Hello Creators! We are doing an AMA for The Universim on r/IAmA! If you have any direct questions for us come ask to your heart’s content. We will be trying to answer everything about the game, Crytivo, and our development process that we can share with you! Come speak to the Creators of your quirky God Game!
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This month we would like to present you with a set of features that will improve your overall gameplay experience and bring you more joy to the game. For this patch, we put more emphasis on environmental changes as well as some Exile Villages Improvements.
One quick thing before we dig into the juicy details, Creators! If you're enjoying The Universim, please take a few moments to leave us a review on Steam. It's always a huge morale booster, especially since our devs are only allowed to eat when we receive some kind of feedback!
MODERN EXILES CITIES
As your civilization develops, Exile Villages progress as well. Even if it doesn’t look like much, Exile Nuggets are silently watching the progress of your civilization and borrowing some of the techniques used by your Nuggets in order to build their own little empire. It might not look as big as your city, but it definitely looks quite impressive for barbarians. Pretty soon, they will be at the gates! (Or not, if you decide to play nice with them!)
AIRPORT (EXILE NUGGETS TRAVELERS)
For some time, Airports were just empty lonely buildings without a purpose in your civilization. We revisited it and brought a new life to it. Airports will now be an essential bridge between your civilization and the Exiles. Tourism is an essential part of our lives and Nuggets should think the same way. It doesn’t matter if they are Exile or not, they all dream about flying up to the sky and visiting new places. Based on your relationship with Exile villages, modern Nuggets from Exiles may fly over to your city and check them out for themselves. If they like it and they see a lot of happy faces, the chance that they will stay in your city will increase significantly. Make sure to keep your civilization happy and your relationship with Exile Village healthy. This will provide you with an additional boost to your population and some additional happy faces :)
NEW FIRE SYSTEM
The Fire System finally got its final touch with a brand new look. We had the old system to help with PC performance but we found a way to improve the system while keeping within scope. New fires are dangerous and will require quite some work to put them down, but that look of the fire in your city will at least be quite stunning. The spread of the fire will be influenced by wind and we finally have a reasonable burn rate for your buildings. Your Firefighters will have their work cut out for them.
TOXIC CLOUDS AND LAKES
Well who said that dropping Nuggets into the lakes won’t lead to anything bad? Dead bodies rot you know… and dropping them in bodies of water will cause them to release a dangerous toxin that will surely kill a mammoth, so be careful and watch out where you are dropping your Nuggets or your civilization might be doomed. Besides polluting your water, global changes will also influence the appearance of the dangerous toxins in the sky. Make sure to keep your oxygen levels reasonable or otherwise you can meet some acid rain that will poison other lakes. But don’t worry, as a creator you can revert the changes, just make sure that you have enough creator power to fix what you’ve done. Overwhelm the toxic lakes with clean water from your clouds and save your civilization.
RESOURCE GRAPH
As we move forward, we would like to give you more information about the state of your civilization and its resources. This graph will help you clearly see and understand the usage of resources by your civilization and its production. This tool will also be your best friend in your Space Journey. Make sure to make full use of it and consider what resources are being used the most and what you need to produce more of.
Not in the build but being worked on:
Roads
Organic simulation on planets
Alien planets
Rovers
Landing on an alien planet
Rockets
Space Port
Terraforming
Improvements and balance changes:
Reworked Electricity and Water Systems
Electricity and water systems have some changes. Previously, you would have to deal with big numbers and millions of gallons of water, which was very confusing and, most importantly, difficult to play with. We changed Water and Electricity systems to work based on 10 minute intervals instead of each second, which allowed us to reduce the number that will be displayed drastically. Water and electricity also received some additional tooltip information when you move the mouse over them. Now you can see an estimate on how long your current storage will last with the water / electricity that you have in your reservoirs / batteries and the current consumption rate if you lose water / electricity for production buildings.
Clouds Shadows
Previously, shadows from clouds were fairly temporary in the world and they had a big impact on performance. We had to review them in order to improve the overall stability of the game and performance. In the process of reworking them, we made them more defined and permanently looking in the world.
Improved System for underground resources
Since we moved to the new planet, the underground resources were worked on for a while. We tried to fine tune them and make everything work perfectly, but one issue always presented itself. That issue was with the distribution of resources across the planet. A lot of underground resources, such as Stone and Iron, ended up on top of the mountains, which caused a lot of discomfort for everyone and didn’t feel right. Therefore, we decided to add an additional condition in our distribution system that will also take the height of the terrain into consideration. Now, tips of the mountains won’t have metal or stone and you will be able to get every bit of underground resources from the planet without any issues and struggle.
Improved Upgrade System for Residential Buildings
As we implemented a new Residential System, the system that was responsible for upgrading them worked a little bit differently from all of our buildings upgrades and therefore was prone to some additional bugs. Even though all of our tests didn’t produce any issues with the Residential Upgrade system, we decided to go with a safe route and change it to work the same across the board. This way, we are using one unified system that was played with thousands of hours and produced a stable result.
News Alerts
In our previous patches, we touched the News System multiple times and we tried to do our best to clean them up a little bit and make it less noisy. Additionally, we made sure that important information will be more permanent and noticeable. Our initial idea was to keep the important messages on the screen until the “X” button would be pressed, which would ensure that the player will recognize the issue. What we did not anticipate was that no one would try to close them and the multiple reports that messages are not being closed started spamming and this was ultimately irritating. Therefore, we decided to optimize that system even more. Now if the issues appeared and it can be resolved, the message will stay until you either Click X or you resolve the issue. If the issue is resolved, the message will disappear automatically and clicking on that message won’t be necessary anymore. In addition to that, if the issue is not being resolved in 10-15min. The message will be closed automatically. We hope that change will make life easier for every player and ensure the proper display of the messages.
Engineer Hut Improvements
Engineers received an additional love and some improvements. Now engineers will help with building construction only inside the circle area. In addition, if the building is in critical condition, they will take the repair action as a priority instead of finishing the construction of the building, which in some cases caused the building in critical condition to collapse. The repair and construction time are also now separated. Since repairing and construction speed was represented as one value and we tried to balance engineers and make them very efficient with repair work, it led to the issue where the building construction was super fast and it was breaking the overall balance. Now construction will still be faster if the engineers will do it, but it is balanced separately from the repair function and therefore should feel overall better without breaking the balance.
UI Scaling Fixes
Research windows as well as tooltips on the main UI were not scaled properly and for people who have lower resolution monitors, those UIs were extremely big and in many cases led to inability to play the game properly. We reviewed the scaling system for those screens and made it work properly with lower resolutions monitors.
Optimized terrain modification system (Terrain Deformation System upon load)
Dynamic planet generation creates additional loading time when the planet is being created first. In order to improve the loading time, we reviewed how our system calculates the terrain deformation and we found some ways how that aspect can be improved which helped us to reduce the loading time when the new planet is being created. This will help drastically in Space age, since all the planets will be randomly generated.
Glass Factory in Stone Age does not require electricity anymore
A small balance change was added to the Glass Factory. Glass factories that were added in the Pre-Medieval age required electricity which forced players to research faster perks in order to unlock it and forced players to change the pace with which they were previously playing the game. Thus, we decided to remove the electricity requirement from the Glass Factory in order to provide a better experience for everyone.
UI and Art:
New Modern Exile Village
Exile Village Airport
Resource Graph
New Fire System
Toxic Lakes and Rain Clouds
Improved UI for resources
Bug Fixes:
Fixed: Certain biomes didn’t have trees or they had a lot of empty space.
Fixed: Mines were consuming a lot of resources despite displaying lower consumption rate inside the building panel.
Fixed: Small light in the construction site was blinking even though there was no new building unlock.
Fixed: Each time a new nugget was assigned to the building, the nugget panel was moved down slightly. After assigning a lot of nuggets, that panel could have ended up below the screen.
Fixed: Nuggets that died inside the buildings will be spawned outside of it with an infection zone.
