May 9, 2024
After a very long journey, the nomad cities are ready to spread their wings (so to speak) and fly! Six years in the making, out of which 3 years were in Early Access, the full release of Dream Engines: Nomad Cities is now available to everyone.
The full version comes with the largerst update that Dream Engines received to date. The update includes plenty of new content, mechanics, a narrative that explores some of the game world's lore, and several other improvements.
Dream Engines now has a campaign. As you advance in the game and complete the campaign missions, the story will unfold and you will learn about some of the lore and history of Twyst.
For the most part, the story is presented in the form of a dialogue with three city officials - your advisor, the archeologist and the chief scientist.
Please keep in mind that Dream Engines is not a story heavy game, the campaign was added to make the game a bit more interesting as you pursue greatness for your city. You can continue playing after you complete the campaign, and you can also ignore the story missions and just play the game like a sandbox if you prefer.
I've added about 60 achievements that you can obtain. Some achievements are simple enough, and some will really challenge your skills. Will you try to get them all?
In these achievements I implemented lessons learned from the achievements in our previous game and made sure there are no achievements that required unique circumstances that depended too much on random number generators and that are very rare.
The Archeologist is a new building that you can build, and then use it to complete archeology projects. These projects, that can be unlocked by scavenging ancient ruins in the game map, will provide you with significant bonuses once completed. Completing these projects, however, will require a substantial amount of time and resources.
Two new tribes were added that you can unlock and play with.
The Lore Keepers are historians, experts in anything related ot the old-world. As such, they are more nomadic than other tribes as they travel often in search for new ruins and places of interest. They perfected more efficient travel and can easily locate ancient ruins. Their frequent meddling with ancient Dreamtek devices causes them to attract more Dream Plagues.
The Doomed Tribe is very different from all other tribes. Usually, I try to make new tribes somewhat unique but overall balanced, so they don't make the game much easier or harder than normal (that's what the difficulty settings are for). The Doomed Tribe, however, are considered as an "expert" tribe.
They are a cursed people, that more often find themselves in locations that are more hostile, with less resources, and generally with more negative traits than positive ones. The early game is especially hard, since they start with a global infestation rating of 2 (but the time it takes to reach 3 is more or less like it would take if they started from 1). They do have a bonus to the scoring in the end of the game.
Will you be up to the challenge? Will you be able to lead these poor, cursed people to peace and prosperity?
A new biome was added - the Toxic Moors. This toxic environment filled with poison mushrooms and noxious fog is the only place you can find the rare Candyshroom resource.
This is a tier 5 biome, and it requires a special upgrade to the city core before you can fly to it (I also added such a requirement to the Ashfall Range - the ash biome). Explore these beautiful and dangerous landscapes at your own peril.
The new content resolves for the most part around the late-game era. Two new map-resources (Sulfur and Candyshroom) can be found in 4-skull and 5-skull maps. New weapons and armor were added, and all of them now have an "Elite" variant which is stronger than anything we had in the game before this update.
New enemies that will challenge even the most well defended city, as well as new stronger walls and a new "Trumpet" turret that emits powerful sonic-based attacks were added to the game. There are new types of ranged weapon for Tiny that fire piercing projectiles that can hit many enemies at once.
There are also lots of new produced resources, alternative recipes, equipment, traps, and much more, some of which are also available earlier in the game.
As in every update, there's also a multitude of smaller changes that include fixing bugs, tweaking and balancing different game elements, performance improvements and user experience improvements to make the game more seamless and intuitive to play.
With considerable effort, I did manage to make sure that this new build is able to load older saves from the last EA build. That said, I highly recommend starting a new game, or if you prefer to finish your old game, then opt in to download the latest EA version using Steam's beta branches feature.
While the 1.0 build will be able to load and continue old games, a lot of things might get messed up. This was only tested for basic compatibility, and I may not be able to support issues that arise from playing these games. There won't be any story missions, which means that you will not be able to win the game, and a lot of the balancing changes may make the game too easy or too hard when continuing one that started during the EA.
