Now that the holidays are decidedly behind us, it’s time to think about what the future holds.
There’s little doubt that 2022 will be a pivotal year for Foundation. We know you’re eager to learn more about the game, hence why we’re sharing an exclusive look at what’s going on behind the scenes…and hopefully answer some of your burning questions!
Laying down the cards
After three years in Early Access (time flies!), we are finally starting to see the light at the end of the tunnel. Looking back, we’re proud of what we’ve accomplished so far, but acknowledge that there’s still a lot of work left to do. Still, we’re confident that we’ll cross the finish line before long.
Our current focus is on Core Game II (1.9), which we’ve actually already talked about last year. We can’t stress enough just how much of a game changer this new release will be. We’ll have more details to share about it very soon. In the meantime, here’s some up-to-date info about the new features being worked on right now by the team for this massive update:
Gameplay Types & Progression
Prosperity
As part of our overhauled progression system, your village will now score points according to various metrics (territories, population, etc.). We’re calling this system Prosperity (which is not to be confused with Splendor). The idea behind it is to allow you, the player, to progress in the game without imposing a specific playstyle. For example, you will be able to progress by focusing on a large populated city, but you’ll also be able to progress by focusing on a prolific monastery. Aiming for higher scores isn’t just for bragging rights: you’ll unlock new buildings and put in place new politics (edicts) along the way.
Estates
The Estates are evolving and will be closely tied to different gameplay types. Each Estate will have their specific advantages over some core features of the game. For instance, the Labor Estate will fare well in villager taxation, the Clergy Estate on luxury resources and the Kingdom—you probably guessed it—on military campaigns. Also, get ready as having a high Splendor with an estate will negatively impact influence with other estates. This is just a quick overview of our intentions. More on that later!
Victory conditions
We know several players would love to see endgame content added to Foundation and 1.9 will deliver on that front. Victory conditions are late game objectives you can complete to score rare player celebrations in Foundation—and their own achievements. Pick one or more victory conditions to track and try to complete all the prerequisites…if you dare!
Narrative
If you’ve been following us on social media, you know we hired a talented narrative designer a couple of weeks ago. Core Game II will be the first occasion to see his work applied to the world of Foundation. What does that mean?
Well…we’re not ready to spill the beans quite yet, but here’s a nugget of information for you: our new narrative events aim to make your experience more open-ended. Since 1.9 redefines our global game progression, we wanted to establish the first step of what we could describe as a “dialogue” between players and Foundation. In that sense, the game will feel a lot more responsive by serving events tailored to your play style.
New onboarding
Core Game II is an opportunity for us to review Foundation’s early game and more precisely its onboarding. Since we’re introducing a lot of new features to the game, it’s important that our tutorials and in-game messaging are on point. We’ve put a lot of effort into explaining our systems and helping players understand the steps they need to take in order to build—and maintain—successful villages.
And more! Look forward to our new blog series that will delve deeper into upcoming features included in 1.9
The Core Game II (1.9) update is scheduled for release in the first half of 2022.
Looking even further
Apart from the work being done on Core Game II, our team is working in parallel on other important additions that will see the light of day before/at release. Here’s a few of them:
Residential Revamp
We are rehauling the residential experience to make it more fluid and informative while improving the game’s overall organic layout. Villagers will still build and upgrade (up to a 3rd level) houses by themselves but through blood, sweat, and tears, they’ll be better at it than ever!
Gone are the days where unused space could really hinder your village’s development. Improvements to our painting tool will help determine more precisely where districts are formed and ensure residential space (as defined by the player) is sufficient. The tool will be able to predict how many villagers can be housed within a specific zone.
Map Generator
We already gave you a glimpse of our Map Generator. Work on this feature has progressed steadily since then and is already showing promising results. We know this is one of the most anticipated features and we want to make it right, hence why we’re keeping things a bit under wraps for now.
New Terrain Biomes
One way to add more uniqueness to maps is by making sure biomes are different enough from each other. How are we going to do it? Well, for starters, we want to improve vegetation a lot—even going as far as having different vegetation depending on elevation. Think leafy on lower altitudes and coniferous on higher altitudes. What we’re not aiming for is to add tropical or desert biomes, as we feel they don’t quite fit with our design.
