Nov 26, 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 entertainment introduction so let's start!

With the latest Blog, we want to show you some of the entertainment buildings we've introduced in our game such as Both, Bandstand, and Pavilion, but we want to point out that this is not complete content available in the final game, so you won't be disappointed.

Both music and dance played a very important part in ancient Egyptian life, also because they served as a means of communicating with the deities - deities were praised in various songs.

Regardless of whether they were happy or sad, ancient Egyptians celebrated all of the moments in their lives by organizing numerous festivals and ceremonies in which dancing was the most important part of any type of festivities. Often dancers and musicians encouraged their guests to join them by clapping and chanting. Many archaeological discoveries show that people of Ancient Egypt enjoyed a variety of activities for entertainment, including sports, storytelling, and board games.








It's worth mentioning that there were six kinds of dancing in ancient Egypt such as street dancing, banquet dancing, religious and non-religious dancing, combat dancing, and the last, harem dances. Music was usually produced with a great number of musical instruments - the variety is just simply amazing - among others wind instruments (shepherd's pipe, double-pipe, clarinet, flute, oboe, trumpet), stringed instruments (lyres, harps, lute), and percussion instruments (drums, the sistrum, rattles, tambourines and, later, bells and cymbals).

ENTERTAINMENT BUILDINGS
  • They must be built on the road.
  • They improve the desirability of the neighborhood, the same as all kinds of decorations such as gardens or small architecture.
  • Necessary for houses' evolving process.
  • Entertainment buildings need workers that are being educated, depending on the type of building, at the Dance school, Juggling school, and Conservatory.







BEHIND THE SCENES

Last for today, Booth in-game model. Booths provide a place where your jugglers can perform.
Placing a lot of booths will help you with offering a fair amount of entertainment, but for more complex and leveled housing you will need to provide your citizens with access to Bandstands and Pavilions.

Of course, the most advanced houses will need also something extra which you'll see in the final game. :)



Looking forward to your thoughts about today's entertainment introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog!

Stay tuned and see you next week Egyptian Builders and Rulers!





Nov 19, 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 housing introduction so let's begin!

Please note that this particular introduction won't be the only one dealing with the same subject and there will be a lot more houses available in the game. Today we'll show you only a small glimpse of what the final game will offer as we are working on finishing the rest of them and we plan to publish in the near future another DevBlog or maybe even two of them - depending on your response - showing more advanced houses. If you're interested in seeing additional housing, please let us know in the comments below.







Houses in your settlement are essential and will improve as long as you provide your citizens with proper access to goods, services, and maintain a certain degree of attractiveness. The same goes for the lack of needed resources, health, entertainment, religion - the worst the distribution, the faster the degradation of your available, evolved housing.

How many houses will be available in the final game?
There are 18 levels in total.

So how does it all work?
Each house level in order to evolve needs a specific set of commodities and services. The larger house the higher demand for goods and desirability. 18th level is the most difficult to achieve, let alone to maintain at the same stage while managing your Egyptian empire and struggling with typical city problems. So, we start with water and basic food. Then we move on to ceramics, religion, etc.
You can easily manage which houses can evolve and which not by setting up each house to your current needs.

Any interesting facts about ancient living?
In the most primitive house, there was usually one room. Everyone slept together on a heap, leaning against animals. People did not clean up what was lying on the ground, but only trampled it regularly, and this is how the archaeological layers of interest to us were created in the ancient scenery. Moreover, no one went to the toilet behind the barn because there was no barn, so they also took care of their physiological needs in the same room which might seem quite unusual and disturbing for modern people.









BEHIND THE SCENES

A small preview of another housing level. Can't wait to see what do you think.
Don't forget to share it with us! :)



Looking forward to your thoughts about today's housing introduction! We love getting more and more feedback from you guys and can't wait to show you our next DevBlog!

Stay tuned and see you soon Egyptian Rulers!





Nov 12, 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 mining industry - quarries so let's start!

Continuing our mining industry introduction from the last DevBlog, we are pleased to present to you today other types of in-game mines - quarries. This time those directly related to the construction of monuments. What do you think? Do you like their appearance? Do you think they reflect the atmosphere of ancient Egypt correctly?






It's worth emphasizing that stone played a significant role in the development of ancient Egyptian culture, by allowing for the monumental structures the society is remembered for, while the metal mined provided the raw material for various goods such as tools, jewelry, and ornamentation.

As you can see in today's screenshots after the blocks are extracted from the quarry, they go through further processing to match their intended purpose. In ancient times they were cut into smaller stone blocks and polished before being transported to their destination place. In our case, the storage and then - either to the Dock for export or at the ongoing monument building site.








