Apr 10, 2023
Ostriv - yevheniy8
Fixed startup issues on some machines
Apr 9, 2023
Ostriv - yevheniy8
Added/changed:
  • Added animations for ploughing and grass mowing
  • Now showing a number of people looking for job in stats
  • Charcoal piles will now be emptied from leftover charcoal
  • Some people will now still be looking for job, even if filthy rich
  • Peer pressure may motivate people to work when population is low
  • Increased distance citizens will travel to sell garden produce
  • Added yearly balance in stats
  • Taverners will now be able to buy alcohol in any building with workers hired
  • Can now put a whole rowhouse on hold
  • Added overlay option to display "on hold" info boxes
  • Optimized UI rendering for long lists
  • Improved mouse panning on low FPS
  • Increased trade prices for alcohol
  • Now stored messages are limited to 1000
  • Increased maximum brick batch size to 1000
  • Raspberry will now be harvested earlier than other cultures

Fixed:
  • Fishing boats catch was invisible
  • Wrong number of resources required for brickworks
  • Animals number in stats was wrong
  • A family could settle in an unfinished rowhouse, leading to crashes
  • Another edge case preventing carpentery supply
  • Brewery had problems with water supply
  • Iron ore mine had wrong capacity
  • Crash related to incomplete families
  • Couldn't create a trade deal if amount is less than 10
  • Random crashes related to hopyard
  • Could demolish carpentery before it delivered a vehicle to destination, leading to crashes
  • Widows could reproduce vegetatively
  • Crash related to burial plots
  • Couldn't start the game with certain keyboard layouts
  • There was snow under rowhouse arches
Mar 31, 2023
Ostriv - yevheniy8
Added/changed:
  • Can now paint trees to be protected
  • Expanded some help texts
  • Citizens will now also use carts from far away if can't find close one for too long
  • Can now relocate families between village houses and apartments
  • Increased milk production from cows and sheep
  • Minor UI changes and fixes

Fixed:
  • Had problems supplying horseshoes and tack to wagon sheds
  • Crash when barber's or taverner's kid decides to get married
  • Couldn't plant trees near bushes
  • Could build rowhouses inside out
  • Iron ore mine didn't display warning about lack of wood
  • Rowhouse with store created incorrect occupied space
  • Personal log was unreadable in some cases
  • Crash on demolishing big pavement areas
  • Demolishing hopyards could lead to corrupted saves
  • Crash when two related families decide to move out
Mar 27, 2023
Ostriv - yevheniy8
Added/changed:
  • Minor UI changes
  • Added help for iron ore mine
  • Hops will now expire if not harvested before winter
Fixed:
  • A bug with vehicles count in stats (leading to performance issues)
  • Crash when building a big paved square
Mar 27, 2023
Ostriv - yevheniy8
Added/changed:
  • Improved metal parts supply to carpentery
  • Rebalanced clothes/shoes buying on low budget
  • Added "low-quality" water status for wells

Fixed:
  • Boats and wagons repairs stopped in some cases
  • Marked trees stayed marked if cleared for construction
  • Linseed wasn't taken from farm
  • Crash on burial plot placement in some cases
  • Could demolish rowhouse with families inside leading to all kind of issues
Mar 26, 2023
Ostriv - yevheniy8
A traditional post-release hotfix is out!


Added/changed:
  • Blacksmith will now take the remaining charcoal from nearby piles if no other work

Fixed:
  • Sunflowers didn't look good
  • Crash after placing trees and bushes in some cases
  • Could build clay pits, sand pits and saltworks on water
  • Crash on loading older save with active animal import
  • Incorrect workplace names in personal log
  • Could mark out-of-bounds and inaccessible trees for removal
  • Had supply problems in carpenteries
Mar 25, 2023
Ostriv - yevheniy8
Hi everyone! Yevhen here, reporting on our achievements through the last year.

Some may ask how come we can still pull out updates while our homes are being razed to the ground. One shouldn't think about how bad is the situation, but about what can be done to get the most out of it. And we still can get a lot.

Our work is a manifestation of our freedom and a huge middle finger to those toilet-stealing animals, who happened to be our neighbors. Our profits will be used to put a drip in the ocean of pain they're about to face here.


So let's get back to business. In short, there's a bunch of new buildings, a new slightly hilly map and a whole lot of quality-of-life improvements, just how you like it.

My personal favorite is rowhouses. They are not yet as meaningful as they would be in a finished game (basically they just provide high-density residences atm), also there's still no corner buildings, but you can already bend them into something cool-looking and organic to get that real 18th-century-town look. As a bonus you can have a shop on the 1st floor which can hold up to 8 slots of resources.

The update also introduces basic health mechanics. Each citizen now has a health metric which depends on food and environment (building charcoal piles near houses is not a good idea anymore). Also there are randomized illnesses (it currently kicks in when you reach 250 population). People will have a flu, a bone fracture or a bad tooth from time to time. The new barber surgery building may help them in that regard, but don't overestimate the 18th century medicine. You can learn more from in-game help, which is slowly expanding.