Build 477 to 493
July 18, 2023
The City Council update adds a few new mechanics, some of which are random in nature to increase replayability and add some more interest to the game. It's been longer than usual since update #11, that's mainly because I released a new update and free DLC to Suncrash's 5-year-old debut title - Judgment: Apocalypse Survival Simulation.
Once your population is high enough, your people will start electing a city council. Every time an election takes place, you, as overseer, will get the chance to select a Head of Council from within the councilmen that were elected by your people. In terms of gameplay, this means that whenever elections take place you will be able to choose one out of several randomly generated options to head your council, and every option has different bonuses and penalties.
These bonuses and penalties will often have a significant impact on our choices, economy and military, so choose wisely. The bonuses, however, only last until the next elections, so even if you regret your choice it's not forever.
Three political factions were added to the game. Your interaction with these factions is through the council elections. When you select a head of council, your options will include members of different factions, and your choice will influence your relationships with these factions.
If your relationship with a faction becomes high enough, or low enough, you will start enjoying (or suffering) bonuses/penalties specific to that faction. This adds another variable, that will have a longer-lasting impact, to your choice of councilmen.
You can now defend your city by building traps & mines! Once you unlock the relevant research, there are three types of traps - high damage / low area of effect, low damage / higher area of effect, and a slowing trap.
Mixing up traps with your regular defenses can make a big difference. You can place them inside or outside your city (within your construction area), and they only activate when enemies are nearby, neither Tiny nor your resource carts take any damage from these traps.
For me, balancing these traps can be a tricky thing because they don't have any upkeep costs. You can theoretically fill the whole map with traps which will turn the defense game to something too easy. Finding the correct sweet point of price to build them vs their impact may take some tweaking, so please do let me know if you have any feedback.
A new tribe option was added when starting a new game. The Plague Hunters are an ancient military organization, from when civilization was at it's peak, and the dream plagues just started appearing in the world. Today, they live a lowly nomadic life just like the other tribes, except that they maintain the old traditions of hunting and exploiting the Dream Plagues.
This tribe excels at fighting with Tiny, they get more drops from enemies they kill, and they have some unique crafting recipes to generate resources from Drep remains. Their industry, however, is somewhat lacking.
I've implemented the ability to apply status effects (such as slow, reduced damage, etc) on enemy units. These open up some interesting possibilities for the future. At the moment, this is only being used by the slow trap, but more content around this like consumables and abilities are in the works.
Those of you who enjoy playing around with mods can already use this new system to create interesting new content.
I've added a new landing sequence animation that will take place after you make your daring escape and choose a new safe zone to land in. No more teleporting directly to the ground.
While this is not primarily a content update, I did add some new equipment (a sniper weapon, advanced version of the snipe bow), and some new alternative recipes such as producing Acidstone without actually needing access to acid shards.
Saves from the previous version are supported and should work without any issues. If your population is high enough, you can expect to see an elections as soon as you load your game.
Build 477 to 493
January 22, 2023
Major update #11 - the focus of this update is "quality of life", features and content that make the game more enjoyable to play, while removing some frustrations. Several of the features were suggested by you, our players, and others that I felt necessary.
While not the most glamorous feature, it was one of the most time consuming. I think I spent over a month on this one alone. I saw that the previous tutorial was annoying for a lot of players, and the learning curve too steep. Many players abandoned the game before even finishing the tutorial, so I felt something needed to be done, even if the price was a bit steep.
The improved tutorials are no longer presented in pop-ups, instead they appear in the corner of the screen and you can read and follow them at your own pace. There's a short core tutorial explaining the basics of building, the economy, transportation, and exploration - and then additional explanations will appear whenever you unlock a new feature or encounter something that needs explaining.