Fixed: Believers were not updated correctly
Fixed: Fire scared firefighters
Fixed: Nuggets would not react to the fire at all
Fixed: Twitch Integration would turn off randomly
Fixed: Certain status icons would get stuck above nuggets
Fixed: New soundtrack would not start at certain instances
Fixed: When a thief steals any resources, notification would not appear
Fixed: Arrest Nugget localization fixed
Fixed: Pressing ESC button during Celebration would break UI, causing it to disappear
Fixed: Adahy and Elu names were duplicated if the game was loaded, causing a lot of nuggets to be called with the same name
Fixed: An error that would occur if two nuggets would get the same name
Fixed: During an election, UI would get stuck on a screen
Fixed: During an election if the game is paused, the election process would break
Fixed: Duplicated names
Fixed: Nugget that died on a boat would cause some performance issues
Fixed: In certain cases Nuggets would not get auto assigned by minister
A heartfelt thank you for all your support. Your passion has made the development of The Universim a pleasure. If you have some time and you're having fun, please leave us a review on Steam and be sure to join our Crytivo Discord server to have direct access to us. In the near future, we'll have an update for you soon that creates a good path forward for your civilization... something that'll help your Nuggets move around more smoothly. Stay tuned!
We have a smoking-hot new content update for you! However, we would first like to take this opportunity to ask that you please stay at home during these troubling times. We have compiled a list of guidelines from various health services to best protect yourself and others from COVID-19. Of course, the biggest help you can offer right now is staying at home as much as possible. To make your time at home a little brighter, we’re running a Rainy Day Sale across all games on the Crytivo Store. Everything is 30% off. This discount comes directly out of Crytivo’s pocket and will not affect the revenue of developers. It’s a great time to support indie developers and get something for yourself to enjoy during the lockdown. Stay safe!
Now back to the topic at hand. Our team members who usually operate in the office have switched to remote work, but that hasn’t stopped us from ironing out the experience and delivering awesome new content. Here’s what’s new:
Updated and Upgraded Residential Areas
Now that’s how you renovate! These new residential areas are far prettier than before. We’ve spent a tremendous amount of time improving how residential buildings are constructed and appear in the game. Every building now has a story to tell. Look closely and you’ll see just how different they are! We hope you love them as much as we do.
Roads
Woah, woah! Hold on! We haven’t implemented roads yet, but we wanted to drop you a small update on what’s been going on behind the scenes. As you know, roads have been in heavy development for some time now. The fact that the planet is round and lacks a level construction grid for roadworks makes this system quite complicated. But, the good news is, after numerous sleepless nights and rapid hair loss, we figured it out!
Roads aren’t just going to be cosmetic, they’re going to play an important role in society. They’ll increase Nugget movement speeds across the board, which means we have to factor this into the pathfinding solution. Phew, this is some complex stuff! However, we’re making good progress and we hope to let you play with it soon. For now, here’s a sneak peek:
Bridges
Okay, get excited again! Bridges are now available in the game, you can truss us. They will help connect Nugget nations together and create shorter paths across previously impassable terrain. The first bridges will be unlocked in the Medieval Era, giving you a useful pathway across water sources and offering Nuggets a speed boost.
Memory usage optimization
We reduced memory usage by a whopping 20%! Here, take it. It only took us 3 weeks to get it working :/.
Sound optimization and fixing
Unity’s audio system is a mess, which means we’ve had to work hard to improve overall sound processing and overhaul our own in-game sound system. If all is well, you shouldn’t get any more weird sounds or clipping issues during your playthrough.
Save system rework
We unfortunately still aren’t able to offer backwards compatibility with older saves, due in large part to the sheer amount of changes and new content that ships with every update (changing something like the position of a research item in the research tree can break the game if you already have it unlocked). Keeping track of so many procedural objects and systems while accounting for backwards compatibility will require a massive effort, which we feel is better placed in more exciting content. But, we’re still tinkering with the save system and making constant improvements. The new rework will enable us to save multiple planets that’ll be coming in the full release. Get hyped!
Improved underground resources display when placing mines and wells
Key Features:
New Residential System
Pre-Medieval Glass Factory
Medieval Cement Factory
Reworked save system for future proofing
Medieval Bridge
Modern Bridge
Camera Controls improvements
Not in the build but being worked on:
HyperLoop
Roads
Organic simulation on planets
Alien planets
Rovers
Improvements and balance changes
Rebalanced and slightly reworked Research Tree
Rebalanced all the building costs
Improved performance related to resource piles
Amount of oxygen provided by parks was increased:
Big Park 3 -> 10
Medium Park 2 -> 7
Small Park 1 -> 5
Depleted resources icons for Mines were added
Reworked blur shader used on pause, ESC menu, etc.
Reworked audio system
Boxes during trading received tooltips for each resource
Trading can be initiated at any point of time by clicking on an Exile building
Wolves will no longer attack every winter
Fiber Factory and Carbon Factory were removed from the game
Drastically improved all transportation requests and building prioritization
Status icons for building upgrades above buildings will fade in / fade out instead of constantly staying on the screen
When you place a building, a new hint will appear displaying the rotation buttons of the building
Increased the cost of the Change Season Creator Power
Stone Wells have additional slots unlocked at the start
Increased Well refill speed
Increased speed of water generation in Eatery
Additional Police Slot is unlocked
Additional Engineer slot is unlocked for the modern age
Additional slots for the Prison and Rehabilitation unlocked
Medium-sized park is unlocked via Research perk
Decreased the amount of underground resources on the planet
Rebalanced the amount of materials needed to produce cement, chemicals, fuel, steel
Eateries received additional capacity for customers
Unlocked additional capacity in Hospitals
Fishing hut boat capacity now improved with each Fishing Hut level
Engineers received an improved bonus to their strength that influences their repair speed
Reworked the building decay mechanic. Currently all buildings across all ages will be decaying at the same speed.
Improved Nugget response related to thirst. Nuggets will constantly check for available water in Wells and Eateries while moving towards the lake.
Couriers Hut received additional slots
Twitch option to grant PP points to viewers
Twitch option for allowing viewers to get a job
Increased the amount of water on the planet
Added the ability to prioritize multiple construction sites
Further improved pathfinding for Nuggets. Now pathfinding will correctly update with the changes in the world, such as blocked paths or raised terrain caused by a building.
Police, hunters and guards will now protect your civilization from wolf attacks and Exile attacks.
Added the ability to click on Nugget names in the News Panel.
Improved outdated tooltips
Improved clouds system
Added shadows for the clouds (they can be turned off in the settings)
Added an option to control Camera Speed when the Shift button is pressed.
Archive is no longer destroyed by outside forces ( Tornado, Exile attack etc.), it still can be demolished manually.
Improved Engineers. Now they fix everything faster
Decay rate of the buildings is standardized across all ages. Buildings will decay with the same speed.
UI and Art:
Amount of stars in the sky increased
New Stone Age Residential blocks
New Medieval Residential blocks
Modern Age Buildings - a lot
Ground decals for stone age residential buildings.
Advertising banners
New props for Residentials Resource indication map tweaks. Icons above buildings improved Added settings for Camera movement speed. Modern Age Liberal Nuggets Hair Colors Added ice to the water when it’s cold.
Bug Fixes:
Fixed: Policeman kept their job after being unassigned
Fixed: Nuggets were moving sideways while walking into the temple
Fixed: %NaN% error fixed for Temples
Fixed: Traps were not providing any food from dead animals
Fixed: Twitch command “Attack Nugget” was not working properly
Fixed: Twitch Commands “Fill Reservoir” & “Fill Well” were not taking any bits for an action
Fixed: Nuggets would get stuck trying to deliver resources to the Warehouse
Fixed: Huts were not being upgraded automatically
Fixed: Indentations in the ground were not leveled up when a new building was placed, causing Nuggets to get stuck
Fixed: Shadow quality settings were not working properly
Fixed: Nuggets inside the Eatery had a white icon instead of a Nugget icon
Fixed: Grass setting was not working properly
Fixed: Nuggets that grew up inside the bunker were losing their ability to mate
Fixed: Trading button was not appearing for Exiles
Fixed: Nuggets that came from a Space Box were staying far away from their place of work
Fixed: Picking up a Boomer as it was about to blow up would cause an error
Fixed: Transportation request was not cleared when the object was picked up
Fixed: Residential buildings were shaking without Nuggets inside them
Fixed: Nuggets that were set on fire were unaffected by rain clouds
Fixed: Nuggets shock and awe status was not working
Fixed: The Creator Powers Panel and building panels would overlap if both panels were opened in a rapid sequence
Fixed: Building a house quest was missing
Fixed: Weird artifacts caused by a building ghost
Fixed: Issues with the timers in the Cosmodrome
Fixed: Saving and loading the game during the Tesla quest would make parts disappear, leading to failure of the quest
Fixed: While the game is paused, the oxygen panel became stuck open
Fixed: Issue where players were not able to click on buildings to open a building panel
Fixed: Evolution tower was vulnerable to all damage sources (Lightning Strike, Meteor etc) during construction and if it was destroyed it would cause an error
Fixed: During Save / Load, trading with Exile timers would reset
Fixed: Missing Resource tooltips at the bottom of the screen
Fixed: Police patrol would die of thirst while patrolling
Fixed: Nugget panel list was displaying information incorrectly
Fixed: Ministers will now place Fishing Huts beside lakes that actually have fish
Fixed: Nuggets will proceed with gutting fish, even if the lake is drained. Previously they would stop working completely.