Added/changed:
  • New decorative bush: Guelder rose
  • Tavern owners now won't mind getting alcohol from farther market stalls
  • Added help text for slaughterhouse and burial plot
  • New building: dairy
  • New resources: butter, cheese, smetana
  • New decorative bush: Lilac
  • Added a message log where you can see all recent notifications you may have missed
  • Salo and animal hides now need to be salted in the slaughterhouse for preservation
  • Some resources now have limited shelf life and perish when expired
  • Now only the closest boatyard will fix fishing boats
  • Some minor optimizations for bigger cities
  • Now using "c:\Users\USERNAME\Saved Games" for saved games
    To port your previous saves, move them from "c:\Users\USERNAME\Documents\Ostriv" to "c:\Users\USERNAME\Saved Games\Ostriv"
  • Redesigned stats window divided to 3 tabs with added nice graphs
  • Number of simultaneous trade deals is now limited to 5 per type
  • Added help text for warehouse
  • Can now fill the resource lists automatically, based on local availability
  • New building: barber surgery
  • Randomized market stall models
  • New building: smaller granary (has twice less capacity and 8 resource slots)
  • Improved logic behind raw materials supply
  • New building: brickworks
  • New building: brewery
  • Slightly reduced charcoal price
  • Each citizen now has a personal log with all the significant life events recorded
  • Added info on available map resources on new game start
  • New building: distillery
  • Added help text for limeworks
  • New building: hopyard
  • Priest will now move to a new church if previous one was demolished
  • Trade demand and proposal will now increase over time. Even more so if you import a lot.
  • Now showing total area of farm fields in farm properties
  • Families will now share their money with relatives living separately
  • Siblings will now be visible in the family tree if they live in the same house
  • Family members will now visit graves of their deceased relatives
  • Graves now have a link to personal log of the deceased
  • Better visualizing failed crops
  • Children aged 15-18 can now work as laborers (with reduced productivity). Also added a hire option for that
  • Can now set custom threshold on wealth tax
  • Warehouses, hay barracks and granaries now have their storage capacity visible directly in properties panel
  • New building: sand pit
  • Clay pits, saltworks and sand pits can now only be placed on suitable places
  • All clay pits (and sand pits) are now slightly different visually
  • Can now build paved roads
  • New building: iron ore mine
  • New map
  • Citizens will now be able to share some of their thoughts when you click on them
  • Each forestry can now mark specific trees for removal by painting with a mouse
  • Increased forestry log limit from 12 to 18
  • Optimized the chopping tasks distribution between different forestries
  • Added more on-screen tutorial tips for early game
  • Improved trade screen UI
  • Row houses!
  • New building: stone well

Fixed:
  • Crash related to clay pit demolishing
  • Undesired flowering on trees when looked from afar
  • Demolished village houses didn't take care of their bushes
  • Junk reserves stayed in market stalls preventing demolishing them
  • A few minor UI corrections
  • Horses produced cow hides when slaughtered
  • Slow saved game load on Intel/AMD GPUs
  • Potentially fixed issues with false-inaccessible stone deposits
  • Crash after destroying a mining cart
  • People could get stuck in an endless gardening loop
  • Crash related to farms
  • Endless deliveries of <1 of a resource
  • Orchard yearly fertility change didn't save properly
  • Unsuccessful animal relocation could lead to not being able to demolish building
  • Error when clicking "Continue" without any saves
  • Some pop-ups fell out of screen on some UI scale settings
  • Could fire mayor while in camp center
  • Harvest amount was sensitive to FPS
  • Taverners didn't pay wealth tax
  • White lines on demolishing buildings in some cases
  • Crash after demolishing camp cart parking
  • Some bridges didn't connect land correctly ("Inaccessible")
  • White lines after starting smeltery construction
  • Animals in saltworks consumed twice as much hay as usual

A lot of people asked of the ways to support us outside of buying the game, so we made this little symbolic DLC which not only helps ensure the future of Ostriv, but also adds a nice decorative building:

https://store.steampowered.com/app/2365430
Nov 24, 2022
Ostriv - yevheniy8
I know you're getting nervous when there's no news, but Ostriv is all about being chill and relaxed. Our goal has always been to make the best city building game possible, so that's what we do. That's what we do besides surviving a genocidal invasion.
Missile strikes, constant electricity blackouts and internet access problems are not exactly the best thing for business, but we've still managed to do some progress. Rowhouses are my personal favorite new feature, which also is one of the most labor-intensive to do organically and which pulls a lot of new requirements. I mean you can't have 3-storey buildings and not have cobblestone roads, right?

(nevermind the placeholder models)


Most of the new buildings are brick, so there's a new production chain dedicated to bricks. One of the raw materials for bricks is sand, so we need sand pits in addition to clay pits. This leads us to another feature which will determine where you have available clay and where you have sand.




Alpha 5 will also introduce health mechanics, so there's a lot of new requirements for simulation to handle sudden citizen's inability to go to work or die before their parents.




I'm sure you can't wait for all of it to be released, but so am I. Big update usually means more sales, which means more money, which means we can buy more stuff for those who defend our right to live and create. So it's in our best interest to deliver as soon as possible. Whenever that is.

Yevhen
Jul 12, 2022
Ostriv - yevheniy8
So this is decided: the next update will be Alpha 5 and it's gonna be huge. Please don't expect it too soon, as the war sure has some negative impact on our productivity, but rest assured that it's coming.

This update will have at least 10 new buildings, product shelf life, improved city stats, improved trade and lots of other fixes and cool new features, including of course new bushes!

As a bonus, check out this little teaser of how we adapted this reference kindly provided to us by Taras Shevchenko:

Apr 26, 2022
Ostriv - yevheniy8
Yep, we're still alive!

Currently I don’t have access to my main working computer and can’t work on Ostriv as before. But having something to work on is still the best cure for stress. So I’ve been working on this little title on my laptop. It's a city-building game that's simplified down to a puzzle where you just snap random blocks together trying to reach demands and build a nice-looking city map.

You can wishlist it on Steam here:

https://store.steampowered.com/app/1957990/Tile_Cities/
Or you can get the pre-release version directly from here: https://tilecitiesgame.com/

All proceeds will be spent on doing some good in Ukraine.

Yevhen
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