Oct 15, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our weekly Devblog! Today's topic is food production so let's start!

We have three basic sources of food available in the game - farming, hunting, and fishing. As for the farming part, the game offers 5 different types of Farms producing as follows wheat, lettuce, chickpeas, pomegranates, and figs. When it comes to hunting and fishing - there are two major structures - Hunter's Lodge and Fishing Wharf, so your brave Hunters hunt, supplying your settlement with fresh meat and your tireless Fishermen fish, catching as many delicious fish as possible.

GAME MECHANICS
So essentially the core mechanics are based on transporting all of the food types into Granary first and then distribute to Bazaar by Bazaars workers so your citizens can pick their food at Bazaar's location (don't forget to build as many Bazaars as needed to cover all of your available housing - you can check Bazaar radius by clicking on the Bazaar building). Every food production building has its own maintenance fee so don't forget to plan wisely all of your food chains.

Food distribution routes
Farms (various crops) / Hunter's Lodge (meat) / Fishing Wharf (fish) => Granary => Bazaar => House








FARMING
The game will notify you when it's harvest time including flood periods and sowing.
For example - the wheat farm is a double-production building producing both wheat as a food source and straw needed in bricks production. In order to have properly working building and abundant harvest, farms need to have maximum workers i.e. 10 workers. Wheat is transported to Granary by Granary workers and straw is transported to Stockpiles by Stockpile couriers. Straw, depending on the Stockpile settings can be stored at the Stockpile or picked up and transported to the nearest, working Brick Maker. As for the other types of farms - your crops will be transported directly to Granary.

FISHING
Fishing is fully automated. Fishing Wharf also requires to have maximum workers i.e. 6 workers to produce a fine output of fish. Once that's done, Granary workers will take it and transport to Granary.

HUNTING
Hunting is also completely automated. Hunter's Lodge needs 6 workers to be fully operational. Once the building is completely stocked with laborers, hunters will start their search for animals to hunt. Each hunter has its own tooltip so he can be easily found on the map.








OTHER FOOD RELATED STRUCTURES

Bazaar
Food and other goods distribution "center". Essential in many aspects of your citizens' lives such as meeting primary nutritional needs and high-standard ones, offering also basic and luxury goods distribution vastly important in providing a certain standard of living from elementary, "poor" housing to more developed and rich, beautiful villas, so in other words - the core of your people well-being.

Granary
A place where your hard-working laborers store harvested crops. Fundamental structure in Ancient Egypt and in maintaining proper food storage and distribution services.











Looking forward to your thoughts about today's food production introduction! Don't forget to share them with us in the comments below. We love getting feedback from you guys and can't wait to show you more! Stay tuned and see you next week Egyptian builders!

BEHIND THE SCENES
Time for some development insight! What do you think? ;)










Oct 7, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to our newest Devblog!

This week we're going to discuss briefly land and sea trade so let's begin!

Base mechanics for in-game trade
In order to initiate a trade first, you need to go to World Map and choose the city you want to trade with. You won't be able to trade with every city as each Mission is designed with specific tradable goods according to the mission's goals so only certain cities will be open to having with you business relationships. You can check in each city window which goods are being sold or bought by this city. After you pay for opening your new trade route the next thing that needs to be done is setting up properly import and export in the ECONOMY TAB and setting up your stockpiles check-boxes. You won't be able to sell or buy goods without choosing goods and checking IMPORT / EXPORT box. You also won't be able to trade without choosing in your dedicated stockpile EXPORT check-box for tradable resources or materials. The game will notify you how many goods were bought by the trader/ship and how many did he sold to you along with the price that has been paid for it.



How does the land trade work?
  • The land trade is significant in your settlement survival and further expansion. Don't build too big or too fast. The game is based on a slow pace so there is no need for you to build a large number of houses with water access at the beginning, it speeds up your progress giving you more citizens so more workers but at the same time it drains your budget too quickly - wells, fire stations, production buildings have their own cost as any other "service" building. Also noteworthy is the fact that each mission starts with a specific amount of your currency so your main and superior goal is to spend as little as possible before achieving steady bread income.
  • Each year trader will buy only a specific amount of goods so there is no need for you to overproduce those goods (don't forget that maintenance fees for working stockpiles are your cost and the more you build the higher cost it will generate). Plan your expenses and income wisely.
  • Don't forget to restock your goods storage in order to have the best earnings. This way trader will buy as much as he can for each year, of course within the available trade limit. He will also wait a little for your delayed delivery.