I've also made improvements to the flow, highlighting buttons you need to use to achieve your current objective, showing objectives in the minimap when you need to find something, and in general made the tutorial more player firendly. I hope these changes will make the new player experience more enjoyable with a less steep learning curve.
A neat quality of life feature will now leave burning debris wherever the Dream Plagues destroy your buildings or fortifications. You will be able to see exactly which buildings were destroyed, and with a single click, you can rebuild them including all their upgrades, add-ons and any settings. Get your city back up and running in seconds - if you can afford it (you still have to pay full price, like building from scratch. It's still better to keep your buildings safe!)
Rifts will now appear around the edges of the map, and these will serve as spawn points when the Dream Plagues raid your city. Enemies will no longer just pop on top of you or your buildings, and you will be able to plan your defenses in advance, once you explore the map some and find these rifts.
Every map will have 5-8 rifts in different edges of the map, so you'll still have to keep your city well defended from all directions. You won't be able to build near the rifts (except for harvesters and rails).
This new building can be used to receive resources via rails and send them to faraway resource drop-offs using terrain transporter carts that don't need to connect via rails. It works the same way that harvesters send resources to drop-offs, except this building can send any resource and not just raw materials.
You can use these to build production outposts outside the city, or to send resources from one side of the city to the other. Like harvester carts, these can only travel outside the main city platform.
After some tedious research and several attempts, I managed to find a way to better distribute the different resources around the map.
It will minimize the chances of finding all of your acid shards in one corner of the map, that also happens to be by murphy's law the last area of the map you explore. Whatever direction you decide to explore first, you are now more likely to quickly find whatever resource you are looking for.
Up until now the loot from ruins and ancient debris were the same no matter the map difficulty. Now, when you land in higher difficulty maps, you are more likely to find higher tier resources and larger quantities of lower tier resources.
The settings window is now divided to tabs, and by popular demand, I've added several new graphic settings that you can use to adjust the visuals to your liking, as well as a few other new settings to customize your experience. You can also use these to improve performance by sacrificing some visuals, if needed.
You can now scrap equipment that you don't need such as obsolete weapons and armor, in exchange for some resources.
Build 362 to 396
September 21, 2022
Major update #10 - the Fortifications update is now live. This update focuses on city defenses and raiding enemies. It is now more important than ever to defend your city well, because the raiding enemies are smarter, and also smaller groups of dream plagues may attack your city without warning. To deal with these threats, I've also added new tools at your disposal (such as stone walls and turrets), and made existing tools more effective.
The goal of these changes is not to make the game harder. I want you to think more about your defenses, and plan smarter. Some of these changes can be disabled from the new game difficulty settings, and I've also created a couple of mods that cancel others, for those who prefer to play the game as it was before.
This update also introduces a lot of performance improvements, especially late-game. These improvements touched the very foundations of the game code, and introduced parallel computing, so despite rigorous testing, some new bugs may have slipped through. Please let us know if you find any bugs or issues so I can fix them ASAP.
The Terra Multa tribe (known as 'Terrans' for short) are a hard working people who can make the most out of what the environment provides. They excel at harvesting resources and are able to extract more before depleting a node.
They have a cool ability that lets them find one additional resource node per map, and that resource can be of any kind within the difficulty tier limitations. That means you can find acid shards in the desert, or crystals in the Blightlands. You don't know this in advance, however, so it's less about planning and more about enjoying a positive surprise every once in a while.
Their main drawback is that they don't use materializers, so your cities are less self-sufficient at later stages.
One of the most meaningful gameplay changes in this update is what I call "mini-raids". Every once in a while, smaller groups of dream plagues (similar in composition to those you encounter when exploring the map, but weaker in numbers) will attack your city. These attacks happen without advance warning, and if unprepared, can do considerable damage.
These attacks are not meant to challenge your defenses. They are here so that you will have to defend your city and expansions at all times - rather than only defend them during raids. Simple walls and/or a tier-matching turret at exposed areas should be enough.
