tl;dr - as promised, the new, improved Prologue 2 is coming!
This time we would like to share with you some news about the changes that will be implemented in the free version of our game - Builders of Egypt: Prologue. We follow our social networks on a regular basis and often. We read all your comments and very carefully the reviews you give us after playing the current version of the Prologue and we have very good news for you!
A while back we promised to expand Prologue's content, and of course, our plan is still the same. Obviously, we're very focused on working on the final version and this is naturally our top priority right now, but we also want to interest new players and, above all, to inspire those who have already played!
The Prologue's relaunch will take place just before the base game's release. We don't have a specific date yet, but that time is getting closer and closer! What you are probably most interested in at the moment is the content - primarily the improved tutorial. We know many of you have had difficulties with errors in the tutorial - we saw a lot of that in our reviews ;) - and we apologize for that. The new version will certainly be more readable and without reported description bugs. We plan to add new content, which will not be accessible in Playtests and was not available in version 1, and to update the previous one as well.
After the premiere of the first Prologue, we've received a lot of feedback and it made us apply many user-friendly changes, gameplay solutions, and most important, players' ideas. We want version 2 to contribute to the improvement of the reviews and that everyone who felt that something was missing could rediscover the charms of Ancient Egypt once again. We also plan to announce in advance the exact missions with a short guide, especially for those for whom the first edition did not meet their expectations. We take very seriously every comment, no matter if it is positive or negative. We also value constructive criticism. With that being said, don't forget to check the news and our blogs. If you have any questions, you can always contact us directly on Steam, Discord, or Reddit. We're here for you! Let us know what do you think about today's new Prologue's content small preview.
As always, we would like to thank everyone who supported us with the first version and we strongly believe that the second one will be even more interesting and challenging! Special thanks to the most persistent who are still with us today and follow our work! Cheers to that and see you next week in our regular Devblog and introduction!
--- Your Team from Strategy Labs ---
*** PS. We aren't sharing link to the new Builders of Egypt: Prologue 2 Store Page due to ongoing site issues which we've reported to Steam and now we're waiting for the Steam Support fixes. As soon as it's resolved we'll let you know!
Dear All, Welcome to our weekly Devblog! Today's topic is health introduction # 1 so let's start!
This time we'll show you some of the fundamental health structures available in the game - Physician and Mortuary.
As with many other municipal structures - building radius is a highly important factor in strategic management and well thought out city layout. The same goes for health services buildings, specifically when it comes to effectively counteracting the spread of malaria, therefore proper planning with full coverage of residential areas is extremely vital. Physician prevents and fights disease outbreaks. It's worth mentioning that, the base mechanics work the same as in introduced earlier Fire Station or Tax Collector. This includes mortuaries as well.
Mortuary offers additional health services but it reduces slightly the desirability of the surrounding area. It requires a steady supply of linen - the embalming process is very long but still, you need to remember to deliver the requested goods in order to provide necessary health services to your citizens. The Physician on the other hand is neutral for aesthetics level. Both buildings are needed for housing from level 7 and can be used alternately. Mortuaries and physicians improve overall city health.
That's all for today! Hope you liked our short introduction. Feel free to share your opinion with us in the comments below, on Reddit or at Discord. It's very motivating and insightful seeing your point of view. Can't wait to show you another DevBlog and the new content we're currently working on! If you have any questions or doubts regarding discussed topic let us know and we'll try to address them in another blog dedicated to health structures (yes, there are more!).
Stay tuned and see you next week Egyptian Physicians and Embalmers!
--- Your Team from Strategy Labs ---
BEHIND THE SCENES
Something to cheer you up before our next announcement - in-game oil and linen models. ;)
Today is the last day of the year, which for us personally was extremely busy, highly engaging, full of all sorts of smaller and bigger challenges. The period of pandemic and partial isolation was not an easy time for many. The progress of work on the game significantly accelerated in the second half of the year. We've launched the Closed-Beta. During that time we've received a lot of very important and valuable feedback and we've implemented various improvements according to testers' ideas, and last week we've launched Open Beta sign-ups. We've also created Reddit Page in December. Our Reddit community is still small, but we hope it will grow as much as the community on Discord has grown in the last 11 months, offering players the diversity in available gaming communities and for us, another place to promote our game. We say goodbye to this year and welcome the new one, which will be also tremendously intense for us!
We would like to thank you once again for your help and for all the warm and thoughtful words! For sharp and constructive criticism too. We also want to thank all the players who signed up for the playtests so far and those who supported us from the beginning of their ancient Egypt journey!
Please take care of yourself and your loved ones in the coming year. Don't forget about your health and work-life balance, which is much harder to keep when working remotely (we know something about it). Relax by playing strategic games often and, most importantly, get ready for the premiere of Builders of Egypt!
Stay tuned and see you in the New Year loyal and devoted Egyptian Architects!
Dear All, Welcome to our weekly Devblog! Today's topic is temples introduction # 1 so let's begin!
