Greetings dear Comrades of the Soviet Republic. March is here and our glorious sowing machines have left their farms to do their job as it is each year. You do not need to be afraid of snow for at least half a year despite it is not the same in real life. But as it is in the game, even in real life things may happen according to schedule, and if certain period passes, then you can expect things to be done even without any special intervention despite ongoing efforts to resolve issues. Because of this we have calendars and we are so aware of the dates in them and often we are happy that certain period of time is over.
So as the time is going, our efforts are focused mainly on Waste management update, but we are working on other things beside them which will bring you extraordinary challenges and change the way how you play, especially when you will have to rely on your construction, technical and distribution offices to do their jobs. From recent things we were working on we have to mention, that we still needed to add couple of things to waste management. One of them was the visualization or animation of waste loading/unloading.
But we were also working on GUI to allow you to see how the Container stands are filling up. You will also be able for some container stands, after doing some research, select container types for separation.
And be aware that container stands can be overfilled and then you will have waste lying everywhere. This situation will cause a pollution in the area. You can see on the images the visualization of the default container, which every building has. You don't need to build container stands as every building will have own container, but in most cases it is useful to sacrifice some space and use container stands.
Another thing we were focusing was the visualization of differences in waste composition. The waste can have up to 10 different components, so we want to show the player roughly what the main components of the waste may be to allow them to differentiate in between different compositions and help them decide what they want to do with that type of waste.
On this screen for example you can see graphics representation of different ratio of mixed waste containing plastic waste and metal scrap.
Also, we made some changes for graphics of road with sidewalk (now more realistic asphalt sidewalk) and we removed the white outlines for asphalted areas under buildings. White line was replaced by curb. We are also planning to add asphalt panel footpaths.
That is some of the things we are working on, and we can also mention couple of things we are developing about which we will inform you about in upcoming reports. You may get much more in the next big update than you expected because we are working on couple of interesting features from which we want to mention: maintenance, building demolition, mods incorporation , research programs for universities and fertilizing for the fields.
We hope you are interested in these game features we are working on. They may become a major complication for some of you as they can bring you additional challenges and limitations. More about that in future. Until then enjoy life, have fun, stay tuned for the next report.
We are pleased to announce that our game is now back in the store!
We thank you for your patience, support and understanding as we navigated this tricky situation.
We want to apologize to those who were looking to purchase the game and were unable to. We realize that we underestimated the situation, and it quickly escalated to a point that posed a threat to our game. We greatly wish that this had not been the case.
But we are now back on track and you can fully enjoy the game! We are excited to get back fully to the development and put this matter behind us.
Greetings dear Comrades of the Soviet Republic. Even we are going through tough times while developing the game, we decided that we can bring you some news about the work we have done recently in the game. Currently we do not have any news about takedown issue. We will keep you informed. As you can see in previous special report, the game has been taken down from Steam Store due to DMCA takedown notice in relation to recent realistic mode we added into the game. We filled a counter-notice and now we need to wait.
And as we are waiting on legal issues to be resolved, we can continue working on new features and other game related stuff. Lot of graphics in the game is outdated and needs an update. Most urgent ones in our opinion are small grocery shop, small store, pub and brick buildings. We decided to replace them by making proper details and level of detail meshes for them to save performance while they are being used.
If you are already using these buildings, they will be just replaced after the update, and you will see them in their new form.
Another reason for this step is that we are working on researches for the upcoming update and residential buildings from prefab panels will be locked behind research. That means you will probably have to use brick residential buildings when you start a new republic. But we want to remind you, that you can turn ON or OFF any difficulty level in our game. So, if you do not like to play with research you can just turn the feature off.
Then we have some useful information for you that somehow went under the radar about already existing mechanics. As not every player has a longer term republic developed many of them did not even notice why electronics became a major complication for your economy over time. When we did an update to make electronics production more challenging, we made couple of changes and one of them you may know. That is that the consumption of electronics is growing gradually until year 2000. It is simply 30% higher after year 2000 than it was in year 1960.
But we added another change which we forgot the introduce. There is a mechanic which is making the production of electronics and electronic components more expensive over time and consists of two parts. First is the production decrease over time. In 1960 you have basic production and it goes slowly down until year 2037 when the vanilla electronics assembly line and electronics components factory will produce only 30% of resource compared to year 1960. The other is the factory’s consumption increase when the factory is consuming more resources for production over time. For electronics assembly hall it goes up to 200% in 2060 and for electronics components factory it goes up to 170% in year 2030, compared to year 1960. But these values apply to vanilla buildings because modders can define these values in their factory’s .ini file.