Fixed: Lakes had incorrect height during save / load
Fixed: Difficulty opening building panels along the shore
Fixed: The game would be saved automatically whenever you simply click away from a text field
Fixed: Orbit camera was below the planet radius at some points, causing different artifacts in the game
Fixed: Imprisonment buildings were not consuming resources
Fixed: An issue where nuggets won’t deliver in certain cases rocks and wood to refineries, staggering the progress
Fixed: Residentials upgrade button is removed and residentials do not show requirement of 650 resources
Fixed: Locust Swarm was immune to creator powers in certain cases
Fixed: Memory leak when Nugget Panel was opened
Fixed: In certain cases camera could have been submerged underwater, breaking the visuals of the game
It’s been a while since we were last here together! You know, reading patch notes, braiding hair, listening to a few of your favorite playlists. However, our small break was for a good reason. We’re officially moving into BETA! This means all the tools and features we need for full release are technically in the game, but we’re keeping a few things locked for now as we refine them and add content (there’s still A LOT of new stuff to play with anyway). The good news is, we’re planning to release The Universim in its entirety this year! The big 1.0 launch will see all of the hard work spent on systems, simulations, AI, sound, art, and more over the years finally smooshed together in a wonderful package.
As you know, we’ve been working on improvements to our in-game simulation engine (Prometheus) for a very long time. Today, we’re happy to roll the new system out for everyone to enjoy. One thing you’ll immediately notice is how the entire planet generation system was completely redesigned, allowing for bigger and more vibrant planets than ever before. Let’s not even mention how massive of an improvement it is over our piddly Kickstarter planet.
Before we dive into the gigantic list of changes below, we would like to ask you one small favor that helps us out tremendously -- if you’re enjoying The Universim, please leave us a review on Steam. Every positive review we receive gives our developers precisely 10 seconds to play with puppies. They need that time to stay sane.
Below is the list of the most significant changes (which we mentioned in the previous update). If you would like to join the community and follow our development as we edge closer to full release, hop onto our Discord server and see our live changelog there. Every time one of our devs pushes new updates to the game, you’ll see their comments. We’ve always done our best to be as transparent as possible, and now you get to see every little thing we do.
UPGRADED WORLD
The new planets are not only slightly bigger, they have been pumped up in many more ways. They are now wrapped up in a far superior pathfinding system that will help Nuggets find their way around easier (basically rewritten from the ground up to help prevent that silly lot from getting stuck). Mother Planet also has significantly more objects than before, moving from around 12,000 to around 57,000 objects. And the cherry on top: the planet actually loads faster, too! We even managed to optimize all of this to offer a performance boost. How about that?
NEW POLLUTION SYSTEM
A new pollution system is responsible for how often you’ll be bombarded with natural disasters. It’s basically a way for Mother Planet to criticize your civilization. It also affects seasons and Nugget behavior. Certain buildings will increase pollution, while some may reduce it. Additionally, pollution will no longer change immediately upon placing a new building; it will slowly be increased or reduced until it reaches the final level introduced by any new buildings. Be sure to pay attention!
BUILDING ICONS
We have decided to ditch building status flags. Based on your feedback, we agree that they were difficult to see, especially when in between tall buildings as your civilization progressed. The new icon system should make things a lot clearer.
TWITCH INTEGRATION
New commands and updates
#FillWell - Allows viewers to randomly fill 1 Well
#FillReservoir - Allows viewers to randomly fill 1 Reservoir
#AttackNugget *Nugget Name* - Allows viewers to attack whichever Nugget they specified
We added a special toggle where you can disable new viewers from being able to join your game. You can use this toggle whenever you feel necessary, such as when you want to control the birth queue and prevent things from getting too chaotic.
We also did a complete UI redesign to make everything look much snazzier
RESOURCE VISUALIZATION
A much-requested feature! Now, whenever you place a resource extraction building (mine, oil jack, etc), you will see a mapping on the planet that indicates where you can find the most abundant supply of the specified resource. It was a surprisingly complex task, due to the world being spherical, but we managed to make it work. Enjoy!
IMPROVEMENTS AND GAME CHANGES
Additional Slots were unlocked on refineries at level 0 (from 3 -> 6)
Medieval Warehouse can now store modern resources
Throwing rocks and trees can now damage trees
Clothing is now unlocked via research perks instead of internal Era Change code
Previously, flags would display if a building needed water or electricity. If the building needed both, it would still display only one requirement until it was satisfied. Now the new icons will display both requirements.
Improved the lighthouse light effect -- it is now using real-time lighting
The “assign all” button was added to each Factory and Mine. Pressing the button will assign all required Nuggets to the building.
Meteor Strike, Fire and Lightning strike will cause animals to drop Piles of food. Previously, they were not dropping it.
Guards, Police and Hunters will defend the city from wolf attacks or Exile attacks. They will also take reduced damage from enemy attacks compared to other Nuggets.
Factories gathering resources restrictions were removed. Previously, only one Nugget was allowed to gather resources for Factories if all Nuggets were busy. Now all Nuggets will go and gather resources that are missing if other laborers are busy with other tasks.
Auto-scrolling of a Nugget’s status was added to the Nugget panel. Now the status will be scrolled if the status is too large to fit.
Unborn Nugget icon was added to the Clone Center
Adjusted volume / audio priority in our sound system
Added the ability to drop dead Nuggets into the cemetery in a similar way to how resources are being dropped for the buildings
Added the ability to drop crops into the farm in a similar manner to how resources are being dropped for the buildings
Added lights to modern buildings to glow at night
Amount of bushes on the planet was rebalanced and their appearance in specific biomes was changed.
Bushes are dependent on local temperatures rather than seasons. Placing an Epicenter close to the mountains will decrease the amount of food that Nuggets will be able to collect due to low temperatures.
Added Era Labels to the buildings deremoveion
Improved Defense Towers AI, improved defense guard AI. Guards will attack animals that are in range.
Modern Police got an additional slot unlocked
Prison / Rehabilitation center got additional slots unlocked
Mines got additional slots unlocked
Reduced the number of rocks that are being thrown by rioters at Nuggets that are passing by
Medium Park is unlocked via research and the restriction on the amount of parks of that specific type was removed
Optimized Job Search System for Nuggets
Reworked Oxygen System. Each building will add or subtract a certain amount of oxygen. Parks will improve the oxygen level on the planet, as well as trees.
Water Level is now being changed visually as you drain oceans and lakes
Added the ability to place buildings during the pause menu
Improved water animal path finding.
Improved the performance of the save / load menu. The delay that it took to display and load all the saved files has been reduced drastically.
Reworked the Blur effect. In certain menus, the blur was not applied correctly and was affecting the performance.
Factory / Mines automation. These structures will work as long as you have workers assigned there. Each additional worker will increase the output of the resources that the building produces.
Reworked the temperature and weather systems. Snow will affect areas where temperature is low instead of using just a season as a variable for a snow.
New Mountain Generation System (realistically shaped mountains)
New Building Icons instead of Flags. Previously, we used a flag system that was displaying the status of the building, but as you progress forward and all the buildings were getting taller, that system was not sufficient anymore. It has been reworked completely. Instead, icons above the building will now display the status, which makes it extremely easy to see what needs to be done to keep buildings functioning.
Improved particle spawning
New Oxygen panel will display useful information about the issues that the player might have with the oxygen and it will indicate the consequences as your oxygen drops.
Reworked News Messages system. Now, news messages will contain 2 types of messages. Important and unimportant. Important messages won’t be closed automatically. You will have to close them by clicking on them or clicking an X button. Unimportant messages are messages that have a flavor text and contain information that is not so important or necessary for your civilization's survival. Those messages will be closed automatically after a couple of seconds.
Additional Warning Messages that appear on the left side of the screen were added for: Tornado, Windstorm, Locust Swarm, Wolf Attack, Exile Village Attack.
Forestation Creator Power got a tree amount adjustment. Now it will produce way more trees.
