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Offline Asid

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« on: February 02, 2019, 04:11:11 PM »

Foundation is a grid-less, sprawling medieval city building simulation with a heavy focus on organic development and monument creation.

Home page: Here
Steam: Here
Official forum: Here
Youtube: Here
Wiki: Here


Early Access Trailer / Jan 17, 2019



Foundation is a grid-less, sprawling medieval city building simulation with a heavy focus on organic development, monument construction and resource management.

In this strategy/city-builder/economy simulation game, players must create a prosperous settlement as the newly appointed lord of a region untouched by man.

Setting to redefine the city-builder genre, Foundation puts the emphasis on the organic aspects of urbanism in the cities of old, powered by Polymorph Games’ proprietary game engine, Hurricane, which allows for full mod support and is optimized for the thousands of moving parts that come with building humongous cities.

Among other things, the engine provides the player with robust building tools, to create countless unique monuments that will seamlessly integrate into your settlement.

With medieval architecture and urbanism at the forefront of its design, Foundation’s vision is to allow players to recreate cities of that period as they envision them or even as they really were.


ORGANIC URBANISM OF THE MEDIEVAL ERA: Create gridless and organically sprawling cities that grow like actual medieval cities.

LAY THE FOUNDATION, THRIVE, AND PROSPER: Weave a complex web of interactions between inhabitants needs and skills, resource availability, extraction, and goods production.

UNIQUE MONUMENT CREATION TOOL: Craft and design original free-form monuments like Abbeys, Churches, Lord Manors, Castles and more, with our proprietary node-based tool.

FULL MODDING SUPPORT FOR THE COMMUNITY: Share characters, buildings, quests, and even real topographies through our mod-support tool and be part of the Foundation community.

POWERED BY OUR OWN HURRICANE GAME ENGINE: Experience a city-building game engineered with a dedicated, tailor-made, in-house engine built with our unique vision in mind.

ORIGINAL SOUNDTRACK BY PARADOX VETERANS: Immerse yourself in our blissful soundtrack by talented composers who worked on titles such as Crusader Kings II and Europa Universalis IV!


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Offline Asid

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Re: Foundation
« Reply #1 on: February 06, 2019, 02:42:05 PM »
Foundation Livestream - Q&A with the Developers! Special Guest Philippe Dion

Streamed live 05/02/19

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Offline Asid

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Re: Foundation
« Reply #2 on: February 17, 2019, 05:13:42 PM »
#DevNews: Planning for the next Content Update has been made!

Hello everyone! This week, planning for the next Content Update has been made!

Many improvements are also planned until then, especially on UI/UX, modding, compatibility and help/tutorial.

The team is hard back at work, fueled by your incredible support! ❤️

-The Polymorph Games Team

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Offline Asid

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Re: Foundation
« Reply #3 on: March 06, 2019, 12:47:58 AM »
Alpha Content Patch is Live!
5 Mar - Polymorph Games

•   Added Steam Cloud save
•   New Help Window
•   Improve Intel GPU compatibility by fixing object flickering

•   Support multiple dorms
•   Monks will leave their current home and family (sad, we know) when conceded to the Monastery
•   Villagers won't go live in the Monastery Dorms
•   Monks will fill their needs – a first step toward a secluded need loop
•   Monks will find a new dorm if their dorm is destroyed

•   Housing now have capacity
•   Villagers should fill empty houses before building a new one
•   Fix entrances for Level 2 houses (not on houses already built in old savegames)

Rustic Church:
•   Size has been increased
•   Entrances are now fixed (not on doors already build in old savegames)

Lord Manor:
•   Stone parts are now giving Splendor

Wooden Bridge:
•   Revamped Look

Fishing Hut:
•   Lengthen Wooden Poles

•   quest window can't be close anymore
•   added error message with description when a save game fails
•   improved mod loading error logging
•   fix some production building description
•   fix: estate button could become un-clickable with small definition
•   added Discord link on Main Menu

*Old savegames should be compatible

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Offline Asid

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Re: Foundation
« Reply #4 on: April 12, 2019, 11:49:04 PM »
Devlog #01
12 APR @ 9:41PM - ASH

Hey everyone!

Welcome to the first issue of the Foundation devlog!
Q. So what is this devlog thing all about?

The community is requesting more information about updates and the progress of the game and this and the future devlogs will hopefully help to keep you updated on what we are working on.

I plan to bring you a weekly (or at least every 2 weeks) devlog with information on what the team have been working on and as we get closer to a major content update, maybe share a few sneak peeks of the new content.

Q. When will you be releasing updates?

Each update we put out will need to be tested and balanced as much as possible and as such if we keep putting out minor updates with small content patches this will ultimately take longer to create fix and balance them all.

