Foundation - Mike
Hello fellow city-building enthusiasts!

Update 1.9.2 has just been released. This version of the game focuses on four key points: improving the budget breakdown, adding new construction steps to the Monastery, using right-click to close windows and hitting ESC to close (or open) the system menu. But that’s not all: we took this opportunity to introduce some quality of life (QOL) changes as well as fix multiple bugs—including one where villagers would trek far and wide to find the most comfortable benches!

Here’s more details of what you can expect in this update:

Budget breakdown

Understanding Foundation’s economics makes all the difference between running a thriving or a struggling medieval village. For this reason, we now offer a more in-depth budget breakdown. It should help you plan better, but more importantly, get a clearer picture of your expenses and income as they roll in.

Here’s an overview of what’s been added to the Budget tab:

  • Quantities for resources bought and sold
  • Upkeep costs per buildings’ categories and types, each with their respective quantities
  • Territory costs, including those purchased and maintained
  • Taxes per type, including how many villagers and/or buildings are affected
  • New categories for data previously displayed under Miscellaneous
  • Tooltips for all categories
Every single feature mentioned above will work with previous Foundation saves. You will also notice some quality of life changes included in the budget breakdown such as the possibility to collapse/expand data either individually or globally and better category grouping and visibility. On a related note, save files have been considerably shrinked thanks to the compacting of budget data.


Modders will be happy to learn the new, detailed budget breakdown leaves room for custom upkeep costs, i.e. something not called coins.



New construction steps for the Monastery

Last year, one of the biggest changes to Foundation was how players would progress through the game by specializing in different Estate paths. Clergy in particular was completely reworked with the addition of several new building functions and events. Back then, our art team laid out the groundwork for a new and improved vision of what the game should look like, previewed first with the Abbatial Church.

It’s not just about raising the visuals bar either: adding construction steps to the Monastery is something we had planned for a long time, which better reflects the evolution of this prestigious monument and helps bring it to life—complete with scaffoldings for all of its variants!

What you see from the Monastery in this newest update sets a new benchmark for the future of architecture in Foundation. In time, our goal is to apply the same principles to other buildings and thus bring them to higher quality standards.



User experience (UX) improvements

Part of being game developers is taking the pulse of what the community wants so we can deliver a frictionless experience. An oft requested quality of life feature has been added in Update 1.9.2 with the ability to close windows by simply right-clicking on them. In the same vein, we have added the expected behavior of opening (or closing) the system menu when pressing the ESC key.



This concludes the core features added or improved upon with Update 1.9.2. For more details, read the full patch notes below.

1.9.2 Changelog

New

  • Budget breakdown overhaul
  • Monastery construction steps
  • Right-clicking on panels will now close them
  • ESC key will bring up the systems menu or close it if it’s already open
Improvements

  • The Daily Average Balance now displays more accurate information about whether you are making money or not
  • Save files’ size have been considerably shrinked—up to 70% less!
Updates

  • Housing help topic
  • Editing buildings help topic (refund)
  • Localization
QOL

  • The special panel style for buildings now only applies to the parent building, which should help distinguish them from sub-buildings
  • Added a confirmation pop-up when unassigning a slot with stocked resources (example: Warehouse)
  • Improved the resource refund feature when destroying parts to be more consistent across the board
  • Wealth calculation from the Book will now display a score after the first month regardless of your income status positive or negative)
  • Improved performance for densely populated villages
Fixes

  • In some circumstances, the game wouldn’t properly close on exit
  • None of the shortage events (except for service) were displayed in the Happiness tooltip
  • Villagers trying to fulfill needs spread too far from each other on the map would get stuck in a needs loop, which led to further issues
  • Added a distance limit so villagers won’t be traveling far and wide to use benches
  • Destroying a monument before its completion refunded too many resources
  • While a game rule that modified the trading price was active, the “Buy from village” price was rounded before calculating the quantity available for purchase
  • The Rustic Gate – Elevated part from the Monastery snapped inside the model, which blocked entry to the location
  • Multiple scrollbars could be displayed when building a Cloister
Modding

  • The Unlock Trade Route button wasn’t displayed when mods added new resources for trade. The GUI now handles up to 5 resources rows without a scrollbar
  • Switching a sub-building function in the Fuel mod (1.9+) crashed the game
  • Exposed the Hospitium, Monk Dorms and Nun Dorms functions for the Monastery
Foundation - Mike
Greetings Lords & Ladies!