Reworked the placement system for Residential houses. Previously, we were utilizing the Residential block system which was filling up with houses. In certain cases, that system led to the placement of the buildings across the ocean and was super prone to errors and bugs. This system was reworked. Currently, Nuggets will place the Houses based on the center of your city.
Reworked how the Season Change Creator Power is triggered. Instead of pressing and selecting immediately to which season you would like to switch, you will be able to select it and trigger the selection of the season by pressing the ctrl button. This was added for consistency with other Creator Powers
Added New Modern Decals to the Factories. Not all factories.
Manual trade system. You are now able to trade with any Exile village at any time as long as they have at least 1 building. Simply clicking on the building will open a panel which will have a trade option.
Improved Boomer (explosive Nugget) sounds
Added Shock and Awe effect to UFO’s, meteors and collapsing buildings
Added Resource map for the resources. Now each building that can mine resources will have a resource map for the specific type of resources it uses. Once the building is selected, you will see a resource map of required resources for the building. Mines have a radius around them, which displays where the mine can reach and from where it can mine all the resources.
Added a limit to how many houses can be upgraded at the same time in order to prevent the issue where other buildings would not be upgraded, because all resources would be delivered to the houses instead.
During building placement, all objects that will be removed underneath a building will now be highlighted.
New decal system (still in production)
Improved seasonal temperature calculation, snow formation
UI AND ART
Improved main HUD. Everything is much cleaner and easier to understand.
New Resource Icons: better represent the appearance of resources
Kobe Clothes were added to the game and are available via the Clone Center
Space Age clothing was added to the Clone Center
Redesigned building information pop-up panel. Now it shows how it will affect oxygen levels.
Added butterfly particles
Reworked the snow accumulation shader, which creates a smoother transition into the winter season
New UI displaying what Creator Power is currently being selected by pressing the Ctrl button
New Oxygen Panel was added to the game
New Factory Panels
New Mine Panels
New Well Panel
Monk Clothing and hats were added to the Clone Center and monk jobs
Coral added to the game
New Panel that displays information about the population, which includes: Total Nugget Population, Unemployed Nuggets, Educated Nuggets, Required amount of Nuggets that need education based on the buildings that require educated Nuggets, Injured or Sick Nuggets, Unmarried and Believers.
New Twitch Settings Menu + Panel
BUG FIXES
Fixed: All Nugget status icons were being drawn on top of the menu screen when the ESC button was clicked
Fixed: Locust swarm was not killable via lightning strike
Fixed: University learning points were not correctly distributed which stalled the progression of the students
Fixed: In Anticity Alley park, Nuggets were not using benches and were instead sitting inside bushes (no more creepy hiding Nuggets)
Fixed: House Props were not properly disappearing after medieval or stone age huts were destroyed. They stayed on the ground forever.
Fixed: Memory leak caused by game loading. Every time the game was reloaded, it caused a spike in memory usage.
Fixed: Memory leak caused by placing new trees. Trees were not removed properly when they were placed, causing the increased memory usage.
Fixed: Previously you were able to place buildings on top of a space box
Fixed: Missing strings and localization fixes
Fixed: Incorrect tooltips were displayed when the mouse was moved over the building list button, population count and Nugget panel button
Fixed: An error that was causing issues in the game after the Riot event
Fixed: An issue when multiple Nuggets would go for the same resources, which stalled the overall progress
Fixed: Nugget Juice settings were not affecting the temple crushing machine
Fixed: The House Panel was not always correctly displayed and in certain cases it was covering the full screen length
Fixed: Selecting Trickle Effect and clicking on an object would remove points, but the actual cloud was not appearing on the screen
Fixed: Protection Dome sometimes would not work correctly if during the cast, it was clicked on another object
Fixed: Sometimes tall buildings would disappear on the horizon if you are far away from them
Fixed: Warning Messages / Quest messages on the left side of the screen had a gap between the message and the beginning of the warning stripe
Fixed: Warning Messages / Quest Messages sometimes were not correctly displaying the messages and in certain cases it would not progress
Fixed: In certain cases camera was clipping through the ground or hitting the mountains
Fixed: An error was appearing with Cemetery building during its upgrade to Medieval which in some cases was breaking the game
Fixed: An issue that was breaking the game during Manual Trade with exiles
Fixed: An issue where Exile buildings were counted as your buildings, resulting in different messages that are not related to your civilization
Fixed: An issue where trade messages where cancelled when the trade was manual
Fixed: Missing icons for the Cemetery. New Icon was added for Dead Nuggets.
Fixed: An issue where a UFO was landing on rocks or mountains and it was getting stuck
Fixed: Lost Nugget quest issues, where Nugget or wolves were disappearing or the sound was missing during the quest
Fixed: An issue with Exiles where after certain amount of events, new events would stop popping up
Fixed: An issue where Exile Villages would not spawn
Fixed: Nugget Stat Panel UI would not open properly causing weird artifacts on the screen to appear
Fixed: an error that was produced by missing ocean config
Fixed: Error that was appearing during House upgrades due to the modular structure of the buildings that in some cases caused crashes in the game
Fixed: Temperature value getting stuck after save / load
Fixed: Certain Warning / Quest Messages were not removed from the screen when they ran out of time
Fixed: Issue when terrain height was different after loading the game
Fixed: Exile Villages had water as a tradable resource which was causing the game to crash during trading, if they were about to trade water
Fixed: Wolves during winter were immune to lightning strike
Fixed: Quest Rewards were inconsistent with the rewards that they were unlocking
Fixed: Missing Localization during Locust Swarm event
Fixed: Nuggets were able to build a building without a resources
Fixed: Dead Nugget icon was bound to multiple different buildings, which caused icons to turn white.
Fixed: Building Panel button “Move to building location” was offset from the actual building
Fixed: Guards would chase wolves indefinitely after the wolf attack
Fixed: Perks that were adding buildings boost won’t not be applying boost to buildings after save / load.
Fixed: Incorrect status for a policeman, when they were patrolling the territory
Fixed: Sometimes Nuggets would disappear upon entering / exiting the fishing hut
Fixed: Students would get stuck and do nothing
Fixed: Multiple buildings that could accept the resources did not have an indication of that around them when you have resources picked up with Telekinesis
Fixed: Monks would get stuck on the side of the Temple
Fixed: Monks would move sideways while climbing up to the Temple
Fixed: Certain sounds were not playing properly due to low audiosource pool allowed
Fixed: In certain cases, objects picked up with telekinesis would get stuck to the cursor
Fixed: Batteries were not providing electricity to the buildings if they were charged with a lightning strike
Fixed: UFO was getting stuck in one place upon arriving on the planet
Fixed: An error when you hover over the building and it got destroyed while you had an object picked up
Fixed: An error that would break the game when you destroyed the Wind Turbine, while it was still in the construction stage.
Fixed: Multiple issues where main menu was breaking if ESC button was clicked during transitions in the menus
Fixed: Happiness and Crime panels were stuck if the game was paused and then unpaused
Fixed: Subtitles desync during the intro scene
Fixed: In some cases, due to lack of space, some Exiles would stop expanding
Fixed: Error during wolf attack that would cause the game to crash
FIxed: Spots that were previously on fire would not receive a proper temperature and will never freeze
Fixed: Missing Localization when Nuggets died due to Exile Village Attack
Fixed: Animals unharmed by fire
Fixed: Saving a game during a fire and loading that save file would cause an error to appear that would create different glitches later in the game
Fixed: Nuggets would not attack wild animals immediately
Fixed: Cosmodrome panel allowed you to click other panels behind that panel, due to sorting problem
Fixed: Multiple issues with the Cosmodrome panel not working properly
Fixed: Missing ghost arrow for the Cosmodrome building
Fixed: Incorrect UI panel for Big Ben building
Fixed: Nuggets would get frightened when a building is completed
Fixed: Placing multiple Hunters Huts would prevent Hunters to hunt in the future
Fixed: Clone Center displayed incorrect storage capacity
Fixed: Previously, multiple Hunters Huts could choose the same animal to hunt, causing different types of issues. Now all Hunters Huts will select their own animal to hunt.
Fixed: Missing Nugget accessories after load
Fixed: Wrong Nuggets animations after load
Fixed: An issue were partners would be waiting for each other in different locations
FIxed: During the Heal Nugget quest, if the injured Nugget was healed via hospital, the quest would not be completed and therefore failed.