What does that mean? If the electronics assembly hall is producing 4,5 t of electronics in year 1960 it will produce only 1,35 t of electronics in year 2037 per workday at maximal utilization. On the other hand, if it needs 1,5 t of electronic components (or other resources) to produce that in year 1960 then it will require 3,0 t of electronic components in year 2060. And this makes electronics more valuable and difficult to produce somewhat simulating the technological advance. Another thing is that this is the main reason why the price of electronics goes up so much over decades and you may consider to invest lot more into production of this valuable resource especially, if you are planning your republic to continue over in-game centuries and you may also consider using electronics as low volume and high value reserve resource (it is not succeptible to inflation as money) for rainy days, because the game can surprise you whenever you keep expanding and that is the beauty of it as we are making it more complex and challenging to play.
And that is all for this report. Even if we are facing attacks, we still have enough resources to continue the development of the game even if the game would be banned for months or years. But the truth always wins. We will keep you updated about the game development process or any publicly suitable information that may affect it. So enjoy life, have fun and stay tuned for the next report.
First month of the year which should be the coldest in Europe has passed away which means that people can ease on their energetic concerns which are caused by raised consumption of energy for heating purposes. But why do we mention this here? It is because we want to introduce something that many of you wanted, and we have dedicated significant amount of time to deal with the problem and provide a solution. We have something special for you and this will greatly improve your power distribution, making wind and solar energy more viable, and you will also be able to manage priorities for power distribution after it will be released.
Greetings dear comrades of the Soviet Republic. After couple of weeks we have another report for you and the goal of these is show you something we are working on and give you insight into the development process. Sometimes we are working on things under the hood and it may be very difficult to show in pictures what was done, and also the description in words may be very complicated. Because of that it may look like we do not focus on things we were mentioning in previous reports despite having our focus still set on them. So do not worry if this report will not be about waste management because it does not mean we do not work on that.
We want to wish you lot of happiness, fun and success in New Year in the beginning of this report which will be a bit shorter but still we can show you something new with great potential even though it will not change the gameplay that much. As we are closer and closer to full release, we are making some preparations for additional content in form of DLCs for those who love the game.
While the World is putting its foot on the gas in preparation for the upcoming Christmas season and the weather is getting colder, we are bringing you some fresh information about the next Update for the game, and we would like to release the update in first quarter next year. In the past we hoped we can release the game fully at that time but the features we want to add require much more time and attention, and thus it takes longer to get them into the game. Despite all that you can enjoy the game as it is in early access stage and recently the Metro update was finally released for all players.
Content update #11 introduces new metro and tram transport infrastructure as well as the community requested ‘Realistic Mode’, realistic borders and a new water erosion tool for the editor.
The community requested Realistic Mode will bring an additional difficulty level for players making the game more systematic and management heavy. Realistic mode will remove all options to purchase goods and vehicles inside facilities directly and remove the option to complete construction using money. This brings several new challenges for the planning process as every resource needs to be transported to your storage facilities from customs house at the border and every vehicle needs to be able to get to the depot from the border under its own power. There will be no sudden appearance of resources inside buildings and no magically appearing infrastructure or buildings. Of course, this mode will be optional as you really need to be very familiar with the game mechanics and be successful when starting a new Republic.
In addition to the Realistic Mode comes the new Realistic Borders update. Previously we only supported square borders, meaning your Republic was always square. The new Realistic Borders update allows you to edit your Republic’s border adding a new level of realism. We have also developed the first map - Slovakia - using the new Realistic Borders feature to showcase what can be done in the editor.
We have also produced the new Water Erosion tool for the terrain editor which will change the random generated terrain into something more realistic. It can also be used to smooth out imported maps
Two of the key new improvements to your Republic’s transport infrastructure are the Metro and Tram updates. We were able to create models for surface metro stations and a new surface metro and railway end station to enable you to plan your public transport network easier. There will be two surface metro stations with varied sizes available as well as an end station which you will be able to use for metro or normal trains.
We have also been working on the basic structures required for trams to operate. For this update, we have added new tram stops, one bigger and one smaller as well as a new way to connect between tramrail road and rails.
Content Update #11 main features:
Build underground stations and tracks with the new Metro infrastructure system.
Trams infrastructure with new tram stops and connection systems.
Super realistic mode
Water erosion for terrain editor (for faster smoothing of terrain)
Realistic republic borders are now implemented.
New Slovakia map with realistic borders
Other notable changes:
fixed vehicle movement in mirror buildings
utra high shadows settings.. ultra low shadows setting
longer city names
tunnel boring machine
limit for loans
construction of pipelines or wires not directly connected to end buildings
pedestrian pass displayed on the road only when on both sides pedestrian
export/import via the ships/airplanes or helicopters not affecting the prices so much
panel road
merging unfinished infrastructures into bigger pieces (as in blueprint mode)
Possible to use custom house with construction office
Another two weeks passed away and the metro update is not out yet. We are sorry for that, but obstacles that prevent the release are not related to coding itself and we may give you some insight into the development process which is not only about adding new features and fixing the game code itself.
While in releasing the game for close and open testing is quite straight forward, we need to do more when we want to release the official update and even we may have the code ready and tested with all the graphic art related to release, there are other PR related things that have to be done and we have a delay in some stuff there. So, we are delayed again, and it can be released any day if the last things are done properly.