As very sentient and highly religious beings, however, differently perceived when it comes to beliefs than in modern times, the ancient Egyptians showed their unconditional devotion by building impressive and sublime temples to revere and nourish the gods. The majestic design was supposed to encourage powerful and capricious gods to bring divine energy into the earth's plane and peoples' lives. Priests worked at the temples, conducting the daily rituals in honor of the deities and pharaohs to whom the temples were dedicated, as well as in hopes of gaining the favor of the gods and mainly to protect Egypt from the forces of unstoppable and destructive Chaos. Some of citizens served as part-time priests in their local temples and were rewarded for their service with a drink and share of the food (which was earlier offered to gods). They did not serve as spiritual advisers. There was also a group of priests mainly focused on astronomy and tasked with duties such as writing calendars with lucky and unlucky days and horoscopes which were very popular among Egyptians.
What were the different types of temples in ancient Egypt? Let's start by saying that Ancient Egyptian temples fell into two principal types: 'cult temples' and 'funerary or mortuary temples'. The cult temples were houses of worship to a god or goddess; while mortuary temples were created as shrines to dead kings.
Today we'll show you a small preview of cult temples and in upcoming temples introduction # 2 we'll talk more about in-game temples in general.
Looking forward to your thoughts about today's introduction! Feel free to share them with us in the comments below or at Discord. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content! If you have any questions or doubts regarding discussed topic let us know and we'll try to address them in the second part.
Stay tuned and see you tomorrow Egyptian Builders!
Dear All, As we promised on Christmas Eve - playtest registration on Steam Store Page is finally approved so from now on you can sign up for Open Beta using platform's signup button. We didn't decide yet on closing date but the sooner you join the better!
We're waiting for you and your valuable feedback so don't waste time and register for testing phase now! We'll inform you in another announcement once Open Beta starts. Brace yourself Egyptian Builders! :)
Dear All, Welcome to our weekly Devblog! Today's topic is food production # 2 so let's start!
Before we move on to our main topic for today's blog there is something many of you are very curious about - Builders of Egypt - Open Beta. We wanted to announce playtest signups this week, but of course for technical reasons - mainly due to the process of supporting playtests on the steam side, it turned out that we have to wait a few more days for the platform's final approval. As soon as this proceeding is completed, we will inform you about the possibility of subscribing. We are also finishing work on the last changes for the relaunch of the Prologue including a new trailer and other marketing stuff and of course new, improved branch to play with.
As for today's news - time for the meadow farms' introduction.
Each meadow farm requires water access to be fully operational. The bluer the zone of the well, the greater the harvest possible. We're still deciding on workers' number though. What is the most important and beneficial from the player's point of view is the possibility of growing vegetables and fruits without the proximity of the Nile River, giving a certain margin of independence in relation to repeated disasters or other events related to farming and the Nile River. Furthermore, meadow farms are the only place to plant upper-class fruits such as figs and pomegranates (more expensive than, for example, basic food). You can also decide to cultivate other crops available in a certain area. It all depends on the mission goals and the landscape.
Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below or at Discord. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content!
BEHIND THE SCENES
While working on the new content and other things we're also improving various models and graphic aspects of our game. One of those is shown below - the new appearance of the wheat farm along with one of the in-game food you'll see in the final game - chickpeas models. What do you think? Does the new look of the traditional farm reflect the atmosphere and charms of ancient Egypt? You can compare it with the previous design here. ;)
In conclusion, we would like to thank you warmly for your support in the passing year, for all extremely motivating words of encouragement, for all your ideas, thanks to which we deeply believe that Builders of Egypt will be at the forefront of strategy games in the coming year, and at the same time will interest you to deepen your knowledge about ancient Egypt and we will share our passion together! Stay tuned and see you next week Egyptian Rulers!
Wishing you a joyous, peaceful, full of deliciousness Christmas and a prosperous, happy New Year!
Dear All, Welcome to our weekly Devblog! Today's topic is administrative buildings introduction # 2 so let's begin! This time we're going to share some light on the Tax Collector, Court and the Vizier's Palace.
Tax Collector and taxes in general
Taxes are collected by the tax collectors. The effectiveness of the collection depends on the distance between the Tax Collector and the housing, which also means that the tax collectors should be placed strategically and in the same manner as the Fire Stations mentioned last week (building's radius is crucial).
The player sets the tax rate on the residents' income. The reference point for the acceptance level is the average rate throughout Egypt set during the game (which might change while playing). Management based on very high taxes will eventually lead to people less likely staying in your city and having very low interest in settling if at all.
Court and Vizier's Palace
It's worth emphasizing that the Court significantly reduces crimes within its range and it's one of many requirements in upper-class housing needs (from 9th level to higher). Once you plan your hazards prevention structures don't forget to leave an additional place for the Court's final location, especially if your main goal is to create a well-organized prosperous community.