Note: raiders will no longer attack harvesters, unless they're directly in their way. So while you need to better protect your city buildings, you can still build harvesters out in the wilderness and in most cases they will survive.
One of the major complaints I've been hearing is that walls were too weak. I agreed, but up until now I couldn't change it - because raiders would target all walls before moving on, making them OP. Just building a bunch of walls in the middle of nowhere without even blocking the passage would be enough to keep the dream plagues occupied while Tiny or your turrets destroyed them all.
So now, the raiders are smarter. They will move around walls if possible, and once they break through, they will move through those holes rather than destroy all wall sections before proceeding. This has its limits, if enemies spawn from the north they are not likely to walk around your entire city and attack from the south just because it is less well-guarded, however a small detour that will save them the need to destroy a wall will be preferred.
So the raiders are smarter, but your walls are now stronger! I roughly doubled the strength of every wall, and added a new wall tier (see below). So you need to make sure your walls cover the entire pass, but it takes longer to breach a layer of walls than it did before.
A new middle tier of defensive structures has been added, including Stone Walls, a Stone Gate, and a Stone Turret. These are tier 2 buildings that require carbonite and featherstone to build, and they are roughly 50% stronger than wooden walls. The metal walls have been made even stronger (roughly 2.5x as strong as they used to be).
Stone turrets are somewhat similar to the wooden turrets, but they have increased firing rate and they don't have a penalty against armored enemies (see below).
Another mechanic is that some of the dream plagues are now considered to be "Armored". These are the larger variants of tier 2 enemies and higher. What does it mean that they are armored? Simple, some weapons deal less damage against armored enemies (such as wood turrets and light crossbows), while other weapons deal extra damage against armored enemies (such as Atlas turrets and heavy crossbows/guns). You will encounter these armored enemies mainly during raids of threat level 15 and above.
This new mechanic is meant to encourage you to build the more effective higher tier defenses, while balancing the previous OP strategy of just spamming hundreds of wooden turrets.
Bottom line - when moving to higher threat levels, make sure you have more than just wooden turrets protecting your city.
There's a new high-tier weapon, the explosive launcher. This is similar to the heavy crossbow but it is copper-tier (like the Rapid Gun & Spread Gun). This weapon is especially effective against armored raiders.
Carbonite sand is a new resource that is produced from carbonite. It is cheaper than carbonite (a single carbonite can produce 5 carbonite sand), and is used to construct the new stone-tier defenses.
The siege beetle is a large dream plague that appears during raids later in the game. It is armored, has ranged attacks that deal high damage but at a slow attack rate. It is especially strong when attacking buildings and defensive structures, with an added damage against these.
I spent a large portion of the time allocated for this update on infrastructure and performance optimizations. I collected save files from several players on the discord server, and used these huge cities to investigate performance bottlenecks. I managed to improve performance in extreme situations by x3 and even more, and hopefully all these fixes will eliminate performance problems that make the game unplayable. We will keep improving it even further in future updates, and If you do encounter situations in which performance is really bad and you can't play the game, please grab a save file and send it to me as explained in this post.
Some of the improvements required that I touch some of the core infrastructure of the game, and I added more parallelization (multiple threads that can use multiple CPU cores at the same time). While effective, these changes are risky and could create what we programmers call "race conditions", which are bugs that don't happen all the time, and as such are much harder to find during testing and to fix.
I'd like to think that the decades of programming experience that I have, the deep familiarity with the game code, and the rigorous testing will prevent any bugs from slipping through, but that's wishful thinking so if you do encounter any new bugs, please let me know. Save files and logs (see link above) will be very helpful.
Build 362 to 396
June 22, 2022
Major update #9 - the Expeditions update is now available. In this update we added a new Expedition Center building, where you can assemble and send expeditions to nearby areas of interest in search for valuable resources and technology. This update also adds new content, a new tribe, and a building upgrade module feature that allows you to better customize your economy.