Fixed: Hunters, Guards and Police were not using proper weapons despite the research
Fixed: Local business displayed incorrect amount of resources needed for an upgrade
Fixed: Colliders on all buildings
Fixed: Twitch Criminals were lighting themselves on fire trying to burn down a building
Fixed: Missing Riot icon
Fixed: Inmates were dying in cells from hunger / thirst / injury
Fixed: Incorrect Nugget orientation during attack animation
Fixed: Policeman performing an arrest had a chance to die from thirst and hunger while waiting on a criminal that was sitting inside the building. Currently, policemen will go and eat / drink / heal if needed and after they are done with this task, they will continue pursuing their target.
Fixed: Incorrect name was displayed during Broken heart quest, always asking to punish the wrong Nugget
Fixed: Incorrect Animation for Couriers
Fixed: Not researching anything message was appearing after all perks were researched
FIxed: Turning off building and unassigning Nuggets won’t release the Nuggets from the building
Fixed: Wind turbine panel will show that it is working despite not having wind or generating any energy
Fixed: Factories and Mines working animation was playing despite the building being turned off
Fixed: Adjusted construction site collider area
Fixed: An issue where saving the game during a meteor strike would cause an error
Fixed: Skipping Intro during specific cutscene caused camera to break in the game
The Universim is on a Sale right now, be sure to let your friends know!
It’s been a while since we were last here together! You know, reading patch notes, braiding hair, listening to a few of your favorite playlists. However, our small break was for a good reason. We’re officially moving into BETA! This means all the tools and features we need for full release are technically in the game, but we’re keeping a few things locked for now as we refine them and add content (there’s still A LOT of new stuff to play with anyway). The good news is, we’re planning to release The Universim in its entirety this year! The big 1.0 launch will see all of the hard work spent on systems, simulations, AI, sound, art, and more over the years finally smooshed together in a wonderful package.
As you know, we’ve been working on improvements to our in-game simulation engine (Prometheus) for a very long time. Today, we’re happy to roll the new system out for everyone to enjoy. One thing you’ll immediately notice is how the entire planet generation system was completely redesigned, allowing for bigger and more vibrant planets than ever before. Let’s not even mention how massive of an improvement it is over our piddly Kickstarter planet.
Before we dive into the gigantic list of changes below, we would like to ask you one small favor that helps us out tremendously -- if you’re enjoying The Universim, please leave us a review on Steam. Every positive review we receive gives our developers precisely 10 seconds to play with puppies. They need that time to stay sane.
Below is the list of the most significant changes (which we mentioned in the previous update). If you would like to join the community and follow our development as we edge closer to full release, hop onto our Discord server and see our live changelog there. Every time one of our devs pushes new updates to the game, you’ll see their comments. We’ve always done our best to be as transparent as possible, and now you get to see every little thing we do.
UPGRADED WORLD
The new planets are not only slightly bigger, they have been pumped up in many more ways. They are now wrapped up in a far superior pathfinding system that will help Nuggets find their way around easier (basically rewritten from the ground up to help prevent that silly lot from getting stuck). Mother Planet also has significantly more objects than before, moving from around 12,000 to around 57,000 objects. And the cherry on top: the planet actually loads faster, too! We even managed to optimize all of this to offer a performance boost. How about that?
NEW POLLUTION SYSTEM
A new pollution system is responsible for how often you’ll be bombarded with natural disasters. It’s basically a way for Mother Planet to criticize your civilization. It also affects seasons and Nugget behavior. Certain buildings will increase pollution, while some may reduce it. Additionally, pollution will no longer change immediately upon placing a new building; it will slowly be increased or reduced until it reaches the final level introduced by any new buildings. Be sure to pay attention!
BUILDING ICONS
We have decided to ditch building status flags. Based on your feedback, we agree that they were difficult to see, especially when in between tall buildings as your civilization progressed. The new icon system should make things a lot clearer.
TWITCH INTEGRATION
New commands and updates
#FillWell - Allows viewers to randomly fill 1 Well
#FillReservoir - Allows viewers to randomly fill 1 Reservoir
#AttackNugget *Nugget Name* - Allows viewers to attack whichever Nugget they specified
We added a special toggle where you can disable new viewers from being able to join your game. You can use this toggle whenever you feel necessary, such as when you want to control the birth queue and prevent things from getting too chaotic.
We also did a complete UI redesign to make everything look much snazzier
RESOURCE VISUALIZATION
A much-requested feature! Now, whenever you place a resource extraction building (mine, oil jack, etc), you will see a mapping on the planet that indicates where you can find the most abundant supply of the specified resource. It was a surprisingly complex task, due to the world being spherical, but we managed to make it work. Enjoy!
IMPROVEMENTS AND GAME CHANGES
Additional Slots were unlocked on refineries at level 0 (from 3 -> 6)
Medieval Warehouse can now store modern resources
Throwing rocks and trees can now damage trees
Clothing is now unlocked via research perks instead of internal Era Change code
Previously, flags would display if a building needed water or electricity. If the building needed both, it would still display only one requirement until it was satisfied. Now the new icons will display both requirements.
Improved the lighthouse light effect -- it is now using real-time lighting
The “assign all” button was added to each Factory and Mine. Pressing the button will assign all required Nuggets to the building.
Meteor Strike, Fire and Lightning strike will cause animals to drop Piles of food. Previously, they were not dropping it.
Guards, Police and Hunters will defend the city from wolf attacks or Exile attacks. They will also take reduced damage from enemy attacks compared to other Nuggets.
Factories gathering resources restrictions were removed. Previously, only one Nugget was allowed to gather resources for Factories if all Nuggets were busy. Now all Nuggets will go and gather resources that are missing if other laborers are busy with other tasks.
Auto-scrolling of a Nugget’s status was added to the Nugget panel. Now the status will be scrolled if the status is too large to fit.
Unborn Nugget icon was added to the Clone Center
Adjusted volume / audio priority in our sound system
Added the ability to drop dead Nuggets into the cemetery in a similar way to how resources are being dropped for the buildings
Added the ability to drop crops into the farm in a similar manner to how resources are being dropped for the buildings
Added lights to modern buildings to glow at night
Amount of bushes on the planet was rebalanced and their appearance in specific biomes was changed.
Bushes are dependent on local temperatures rather than seasons. Placing an Epicenter close to the mountains will decrease the amount of food that Nuggets will be able to collect due to low temperatures.
Added Era Labels to the buildings deremoveion
Improved Defense Towers AI, improved defense guard AI. Guards will attack animals that are in range.
Modern Police got an additional slot unlocked
Prison / Rehabilitation center got additional slots unlocked
Mines got additional slots unlocked
Reduced the number of rocks that are being thrown by rioters at Nuggets that are passing by
Medium Park is unlocked via research and the restriction on the amount of parks of that specific type was removed
Optimized Job Search System for Nuggets
Reworked Oxygen System. Each building will add or subtract a certain amount of oxygen. Parks will improve the oxygen level on the planet, as well as trees.
Water Level is now being changed visually as you drain oceans and lakes
Added the ability to place buildings during the pause menu
Improved water animal path finding.
Improved the performance of the save / load menu. The delay that it took to display and load all the saved files has been reduced drastically.
Reworked the Blur effect. In certain menus, the blur was not applied correctly and was affecting the performance.
Factory / Mines automation. These structures will work as long as you have workers assigned there. Each additional worker will increase the output of the resources that the building produces.
Reworked the temperature and weather systems. Snow will affect areas where temperature is low instead of using just a season as a variable for a snow.
New Mountain Generation System (realistically shaped mountains)
New Building Icons instead of Flags. Previously, we used a flag system that was displaying the status of the building, but as you progress forward and all the buildings were getting taller, that system was not sufficient anymore. It has been reworked completely. Instead, icons above the building will now display the status, which makes it extremely easy to see what needs to be done to keep buildings functioning.
Improved particle spawning
New Oxygen panel will display useful information about the issues that the player might have with the oxygen and it will indicate the consequences as your oxygen drops.
Reworked News Messages system. Now, news messages will contain 2 types of messages. Important and unimportant. Important messages won’t be closed automatically. You will have to close them by clicking on them or clicking an X button. Unimportant messages are messages that have a flavor text and contain information that is not so important or necessary for your civilization's survival. Those messages will be closed automatically after a couple of seconds.
Additional Warning Messages that appear on the left side of the screen were added for: Tornado, Windstorm, Locust Swarm, Wolf Attack, Exile Village Attack.
Forestation Creator Power got a tree amount adjustment. Now it will produce way more trees.
Reworked the placement system for Residential houses. Previously, we were utilizing the Residential block system which was filling up with houses. In certain cases, that system led to the placement of the buildings across the ocean and was super prone to errors and bugs. This system was reworked. Currently, Nuggets will place the Houses based on the center of your city.
