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It’s Brent here, and I’m going to be showing off the cats we recently added to the city. Now, technically, there’s no proof there were tons of cats in Justinian-era Constantinople. But we were at least somewhat inspired by the cat-covered streets of modern Ist…
Tanya here. Today I’d like to talk about how we allow players to build relationships with NPCs, whether it’s friendship or kissing or falling in love. A you may recall, this game simulates thousands of citizens. As a sandbox, we’re trying to help the player te…
Hey Fortuna Citizens! I’m Tanya, the main world designer and writer for Streets of Fortuna. You might know me from content I wrote and designed in Moon Hunters, Boyfriend Dungeon, The Shrouded Isle, or even bits of The Secret World, or Age of Conan. Streets of…
Attention Fortuna Citizens! We are thrilled to share our first video devlog hosted by Lead Designer Brent Ellison. In this video, Brent shows off the first in-engine work-in-progress gameplay footage. You’ll see the player character moving around a giant gener…
We've been hard at work on the game, and it pains us to say it, but it looks like we won't be ready for a larger-scale playtest in 2026 like we'd thought. Sorry about that! More than 13,000 of you are banging on the door, but right now we're still in a develop…
The team is hard at work as I write this, preparing for an internal playtest, which helps us prepare for bigger external playtests. Optimizations are especially tricky for this game, not just because of the thousands of NPCs but also the way the city is genera…
It's Tanya here, Content Designer on Streets of Fortuna! Usually, the locations in Streets of Fortuna are procedurally generated. As you saw with Xin’s last devlog, the environments in Fortuna are usually very dynamic and adapt to the residents. But occasional…
Hi my name is Xin, I'm the art director on Streets of Fortuna. Today I want to share the development process of our environment art. The look of our game is heavily influenced by the setting, which is inspired by fifth century Constantinople.Last year, the tea…
Hey Fortunans!At the bottom of this post you can see we've made a slightly longer version of the trailer we released last month, showing more of the systems and how they work.There's a few different nuances we touch on that I thought I'd take a moment to expla…
Attention Fortuna Citizens, Today is an exciting day because we just revealed a brand-new gameplay trailer on the PCGaming Show. It shows off dialogue, crime, survival and stealth features set to a brand new track “Zarya's Shadow” by Omar ‘Dabu’ Dabbous (compo…
Hey everyone! Brent here (lead designer), talking about character generation in a new devlog. You can watch it here: Our goals with character generation are to: 1 - fill the city, so when you’re walking around, there’s people everywhere and you feel you’re in …
Attention Fortuna Citizens!It’s Alexandra with a very exciting new addition to the game. You may have noticed that all of our player-characters and NPCs in our videos and screenshots have been a variation of dudes with different hairstyles, clothing and skinto…
Hey everyone,We’ve been posting micro-dev updates in the Kitfox Discord. Brent has been sharing screenshots and day-to-day updates on what the team is working on. And the rest of the devs have also been hanging out in the channel to answer questions or just ne…
Attention Fortuna Citizens! It’s Alexandra here! Been a while since we’ve done a text post since we’ve been focusing on devlogs and showing off lots of in-progress stuff. You should definitely check them out if you haven’t! But we thought we post about a reall…
Attention Fortuna citizens! Programmer Mehrdad is here to talk about our inspirations for designing the large Constantinople-inspired city and the tools we are using to accomplish such a task. Watch the full video on the Kitfox Youtube: The city of Fortuna is …
Attention Fortuna Citizens! Our third devlog is here and this time, Programmer Julia is here to talk about fixing a pesky NPC bug. Turns out, when you're simulating 3000 NPCs, there's a lot of silly things that can happen with them. Julia told me that she spen…
Fortuna Citizens! Lead Designer Brent is back with our second Streets of Fortuna devlog, this time about programming NPC behaviours. Fortuna is a city that has simulated people who have their own schedules, behaviours and lives, regardless if the player is pre…
One of the most important considerations on Streets of Fortuna is the creation of editor tools for designers and artists. With hundreds of locations and tens of thousands of objects it takes a great deal of variety for the city to appear believable and compell…
We often get asked “Why Constantinople 500 AD?”, either because people aren’t familiar with this uniquely fascinating moment in history, or because people ARE familiar and wonder which aspects are relevant to Streets of Fortuna. A quick follow-up question is o…
We’re here to announce our next game, Streets of Fortuna. Fortuna is the city of your dreams! Or it will be, if you can survive. We've been secretly working on Streets of Fortuna for years. It's bigger than anything we've ever made before! We are calling it a …
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.