How does the sea trade work?
  • As we explained above in Base mechanics for in-game trade after you set up everything you also need to build a Dock. The dock is one of those buildings which requires a certain spot to be built and it can be placed only on a waterfront.
  • Once the ship arrives at your Dock couriers from your stockpiles will automatically transport goods checked in ECONOMY TAB as those for IMPORT and EXPORT.
  • Sea trade is crucial in the monuments building process as it offers the possibility to transport among others bought or sold, heavy materials such as limestone, granite, etc., and other valuable materials needed for Egyptian architectural Wonders.







Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below. It's really great and motivating to see your highly valuable opinions and support!

Stay tuned and see you next week Egyptian builders!


BEHIND THE SCENES
Something to cheer you up while waiting for our next announcement - in-game 3d models. Enjoy!









Sep 29, 2021
Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Welcome to the latest Devblog!

Time for some "monumental" news! Today's Devblog will be almost "short" and quite concise as we need to go back quickly to intense programming dev-mode. :)

So let's start!

How many monuments / other monument related structures will be available in the final game?
Ultimately, we've decided on 10 remarkable Wonders to be built throughout the whole campaign.
There will be also three pyramids and several buildings that show the development of architectural thought over time. Who will guess which ones? Ok, so let's make it a little easier as some of the testers may have an advantage over others - during Closed-Beta players had the chance to explore quite unique in its appearance Bent Pyramid so yes, it will be one of them. What about 2 others? Any ideas?





What will the construction process look like? Any tips?
In general, some of the buildings will be much easier to complete than the majestic pyramids.
One of the available monuments will be built in the vicinity of the existing one. Does anyone know which one? A little hint - if you were following our news till now you should know already the answer to this one.
Furthermore, some of the monumental structures will require delivery of highly valuable goods at the end so it won't be an easy task to complete them while running your settlement at the same time and taking care of your hard-working people and good relations with perpetually unsatisfied and rarely content Gods. Every pyramid will need a Guild to coordinate the building process, you won't be able to proceed with the next building stage without Guild's workers initiating it. Another important thing will be to manage your land and sea trade in order to import all of the needed materials for your ongoing constructions and export produced goods to minimize settlement costs such as maintenance fees. In some cases you'll need to focus more on balancing import and export to manage a steady income of bread - you don't want to go bankrupt while importing granite or limestone right? Neither your people. Stockpiles settings and placement will be also crucial in your ancient journey along with all of the other structures making your empire a safe place, especially when thieves can strike at any time and they're interested only in your expensive belongings. Speaking of which, continuing the guides tradition we plan to create a set of short guides for each mission, so if you keep failing with the mission's goals you can always check one of the possible ways to win and challenge yourself with another try.






Historical and architectural accuracy?
We would like to emphasize that all of the present monuments are real reconstructions based on modern archaeological knowledge limited only by the hardware capabilities of computers and the variety of textures of hieroglyphs and other decorations. It took a lot of time to recreate them according to actual, reconstructed blueprints so we hope you'll love this historical and architectural accuracy as we do. This also means that some of the structures present in the game are limited to specific spots or limited by map size/map design created for a certain campaign. Of course, each map is hand-made as an exact replica of the ancient Egyptian landscape.

Looking forward to your thoughts about today's news! Don't forget to share them with us in the comments below. We love getting feedback from you guys and can't wait to show you more!

Stay tuned and see you next week!








Builders of Egypt - eien no shikaku 永遠の刺客


Dear All,

A few months ago we've launched our first official Discord Server for Builders of Egypt. As our Egyptian community grows, we need more people to help us with managing it so we've decided to announce Discord Moderators Recruitment at Steam.

If you love interacting with other people while enforcing server rules or you simply enjoy creating a friendly atmosphere and making other players feel welcome and you know you'll have some actual free time to take such responsibility we're waiting for you! :) You can apply by using the link below. There are some questions we want you to answer to as we need to know you a little better before deciding on which applicants would be the best choice for us.

Builders of Egypt - Server's Moderator Application

Having this opportunity we would love to know also about your language preferences so if you're interested in leaving your feedback please fill out an additional language survey. This will help us to determine how many and in what language chat channels should be added to our Discord in the near future. Looking forward to your answers and stay tuned! We're working currently on a new DevBlog for you!

Builders of Egypt - Discord Languages Survey

Discord Moderators Recruitment will end on October 24th so don't miss your chance!




Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
Long story short - we've decided to change Release Date to 01 Q 2022.

