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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
With the world built and the game finally playable from start to finish, we reached that magical stage of development where everything is technically there and working, yet the game is unplayable and most definitely not fun!Some were the usual technical suspec…
At this point, most game systems were in place and largely working, the UI was there, content was there, we still needed some portraits and whatnot, but otherwise it was “all done”.So this phase was about building the actual 3D world.That sounds simple enough,…
At this point, the game had enough moving parts that it needed proper long-term progression, not just local interactions and isolated unlocks. So it was time to finish up the projects tree.The projects tree is like your usual tech tree in most strategy games. …
Once the UI skeleton was there and the game had its real content sitting inside actual widgets, the next obvious question was: alright then, what can the player do?That is where developments, policies and actions properly entered the picture.Because cities - o…
Like any respectable 4x game, we need UI. Widgets… Lots of widgets… Modular and procedural widgets within other widgets that fit into lists of widgets that are integrated into the grand “Main_UI”.Once design and implementation stopped eating each other alive, …
Once our great web of interrelations between works, projects, developments and policies was fully loaded up, looking pretty and shiny in Miro, it had to actually be implemented.While we find implementing systems quite satisfying, this particular web seemed to …