Accessibility
We strive to make Foundation more functional, accessible and enjoyable by all types of players. Expect even more accessibility options in the future, including improved colored text contrast and colorblind-friendly signs/feedback.
Modding
We will continue to support the modding community. One way to do so will be by exposing more real-time interactions, but we also plan to let modders edit the user interface (UI), among other things.
Quality of Life (QOL)
Delivering a smooth gameplay experience has always been a top priority for us. On that point, we can say this year will introduce a number of interesting QOL changes, included but not limited to: more tooltips, improved handling of panels and ESC key behavior, new Book shortcuts and UI customization (resize).
We are doing everything in our power to get Foundation our of Early Access before the end of 2022. We will keep you updated as we go.
Today we are proud to announce that Foundation’s 1.8.1 update has just landed.
Following a successful and mostly incident-less preview version, we’re releasing this content a bit ahead of time.
Let’s take a tour of the new and updated features, shall we?
Resource Tracker
The biggest and most exciting feature added to 1.8.1 is without a doubt our brand-new resource tracker tool.
It allows you to see where resources are located in your village by right-clicking on a resource icon from the info module, located at the top of your screen.
Left-clicking on the same resource will bring you to its associated entry in the Book, under the Trade tab. We are confident that this addition will make it easier to manage your village and its numerous supply chains!
Enhanced Construction Step Bundles
Another goal we’ve set ourselves for the 1.8.1 update was to achieve better HUD efficiency.
As of 1.8, we’ve added construction step bundles to Foundation. Since then, most buildings are built progressively. This feature adds a lot to the immersion and can even help you plan ahead as each step requires different resources. But we felt like there was room for improvement about how we communicated this information to you.
If you take a closer look at the above building panel, you’ll notice we now display ready-to-build bundles in the progress bar (second background layer). One of the pitfalls or the previous iteration of this feature was that it involved too much guessing. With 1.8.1, we felt the need to share more information about construction steps—clear the fog, in a way.
Modding Additions
Foundation’s mod scene is still going strong years after we first entered early access. True to our habits, we’ve worked closely with the modding community to fix bugs and crashes related to 1.8.1. But that’s not all: browsing the changelog reveals the newly added exposure of single-property types. Combined with COMP_SOLDIER, we can’t wait to see what modders will create next.
1.8.1 Changelog
General
Add: Resource tracker (resource icons are shown above entities when right-clicked in info module)
Add: Resource tracker windows open entity panels
Add: Resource tracking button in the book (resources list)
Add: Shortcut from resources in info module to book
Add: Resource row highlight in the book
Add: Ready-to-build bundles are now shown in construction progress bars
Improve: Construction and Bailiff progress bars are no longer shown behind prioritize and cancel buttons
Improve: parts list and jobs ordering
Fix: color when conditions are met from green to gold (quests)
Fix: missing tooltip on delete savegame button
Fix: buildings generating resources have duplicated descriptions
Fix: missing localization on Controls window title
Fix: crash after building the Village Center is the Build menu was already opened
Fix: if there is at least one incomplete part in a multi-part monument when a reload is performed, all the parts that were previously completed will turn invisible (monuments)
Fix: walls disappear upon reload
Fix: Market Goods and Luxury tables are not unlocking
Fix: crash when building a village center
Fix: crash no crane on mineral deposit
Update: community localizations
Update: rename good and luxury market stall part set category
This is your chance to test drive some of the new features we’ve been working on.
Among the new features, you’ll notice:
A resource tracker tool which adds useful icons above entities in the world. Never lose track of your village’s resources anymore!
Improvements to construction bundles so the visual messaging is more accurate.
As always, we would like to hear from you about this preview build. You can join the discussion here on Steam or choose to do so on our official Discord server, under the #1-8-1_preview_feedback channel.
We hope you’ve been enjoying the user interface update we pushed last June. We know you’re eager for even more Foundation content, which is why today should be of particular interest to you as we officially launch the 1.8 Fall Update to shake things up!
New Buildings For All!
One of the most widely requested features for Foundation is the addition of new buildings for your settlements. You’ll be glad to know that the team has been hard at work to introduce not one, but two fresh production buildings for the game: the candle workshop and the common wares workshop!
