique ambient sound scheme specifically designed for it. They are linked to both the seasons and the day/night cycle. Everything sounds different based on the conditions around you. Our team will continue to work on improving the game in every area, whether this be gameplay, visuals, or sound, you will always have a more refined and enjoyable experience delivered to you every month.

PLEASE CONTINUE READING FROM OUR WEBSITE HERE
The Universim - Crytivo



Psst hey you!

We always have something amazing to share with you!

Today we took another step to ensure a transparent relationship with our fans. We’re happy to announce that now you can join our Official 'The Universim' Discord channel and start sharing your amazing ideas with everyone. Stop sitting in the corner, share your love with us today!

We hope to chat with you very soon and don’t forget to bring your friends to the party, it’s gonna be hot!

Here is your invite: https://discord.gg/crytivo
The Universim - Crytivo Games Inc.



Psst hey you!

We always have something amazing to share with you!

Today we took another step to ensure a transparent relationship with our fans. We’re happy to announce that now you can join our Official 'The Universim' Discord channel and start sharing your amazing ideas with everyone. Stop sitting in the corner, share your love with us today!

We hope to chat with you very soon and don’t forget to bring your friends to the party, it’s gonna be hot!

Here is your invite: https://discord.gg/theuniversim
Dec 31, 2016
The Universim - Alex Koshelkov


Oh boy, what a year. It’s been a blast to share this year with you, our friends. The Universim continues to grow and shine ever more each day, thanks to you. A lot of fundamental work was done in 2016 that will allow us to implement more features at a quicker pace. Our team has been working tirelessly and did everything possible to ensure we deliver our promises on time. We really appreciate your amazing support and understanding. The Universim generates a lot of attention - our fan base continues to grow every day with absolutely nothing spent on PR or marketing. That can mean only one thing: you shared your excitement with your friends and family, and that’s what made this project successful. Since our Kickstarter, we have made some risky moves that allowed us to increase the production quality and overall scope of the game. We have also reached out to multiple suppliers in order to choose the best-quality physical rewards for our Kickstarter supporters. All of our Kickstarter backers have received access to the game, and your physical rewards are ready to be packed into delivery trucks and delivered within the first few months of 2017.

After our Kickstarter, we decided to extend the development time of The Universim, because with a little extra time we can make The Universim so much better. We want it to be a dynamic and emotional experience for everyone. There are lot of soulless projects on the market that players forget about within a few months, if that, and we don’t want to be just another forgotten title. The Universim is in open-ended development, which means we will continue developing the game even after we release all of the planned features. As long as the community stays active and supportive, we'll be here gold-plating the game. We really love what we’re doing. The Universim is such a unique and riveting project. In 2017, we will continue to update you regularly and remain 100% transparent. We will stay true to our vision.

Thank you all for the amazing journey that you shared with us in 2016. We wish you a very Happy New Year. May you, your friends, and your family stay healthy and happy! We will do everything we can to make you proud to be a pioneer of The Universim.

Happy New Year!

Yours sincerely,
Crytivo Games
Dec 31, 2016
The Universim - Alex Koshelkov


Oh boy, what a year. It’s been a blast to share this year with you, our friends. The Universim continues to grow and shine ever more each day, thanks to you. A lot of fundamental work was done in 2016 that will allow us to implement more features at a quicker pace. Our team has been working tirelessly and did everything possible to ensure we deliver our promises on time. We really appreciate your amazing support and understanding. The Universim generates a lot of attention - our fan base continues to grow every day with absolutely nothing spent on PR or marketing. That can mean only one thing: you shared your excitement with your friends and family, and that’s what made this project successful. Since our Kickstarter, we have made some risky moves that allowed us to increase the production quality and overall scope of the game. We have also reached out to multiple suppliers in order to choose the best-quality physical rewards for our Kickstarter supporters. All of our Kickstarter backers have received access to the game, and your physical rewards are ready to be packed into delivery trucks and delivered within the first few months of 2017.

After our Kickstarter, we decided to extend the development time of The Universim, because with a little extra time we can make The Universim so much better. We want it to be a dynamic and emotional experience for everyone. There are lot of soulless projects on the market that players forget about within a few months, if that, and we don’t want to be just another forgotten title. The Universim is in open-ended development, which means we will continue developing the game even after we release all of the planned features. As long as the community stays active and supportive, we'll be here gold-plating the game. We really love what we’re doing. The Universim is such a unique and riveting project. In 2017, we will continue to update you regularly and remain 100% transparent. We will stay true to our vision.

Thank you all for the amazing journey that you shared with us in 2016. We wish you a very Happy New Year. May you, your friends, and your family stay healthy and happy! We will do everything we can to make you proud to be a pioneer of The Universim.

Happy New Year!

Yours sincerely,
Crytivo Games
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