Due to the nature of the game and genre it is more efficient for us to build and test major updates with as much content as we can fit in. So expect larger gaps between major updates though we will put out smaller bug fixes and balancing tweaks between major content updates.

Q. So what have you been up to?

Well, it has been a very busy period since the Early Access release, which was followed by a flurry of bug fix patches. The art team have been busy through all this creating new content, animations and environmental effects. We have also been showing the game at PAX east as well as expanding the team to not only increase the speed of production but also to create a better feedback system to you, the community.

We plan to have a new testing and feedback system for each update to try to ensure as bug free releases as possible whilst also feedback to the community regarding any issues that may be found.

The bug/suggestion tracker will be used to its full capability so if you have any bugs please report them to our bug tracker where we can review them and feedback information regarding fixes:

We have expanded the team

Since the start of this project the team has grown from the original beginnings with our two co-founders Phil & Leo to a fantastic team of 10 talented people. One of the (not so) new members to the Team is Michael...

Michael has been working tirelessly on new animations for the villagers plus other more hardy beasts 😉

As mentioned above we are working on a better feedback system to the community. Leading this project is Nicolas our new QA Manager, along with myself the Community Manager we will do our best to feedback as much information as possible to keep you all in the loop.

About those updates

As you may have already heard we are working hard on the next major content update, which will see a major overhaul of the mission quest system. This, plus more content will take some time. We will bring you more news regarding the content update in future devlogs.

We are also working on a smaller quality of life update which will be coming soon! The plan is to release the update next week but this will depend on how testing goes and if we find any major bugs in the build.

With the minor update we will be focusing on some food production balancing issues. Fish consumption will be lowered (halved) and flour production will be increased. We also plan to look at some of the costs for buildings, decorative items and in particular Fish trading.

More QoL changes coming with this update will see:

•   Windowed mode and resolution selection
•   Auto-save and quick-save cloud options
•   Auto assign will assign the villager with the closest house

There will also be a variety of fixes and optimisations:

•   Building will turn red and be forbidden to place. This is currently not working correctly on some buildings
•   Prevent doors being blocked on higher density housing
•   Prevent planting in water
•   Optimise wall rendering
•   Optimise wheat rendering

These last 2 points should help out some fps issues.

There will be more improvements and fixes to add but as you can see this next minor update will bring some needed fixes and changes.

To close the devlog we will add that the Soldiers and monks will now have seperate needs… Talking of monks…

That’s it for this week, look out for more news next week and if testing goes well we should see an update!

All the best
Community Manager

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Offline Asid

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Re: Foundation
« Reply #5 on: April 18, 2019, 10:09:06 PM »
Alpha is live!
18 Apr @ 6:25pm - Polymorph Games

Hello everyone! Alpha v1.1.8.0418 is live! It's a content patch that is improving and fixing a lot of small things. Thanks to all of you who helped us by identifying critical problems and suggesting improvements!

We are also hard at work preparing the next content update. As we don't have a release date for now, we'll inform you as soon as we have one.

- The Polymorph Games Team

•   Monks have monk clothes again

•   Soldiers and Monks now have separate status and needs from those of the villagers
•   Add screen resolution and fullscreen/window setting

•   Add options to choose if save quick-saves and auto-saves are saved in cloud
•   Add option to keep mouse cursor in game window
•   Add in-game mod rating system

•   Improve wall rendering performances
•   Improve farm field rendering performances
•   Improve the budget window

•   Davenport will sell fish for 7 gold each
•   Villagers will consume 1 fish instead of 2
•   Lowered weaver's hut cost to 100 gold
•   Decorative arch cost lowered to 20 gold
•   Reduced Hunter's Hut maintenance price from 10 to 5 gold
•   Doubled Windmill flour production
•   Leather can now be sold for 15 gold

Bug fixes:
•   Soldiers, Envoys and Leaving Villagers won’t get stuck when starting on the wrong side of a river
•   Access to houses won’t be blocked by objects anymore
•   Stockpiled resources were not considered in the builder workflow
•   Prevent planting trees and wheat in water and cliffs
•   Workplace auto assign button now use closest house instead of closest villager
•   Prevent village center destruction
•   First wall selection was selecting the wrong wall
•   Monument preview rendering of transparent objects
•   Monument preview shader was not applied to some monument parts
•   Some building parts were not turning red when impossible to build
•   Rivers and ocean were hiding particles
•   Minor adjustment to the Rustic Lord Manor, the Rustic Church and the Wood Cutter Camp
•   Rare crash when editing walls
•   Rare crash in bailiff selection screen
•   Minimizing game window was freezing the game

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Offline Asid

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Re: Foundation
« Reply #6 on: April 20, 2019, 11:41:30 PM »
Devlog #02
19 Apr @ 6:58pm - Ash   
Hi everyone!