Reworked how the Season Change Creator Power is triggered. Instead of pressing and selecting immediately to which season you would like to switch, you will be able to select it and trigger the selection of the season by pressing the ctrl button. This was added for consistency with other Creator Powers
Added New Modern Decals to the Factories. Not all factories.
Manual trade system. You are now able to trade with any Exile village at any time as long as they have at least 1 building. Simply clicking on the building will open a panel which will have a trade option.
Improved Boomer (explosive Nugget) sounds
Added Shock and Awe effect to UFO’s, meteors and collapsing buildings
Added Resource map for the resources. Now each building that can mine resources will have a resource map for the specific type of resources it uses. Once the building is selected, you will see a resource map of required resources for the building. Mines have a radius around them, which displays where the mine can reach and from where it can mine all the resources.
Added a limit to how many houses can be upgraded at the same time in order to prevent the issue where other buildings would not be upgraded, because all resources would be delivered to the houses instead.
During building placement, all objects that will be removed underneath a building will now be highlighted.
New decal system (still in production)
Improved seasonal temperature calculation, snow formation
UI AND ART
Improved main HUD. Everything is much cleaner and easier to understand.
New Resource Icons: better represent the appearance of resources
Kobe Clothes were added to the game and are available via the Clone Center
Space Age clothing was added to the Clone Center
Redesigned building information pop-up panel. Now it shows how it will affect oxygen levels.
Added butterfly particles
Reworked the snow accumulation shader, which creates a smoother transition into the winter season
New UI displaying what Creator Power is currently being selected by pressing the Ctrl button
New Oxygen Panel was added to the game
New Factory Panels
New Mine Panels
New Well Panel
Monk Clothing and hats were added to the Clone Center and monk jobs
Coral added to the game
New Panel that displays information about the population, which includes: Total Nugget Population, Unemployed Nuggets, Educated Nuggets, Required amount of Nuggets that need education based on the buildings that require educated Nuggets, Injured or Sick Nuggets, Unmarried and Believers.
New Twitch Settings Menu + Panel
BUG FIXES
Fixed: All Nugget status icons were being drawn on top of the menu screen when the ESC button was clicked
Fixed: Locust swarm was not killable via lightning strike
Fixed: University learning points were not correctly distributed which stalled the progression of the students
Fixed: In Anticity Alley park, Nuggets were not using benches and were instead sitting inside bushes (no more creepy hiding Nuggets)
Fixed: House Props were not properly disappearing after medieval or stone age huts were destroyed. They stayed on the ground forever.
Fixed: Memory leak caused by game loading. Every time the game was reloaded, it caused a spike in memory usage.
Fixed: Memory leak caused by placing new trees. Trees were not removed properly when they were placed, causing the increased memory usage.
Fixed: Previously you were able to place buildings on top of a space box
Fixed: Missing strings and localization fixes
Fixed: Incorrect tooltips were displayed when the mouse was moved over the building list button, population count and Nugget panel button
Fixed: An error that was causing issues in the game after the Riot event
Fixed: An issue when multiple Nuggets would go for the same resources, which stalled the overall progress
Fixed: Nugget Juice settings were not affecting the temple crushing machine
Fixed: The House Panel was not always correctly displayed and in certain cases it was covering the full screen length
Fixed: Selecting Trickle Effect and clicking on an object would remove points, but the actual cloud was not appearing on the screen
Fixed: Protection Dome sometimes would not work correctly if during the cast, it was clicked on another object
Fixed: Sometimes tall buildings would disappear on the horizon if you are far away from them
Fixed: Warning Messages / Quest messages on the left side of the screen had a gap between the message and the beginning of the warning stripe
Fixed: Warning Messages / Quest Messages sometimes were not correctly displaying the messages and in certain cases it would not progress
Fixed: In certain cases camera was clipping through the ground or hitting the mountains
Fixed: An error was appearing with Cemetery building during its upgrade to Medieval which in some cases was breaking the game
Fixed: An issue that was breaking the game during Manual Trade with exiles
Fixed: An issue where Exile buildings were counted as your buildings, resulting in different messages that are not related to your civilization
Fixed: An issue where trade messages where cancelled when the trade was manual
Fixed: Missing icons for the Cemetery. New Icon was added for Dead Nuggets.
Fixed: An issue where a UFO was landing on rocks or mountains and it was getting stuck
Fixed: Lost Nugget quest issues, where Nugget or wolves were disappearing or the sound was missing during the quest
Fixed: An issue with Exiles where after certain amount of events, new events would stop popping up
Fixed: An issue where Exile Villages would not spawn
Fixed: Nugget Stat Panel UI would not open properly causing weird artifacts on the screen to appear
Fixed: an error that was produced by missing ocean config
Fixed: Error that was appearing during House upgrades due to the modular structure of the buildings that in some cases caused crashes in the game
Fixed: Temperature value getting stuck after save / load
Fixed: Certain Warning / Quest Messages were not removed from the screen when they ran out of time
Fixed: Issue when terrain height was different after loading the game
Fixed: Exile Villages had water as a tradable resource which was causing the game to crash during trading, if they were about to trade water
Fixed: Wolves during winter were immune to lightning strike
Fixed: Quest Rewards were inconsistent with the rewards that they were unlocking
Fixed: Missing Localization during Locust Swarm event
Fixed: Nuggets were able to build a building without a resources
Fixed: Dead Nugget icon was bound to multiple different buildings, which caused icons to turn white.
Fixed: Building Panel button “Move to building location” was offset from the actual building
Fixed: Guards would chase wolves indefinitely after the wolf attack
Fixed: Perks that were adding buildings boost won’t not be applying boost to buildings after save / load.
Fixed: Incorrect status for a policeman, when they were patrolling the territory
Fixed: Sometimes Nuggets would disappear upon entering / exiting the fishing hut
Fixed: Students would get stuck and do nothing
Fixed: Multiple buildings that could accept the resources did not have an indication of that around them when you have resources picked up with Telekinesis
Fixed: Monks would get stuck on the side of the Temple
Fixed: Monks would move sideways while climbing up to the Temple
Fixed: Certain sounds were not playing properly due to low audiosource pool allowed
Fixed: In certain cases, objects picked up with telekinesis would get stuck to the cursor
Fixed: Batteries were not providing electricity to the buildings if they were charged with a lightning strike
Fixed: UFO was getting stuck in one place upon arriving on the planet
Fixed: An error when you hover over the building and it got destroyed while you had an object picked up
Fixed: An error that would break the game when you destroyed the Wind Turbine, while it was still in the construction stage.
Fixed: Multiple issues where main menu was breaking if ESC button was clicked during transitions in the menus
Fixed: Happiness and Crime panels were stuck if the game was paused and then unpaused
Fixed: Subtitles desync during the intro scene
Fixed: In some cases, due to lack of space, some Exiles would stop expanding
Fixed: Error during wolf attack that would cause the game to crash
FIxed: Spots that were previously on fire would not receive a proper temperature and will never freeze
Fixed: Missing Localization when Nuggets died due to Exile Village Attack
Fixed: Animals unharmed by fire
Fixed: Saving a game during a fire and loading that save file would cause an error to appear that would create different glitches later in the game
Fixed: Nuggets would not attack wild animals immediately
Fixed: Cosmodrome panel allowed you to click other panels behind that panel, due to sorting problem
Fixed: Multiple issues with the Cosmodrome panel not working properly
Fixed: Missing ghost arrow for the Cosmodrome building
Fixed: Incorrect UI panel for Big Ben building
Fixed: Nuggets would get frightened when a building is completed
Fixed: Placing multiple Hunters Huts would prevent Hunters to hunt in the future
Fixed: Clone Center displayed incorrect storage capacity
Fixed: Previously, multiple Hunters Huts could choose the same animal to hunt, causing different types of issues. Now all Hunters Huts will select their own animal to hunt.
Fixed: Missing Nugget accessories after load
Fixed: Wrong Nuggets animations after load
Fixed: An issue were partners would be waiting for each other in different locations
FIxed: During the Heal Nugget quest, if the injured Nugget was healed via hospital, the quest would not be completed and therefore failed.
