We are excited to announce that the open beta starts Monolith April First! 🎉 Yes, this is really happening!
Weeee!
On this day, the Monoliths will awaken with their first power — rewriting the very fabric of life around them.
They can alter genes and species traits, sometimes granting consciousness where there was none, allowing new civilizations to emerge.
In some cases, the Monoliths' power may trigger unexpected mutations. 🌀🧬
Each sapient species has their own unique set of clan🩸, culture🍵, language💬, and religion🔥 traits, which you can adjust and combine.
Some species don’t mind sharing a city with others. Some, however, are fiercely territorial.
Many new civilizations have been added - without spoiling too much, here’s a sneak peek:
🐸 Ribbits ribbitting
🐧 Coolbeaks chilling in the permafrost biome
🍀 Druids think they’re being clover
And remember, you can modify any subspecies with traits like hovering in the air, budding reproduction, or even create elves that eat wood for breakfast. 🌿🍽️
So… what horrible beautiful creatures will you create? ✨
All features from past announcements are tied to an improved AI system that works closely with meta-objects, making units feel a bit more alive than before! 🧠✨
How does it work?
Unit traits🤳, statuses⁉️, subspecies🧬, clans🩸, cultures🍵, languages💬, and religions🔥 — even items (technically, for now... we still need to add content for that later) - all influence behavior by adding neurons to a unit’s decision-making process.
🔬 This Brain Screen lets you observe the minds of your creatures and also lets you be a horrible person silence specific neurons 😈
(Like preventing a king from eating so he slowly starves... not that you’d ever do that, right?)
The new Brain AI also integrates with the happiness system.
Units now react to what happens to them. If things don't go their way, they might get sad 😢 or angry 😡 or even throw tantrums.
And when their family dies... well, they might just break down in tears. 💔
📜 World Ages can now be arranged like seasons, letting you control the flow of time and chaos in your world!
🔍 Items got an upgrade! You can favorite them and track who's holding onto them.
🌧️ Loot rain! You can now shower your creatures with more of your beloved sticks.
The Art of Naming
With so many new species, we needed a lot of name generators. So, we made a game out of it!
Cultures now have a new tab called "Onomastics", which controls naming templates for units, families (last names), clans, and cities. It might look a little scary at first, but don’t worry — it should all make sense (we hope) as you play around with it during beta! 👀🔠
⚡ Paradox Biome: Where two years fly by faster than you can blink!
There’s still more to show - including one big, double-fun feature that will be revealed when the Monolith awakens!
Mobile Version Update
📱 We'll also be testing the mobile version in a closed beta alongside the PC open beta. Due to platform restrictions, we can't offer an open beta for mobile. And we need to thoroughly test everything before the official release.
Stay tuned for more information on the mobile version in April. We appreciate your patience as we work to ensure the best possible experience across all platforms. 🚀
We now have a newsletter for big announcements like this—delivered straight to your inbox! 📨
- Slight fixes to zombie heat map. Some remote locations had too many. (Zombie heat map is always a work in progress and will be continually refined through many patches) - Added missing tiles for Stendo's Firearms Emporium, including the all important sign. - Characters with Smoker will now cough once in 12-35 hours.
If you are among the first to notice the presence of this game on Steam, you will know perfectly well that it has already been a year in which Randy & Manilla has reached one of the biggest markets in the video game industry. I thank all the users who gave the game a chance to try it out or add it to their wishlists during its first year, and let's hope that for its second year it will go as far as it can to reach some of its major goals.
Seems like there’s a lot of frustration happening in relation to the beam puzzle. Forcing people to spend their entire evenings rolling for dexterity wasn't part of my plan, so I made a couple of adjustments.
Targets move ~20% slower
Beam now ~20% wider
Statue rotates ~50% faster with less lag and takes into account look sensitivity settings