Welcome to a new issue of the Foundation devlog!

As you may have noticed Alpha v1.1.8.0418 was released yesterday!!

The new update brought with it some bug fixes and balancing tweaks as well as a few quality of life changes. Amongst other changes, you can now adjust the game resolution and change from fullscreen to windowed mode.

We have improved the budget window to give more information particularly on traded goods.

There have also been some optimisation fixes so you should find you have a few extra fps, particularly on larger villages/towns.

You can see the announcement and full change log here.

As mentioned in the last Devlog we have a tracker for reporting bugs. Please feel free to discuss bugs here on the Forums or Discord[] but the best place to report bugs is via the tracker[] which is being monitored by our QA Manager.

A week in focus

This week with the sad and shocking fire in Paris some of the Discord Community decided to try and recreate Notre Dame in Foundation. One of our Moderators, Helron, created this beautiful reproduction:

What we have been working on

This week has seen a focus on the minor QoL update though work continued on the upcoming Major content update. With the release of the update it is full steam (no pun intended) ahead on the next content update.

We will be bringing you more news of the update in the coming weeks.

As always a big thank you to everyone providing bug reports, suggestions and feedback.

That’s it for this week… We hope you enjoy the new QoL update! Let us know if you find any issues and stay tuned for more news.

All the best

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Offline Asid

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Re: Foundation
« Reply #7 on: April 26, 2019, 01:25:06 PM »
Alpha is live!

•   fix: bug preventing soldiers to live in house
•   fix: add compatible profiles to house and dorm
•   fix: crash related to villager status upgrade
•   fix: beekeeping floating part
•   fix: mod rating
•   fix: some mod text could freeze the game
•   fix: rare crash on quitting game
•   fix: rare random crash

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Offline Asid

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Re: Foundation
« Reply #8 on: April 27, 2019, 02:32:34 AM »
Devlog #03
26 APR @ 11:59PM   - ASH

I bid thee all welcome to Devlog #03!

Another week has flown by and another minor update has been released to clear a few more bugs as we continue to work on the Content Update.

As you may have seen we have been cleaning and improving the live build recently, we hope you have enjoyed the minor changes.

So what else has been happening?

Bug Reporting

We have been working to improve the bug reporting system and player feedback loop via the tracker . This has helped greatly with both pre-testing and release of the recent updates. Going forward this will help to ensure we can release future major updates as clear of issues as possible.

2019 Quebec NUMIX Awards

We recently found out that Foundation has made it to the finals in 2 categories at the 2019 NUMIX Awards!!

- III Independant Games (TRIPLE I)
- Production with the highest International profile

Winners will be announced on May 9th! Less than 2 weeks!!

But what about the Content Update?!

I hear your calls for more… even everyone at the back.

It is coming but there is still much work to be done. We are keeping things under wraps for a little bit longer but I can tell you there has been good progress. We will begin preliminary testing on one new feature next week. Hopefully more news on that in next weeks' devlog if all goes well.

A few weeks ago a little easter egg was spotted in the photo of Michael. If you missed it then here is a bigger hint:

More Improvements

Along with the new content that is being created we have also been working on improving what is already in the game. We saw a quality of life update a couple of weeks ago and we will continue to improve the current content as we integrate the new.

As you can see job assignation has been getting a medieval makeover:

That’s all I have for you this week Lords and Ladies, but I will leave you with one of my favorite community created screenshots of the week.

Fare thee well,

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Offline Asid

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Re: Foundation
« Reply #9 on: May 04, 2019, 12:33:16 AM »
Devlog #04
3 May @ 6:48pm - Ash

Friday is upon us once again and it’s time for another Devlog!

This week I am going to focus in on modding… Everyone loves a good mod, including us!

What have we been up to this week?

Whilst work continues hard on the Major Content Update we have also been working on opening up the modding capabilities. Over the past weeks, some of the team have been working on the modding tools, code and API to give modders a plethora of new tools and options.

As I write this the team are hard at work on a preview build that includes some major modding features that will allow the modding community to take their mods to a whole new level.

This preview build (1.2.0) will be available on a public preview branch in Steam (Betas) whilst we work with the modding community to stress test the new features.

If you are a modder and would like to test the new update, you can provide feedback and chat with other modders on our Discord Server[] where we have a dedicated channel[] for feedback of the preview build.

To gain access to the preview build on Steam:
-> Right click Foundation in your game library
-> Click Betas tab
-> In the drop down choose modding_preview

What can the modders do with this update?