Candle Workshop
Common Wares Workshop
Sharp-eyed players will also notice “Citizen” promoted villagers now have a second “Goods” need under their status. In addition to common clothes, they will now require common wares to be 100% satisfied. Talk about being entitled!
Construction Step Bundles for Added Immersion
While looking at ways to improve Foundation, it became apparent that the construction process for buildings needed work. We’ve asked ourselves how we could create a more logical and immersive experience. Before 1.8, builders would try to complete their tasks and stop if resources were insufficient. Now, they have to gather the required materials to the construction site beforehand. Only then will they be able to start working.
To go into more details, materials will be brought following the bundles’ order, to complete them as fast as possible. If a bundle is missing a material that is not in inventory, then the transporter will start to bring the resources for the other bundles.
Building parts’ progression can be easily seen by hovering over the construction progress bar
Construction steps allow more flexibility for your city planning with the added benefit to be more in line with what you’d expect from working on buildings. You can start with the foundation of, say, a church, and come back to it later in order to complete work on the next step. This way, you’re never stuck in a rut!
The Ins and Outs of Stockpiling
One feature we recognized as in need of improved communication relates to stockpiling.
This feature allows you to prevent villagers from using resources by toggling the stockpiling function on or off in the resource panel. Or, alternatively, directly in the resource list of the Book. Very helpful when looking to complete delivery missions!
With 1.8, we have improved this communication with a warning when there are missing resources in a workplace due to stockpiling. Additionally, the stockpile icon now shows over resource icons in other panels and windows such as workplace inventories.
New stockpiling presentation within workplaces
Even more QOL changes
Each new update is a chance for us to optimize the overall gameplay experience and refresh our existing systems. The 1.8 update is no exception. Here’s a preview of what’s in store for you the next time you launch Foundation:
Added related resources in the villager needs tooltips
Added tooltips on information module checkboxes
New trader blocked notification
Added inventory for all workplaces in condensed view
Improved inventory issues feedback
Building panels remember collapsed groups of parts
Estates layout is now more compact
Confirm renaming with Enter key
And more!
The new Needs tooltip in all its glory!
Continued support towards the modding scene
Modding is close to our hearts. We enjoy how imaginative some of you are with Foundation. Get your creative juices flowing, because 1.8 introduces custom mandates for bailiffs! You heard that right: thanks to mods, bailiffs are no longer limited to gaining influence or inspecting mineral deposits. We can’t wait to see what you’ll end up with!
Previously, one of the only ways to contact modders was through the report tool—which proved to be a problem, as it’s not designed for this. Starting with 1.8, we fixed this by adding web links to all mods so it’s easier for you to connect with mod creators. The new link will open a browser where you can comment and get help directly from the mod creator.
Weblinks to Mod.io
We also added a dropdown filter for your mods. Rejoice!
Mods dropdown in Foundation 1.8
We are eagerly looking forward to hearing from the community about the 1.8 update for Foundation!
1.8 Changelog
add: Common Wares Workshop add: Candle Workshop add: Additional parts can be unlocked for these buildings add: construction step bundles add: new tooltips add: new resource icons add: workplaces condensed view now displays a combined inventory (condensed view) add: “trader blocked” notification add: confirm renaming with Enter add: collapsed masterpiece parts groups are remembered through all building panels add: construction bundles topic in the help menu add: tooltips and localization for building parts “Locate” and “Destroy” buttons
update: community localizations
improve: stockpile communication improve: storage issues feedback improve: hyperlinks style improve: buttons (red/disabled/small) improve: compacted estates layout improve: now communicates max instance of a part improve: dynamically update when unlocking building parts
fix: wooden keep doors fix: info module buttons
Modding
add: custom mandates for bailiffs add: debugging tools add: weblinks to mod.io add: mods dropdown sorting add: expose wax resource
improve: minimized text cutoff in mod buttons that were too short
Modding Wiki
Modding documentation and changes can be found over on the modding wiki.
A preview build of the upcoming 1.8 Fall update is now available via the Steam betas option tab (access instructions below).
Whilst we continue to work toward the core updates, the 1.8 Fall update comes as a bonus that also enables us to add in some smaller features in preparation for the bigger updates.
We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam forums or alternatively you can join us on our official Discord server.
