Hello folks, I'm Ofaloaf, one of the content designers on Victoria 3, and I'm here today to talk about decentralized nations. What are they? Why are they there?
To start with, let's talk about what came before - let's take a quick look at what Victoria (well, Victoria: Revolutions) and Victoria II did when it came to regions outside of traditional imperial homelands.
Africa in Victoria: Revolutions
Above is Africa as it was represented in Victoria: Revolutions. Most of the continent is open territory for any Great Power to colonize. There's people living there, but they don't do anything. Outside of a few limited cases, like Sokoto, they're represented by… nothing. They do not do anything on their own, and when added to a colonizing power, they just immediately become pawns in the imperial game and don't really care for independence or their own homeland.
Africa in Victoria 2: Heart of Darkness
The same is broadly true in Victoria II. Regions historically colonized by imperial powers, such as most of Africa and parts of the Americas, are represented as unclaimed swathes of land just waiting for an empire to come by and colonize them. The people who live there do not care who marches in, and will just be members of one empire or another forevermore after they are colonized. It's… a model that could use some improvement. It didn't do justice to the people who historically lived there, and, frankly, it made colonial gameplay kind of boring.
Africa as it currently stands in Victoria 3
In Victoria 3, decentralized nations exist to address both the issues of gameplay and better representation of indigenous peoples. No matter where an empire tries to colonize, someone already lives there. They're organized, although they don't have the same level of international recognition and administrative organization as, say, Congress of Vienna attendees.
No formal declaration of war needs to be made in order to make an incursion into the territories of decentralized nations and start colonizing, although the deeper you colonize into a decentralized nation's lands, the more likely it is a diplomatic play will kick off where the decentralized nation starts a real war of resistance against you. Even if a colony is successfully established, the people living there aren't just pawns - they'll remember that they weren't always colonized subjects, and just like any other part of an empire they'll agitate for independence if conditions are right.
Mapping these nations has been a challenge. We essentially started with the Victoria II map as a base to build off of, which meant we had a lot of work to do just gathering information for peoples across the globe. Records of who lived where, and how many people lived there, have been difficult to obtain for some regions. Gameplay considerations have also driven some design choices - let's look at North America for an example of that process.
Behold the snippet of a beautiful draft image used when presenting the original proposal.
This is part of one drafted proposal for the implementation of decentralized nations in North America. There's already some compromises in this version - peoples have been consolidated into some larger polities, and some state borders have been followed largely because having just one or two provinces on the other side of a state line can create regions too small to provide anything or anybody - 400 pops living in State X aren't able to provide enough men to contribute a single battalion to a native uprising, among other things. This design isn’t just for the decentralized nations - it is something we also do elsewhere in the world when trying to balance historical accuracy with gameplay, although we of course try to avoid steering too far away from actual history.
North America after the revised proposal was implemented.
Even with these considerations, we still ended up pursuing a modified version of that proposal that did more to preserve the borders of larger imperial borders - we didn't want too many avenues for the United States to colonize its way into historical Canadian territories, or for Mexico to colonize its way into Minnesota. I do miss the Council of Three Fires and hope I can get it back in, but that depends on getting a design hammered out that works with the considerations and limitations we just went over above.
Other regions have had design considerations made in their implementation, too.
(from Wikipedia)
I'm gonna be real with you, there was no way we were going to accurately and sufficiently map out all the peoples of New Guinea. That's one region where I think we've probably done the most consolidation, but I think it was necessary in order to provide anything like the combined strength needed in order to give the indigenous peoples of New Guinea a decent punch in case of a native uprising.
West Africa in Victoria 3.
West Africa had many design decisions made since it was first mapped out for V3; as mentioned above, the original map built off of was Victoria 2's, so the first thing done was just getting some entity everywhere on the map. This early draft has been revised and revised and revised again, and probably will still be subject to further revisions. Countries that were first marked as decentralized have been centralized, such as the Ashanti Empire, and tag additions and renamings are a thing that's happened already and will happen again, as we continue to invest time in research and listen to feedback from our fans.
Decentralized nations give life to regions that have been treated as blank slates up 'til now. Mapping them out, getting them right, and balancing the challenges of precision and gameplay are a constant struggle, one which we are constantly tackling and working through. The result of all this, though, is a world that feels much more alive, one that I hope you'll be happily exploring at Victoria 3's release.
I'm terrible at transitions so let me just say that next week is Daniel Tolman's dev diary, and we're going to ship some monumental information there! And by that I mean it's on canals and monuments.
Hey Everybody! We’ve got some big news for console players today!