Here are some of the larger changes in this update, and the full list of changes can be found below that.
The remnant seekers are a tribe of explorers. They excel at moving around and finding interesting locations for high-quality salvage. They believe that within the past they will find the secrets to saving the future.
Their cities can fly more often for less fuel, and they start with an expedition center, which also has more options than other tribes and is more efficient. Their defenses are a bit weaker, and they are a bit slower in research, but the technology they can find by exploring ruins can more than make up for it.
A new expedition center building will let you send expeditions in search of resources and high-quality loot. Each map will have a different set of expedition targets that you can choose from, each with its own resource requirements, preparation and exploration times, and possible rewards.
Expeditions offer some unique loot such as building modules (see below), equipment for Tiny, and technology blueprints. You may also find research data that will allow you to advance your own research, as well as upgrade parts and old-world tech scraps.
Your buildings now have slots for inserting upgrade modules. These modules provide different bonuses to different buildings, such as lower fuel costs for floatation devices, lower resources usage for refineries, and higher yield for harvesters. Some buildings will have to be upgraded for unlocking module slots, and some have multiple slots so you can customize them.
Building modules replace the old "City Modules" that were installed on Tiny, which can now be installed in the city core, which supports multiple modules after upgrading. Tiny still has its own modules that enhance the steambot itself.
Dream cores are a new rare resource that can only be found in expeditions and rarely at ruins. These powerful old-world artifacts are the key to reaching the highest upgrade levels for some buildings, building the nullifier shield to win the game, and for some special buildings and equipment.
Glowwood is a new resource that requires the rare Glow Honey to produce, which is usually sought for producing fuel. Glowwood is now used for some of the more advanced upgrades and crafting recipes.
Scout posts are a new type of building that helps you explore faraway lands. As such, it improves your ability to choose your next destination when flying away (through free re-rolls of the destination options).
Scout posts are unlocked by finding their blueprints in tech ruins or expeditions, and require Dream Cores to build.
The tarbomb turret is a defensive building in high demand due to its long range and area damage. Previously you had to find them in ruins, but each kit only let you build one. Now, you can also find blueprints that let you build as many as you like, but they are expensive to build, and require Dream Cores which are hard to come by.
There's now a new rare item that lets you reset all your infrastructure upgrades and re-assign them. This can be very useful when your focus or play style changes throughout the game. Find this item in expeditions and ruins.
Build 362 to 396
March 24, 2022
Major update #8 - the Economy update is now available to all players. The focus of this update is the city's economy in the middle and late stages of the game. This update adds new ways of controlling your economy, a lot of balancing, and some new content, as well as a new tribe and other bug-fixes and quality of life changes.
Here are some of the larger changes in this update, and the full list of changes can be found below that.
Note: due to significant content and balancing changes, saves from previous versions are not supported. If you prefer to continue your previous game, you can still play the older version by selecting one of the previous alpha builds from the betas tab on Steam.
The Beaver tribe is a new playable tribe that focuses on building large cities. These guys are all about building stuff on the flying platform, upgrading, and reducing wasted resources when leaving buildings behind.
They start with larger cities and pay less for expanding them further, but they are unwilling to build most buildings outside. You'll need to better manage your limited space and weight, but you will enjoy cities that can hit the ground running and require less re-building after flying to a new area.
In the economy update, you now have better control over the amount of workers assigned to different buildings and production lines. Previously, you either had the full amount of workers required to keep the building working, or the building was disabled. Now, you can assign less than the full amount, and the building will still be able to function, though at a lower level of productivity.
This new system not only lets you prioritize which buildings and production lines are more important, but also allows fine tuning the rate at which you produce and consume different resources and better balance your economy.
The amount of workers, flux and power that is required to keep a building functioning now depends on the selected production recipe. The same wood warper that only requires a couple of workers to produce the bloodwood planks will now need many more for producing acidwood.