We have some important news to share with you about Foundation's next steps. The team is pleased to unveil an updated roadmap! 📅

But first, a 2022 Retrospective

2022 was a big year for Polymorph Games, but also one of transition.

First and foremost, we have worked on our biggest update so far, Foundation 1.9, that has added the remaining systems and bound all of them to shape the core experience we intended for Foundation. We also have included and expanded the monastery gameplay, with a revamped visual, representing our work on the final Art Direction (see: https://www.gamedeveloper.com/art/deep-dive-the-art-of-i-foundation-i-).



Another major feature that we were happy to deliver was the first iteration of the map generator, allowing you to have more maps to play with.

The second important change that happened last year was the expansion of our team, with the addition of team members filling important roles, such as an Art Director, a Lead 3D Artist, an Engine Programmer and a Narrative Designer. This is allowing us to work on multiple aspects of the game at the same time: improving our visuals, the game content, as well as the procedurally generated content like the map generator.



Roadmap Update

In the last couple of months, we’ve made the delicate and thorough exercise of reviewing and completing our game design. Every idea and planned feature has been discussed and questioned, and we aimed to leave no stones unturned. This process had us recenter on Foundation’s strengths, and the result is a better defined feature list.

Today we are pleased to share our updated roadmap – a glimpse of both our major and minor updates left to be released.

Upcoming Major Releases

We are planning five major releases until Foundation’s end of Early Access.



1 - Residential Density and Safety Concept

The next Major Update we are working on is about adding Safety, a tool players can use to control the density of housing in specific zones. Safety is also something that will be used and extended by the Castle in the Kingdom progression path. This will also integrate the walls into the construction flow. We will provide more details soon.

2 - The Castle (Kingdom Progression Path)

We know you are eager to get your hands on this one, and we are already working on it. In addition to the new Castle monument, expect more gameplay options from overhauled military missions (including squads!), and more interaction with the new safety concept.

3 - Labor Progression Path

This update will round off the final Estate gameplay and its visual overhaul. It will focus on giving the tools to improve happiness and taxation capabilities.

4 - Environment Rehaul

As you may know, we are working to revamp our building and environment visuals: environment biomes, skyboxes, lighting, map edges.

5 - End of Early Access Release

This one will have all the completed game content, with the improved residential zoning, and tier 3 housing.

Along the way toward Foundation's full release, the team will continue to add minor features, to include new quality of life (QOL) changes as well as game content.

Some Planned Minor Releases (not in release order)

  • Continuous Monument Experience Improvements
  • Continuous Map Generator Improvements
  • Continuous Quality of Life Improvements
  • Continuous Accessibility Improvements
  • Continuous Modding Improvements
  • Continuous Balancing Improvements
  • New Productions Buildings and Production Building Extensions
  • Fertility
  • Scalable Quests
  • New Mandates
  • New Information Layers
  • Job XP Implementation
  • Paved Roads



Some shelved or on hold features

As mentioned earlier, the process of reviewing and completing our game design had us focus on Foundation’s strengths. But that also means that unfortunately, some features we have added to the roadmap during the Early Access won’t make it to the full release, as we realized that they will not add any significant fun to the game and will create more micromanagement than we wish to push on the player. We are thus shelving housing decay, aging and families, and graveyards from the roadmap. The disease feature and vehicles are also postponed, meaning they might become part of the game at some point, but not before the end of the early access. Steam Workshop Integration has also been dropped as we continue to focus on https://mod.io/g/foundation and its cross-platform modding capabilities.

We know some of you will be disappointed about this news, especially the aging and family, but the average village size in Foundation has a higher population count than first anticipated, and having a feature like this would have brought us on the path of survival, micromanagement and overcomplexity.