As we get closer to our Pre-Order and Beta launch we think it’s high time for a new platform announcement! You asked and we answered, we are happy to announce that Hello Neighbor 2 will be coming to PS4 & PS5 on launch! But wait, there's more! All PlayStation players will be eligible to participate in the highly anticipated upcoming Beta with their pre-order!
Get your hands on the exclusive Closed Beta for Hello Neighbor 2, with pre-orders starting April 7th 2022 on PlayStation, Steam & Xbox! Be the first on the case in the new open world of Raven Brooks. Can you uncover the dark secrets of the town, its residents, and of The Neighbor himself? We’ll see you on the case!
Bundles Galore! To celebrate the release of our game, we’ve joined forces with some talented devs to bring you a true wealth of fantastic games bundled with Lust from Beyond: M Edition. Each bundle is now 15% off!
Discover the bundles:
Cosmic Horror Bundle
With Moons of Madness – Moons of Madness is a first-person, story-driven cosmic horror game where the scientific exploration of Mars meets the supernatural dread of Lovecraft.
With Blood West – Blood West is an immersive stealth FPS horror set in a wicked Wild West. Brought back to life by strange native spirits, you will explore and scavenge, build up your arsenal and gain powerful perks, hunt your enemies quietly or meet them guns blazing. Take back the frontier, gunslinger!
With Chernobylite – Chernobylite is a science-fiction survival horror RPG. Set in the hyper-realistic, 3D-scanned wasteland of Chernobyl’s Exclusion Zone, explore a non-linear storyline in your search to uncover the truth of your tortured past.
With Gas Station Simulator – Buy an abandoned gas station and restore it to its full glory. Renovate, upgrade and expand upon the offered services to keep up with your clients' demands.
With Drug Dealer Simulator – Have you ever thought about expanding your own crime empire, without the legal and moral consequences? SIMULATE IT! Now you will finally be able to crawl into the dark alleys of the drug dealing business! Become a street business mastermind, or a ruthless gangster - it's up to you!
With The Beast Inside – The Beast Inside is a unique, gripping twist on thriller and survival horror. Immerse in the story of long-buried secrets, personal tragedies, and madness. Play as two protagonists bounded by dark heritage. Combat the enemies, solve riddles and experience real terror in the 3D-scanned environment.
With Gamedec – Gamedec is a single-player cyberpunk isometric RPG. You are a game detective, who solves crimes inside virtual worlds. Use your wits to gather info from your witnesses and suspects, getting to the bottom of deceptive schemes. The game continually adapts to your decisions and never judges.
With Vampire: The Masquerade - Coteries of New York – Vampire: The Masquerade - Coteries of New York is a narrative experience set in the rich universe of Vampire: The Masquerade 5th Edition. It presents the struggle for power between two vampiric factions - the Camarilla and the Anarchs - bathed in the night lights of the Big Apple.
With Succubus – Become a demonic priestess of lust and use her unique skills to take revenge on your enemies. Regain your kingdom making hell tremble under your hooves! Leave no one alive if they won't bend the knee.
Hey pilots! this is just a regular bugs fix update. Let's hunt them all!
Bugs fixed:
Story Mode save system. Stage 7 crash to desktop. Boss 7 short lasers. Boss 8 weird lasers. Training mode; lives and credits reset when you go back to the stages selection.
Welcome back ghost hunters, we've got some news for you.
In light of the most recent Discord Poll, we’ve decided to experiment with being more transparent in writing patch notes when we update the game.
Specifics are found in spoiler tags, this way you can enjoy reading patch notes normally and spoiler free as before, or you can deep dive into the numbers and fine tunings of each update.
Some of the ghosts still weren't sitting quite right after our recent overhaul, so we've gone back and made additional changes to those that were suffering the most #justiceforbanshee
Demon
Demons have had their weakness replaced with the Banshee’s, as it is more thematical and serves as a better counter to their strength
Crucifixes will stop a hunt starting within 5m instead of 3m
Banshee
Banshee has received a new weakness and new abilities
Weakness: Banshees can sometimes be heard wailing with a parabolic microphone
The Banshee’s paranormal sound has been improved
Singing ghost events will now drain an extra 5% sanity on the Banshee's target
Banshees will only check their targets sanity % for initiating a hunt in multiplayer
Banshees will often wander toward their target when roaming
Shade
We've found that some Shades are particularly fond of showing themselves early on in contracts, so we've dialled them back a bit to avoid confusion with other ghosts: Shades will have a much lower chance to perform ghost events, returning to normal as average player sanity decreases
For every 1% of average sanity lost, ghost event chance is increased by 2% (capped at 100%), for example:
100% average sanity = 0% chance
75% average sanity = 50% chance
50% average sanity = 100% chance
Poltergeist
Poltergeist’s ability will now reduce the sanity of all players around the ghost instead of just one player
2% sanity drain per object thrown
Hantu
Hantu have become the new ghost people love to loop, which is great. However, they weren't threatening when they should be! So we've given them some speed and ability changes to make them a bit more frightening in the cold.