Fixed: Hunters, Guards and Police were not using proper weapons despite the research
Fixed: Local business displayed incorrect amount of resources needed for an upgrade
Fixed: Colliders on all buildings
Fixed: Twitch Criminals were lighting themselves on fire trying to burn down a building
Fixed: Missing Riot icon
Fixed: Inmates were dying in cells from hunger / thirst / injury
Fixed: Incorrect Nugget orientation during attack animation
Fixed: Policeman performing an arrest had a chance to die from thirst and hunger while waiting on a criminal that was sitting inside the building. Currently, policemen will go and eat / drink / heal if needed and after they are done with this task, they will continue pursuing their target.
Fixed: Incorrect name was displayed during Broken heart quest, always asking to punish the wrong Nugget
Fixed: Incorrect Animation for Couriers
Fixed: Not researching anything message was appearing after all perks were researched
FIxed: Turning off building and unassigning Nuggets won’t release the Nuggets from the building
Fixed: Wind turbine panel will show that it is working despite not having wind or generating any energy
Fixed: Factories and Mines working animation was playing despite the building being turned off
Fixed: Adjusted construction site collider area
Fixed: An issue where saving the game during a meteor strike would cause an error
Fixed: Skipping Intro during specific cutscene caused camera to break in the game
The Universim is on a Sale right now, be sure to let your friends know!
Here at Crytivo, we may be a small organization but always work hard to make a big difference in the world. We want to offer our support to those affected by the Australian wildfires. During this month and the next, we will be donating 100% of net revenue from our online Crytivo Store and 30% from all our Steam sales. Profits from our games will be donated towards rebuilding lost homes, firefighters working overtime and environmental cleanup.
The outbreak of wildfires across the country of Australia has left a wave of destruction. So far these fires have burned millions of acres of land, reduced homes to ash and claimed the lives of nearly half a billion innocent animals. Over 2,000 people have lost their homes in the fires and over 20 have lost their lives as the survivors struggle to breathe as smoke continues to fill the sky.
Our hearts go out to everyone who has suffered from this disaster and to the heroes working tirelessly to help.
We hope this will inspire others to take action and help in any way they can.
What an odd word we have in the title, ha? It seemed like a distant dream, and, yet, here we are. Very soon, there will be nothing odd about that word, as we are proud to announce that we are officially transitioning into a Beta state in our next big update! This update will feature massive system reworks, which includes the new planet generation engine we’ve been teasing. This will enable planets to be slightly larger and contain more game objects than ever. Read more about that below!
Additionally, we redesigned and improved so many aspects of our good old friend, the in-game simulation engine Prometheus. As you know, this system is responsible for planet generation, managing life on the planet, controlling dynamic events, pathfinding, resource distribution/allocation, and far more. It’s crazy to think how much it has improved since its unveiling during the Kickstarter. The visual aspects and overall technology is leaps and bounds ahead of our initial goal, and we are very proud of the work we have done. Thank you for continuing to support us, chatting with us, and enabling us to make this colossal game. While it's true that The Universim took us longer then we thought to develop than anticipated, as you can see the end results are worth the wait.
Planet Generation
The creation of a planet no longer takes the many millions of years it used to. We toned that “realistic” aspect back a bit to make the game more enjoyable. On average, it took over 2 minutes to generate and load a new planet, which could be frustrating. Now, this time has been cut in half while also improving the size, complexity, and density (object count) of the planet.
Mountain System
A new feature we are super excited about! The enhanced planet generation system now properly forms physical mountains that are an inherent part of the planet’s surface. Before, mountains were simple objects -- decorations, if you prefer. They were disconnected from everything. Now, mountains blend naturally into the planet’s systems, allowing you to build on them and send Nuggets over them on an epic journey. Someone get a burly, bearded Nugget a magical axe and take them on an emotional family excursion right this minute! However, special cases aside, many Nuggets and animals will still prefer to avoid slopes. They’re a lazy bunch.
It was quite an engineering feat to get all of this working, as you can imagine. To properly place mountains and allow for the various systems to play well with brand new height data wasn’t easy. The age-old issue of spherical worlds naturally makes all of this far more difficult than it would usually be. We needed proper culling, pathfinding, and terrain deformation to work seamlessly. Here’s the result!
So, to summarize, mountains are cool and we hope you like them.
Object quantity
We have almost tripled the amount of objects on the planet compared to our previous system (the Mother Planet you know has been reborn). However, when compared to our Kickstarter showcase, we have around fifty times more objects than when we started. That’s huge! To think we were struggling to render that simple planet back then. We have learned and overcome so much together!
Updated Pathfinding
If you have been following along with our development, you likely know of the classic “Standing Nuggets” bug that has been the single most reported issue of all time. It haunts our dreams. However, this was a symptom of our old pathfinding system’s shortcomings, and it proved almost impossible to eradicate. To fix it, we did what any rational dev would do: we threw it away and started work on something better. The new pathfinding system is far superior to the previous method, which should theoretically prevent any kind of pathing bug to cause a Nugget to malfunction. We really hope this has solved the Nugget Stranding issue, and any further hold-ups with the AI should come from other systems. All-in-all, such issues should be much easier to fix now. *Crossing fingers*
The updated pathfinding system will also allow us to have bridges and tunnels on the planet. These are currently in development and you can expect to play with them soon.
Alien Planets
The real reason we redesigned and improved Prometheus was to help us with the design and implementation of other planets. We needed alien worlds to be completely awesome, giving you a proper incentive to conquer the stars. One extremely complex system we developed for this allows our designers to link the colors and visual properties of the planet with one another, enabling them to adjust them to their desired values and output stunning results. We haven’t shared any examples of this yet, which will prevent any spoilers for when you see the final product (it’s still a work in progress).
Every planet in the game will have varying environmental characteristics and conditions, which will affect how you play when you visit them. There will be lava and ice planets, planets without water, and planets where the time of day never changes. It is up to you to terraform these worlds to sustain life and create a successful colony. Planting trees will increase oxygen levels, while Thermogenerators will modify temperatures to comfortable values -- but such technology will require resources to function. You can either mine the planet itself for the resources or have them delivered through interplanetary trading.
We will share more about the Space Age in future updates. Be sure to drop us your thoughts and suggestions below and on Discord! It’s enormously exciting to finally transition into beta. A lot of hard work, many tears, and way too much Red Bull has led up to this moment. In a few months, we will begin the final polishing phase for full release! There are over 500,000 people who have wishlisted the game on Steam, and so many awesome folks who have been giving us their support for years (that’s you). We are pushing ourselves to exceed all of your expectations and deliver something we will both love for years to come. Your kind words and positive feedback have always made us smile and given us the will to walk those extra miles toward our ultimate vision. If you are already enjoying what the game has to offer, please spend a moment of your time to drop us a review on Steam. It helps so much!
The Universim is our baby, and we've been nurturing this beautiful little bundle of joy for years now. We're so happy with how it's shaping up. However, we're even prouder of the astounding community that has come together throughout development. Thank you for being there with us through everything! The Steam Autumn Sale is upon us, which means The Universim is currently 20% off for a limited time.
It also marks the start of the awards season, and we are excited to announce that we've been nominated for the "Labor of Love 2019" award! If you believe we deserve it, please cast your vote for the game. We have a big update in the works right now that we can't wait to share with you. Thereafter, we're plunging right into the final content for full release! It's been one heck of a journey to the stars, and we're nearly there.
Here's what the Labor of Love Award is about: "This game has been out for a while. The team is well past the first unveiling of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years."
When the air begins to smell like the first rains of the season within a majestic pine forest, complete with the faint aroma of a polar bear giving birth, that’s when you know a new patch is coming for The Universim. As always, our devs have been working tirelessly to ensure you have some new content to enjoy. We are excited to see so many new fans joining us as the latest updates have rolled out. Welcome!
Also, today we hosted a live stream to show off our latest Twitch integrations and it was a blast. Hundreds of fans tuned in to check out the latest features and throw their questions at Alex Koshelkov, the creator of The Universim. We got a lot of great ideas from your input and we had a really good time. If you missed out on the fun you can catch the recorded stream here
We are also so thankful for the positive Steam reviews you have all been leaving to show your love for the game. It helps us so much, and it’s an excellent motivator for the team! More importantly, every positive review we receive gives our developers exactly 1 minute to see their families before they go back in the cage. If you love The Universim and touching reunions, please leave us a review here.
From this point on, we will be spending a lot more time on the overall quality of The Universim, revisiting and reworking systems that aren’t intuitive enough or really tank the fun factor. Please let us know which systems you’d like us to take a look at! We have a few on our list already, but your feedback is crucial to find out where the biggest problems are hiding (or even tiny things you’d like addressed).