We have reasserted our inspirations - Pharaoh, The Settlers and Anno - all games that don’t feature aging and death, but are still unique in their own ways and most importantly, great city-building experiences. With that in mind, we are confident that we are on the right path with Foundation’s design plans.



Putting an end to the Trello and to Mantis Public Bug reporter

As many of you may have realized, the Trello board was not being updated often. It has shown to be a lot of work to maintain, and it also creates a divergence with our internal planning tool. Hence why we are closing the Trello, and will instead share updates and progress on the roadmap on posts such as this one.

We are also closing our Mantis Public Bug reporter. We realized that the most efficient way to track bugs and get feedback is through Discord or right here on the Steam forums. It is also a better way to filter what is a bug and what is not, because the community usually provides help as well. So don’t hesitate to join our Discord server to share your bugs and feedback!

Experimental Builds

In 2023 we also want to give you access to experimental builds. Their goal will be to test new features and progression changes before they're applied to the live version of Foundation. This is a way for us to get important feedback from you, that will help us deliver polished updates. The first experimental build will be the next minor update that changes a lot of the early/mid game balancing.



When are the next updates planned?

As of now, we are currently working on multiple updates:
  • 1.9.2 is about an improved budget breakdown and multiple Quality of Life improvements, like the ESC and right-click handling (Estimated Release Date: February 2023)
  • Minor Update: We are preparing an experimental build that changes early progression in the game (In Progress, Experimental in March 2023)
    • Taxation will be moved to the Labor progression path
    • Tavern will become a need for the commoners
    • The early and mid game progression will be reviewed
    • Trade revenue will be more generous
  • Minor Update: Plains terrain type (flatter) will be introduced in procedurally generated maps (In Progress, Estimated Release Date, March 2023)
  • Major Update: Residential Core + Safety (Being prototyped, No ETA yet)
  • Major Update: Castle (Kingdom Progression Path) (In Progress, No ETA yet)
Note that this planning is subject to change along the way.

Conclusion

In 2023, we are full speed ahead to deliver consistent and substantial updates that will keep improving the overall quality of the game.

We thank you for your continued support, we are lucky to have such a loving and dedicated community!

—The Polymorph Games team
Foundation - Mike
Hello everyone!

A new version of the preview build (1.9.2.3.0221) is now available.

Here's what's changed:

  • Improvement: added a construction step between steps 0 and 2 of a part without tiling
  • Modding: Mod custom type properties weren't deserialized
We will keep you informed about future developments of this update. Thanks!
Foundation - Mike
Hello Foundation players!

A new version of the preview build (1.9.2.2.0220) focused on Quality of Life (QOL) is now available.

Here's what's changed:

  • Fix: crash when selecting a part from a building (in the Edit tab)
  • Modding: expose the Hospitium, Monk Dorms and Nun Dorms functions for the Monastery
We will keep you updated with further changes to the preview build before its release. Thanks!
Foundation - Mike


Hello Foundation players!

Quality Of Life Update 1.9.2 is now in public preview! This is your chance to get a first hands-on experience with the new features before they’re released!

Here’s the key features included in this update:

  • Overhauled budget breakdown
  • Added construction steps to the Monastery
  • Right-click to close panels
  • Improved ESC key behavior to bring up or close the systems menu

And here’s how to gain access to this public preview on Steam:

  • Open Steam
  • Right-click on Foundation
  • Click BETAS
  • Under ‘Select the beta you would like to opt into:’, choose preview_1.9.2
  • Once the update has completed, relaunch the game

A full changelog will be shared once the update goes public. Feel free to share your thoughts and comments here or on Discord.

Thanks and have fun!



Foundation - Polymorph Games
Announcing Foundation 1.9.2, focusing on quality of life improvements 🔨

- Improved Budget Breakdown
- Right-Click to Close Windows
- Improved ESC key Behavior
- New Monastery Construction Steps

The update will be deployed soon.

We are also working on 3 other updates, including an experimental one.



Expect more news soon!

- The Polymorph Games Team
Foundation - Mike
Greetings Lords & Ladies!

Today, Foundation turns 4! 🥳 Time flies!

To celebrate this new milestone, we’ve applied a 20% discount on the game for a limited time.

