So far VERTIGROWL is close to being playable from start to end, with only a few sections being left to implement. I’m not sure about the release date since the testing phase is always unpredictable.
The game is split in 4 sections, with 3 of them being dedicated to a specific game mechanic, and the final one mixing all of them. There are also 3 short minigames between the sections. VERTIGROWL is fairly short, probably about an hour, so I have decided on a price of 3$.
However, this game is a bit tiring to work on, mostly because it’s basically vent art about working on banking IT. So I’m taking a 2-week break to participate in a game jam. Progress on VERTIGROWL will continue after that no matter how the jam project goes.
Main Menu -> Galaxy visual selectable from main menu
Pause Menu -> Restart button to pause menu
Improved
Galaxy -> Hyperlanes are now coloured to match galaxy
Removed
Empire -> Naval capacity (not union naval capacity) -> Arbitrary bottleneck to expansion
Note
Previous saves may no longer restore the galaxy same visual (before this update), but future saves now will.
There is still a bug preventing some settings such as 'Galaxy Visual' from syncing after exiting to main menu and starting a game, although this is not new.
The new wiki is being developed, so this update was heavily delayed.
We are pleased to announce that in this election cycle, it’s time to put the power in YOUR hands! Realpolitiks 3: Earth and Beyond, the third entry to the Realpolitiks grand strategy franchise, has been announced as part of TactiCon 2024, a digital convention celebrating strategy games. We cordially invite you to browse event's sale page and check out all the other announcements, dev talks and discounts. But first, let's watch the announcement trailer for Realpolitiks 3: Earth and Beyond together…
The sequel allows us to bring to life many features that we simply could not include in the previous games due to various technical limitations. Not only will the game feature many graphical improvements while running smoother than before, but it will also allow you to play with reworked combat system for airplanes and ships, new dynamic building system, new way of leading your country by appointing a cabinet of government officials, each with their own strengths, weaknesses and affiliations, and much more!
We will soon be sharing in-depth information with you so don't forget to wishlist the game, so you don't miss out - or better yet, join the Realpolitiks HQ Discord server and chat with the dev team and other fans of the series directly!
The news for our fans doesn't end there though, as we are excited to announce that we are also working on a patch for the previous instalment in the franchise, Realpolitiks II. Soon, we will release an update that will fix the most unpleasant issue our players have been reporting - the dreaded "time-stop bug". We ask for just a little more patience on that front, as we finalize and test the update.
- Fixed an issue where the game would sometimes crash when a weapon was reloaded at the same time it was unequipped. - Fixed various crashes. - Added memory improvements.
--|Quality of Life|--
- Added the ability to delete campaign progress from the player selection screen. DEVNOTE: This is meant to be used in cases where the campaign has become corrupted and can no longer be accessed. This will allow you to retain your Character progress but remove campaign data. Once deleted, campaign progress data cannot be restored. - Updated to DLSS 3.7.10.
--|Misc Fixes|--
- Fixed an issue where it was possible to have more than 1 of a unique item in the character’s inventory. - Fixed an issue where “Requiem of the Forgotten Kingdom” Achievement would sometimes not be awarded for completing the alternate ending of “The Forgotten Kingdom” storyline.
This has been long overdue, but I've heard your concerns about the lack of news posted on Steam and took some time to get a proper dev diary put together!
While I frequently post news and updates about CULTIC on my Twitter and Discord (links below), there wasn't much information available to those who aren't part of those communities, so here's a big ol' recap of everything (that I can remember) that's happened since the last dev log, and a peek at what's ahead!
We're excited to bring you the announcements from GGG Live! In this news post we've put together links to everything that is being announced during the livestream. We'll be updating this news post for your reference as the livestream progresses.