It's just become a lot more dangerous to build settlements on the coastline. You can start a tsunami from any sea cell, and send it off in one of six directions. The longer the tsunami travels across water before hitting land, the taller it will grow. Once it crashes into land it prompty starts flooding homes and generally ruins the day of everyone in the immediate vicinity. This was the top suggested god power from feedback over on Reddit, so I'd say they're responsible for the damages.
Commands
The waypoint mechanic for commanding your followers has been replaced by the command god power, which offers a bit more control, and allows you to have multiple commands at once. With commands you can order available followers to go to an objective, with you in control of how many followers to send. The closest followers to the command location will be picked. On arrival they'll act - capturing settlements, garrisoning, attacking other units or settling, and become free for further commands.
Garrisons, pop caps and UI changes
Settlements are garrisoned by a number of your followers, which defend the settlement should it come under attack. Bigger settlements can contain bigger garrisons. To make it clear how many followers each settlement can contain, I've added a garrison indicator that floats above each settlement. The garrison indicator shows the number of followers currently garrisoned in the building, with the outer ring filling up as it reaches its garrison capacity. Once a garrison is full, followers produced from the building will start exploring away from the settlement. You can disturb the settlement using the raise/lower land god power to force the garrison out, should you disapprove of their idleness.
I've also introduced global population caps, each building adds to your global pop cap with bigger settlements adding more pop cap. This has been added to the UI on the top left, which now shows your current full population and your total pop cap. When you hit your pop cap buildings will stop producing followers.
What's next
At last, I'm getting to the campaign! God Brawl will see you go from small god to big god as you and your followers conquer your way across the worlds, blasting away the competition. I'll be working on putting together the story and levels, and building out my tools for creating them. I'd love to include a custom map editor in the release, so players can create and share their own levels, so that's something I'll be keeping in mind as I build out my toolset.
If you have any feedback on what you'd like to see in the campaign, or on the game revealed so far, I'd love to hear from you! You can find me on the game's Discord, Reddit or right here. And if you haven't already, give it a wishlist!
Hi everyone, We wanted to thank all the people that bought the game and supported us! We have now reached a symbolic milestone of 500 sales! For us, it is a huge step that we thought impossible to reach! So, to thank you all for this, the next update will not be the last big update of the game!
In the very next days, we will announce the theme and the features of this big update! Moreover, we heard your feedbacks about the difficulty at the start of a game, the difficulty of getting money when you have few people, the end game etc!
Thank you again for the support, Have a great day, Audran
Hello everyone! We have some important news to share. After carefully assessing the development costs, we have decided to adjust our monetization strategy to ensure the continued sustainability of our project. The Destitute Chapter will now be distributed as paid DLC. Like all the upcoming chapters, it will cost $9 (subject to regional price adjustment) and will be released in DLC format for the main game.
Since we do not have the resources to release the entire chapter at once, the game will remain in Early Access. Moving forward, the base game will be limited to the Prologue, and our focus will be on developing additional chapters. Don't worry! The Destitute Chapter will only be sold as DLC after the next major update. Until then, the first day will remain free.
We anticipate that playing through all five days of The Destitute Chapter will take up to 6-8 hours, and exploring all of the branching paths will result in around 20 hours of total playtime. The second day of the chapter, which we plan to release in early 2024, will add 6-8 hours of content to the game, bringing the current playtime for this chapter to around 10 hours. After some time, we will make a DLC page on the Steam store so that you can add it to your wishlist and make sure you don't miss out on the release.
Due to this change in our monetization strategy, we have added new subscription tiers on our Patreon. By subscribing to the $9 tier, you'll receive a DLC key after the update is released, delivered to the email associated with your account. At the $30 tier, you'll also earn a spot on the in-game 'Thank You' list. Visit our Patreon page for full details. Since this was not originally planned, we will also send keys to all those who supported us on Boosty before.
So be patient for the next six months, and we will do our best with the next update. Thank you for continuing to follow the project and support us! See you!