We would like to thank you for your support and trust in this project. Your comments help us shape the game so that it meets your expectations. And we simply love seeing your villages teeming with life, all created from scratch!

Stay tuned for more details about Foundation’s future coming up very soon!
Foundation - Mike


Greetings Lords & Ladies!

It is with great pleasure that we announce being part of Steam’s Base Builder Fest 2023!

This special event is designed to showcase games focused on the spirit of building habitable spaces.

In Foundation, this is expressed by two key factors: choices and organic growth. The former is how you create a medieval village on your own terms, in a gridless map with the ability to create custom monuments—among other things. The latter comes from roads and residential spaces that evolve over time in a slightly more autonomous but structured way. Both factors create a unique city-building experience.

The 20% discount offered as part of Steam’ Base Builder Fest has perfect timing: Foundation’s most recent update introduced a random map generator that adds a lot of replayability, as well as several quality of life improvements including detailed tooltip breakdowns for each resource.
Foundation - Mike
Hello everyone!

The first big patch of 2023 has just been released.

Here’s what’s included:

  • Balance: increased frequency of certain Towntale Events
  • QOL: the audio cue from the Sawmill was a bit too loud
  • QOL: disabling the visitors' tracking won't hide Traders, Envoys and Newcomers anymore
  • Update: localization
  • Fix: a number of buildings and monuments had increased or decreased resource requirements upon reload
  • Fix: Wheat wouldn’t appear when planted near water sources on generated hill maps unless the player loaded or reloaded the game
  • Fix: the upfront cost of a movable building part was applied each time players went into Edit mode
  • Fix: bridges weren’t working properly on some generated maps
  • Fix: the ‘Show the Zoning Areas’ visibility layer objective from the Fulfilling Villager Needs advice was unticked if players hid zoning areas again
  • Fix: special taxes were displayed over some buildings even if players didn’t activate them in the Book
  • Fix: interactive locations under workplaces were all considered as work stations
  • Fix: the “Dedicated to the Kingdom (Hard)” aspiration wrongly counted how many swords were being traded towards its objective
  • Fix: while following the onboarding (tutorial), players could select the “Revise one Estate Privilege”, “Revise one Edict” and “Gain influence with one Estate” mandates from the Manor House even if progression paths weren’t accessible yet
  • Fix: hedges were causing pathing issues for the Bailiff, preventing him or her from prospecting mineral deposits when placed in proximity of the Manor House
  • Fix: sub-buildings could have no parts if players reloaded their game with an active sub-building window
  • Fix: saving the game while a part was selected would cause it to become unselected and in an unbuildable state upon reload
  • Fix: the public room and public lounge capacity displayed the game object’s name instead of the building part or the building name
  • Fix: the "Minimum number of non-decorative parts (including Masterpiece Parts)" from masterpieces wasn’t taking into account sub-buildings’ parts
  • Fix: happiness exploit
  • Fix: the Modest Hall (Monastery) anchor points from the Monastery were bugged for doors
  • Fix: the Rustic Gate - Elevated wasn’t being attached properly on the Rustic Passageway and the Rustic Quarters from the Monastery
  • Fix: various English typos
  • Modding: expose the Die function
  • Modding: expose the weapon list
  • Modding: PROMOTE_VILLAGER_MANDATE_TYPE and GAME_RULE_STATUS_PROMOTION are no longer dependent on each other
  • Modding: replacing the Village Center with a custom BUILDING_PART function could cause crashes or spawn villagers at the corner of the map
  • Modding: modded mineral deposits that produce resources with resource layout types that are not "CRATES" or "MARBLE" were not producing anything
  • Modding: Markets that produced resources had infinite capacity
  • Modding: House Addition V4 was crashing in certain circumstances
  • Modding: Monastic Life crash caused by a game rule modifier applied at the wrong moment
  • Modding: assemblages’ description was duplicated after their creation
Foundation - Mike


Polymorph Games wishes you a very Happy New Year! 🎉

There’s no doubt that 2023 will bring in a lot of exciting changes and new features to Foundation. We can't wait to reveal what the future holds.

Until then, have fun and take care.
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