Preview build highlights
Two new production buildings
The Candle Workshop and Common Wares Workshop
Construction steps and bundles
More logical construction steps for buildings, including the addition of resource bundles for each step.
QoL and UI
New tooltips, improved layouts and a number of QoL improvements such as improved stockpiling feedback.
Modding
An enhanced mod browser, including direct links to https://foundation.mod.io/ to allow for easier communication with modders.
Modders also get some new stuff, including a debugging tool. More info can be found on the modding wiki.
Preview Build Access Instructions
Note: Preview build saves will be compatible with the full release of the 1.8 Fall update. Most mods will requiring migration for the full 1.8 release. We recommend starting a fresh save or playing a vanilla for the preview build.
If you would like to take a look or help test out the preview build, you can gain access via the Steam betas tab in Foundation properties.
Right-click Foundation in your Steam library
Click on properties
Navigate to BETAS
Choose the ‘preview - Next Build Preview’ option
The game will automatically update but if it does not you may need to restart your Steam client.
With the new UI out it’s a good time to take a look at what else we have been working on and where our focus is now headed.
Before we do though, we would like to mention our growing team here at Polymorph Games. As a relatively new indie studio we are always looking to expand the team and as such we have seen some new faces since the last Devlog.
We have recently been joined by a senior gameplay programmer that will help us as we move our focus to new and improved gameplay features. We also have been swelled in ranks by a new engine programmer as well as a gameplay programmer that is completing an internship with us.
Getting back to the team’s focus, the first thing of note is that in a revised change to our roadmap earlier this year, we are planning to bring you a game update in the Autumn/Fall whilst in the background we also work toward the bigger Core II update.
Let’s take a look at what the team has been working on...
Art
The art team have been hard at work overhauling the current buildings to create a more cohesive and detailed style throughout the game.
You can see an example below of the completed bakery revamp in all its splendor.
Before/after shot of the Bakery
You’ll see the majority of these as part of a larger update, most likely sometime next year, however we will be bringing 2 new buildings to the game much sooner, that have been designed from the ground up with the new and improved styling already implemented.
Currently the focus is on these two buildings which will see both a Candle Workshop as well as a Common Wares Workshop added to the game in the Fall Update. Check out some concept art of the Common Wares Workshop below.
Common wares workshop (concept art)
Gameplay
In the longer term the gameplay team is now focused on Core Update II which will see a complete overhaul of the Estate system and progression. The final design of the Estate system overhaul is now almost complete and work has begun on its implementation. The team are also working on balancing tools to make for easier balancing as we add more content to the game.
In the more immediate future however, the team has also been working on implementing a new feature for the Fall Update that will bring more immersion when building your village. This feature will see construction step bundles implemented to the game.
These bundles will create a more logical construction process, where materials will be required on construction sites in a relevant order. For example a building’s foundation/basement will be built first and require a specific portion of the overall building resources on site before construction begins. The next step might be walls that require the next bundle of resources.
Construction step bundles essentially break down the overall resource requirements into separate bundles that need to be delivered to construction sites prior to builders starting work on each construction step.
UI/UX
We are still working to further improve the UI with subsequent updates such as the recent UI/UX patch. We still have many more improvements to come.
To this end, the UI/UX team is working on a number of important small improvements and fixes that will come in the Fall Update. Alongside this the team is also working on UX design for the bigger core update, in support of the Estates overhaul, which will require a number of new screens and information panels.
Game Engine & Modding
As you can probably imagine the Engine team is busy working to support any processes that the whole team are working on, such as new Hurricane editor tools for feature integration.
Furthermore the team continues to collate and analyse any crash reports coming in and fixing any instability as quickly as possible. Our crash rate is at an all time low with the biggest crash issue now being graphics drivers. Note: if you are experiencing any crashing on startup please update your GPU drivers with (importantly) a clean install of the GPU drivers.
Modding is also one of the larger projects for the Engine team which has seen them continue to work on exposing more features, such as exposing the mandate system to create custom mandates. They have also been looking to support modders even further with work on Lua debugging support.
In addition to this we continue to work closely with the modding community to gather modding feedback and suggestions, as well as look at ways to improve our feedback gathering to better support the modding community.
We will bring you more news as soon as we have it and keep an eye on our social media channels for more teasers, as we get closer to the Fall Update release.