We are well aware of the most annoying issue at the moment, the infamous “Nuggets doing nothing” AI bug. This happens when a Nugget’s pathfinding system can’t find an endpoint, which causes the system to hang. We are already working on a solution and we hope to have it out in our next BIG update.
Let’s move on to what’s new!
Locust Swarm
When the sound of buzzing approaches from the wild, you will know true fear. They do not come for blood, no. They come for something far more precious. They want your food! A swarm of hangry locusts will occasionally invade your civilization. Thankfully, you can fight them off with your Creator Powers. At the moment, this attack will be considered a random disaster like any other, but later on locust swarms will be triggered by climate change. Increasing temperatures, reduced air quality, and overall planetary pollution will drive locusts toward your civilization in search of new food sources.
Education System Update
Based on your feedback, we have decided to merge Schools and Universities together. There will now only be Educated and Uneducated Nuggets. Educated Nuggets are required for high-level buildings like Factories, Space Control Centers, and so on. Uneducated Nuggets can no longer be assigned to these buildings. As a result of this change, buildings will no longer catch on fire because an under-qualified Nugget made an oops. We will continue to improve this system as we go, so please let us know your thoughts and suggestions on Discord or down below!
New Quest: Gone Green
Your civilization’s progress comes with a deadly cost. As Nuggets create fancier technology that requires more resources and energy, Mother Planet takes a serious hit. As Factories rise up, the air quality plummets, and trees are ripped down to feed the ravenous belly of industry. Nuggets need a helping hand to guide them toward a more sustainable future. We’d prefer someone wiser, but you, Creator, will have to do.
When oxygen levels drop low enough, a new quest will become available that might just reveal the only way to save the planet. Doing so will not only improve conditions for your civilization, it will also earn you new believers. Keep an eye out!
New Occupation-Specific Vehicles
Beep beep! The city just got a whole lot noisier. Police Cars, Fire Trucks, Government Limos, Science Trucks, Ambulances, and Engineer Trucks have been added to the game. Nuggets in the Modern Age who are assigned to certain jobs will now drive some sort of vehicle. We probably should have taught them how, but they’ll learn fast enough.
Windmills
The latest Windmill tech has arrived! It’s now at least an acceptable percentage better than the old one. As a bonus feature, they’re quieter, meaning Nuggets can finally enjoy home entertainment without the need for noise-cancelling headphones.
Kinetic Generators
Great news! Kinetic Generators now burn even more calories than ever before. That statement is both true and a great addition to the recruitment posters. This also means they generate more electricity. Unfortunately, some Nuggets’ hearts can’t handle the increased intensity, but at least those old enough to have retired can enjoy uninterrupted daytime television.
Twitch
We’ve added a new panel to help streamers keep track of chat members who have created Nuggets in their game. This panel will notify you when a chat member enters the birth queue, donates bits, commits a crime, and is born or dies. A chat member’s action point balance is displayed beneath their portrait, and you can click on a Nugget’s portrait to fly to their position. You can always hide this panel by pausing the game and unticking Twitch->show Nugget info panel.
The twitch nugget info panel
This panel is the big new Twitch feature this month, but we’ve added a number of smaller improvements.
We’ve added the #Invent command, which allows a chat member to spend action points to complete your current research item.
We’ve changed the way #Explode works, so now chat members can target a specific building type to blow up. For example, if they type #Explode Archive their Nugget will grab a bomb and run towards the streamer’s Archive, blowing themselves up when they get near it. If they type #Explode without a building modifier, then the Nugget will target a building at random. This change gives you time to pick up the bomber and throw them elsewhere if you are quick enough.
Now chat members can define the gender of their Nugget Avatar with a gender modifier, e.g. #CreateNugget Male or #CreateNugget Female.
We’ve improved the behaviour of our integration when used in very large streams. Twitch has a message rate-limit, which is 100 messages per 30 seconds for mods/streamers. To circumvent this rate limitation, if our system detects a large volume of messages it will batch them together into a single message, separating each message with the 📨 emoji. Messages can only be 500 characters long, so we will batch them until we’ve used up as many characters as possible, without truncating a message. On top of this, we’ve added a buffer to ensure that messages above 100/30 seconds will wait until there is enough free space to send themselves.
Message batching only happens when chat load is high
We’ve also fixed many Twitch-related bugs. The most notable bug could occur if you loaded a game and then enabled Twitch. This could cause a variety of issues including chat members being unable to issue commands or create Nuggets. We’ve also fixed a bug that prevented chat member bit donations from being recognized by the game. Now all bit donations should be accurately recorded so long as you are connected to Twitch. We also fixed several other smaller bugs.
Fixed certain event messages had some words cut off at the end
Fixed an issue where the construction menu did not display all the resources on the resource panel
Fixed an issue where the building cloud panel was missing new resources
Fixed an issue where Satellites were removing too much oxygen when flying
Fixed an issue where the quest panel displayed the incorrect number of pages
Fixed an issue with multiple sounds that were extremely loud (windstorm, thunder, etc.)
Fixed a bug that prevented packs of animals from being spawned
Fixed an issue with displaying long numbers for water and electricity. Now, once you reach the millions, it will display “1m”, etc.
Fixed the sacrifice icon above the Temple. Previously, text on the icon was overlapping.
Fixed a bug where the University increased crime dramatically
Fixed an issue where small parks had incorrect seating areas
Fixed an issue where news messages were disappearing
Fixed an issue where dead Nuggets were not unregistered properly, causing an error to appear and break the game
Fixed an issue where an infection message from other sources was triggering an infection from drinking message
Fixed multiple audio issues in the game where certain sounds would be dropped
Fixed an issue where dead animals were clipping through the ground
Fixed an issue where Bits donations did not work
Fixed an issue where the dotted representation of distance in the Cosmodrome incorrectly displayed the prediction for the travel distance
Fixed an issue where news messages text and event text was not scrolling
Fixed an issue where the trickle effect power could have been used on pause without any creator point cost
Fixed an issue where in some cases Nugget status icon were always visible on the screen with the ESC menu open
Fixed an issue with shifts that prevented Nuggets from constructing buildings, freezing them
Fixed an issue where Nuggets created without hair in clone center would cause AI problems
Fixed an issue where multiple modern buildings were missing lights during night time
Multiple missing localization fixes
General balance changes / Improvements
Pressing ESC during intro scene now skips the intro scene immediately
Save button was added to the ESC menu, but you still need to build an Archive to save the game.
Construction panel received major changes. All building categories were reworked and reorganized in order to provide a better experience.
Nuggets are more likely to become believers due to high happiness. You can also lose believers if your civilization remains unhappy for a long period of time
Batteries were removed from large buildings. Now, similar to Pumps and Reservoirs, in order to store excess electricity, you will need to build batteries.
Schools and Universities got merged. Now schools will be upgraded into Universities.
Reworked Education System. You will no longer be able to assign Uneducated Nuggets to buildings that require higher education. The Nugget panel will also be sorted based on their education level when you click on the assignment slot.
Disasters due to education were removed.
Wind system was tweaked and improved once again. Now wind won’t stay in critical conditions (extremely strong or none at all) for longer than 10 game minutes.
Using the alarm will cause Nuggets to rush toward the bunker without actually waiting to finish other tasks.
Nuggets will now run to Bunkers instead of just walking there
Increased angle tolerance for solar panels. They should now produce electricity 100% more efficiently. However, it still depends on where you place your solar panels. On the planet’s "poles", they might generate less output.
Art:
Locust Swarm
Occupation Vehicles
Nuggets Monks
Windmills
Kinetic Generators
Solar Panels Updated
UI Design:
We have redesigned the Construction Menu buttons and restructured the various categories. Buildings are now placed in more suitable categories that better represent their function. This may take a little while to get used to, but we hope you’ll eventually find it far more intuitive than before. However, newcomers will certainly be less confused.
That’s it for now! We have more awesome stuff coming your way in the next couple of patches. If you’ve been following us on Twitter or keeping track on Discord, you’ve likely seen the cool things we have going on in the background. We like throwing a few teasers up on our social channels, so don’t miss out! As always, leave your thoughts and feedback on Discord and down below. If you’re enjoying the game, don’t forget to leave a review on Steam. Have fun with the new stuff!
Hello everyone! We are glad to announce that we are starting our “Dev Stream” on Steam and Twitch. If you would like to find out what is coming in the upcoming patch or maybe you would like to ask about any future plans for the Universim, don’t hesitate to join our stream and drop us your questions. We will do our best to answer as many as possible.
After Stream, let us know if you liked this format, so we can do it more often and be closer to you !=)