This new system allows for better balancing of these basic resources, making late-game economies more interesting and finely tuned.
To better control large, late-game cities, especially now that every building has their own worker count and upkeep, we've added a new building management window.
In this window you can see all production buildings (and other buildings that require upkeep), and you can quickly change production recipes, assign workers, and turn the buildings on/off.
We've added several new production recipes that you need to collect before you can use them. These recipes can not be researched, and the only way to unlock them is by exploring Industrial ruins.
These recipes, for the most part, provide alternative ways to produce the same resources either to increase efficiency or to allow more flexibility based on the resources you have available. These recipes can make a big difference in producing sufficient resources, research and upgrade parts for late-game progress.
Several production recipes were added or modified so that they require only renewable resources. These allow creating production lines that can keep working after flying without having to find new resource deposits and reducing dependency on specific biomes.
For the most part these resources are less efficient (in terms of how many workers/power/flux you need to spend per resource produced) than those that require non-renewable resources, but they are far more dependable and are invaluable to keep frequent-flying cities running smoothly.
We've increased the costs of much of the late-game content such as research and upgrades, making the more advanced production recipes and upgraded buildings a meaningful alternative to just building hundreds of basic buildings.
We've also increased the production rates of these resources in mid/late game recipes, and the higher levels of houses & apartments now provide more living space.
Additionally, upgrading production buildings now improves their efficiency (amount of resources produced per worker/flux/power), and they are no longer required for producing advanced recipes, making them nice-to-have rather than must-have, but at the same time making them more valuable to have. Instead, you will have to build separate add-ons that do not increase the building's upkeep, in order to allow that building to produce more advanced recipes.
There are lots of changes to the economy balance of pretty much everything - upkeep, production recipes, building costs, expansion costs, upgrade costs, research, etc. For the most part late-game elements were made more expensive, and also more productive, but there are some exceptions. Namely it is now easier to expand your city late-game, making it more feasible to build huge cities.
Build 322 to 352
December 21, 2021
The Overseer update focuses on one of the most requested changes since launch - pausing the game and giving you time to think, plan and re-organize.
Here are some of the larger changes in this update, and the full list of changes can be found below that.
Note: Saves from previous builds are supported, but there may be some balancing or other unexpected issues. You can still play the older version by selecting one of the previous alpha builds from the betas tab on Steam.
One of the things we wanted to touch in this update was the constant, non-stop feeling of urgency. There was not much time to stop and think, and even when you did, there was often a feeling that you are wasting time and should be doing stuff. Re-organizing your base felt like an inefficient waste of time.
We've brainstormed and researched many options to tackle this. One of them was a "stealth mode" in which your city would stop producing, but you could spend time building and re-organizing without having the threat level increase. Another was to have time-off and manage your city while flying from one destination to another. All these and more ended up feeling like they would add more complexity to an already complicated game, and so I decided to go with a more straight-forward and well known solution - Active Pause. The active pause lets you play the game as usual while the game is paused, so time will not advance, but you can still build, craft, change production recipes, move buildings, and so on.
It didn't make sense to let Tiny move while the rest of time was frozen, so we had to let you move around and manage the city without moving Tiny by introducing the free camera toggle.
When enabled, the free camera will disconnect the view from Tiny, and you can move the view around the map as you build, manage or destroy stuff. A few other changes had to be made when taking this new mode into account - for example, you can now only transfer items to/from buildings if Tiny is near them, whereas before if you could open the building's window you could transfer items.
Other than supporting the active-pause feature, this new tool changes some of the flow of the game. You no longer have to abandon your exploration and move Tiny back to the city every time you want to build a new house. You can now do so remotely, as a real overseer would.
With the addition of active pause and free camera, a lot of the actions that previously "wasted" time can now happen in an instant, while the game is frozen or without having to walk back and forth. And so, the amount of time that would pass within the game is now a little shorter, when doing the same actions.