What made us change the release date?
During Closed-Beta we've received a lot o detailed and very specific feedback from our testers. Some of the shared ideas and bugs encountered during closed testing forced us to rewrite major parts of the game's code which we mentioned in our previous announcements. Overall, we've decided to postpone the release date to next year - 01 Q 2022 - as we don't want to deliver a half-baked, unfinished game. Some of you mentioned release date should be switched to TBA due to previous changes regarding the date but at this moment we believe that changing it to TBA would only create unnecessary confusion about current game development. We've also decided to extend the beta testing period so we can get as much as possible feedback from you. There won't be an Early Access phase so the most important part before the final release is to make our game richer, balanced, optimized, and of course - interesting and enjoyable both for new players discovering ancient Egypt and classic city-builders fans.

What will happen in the next few months?
We plan to finish Closed-Beta testing and start Open-Beta testing so don't forget to sign up if you didn't do it already. We're still accepting applications for Beta tests via our survey => Builders of Egypt: Beta Application. For those who signed up earlier - there is no need to do it again, we've your application in our beta database.
What's more? In addition to what we shared till now, besides a lot of additional testing and optimizations, we'll use this time to finish and fully implement the features requested during internal testing and polish existing ones.

Are there any plans to expand Builders of Egypt: Prologue content before the final release?
Yes! Unfortunately, we can't give you more details at this point but as soon as this changes we'll let you know so stay tuned! In the meanwhile, you can explore the First and Second Missions and tell us what would you love to see in the finished game. Guides for both missions are available here.


Don't forget you can always share your ideas not only at Steam Community Hub or Builders of Egypt - Game Supporting Group but also at our Discord server where you can contact us directly or ask about anything regarding our game and its progress.




Builders of Egypt - eien no shikaku 永遠の刺客
The latest news from Ancient Egypt!





Dear All,
After a long break full of silence filled with focused and challenging programming on our part, we've finally some great news for you guys!

First of all, we want to send our thanks to all of the selected testers! Yours detailed and extremely helpful bugs reports are much appreciated and were a big help for us! Every update is always thoroughly checked but there is nothing better and more valuable than honest players' opinions and criticism. Internal testing often doesn't show all of the issues experienced by players due to various factors.

We know we weren't present too often in the last 2-3 months and for some of you this might be a little discouraging and disturbing - we want to apologize for that. We were responding regularly to most of your questions at Steam and Discord but we're aware that the vast majority is waiting for news and dev blogs showing our current progress. Furthermore, the First Round of Closed-Beta was much harder and more taxing than we predicted. The whole part of the monument-building process gave us a lot of new ideas and forced us to rewrite some parts of the code according to the awesome beta testers' feedback so once again, thank you for your support and your understanding!





Time for the best part of today's Dev Blog - we're ready to reveal more details about Closed-Beta progress, so here it goes:

The next round of Closed-Beta will offer:
1. New military mission - "The forts of Senuseret III (Buhen)".
2. Enemy's attacks.
3. Several new buildings including production of weapons, copper, archer's fort, and axmen's fort.
4. Two types of troops - archers and axemen.
5. More advanced strategic planning.

Mission's goal concentrates on building a fort in Buhen and its defense against the Kushites. The player should use natural terrain obstacles to his advantage. The most important part - the fort is not a monument so the player will be able to build independently walls, towers, and gates by himself (a lot of you have been waiting for this particular game's feature).

This specific mission is economically difficult, based entirely on low-value goods. An unprotected city during an enemy's attack might lead to repeating the whole mission due to irreparable damages so beware and don't lose your focus while creating your settlement!

We also plan to test closely performance on various configurations. Controlling this number of NPCs is extremely resource-consuming and needs to be carefully analyzed in order to deliver to you a properly optimized game.



Don't forget you can still sign up for Closed-Beta tests using our survey - Builders of Egypt: Closed Beta Application
Builders of Egypt - eien no shikaku 永遠の刺客
Latest news from Ancient Egypt!





Dear Egyptian Builders and Beta Testers!

We are thrilled to announce we’ve just started scheduled distribution for Closed Beta First Round codes! So please check your e-mails. We highly recommend checking also the spam folder and be ready for unlocked content this weekend!

Depending on First Round progress we also plan to send additional keys between planned Rounds so if you won’t receive yours in the next few days don’t worry, you might be selected soon.

Furthermore, we want to thank all of the players who applied for the Closed Beta till now. We are very happy our game turned out to be so popular! Builders of Egypt: Closed Beta Application is still open so feel free to sign for the next Rounds!
Builders of Egypt - StrategyLabs

Dear Egyptians!
As announced in the previous Devblog, we are very excited and happy to finally invite you to participate in the much-anticipated Builders of Egypt Closed Beta Test. However, before you decide to take part, you should know that we have a limit of people and we reserve the right to select participants based on a prepared survey. Link below:
*********************************************
*********************************************

What can you expect in the beta?