Hantu now have double the chance to turn off the power
Hantu will now show their breath in room temperatures of 3°C or lower
Hantu maximum speed has been increased, and will change speed between smaller temperature brackets
1.4 m/s= 15°C+
1.5 m/s= 12°C
1.65 m/s= 9°C
1.8 m/s= 6°C
2.2 m/s= 3°C
2.5 m/s= 0°C
‘The High Priestess’ tarot card has received new functionality, which should help with drawing one early, playing solo and to counter some of the risk involved with other cards
Drawing this card when no one is dead will revive the next player who dies
‘The Tower’ card and Voodoo Doll pins can now force the ghost to interact with the Ghost Writing Book, DOTS Projector and doors, instead of only interacting with clutter
Voodoo Doll’s sanity drain has been reduced
Normal pins from 10% to 5%
Heart pin from 20% to 10%
Grey 'Ghost' text will no longer appear in the journal when taking a second ghost photo
Ghosts will no longer turn on lights before smashing them
Fixed a bug where the Voodoo Doll was only working for the host
Fixed a bug where the Ghost Writing evidence interaction was not showing on sound sensors or the parabolic microphone
Fixed a bug where solo players could use the Spirit Box and Ouija Board without pressing their voice key if 'push to talk' was enabled
Fixed a bug where the Hantu freezing breath would be visible when the ghost wasn’t visible
Fixed a bug where the Banshee would not set a new target until the next hunt if the target disconnected
Fixed a bug where the Banshee was not changing target after killing a player in Nightmare
Fixed a bug where drawing 'The Tower' card at the same time a hunt starts would cancel it
Fixed a bug where the Ouija Board would not play a sound on the first letter movement
Fixed a bug where the ghost could not turn on and off lights when the host was dead
Fixed a bug where the other players photo camera screens would turn on when they walked out of the truck (this is intentional for performance reasons)
Fixed a bug where the ghost would sometimes think you still had a photo camera in your hand during a hunt if you dropped it
Fixed a bug where ghost's wouldn't notice you holding a photo camera during a hunt (if the host was in the truck when you grabbed it)
Fixed a bug where lightning only struck once during heavy rain
Fixed a bug where rain and snow effects would turn on and off when another player walked in and out of the truck
Fixed a bug where lights in several maps did not play sounds or particle effects when smashed by a ghost
Fixed a bug where asking to play "hide and seek" with the Ouija board would restart the hunt if one already started during the countdown
Fixed a bug where having equipment turned on in your inventory would speed up the Raiju during a hunt
Fixed an issue where you could spam light switches to force the Mare’s ability
Fixed an issue where some blocked hiding spots in Bleasdale and Grafton were stopping you from interacting with certain objects
Potential fix for the ghost not always showing in ghost photos taken by other players
Today, we wish to invite you to Blood West early access. Our immersive survival-horror FPS will have you exploring twisted wild west environments, scavenging for supplies, hunting deadly monstrosities, and gaining power to face terrifying bosses. The game is priced at $14.99 in the early access period, and the pioneers getting it in the launch week will also enjoy a special 20% release discount.
Note - Blood West game is already feature-complete, polished, and packed with content. The Early Access begins with the first out of three planned expansive areas to explore, each with its own non-linear scenario.
What is Blood West?
Blood West is a stealth shooter inspired by such classics as S.T.A.L.K.E.R., Thief, System Shock, Deus Ex, or Blood, but also hugely influenced by Crytek's excellent online title - Hunt: Showdown, while being a strictly single-player experience itself. There's a lot of ways to describe it, but it is best that you see for yourself - here's a chunky, 25-minute developer-gameplay, going through one of the first quests and showcasing some basic, and more advanced mechanics:
(No, the protagonist doesn't speak as much in the game as in the video - it's just the commentary that was recorded by Jake Parr, who also voices the Revenant Gunslinger in the game).