For that reason, we wanted to add an option to speed-up time when waiting for stuff to happen, such as waiting for research to be complete, or for resources being harvested. So, there's now a speed-up button that will cause time to pass faster.
You can now unlock The Teslacrats tribe and then select them when starting a new game. These energy freaks have a unique technology that they can research, which allows them to duplicate resources using the power of Tesla. Their ability makes it easier to get some resources, but it's not unlimited. Every time you duplicate resources, the machines become less efficient, and subsequent duplications will cost more energy - unless you give them time to cool down and recharge.
Teslacrats also produce power at a higher rate than others, but being the elitists of the energy producing community, "cheap" power generation methods (those that require no resources) are beneath them, and they do so very inefficiently.
The sorter is a new building that can be placed on rails that has one input slot and 3 output slots. You can then configure which items would be sent to each one of the output slots, allowing you to sort items out of a rail route into separate routes depending on the item.
This allows for more automation and combining several routes for long transportation and then splitting them back up. As with many other features, we thank our early access players for suggesting this.
We tried to make the different biome maps a bit more unique and not just visually. Desert and Ashfall (lava) biomes are now more open, with less crowded mazes and more building area.
Different weapons may be beneficial for different situations. We've added the ability to set up two sets of weapons for Tiny, and switch between them with a press of a button.
Build 300 to 320
September 29, 2021
The Ashfall Range update brings a new biome, with new resources, equipment, production recipes, enemies, and other content. It also brings modding support, lots of quality of life improvements, balancing tweaks, performance improvements and bug fixes.
Here are some of the larger changes in this update, and the full list of changes can be found below that.
Note: Saves from previous builds are supported, but there may be some balancing or other unexpected issues. You can still play the older version by selecting one of the previous alpha builds from the betas tab on Steam.
The new Ashfall Range biome is a fiery biome full of ash, fire and molten rock. This is a late game biome that appears in 4-skull difficulty or higher, and it contains a new resource unique to this biome called Liquid Fire.
This new resource comes with new production recipes, some of which create brand new construction materials, and others are alternative recipes for existing construction materials - adding more valid options and freedom when choosing your next landing destination.
To better survive in the higher difficulty maps, we added new higher levels of equipment, including weapons and armor.
We also added a new type of weapon that shoots several projectiles in an arc, useful against stronger enemies that are nearby if you can hit them with the entire burst, and also against weaker enemies that are spread out.
We improved our in-game encyclopedia so it provides more information that is easier to access. You can now see resources in these archives, and for each resources you can see how to get it, and the different uses it has. More resources and uses will be displayed as you unlock them with research.
We also fleshed out the other pages, and improved navigation by adding a filter and sorting the subjects alphabetically.
We now officially support modding for Dream Engines and we opened the Steam Workshop for uploading and downloading of mods.
The current level of modding support lets you change configuration files that determine the game's content, balancing, and many systems. You can also upload custom sprites that can be used for example for adding resources or equipment. All language files are moddable too so you can add community-based translations for the game.
Support for additional modding functionality will be added later down the road if there is demand for it. We'll make a more detailed post about our modding support on Steam in the next few days. For more information, see our Modding Guide
When you reached 5 skulls or high threat levels, you may have noticed that we used larger & stronger versions of the tier-2 enemies. In this update we added new tier-3 enemies, which will improve the balance and overall feel of the late game.
Lots of balancing and quality of life improvements were made, most of them based on your feedback. Some of the more important ones:
We've identified and improved some performance bottlenecks, especially in the late game when the map is full of carts travelling to resource drop-offs.
We know we still have more optimizations to do, and will keep improving in future updates. If you encounter a situation where the game's performance is bad, please follow the instructions in this post and send us the save file, it will really help if we can identify those poor performance situations so we can improve and optimize them.
Build 267 to 300
For older updates see this page.