BEHIND THE SCENES
This week we'll show you in-game quarries raw materials such as limestone, granite, plain stone and sandstone. Any thoughts? :)









As always, looking forward to your thoughts about today's quarries introduction! Don't forget to leave your feedback in the comments below. We love seeing your opinions and can't wait to show you more content next week! Stay tuned and see you soon Egyptian builders!





Nov 4, 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 the mining industry - luxury goods so let's begin!
A little later than initially planned but here it is! It will be quite brief this time.

Every type of mine needs a certain number of workers to be fully operational. Due to placement (usually in the hot desert) it’s highly important to take care also of the fire station and architect supervision. Furthermore, each mine has its specific extraction area so once again, strategic planning is important as well as proper "people' management (workforce, maintenance costs, overall prosperity vs. citizens' well-being).



TURQUOISE AND COPPER MINES
Some of you have probably already seen the copper and turquoise mine in our Prologue - in the Second Mission (Sandbox mode or Campaign mode). If not, you can always check it out along with Second Mission guide and leave your opinion. We value all your feedback very much. It helps us greatly and motivates each day to work even harder.

Today you will also have the opportunity to take a closer look at the in-game stone models and the gold mine in the Behind the Scenes Section but first - few words about turquoise and copper mines. Both turquoise and copper are high-value tradable goods. Once you establish a small mining settlement your city will thrive although having such profitable mines will also put you at risk of being robbed by marauding thieves, so stay focused and secure your welfare properly before bandits strike.







GOLD MINE

Let's start with a small introduction about gold in ancient Egypt. The gold industry was one of the most fundamental Egyptian crafts and gold among others was associated with funerary rites as the most crucial practice that ensured immortality after death. Many archaeological discoveries show that ancient Egyptians' vast experience in the field of gold prospecting and quarrying, as well as its manufacture. Gold was widely believed to be the skin of gods and goddesses in the Egyptian pantheon.





BEHIND THE SCENES
Time for the most important part of today's DevBlog insight - Gold Mine and in-game stone models!
What do you think? Do you like Gold Mine design? What do you prefer? Turquoise, copper, or gold? What do you think about the details? Care to share? Can't wait to see your answers!











We are looking forward to your thoughts about today's mining industry - luxury goods introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you more! Stay tuned and see you soon Egyptian builders! Next DevBlog is already in progress!





Oct 23, 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 basic wares production so let's begin!

CLAY PIT
Clay pits placement, as any other building where you can extract certain resources/materials is restricted by specific clay extraction area. Only on these defined by nature and landscape sites, placed usually near the Nile River, you can build your clay pits, which means that your city layout and expansion should be planned according to described extraction areas. All of the mining areas for clay are marked with clay pit tooltip, so you won’t miss them. We're also working on adding mining spots to the minimap (requested by many players during Closed-Beta). Every clay pit needs 8 workers to be fully operational. Lack of workers will minimize your clay output, so remember to take care of the right amount of working people. Clay is used in bricks and pottery production.




BRICK MAKER
Every Brick Maker needs 10 workers to be fully operational. Lack of workers will minimize your bricks output. It will have as well a great, negative impact on your trade with other cities and pottery production and it can lead to unsteady bread income and further budgetary problems. Straw collected in the fields and clay gathered at the clay pits are used in bricks production. Bricks are a great export good but are cheaper than pottery.




POTTERY
Every Pottery also needs 10 workers to be fully operational. Lack of workers will also minimize your pottery output. As we mentioned in Brick Maker section chain production issues can lead to serious financial problems when your whole economy is based on trading with your partners. It’s highly recommended to establish first steady clay production covering all of the clay demand in your city before starting with pottery.




WOOD CUTTER
Let's start by saying we know that wood in Ancient Egypt wasn't a basic ware but due to game mechanics we had to apply a minor simplification. Every Wood Cutter needs 8 workers to be fully operational. Lack of workers will minimize your wood output and time required for effective wood gathering, so don't forget to check if there are enough workers assigned. Wood is one of the most important materials needed in the architectural Wonders building process and other monuments present in the game. It’s also crucial in Carpenters' Guild work. Wood can be also exported, giving you an additional source of income depending on the mission and available trading partners.




HAPPINESS FACTOR
Wares production buildings are not the most desirable structures to be placed near housing areas, so if you decide anyway to place houses within reach of described buildings you might encounter in the future frequent problems with displeased and unhappy people, which can lead over an extended period of time to mass emigrations and the collapse of your thriving economy.



BEHIND THE SCENES
This week we're going to show you a small preview of a few, selected luxury goods. We're also planning to introduce them later on along with connected, industrial buildings, what do you think? ;)







Looking forward to your thoughts about today's basic wares introduction! Don't forget to share them with us in the comments below or at our Discord. We love getting feedback from you and can't wait to show you more of our current work! Stay tuned and see you next weekend Egyptian builders!





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.




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