Some of the new features include:

•   Create workplaces
•   Create monuments and bridges
•   Create walls
•   Create particle effects

We have also included a new mod example that will show the possibilities of new modding features.

And there’s more! You can check out the full list of new features as well as check out the modding documentation on the modding wiki here

How can players help?
Good question! Any mods created for the preview build will not be available in the main branch of the game but both the preview build and test channel[] on Discord are open to all players so you can keep an eye on progress and if you would like to test the mods and the build you are welcome to join us.

Once the preview has been thoroughly tested (and fixed if needed) we will move it to the main branch and modders will then be able to add their new mods to for integration into the game.

Time for a teaser
Here is a first look at one of the new buildings you will find in the upcoming Content Update.
It’s thirsty work out in the fields but a good local beer can help quench that thirst...

Check out the full 360 view of the Brewery!

Testing can be fun!
Our QA Manager has been testing Foundation to its limits this week and sometimes the question ‘What will happen if?’ can get out of hand!

Renaître de ses cendres...
A couple of weeks ago I commented on the devastating fire in Paris and the community’s reaction. This week I would like to follow up on that with this outstanding reproduction by MajesticIX.

We hope you enjoyed this weeks Devlog and have a great weekend everyone!


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Offline Asid

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Re: Foundation
« Reply #10 on: May 14, 2019, 11:32:52 PM »
What we are busy on at Polymorph Games since the Early Access launch!

Hello everyone,

We’d like to share with you some news about the next content update and what’s going on at Polymorph Games.

Since the launch, feedback from the community has been incredibly positive. Despite the early crashes, bugs and rough-edged features, people have been appreciative of the core experience.

After the Early Access launch, the focus for the first month was to handle game crashes. The variety of different PC configurations that came with the increased player base was a challenge to support, however we updated the game with fixes as frequently as we could to allow as many players to play uninterrupted from crashes as possible.

With no internal Quality Assurance (QA) specialist at the office and updates now affecting tens of thousands of extra players, QA was adding to the workload for the team which was something that we needed to address. Another matter that we wanted to rectify was the art style and workflow. With no senior artist in the team, a certain lack of cohesion between different art assets became apparent. Before continuing to develop new assets and content, these concerns needed to be addressed.

Long story short: We made our priority to hire a QA Manager and a Senior Artist, which we did with the addition of Nicolas and Claudine.
Since his hiring, Nicolas has been working on an internal and external QA workflow. He’s been acknowledging bugs received from the community on our public Mantis and adding and prioritizing them in our own internal bug base, which has relieved our programmers and our community manager from doing that.

With the addition of Claudine, the art team has been working on improving the cohesion of models and textures and standardizing some buildings design as well. This was a necessary step prior to designing and adding new buildings in the game, to ensure the cohesion will be respected in the future. This task progresses steadily and we have started to create new buildings and monuments again.

Other positions also needed to be filled to release other bottlenecks, the gameplay being the most important. Why is that so? Our CEO and Creative Director happens to be our only gameplay programmer on the team. Since the Early Access, with the need to hire new staff, planning work for the team, ensuring the vision for the game is respected and other “non-programming-the-game” tasks, he has been extremely busy. The good news is, we have just found a new gameplay programmer who will join us in two weeks. This will have a positive impact on our velocity!

Our two engine programmers have been working to fix bugs and on optimisations of the game. One of them is now mostly focused on improving modding capabilities. It is very important for us to make progress in modding whilst the game evolves as it allows us to ensure our architecture is modding-friendly and allows us to make adjustments as we identify any problems. Soon, we’ll allow the community to mod more of the actual content of the game: productions, monuments, resources etc...

News on the next content update
We know many of you crave for new content, and as much as we’d like to make it happen fast, the next content update has no official date yet, and is at least a couple of months away. The new content is not just about adding new resources and production lines. We are working to add depth to the gameplay as well, especially by expanding the Estate and Event system. For instance, we are expanding the Military Quest System so it becomes the main focus of the Kingdom Estate progression path. It will be more challenging but also more rewarding. Each Estate will have its own playstyle, so the other two progressions need to be implemented as well. We are also adding the first achievements in the game, that will be awarded when achieving specific challenges. Furthermore, there’s a lot of work to be done in the actual system that we lacked time to do. There’s a huge list of QoL and balancing improvements, like adding desirability effect to all buildings, improve how the villagers chose their home location, being able to pause productions, rehaul the UI, improve the capabilities of the monument system etc. All those changes will have a large impact on the game balancing, thus the importance of take the time to tweak and test thoroughly before deploying the update.