Vizier's Palace offers an additional interface for easier changes regarding settings such as taxation, player's wages, citizens' wages, and the most vital - a place to store surplus bread for Pharaoh's requests and other unforeseen events. It improves greatly the aesthetics of the locations where it's placed and the kingdom's attractiveness in general. It might be used for boosting rich districts areas with wealthy and demanding citizens who often require a certain level of desirability. The Palace will also be extremely important in the post-premiere DLCs along with the additional features which will be implemented later as a part of the long-term project engaging players.
BEHIND THE SCENES
For today's Behind the Scenes, we've prepared one of the in-game entertainment buildings which we've discussed briefly in DevBlog #28. The Bandstand is not only a static, typical building. On the wooden stage, we see colorfully dressed dancers and in-game you will be able to admire their interesting and captivating dance (of course, provided that we do not prepare a short film for you in advance, if we have enough time, which, as always, we have definitely too little!).
Looking forward to your thoughts about today's 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 and new content!
Next week as a small Christmas "news" we're going to announce more details about upcoming Builders of Egypt: Prologue relaunch and Builders of Egypt: Open Beta.
Stay tuned and see you in a few days Egyptian Nomarchs and Viziers!
Dear All, Welcome to our weekly Devblog! Today's topic is administrative buildings introduction # 1 so let's start!
This time, we will briefly discuss the basic buildings responsible for preventing such risks as fire, collapse, and other in-game threats (animals, bandits, thieves). One of those we've already introduced in the Builders of Egypt: Prologue is the Fire Station. If you didn't see it yet, we encourage you to check it out, especially keeping in mind that we are planning to add additional content soon (including one from the Closed-Beta). Today we will show you also the Architect's Post and the Police Station.
Fire Station is one of the most crucial, if not the most important, administrative building available in the game. This particular structure doesn't need any access to water (not like for example - common wells which are required in the housing evolvement process) as it uses its own water reserve. It is highly recommended to plan wisely your city layout considering fire stations radiuses, specifically when building your settlement in a harsh desert where chances to catch fire are 50% higher than compared to buildings placed on grassy terrain. All of the services buildings need proper access to the road. You can rotate them by using the R key.
The second most important administrative building in the game, right after the Fire Station, is the Architect's Post. The more primitive the building, the greater the risk of its collapse without proper architect supervision. This includes also quarries and mines as the most at risk due to their architectural character as well as the climate and building place (usually in the sun-scorched desert next to the stone deposits). As with any other building that provides certain services - the more workers the higher efficiency and the better protection.
Time for the last building in today's overview - Police Station. Each Police Station reduces the risk of animals attacks, bandits ambush, and theft. At the moment this specific building divided in two has a neutral impact on neighborhood desirability but we're still deciding on additional tunning for some structures regarding attractiveness. The same goes for features such as the rebellion of your unhappy and highly dissatisfied with your strategic decisions people. Introducing more events connected with in-game happiness would be a great challenge for players' management skills. Officers at the Police Stations defend also your city during enemies attacks, but they are not as effective as soldiers in your mighty, well-trained army.
BEHIND THE SCENES
This week we're very happy to share with you another type of in-game temple. What do you think? Do you like the details such as hieroglyphs placed on the walls of the building and the elegant entrance?
Looking forward to your thoughts about today's 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 and new content!
Stay tuned and see you next week Egyptian Architects and Medjays!
Dear All, Welcome to our weekly Devblog! Today's topic is housing introduction # 2 so let's begin!
We are still considering the mechanics of the game regarding advanced houses and the automation of level changes, but due to the importance for your city of changing both the size of the building and the number of residents and the social class, the automatic change in our opinion would be too important and would have too far-reaching consequences for the stability of your empire, especially in terms of your workforce. Remember that changing each house from level 11 to level 12 will mean a huge loss of workers. Your people will change social class, and hence many of your production buildings in the event of this change - without first securing a surplus of people in your settlement - will result in significant instability. Regardless of our current approach, we are very curious about your opinion, so go ahead, we look forward to your comments!
Currently, to change the level, we have prepared a special tool that turns 4 houses 2x2 into one bigger 4x4. This manual tool will allow you to more carefully manage individual classes and manage the development in specific areas of your empire. Don't forget that if you don't meet the requirements of your inhabitants of the "rich" district, they will leave your city and the uninhabited estate will turn into ruin after a while.
BEHIND THE SCENES
Time for a small meadow farms introduction. :)
Meadow farms require access to the well for proper functioning. The closer you get, the higher the performance. What is most important is the possibility of growing vegetables and fruit without access to the Nile River, giving a certain margin of independence in relation to repeated disasters or other events related to farming and the Nile River. Worth mentioning, fruits such as figs and pomegranates can only be grown on meadow farms.
Looking forward to your thoughts about today's introduction and housing game mechanics for more complex houses. We love seeing your comments and ideas! What do you think about the presented content? Do you like new, upper-class houses and meadow farms layouts?
Stay tuned and see you next week Egyptian Governors!
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!