First of all and the most important, what this game is supposed to be and you haven't had the chance to see it in the Prologue - majestic monuments, improved and more developed economy, and the last - strategic battles.

There will be 6 missions to test, 2 of which are updated missions from Prologue rebuilt into something we planned from the beginning (the first one as an easy tutorial mission where the player can learn the basic mechanics and the second one adding more mining structures) and the other 4 new missions offering content we haven't shown yet.

Is it a lot of content or not? In the final release, there will be 39 missions so we leave it up to you to decide if this meets your expectations. We strongly believe it does but it doesn't mean that Builders of Egypt will end at 39 missions.


What is the schedule for beta testing?

We decided to divide Beta testing into two, separate stages. Each stage will consist of three rounds, which gives a total of 6 rounds. To each round, we will invite only people, who meet our requirements necessary to conduct the test and fulfill properly missions goals.

Each round will last approximately 2 weeks, but we do consider extending or shortening the initially planned period for every round based on received feedback.

This also applies to the final release - a fixed date will be announced after all of outlined above rounds are done and we are done as well with fixing reported issues and improving our game. Our main goal is to deliver the most interesting and fascinating Egyptian city-builder ever!


What if you didn't make it to the first three rounds?

The second stage will be accessible for a much larger group of players than the first one.

We intend to invite more people and answers in the survey won't be as important as in initial testing. This also means that if you didn't get an activation code at the start of the test, you shouldn't lose hope! Feel free to apply for access to the final stage, we're waiting for you!
May 4, 2021
Builders of Egypt - StrategyLabs
The latest news from Ancient Egypt!


https://youtu.be/35syYet3jsk
Time for good news!


Welcome Dear Builders to the latest Devblog!

Today's devblog will be in an unusual form because we'll show you a short preview of the building stages of a unique monument from mission 20 - "Holy of Holiest, the Mortuary Temple of Hatshepsut" in a version entirely different than shown in a standard screenshots. This is one of the medium-sized temples present in the game. The largest and the smallest you will be able to discover on your own while playing.





This mission is exceptional because it's the only one where you'll be building a monument in the close vicinity of another temple built in the previous mission. Can anyone, without checking Wikipedia, tell us which place of worship it is? Write in the comments below!
Both monuments will also be remarkable and unlike others in the game, because their place on the map is strictly defined by ancient Egyptian history. To create them otherwise would not make logical sense from a historical reconstruction perspective (about which, as you might notice we care a lot).


Unfortunately, the monuments are taking us much longer than we originally planned and expected, hence all the current delays, especially in the Beta release.





Speaking of which! What about the long-awaited Beta? The first round of closed tests will be launched within next two weeks. Each Beta round will last about two weeks. All details, including how to register and participate in the tests will be announced on May 7. If you don't make it to the first round, don't lose hope, because there will be other rounds and there may be a place for you there. ;)

Stay tuned and see you next week!







Feb 6, 2021
Builders of Egypt - StrategyLabs
The latest news from Ancient Egypt!


Some of you probably noticed serious problems with our latest update to Prologue, which initially was supposed to be a simple and easy one but unfortunately turned out to be a long, tedious and uneven battle with critical bugs.

Most of the problems were caused by upgrading our game engine to the latest version, and sadly, after series of randomly occurring fatal errors, we had no other choice but to go back to an earlier stable version spending a lot of time doing so. Furthermore, at that time we didn't know when the engine used in our game will be updated with hotfix and if this will really fix occurring issues. As a result, we didn't have enough time to plan the beta test in a reasonable way considering all the things that need to be done before, while still fighting with critical and serious bugs. Overall, we decided to postpone the final release to Q2 2021.
Time for good news!





Despite the whole prologue mess, we're still working very hard on the game's development. Since the previous update, which was a long time ago, we have managed to introduce successfully all of the buildings into the game, including another 12 levels of housing with their unique textures (which you haven't seen yet). We've also finished working on various monuments and in-game music. We've great hope it will be a significant and exceptional gameplay enhancement for you and was an astounding development challenge for us.






Planned closed-beta testing will start at the beginning of March. More details will be provided to you in our next announcement so stay tuned.



A while back we've also created our first discord server so you can join our discord community and actively help to improve our game. We're waiting for you!



We also plan to use discord features in the upcoming closed-beta.
...