To sum up the Blood West experience in a few bulletpoints:
Blood West is not a non-stop action-focused velocity shooter. It's best taken slow, and thoughtfully, with sneaking, surveying the surroundings, planning your attacks, and going head-first into combat only when you're sure you're at an advantage.
Combat mechanics in Blood West are more complex than you might expect. Enemies have weak spots (usually the head), and can take a lot of damage before dying, unless you use their vulnerabilities.
Weapons have different stats, and usually guns that you loot from the enemies or find discarded somewhere, are old and rusty, and won't perform great. There are also different types of ammo, and some are more effective against certain enemy types than the others.
Your character - the Revenant Gunslinger - gains experience, and levels up. When that happens, you get some skill points to distribute unlocking very useful perks in the character screen. Different perk+weapon combinations allow for very different approaches to the game. Try different playstyles!
That should get you on the right track. Do pay attention in the tutorial area - it's short but it will do a good job introducing you to the basics. Now, we'll let you discover everything else in the game by yourself. Good luck!
Why Early Access?
Blood West is a complex game with some sandbox gameplay, and a lot of moving parts. We would love to see how you'll be playing it, what will be your approach to its many challenges, and what will be your thoughts on the game's world, systems, and general experience.
At Hyperstrange we've had the best of experiences with involving the Steam community in the development process, by including them in our work cycle through Early Access. Games like ELDERBORN and Jupiter Hell wouldn't be what they are today, if it wasn't for your involvement. We want to approach Blood West the same way.
While we have a complete and quite precise vision of the game in our minds, we know we can make it even better by giving ourselves space to work with your feedback. We're hoping to hear from you here, in the Steam Hub Forums, but most of all we're eager to talk with you on Hyperstrange Discord.
How long Blood West will remain in Early Access?
Long story short - we expect to put another 6-8 months into development, before releasing in full, with two substantial content updates, one adding the second of three planned scenarios, and the third adding the final scenario bringing the game to full release.
Why is the demo gone?
Some of you keep asking that question. We've decided to say farewell to the Blood West Demo that we've introduced 4 months ago during Steam Next Fest. While we understand that this will disappoint some of you, we think that the outdated demo did not represent the game properly, and was doing us a disservice. While it did a great job giving Steam players a taste of what Blood West is, it was very limited in terms of content and mechanics, and did not present the level of polish we were aiming for. We don't want anyone to play it and assume that that's all there is to the actual game.
Good luck!
Here begins the Ballad of the Revenant Gunslinger, a wicked soul roaming the curse-tainted frontier, looking for a way to destroy a greater, eldritch evil, holding the land in its clutches. Now, this is your story, too.
Enjoy your time with Blood West, and take back the frontier, gunslingers!
Hey Everybody! We’ve got some big news for console players today!
As we get closer to our Pre-Order and Beta launch we think it’s high time for a new platform announcement! You asked and we answered, we are happy to announce that Hello Neighbor 2 will be coming to PS4 & PS5 on launch! But wait, there's more! All PlayStation players will be eligible to participate in the highly anticipated upcoming Beta with their pre-order!
Get your hands on the exclusive Closed Beta for Hello Neighbor 2, with pre-orders starting April 7th 2022 on PlayStation, Steam & Xbox! Be the first on the case in the new open world of Raven Brooks. Can you uncover the dark secrets of the town, its residents, and of The Neighbor himself? We’ll see you on the case!
Grab your shotgun and prepare to go toe-to-toe with Death’s army, because KINGDOM of the DEAD is finally out now on Steam!
Deep dive into the darkness of KINGDOM of the DEAD to experience:
Unique black & white, hand drawn visuals.
Classic FPS gameplay with different objectives at each difficulty level.
Hunt the undead hordes across remote locations along the US East Coast.
Equip 8 weapons and go toe-to-toe with over 22 undead enemies and face old school bosses.
Switch up your gameplay experience with a customizable colour palette.
KINGDOM of the DEAD is available now on Steam for $14.99/€14.99/£11.99 and you can take advantage of a special 10% launch discount until 17th February.
If you want to find out more about the world of KINGDOM of the DEAD, stay up to date and let us know your feedback, remember to join the conversation on our Twitter and Reddit!
Lust from Beyond: M Edition is a psychological horror with occult and erotic themes from Movie Games Lunarium, the creators of Lust for Darkness. The "M Edition" is a new version is tailored to the preferences of players who love the genre of Lovecraftian horror for its mystery, narrative, and atmosphere rather than explicit content.
Gamedec: I think, we don't have to introduce Gamedec 😁
That's a great opportunity to join our detective bureau and get some chills from the Victorian mansion 🕵️😱