To Sum Up
Since the Early Access launch, 4 new members have been added to the team, making a total of 12 people at Polymorph Games. This team is 100% dedicated to Foundation as we speak, working on all fronts: gameplay, art, modding, and tools, with the objective to deliver our dream game to you. We are so excited to be working on this game and can’t wait to officially present you the next content update! In the meantime, expect more QoL updates!

- Your dedicated Polymorph Games team

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Offline Asid

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Re: Foundation
« Reply #11 on: May 18, 2019, 01:59:08 AM »
Devlog #05
17 May @ 10:28pm - Ash

Welcome all to an all new Devlog!

Firstly I would like to start with word on a new Quality of Life Update!

Since the Early Access launch, we have received a bunch of great QoL improvement suggestions from the community. We'd like to know which ones are most important to you.

We have submitted 10 suggestions for you to vote on and we will prioritize the top 5 for a QoL update!!

Voting is now open!!

If you have any suggestions that you would love to see implemented, you can add yours for review on our tracker vote

Back from voting? Let’s tell you what we have been working on!

Modding Preview

In the last Devlog we announced the release of the modding preview. Thanks to the modding community testing has gone well with only a few small bugs that were quickly fixed.

We still have some more work and testing to do on the modding update but we hope to release it on the main branch within the next couple of weeks. Though this will depend on further testing and fixes.

Farms and Crops

We have already hinted that we will be introducing some new crops into the game. With these new crops will also come new farm buildings! Here is a little visual hint to those crops the team have been working on. Can you guess what they are?

New Military Quest System

In the last couple of days we have begun initial testing of the new military quest system that will be the focus of the Kingdom Estate progression.

We will start out by testing the basic mechanics of the system with a single multi-level mission. Once we are happy that the quests are acting as they should we can begin to add more missions and depth.

One new aspect of these missions is the probability of success and failure. To increase the chances of a successful mission you will need to train your soldiers or they could end up like this…

or worse!

Of course, the soldiers will need weapons and those weapons won’t make themselves

… And there’s more

As you can see, we continue to work on the animations that will make the game even more immersive.

For all the equestrians out there, here’s a little peak of a beautiful moment between man and horse

There has also been some great work done on a new monument! That’s just a teaser though as there is still more work to do. I’ll let you know more in a future devlog.

I will bring you more news in the next couple of weeks, all that’s left to do, if you haven’t already, is go and vote on the QoL update! Voting closes on Monday so don’t delay to have your say… did i just rhyme that?!

Enjoy your weekend everyone!

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Offline Asid

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Re: Foundation
« Reply #12 on: May 23, 2019, 12:12:43 AM »
QoL Poll Results
22 May @ 6:29pm - Ash

The QoL Poll results are in!

The top 5 have been chosen by you and have been prioritized for the next QoL update!!

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Re: Foundation
« Reply #13 on: May 25, 2019, 12:37:37 AM »
Devlog #06
24 May @ 9:17pm - Ash

Hi everyone and welcome to Devlog #06!

Let's dive straight in to the news...

QoL Poll Results

As you may have seen, last week we submitted 10 community Quality of Life suggestions for you to vote on. The results came in and work is already under way to implement your chosen suggestions:

•   Button to pause production in production buildings

A great suggestion and one that will make managing resources easier. To add to this suggestion paused buildings will have their maintenance cost reduced by half.

•   Add 'unemployed only' filter to worker assignation drop down

•   Villager Pane displays the Workplace/Home Distance

Managing your villagers work/home distances and optimising travel distances will be much improved with these suggestions. Great choices!

•   Return resources for buildings that have building work cancelled

We have taken this suggestion and plan to expand upon it. When destroying buildings you will get 50% of the resources back that were used in the initial construction.
Additionally placing a building accidently will no longer be a drain on your gold reserves. Cancelling a construction that has not yet started will return the gold outlay for that building.

•   Farms have separate fields defined

Another great suggestion which will allow you more control over the placement and segregation of your fields. We are also reworking and optimising the production cycle of fields and we will hopefully add this to the QoL update depending on testing.

Modding Preview

We continue to work on modding functionality. We are changing when mods are loaded so rather than being loaded as Foundation starts they will be loaded at the same time as a save game, additionally we have been working on more changes to allow mods to be loaded mid game as apposed to the current situation where once a game has started no more mods can be added.
There are also still a few optimisations being worked on to ensure mod dependencies are handled correctly as well as a few bugs that needed to be fixed.

If you would like to try your hand at modding you will need to use the Lua programming language to create any mods in Foundation. Documentation for the Modding Preview (1.2.0) can be found here

You can also join in the modding chat on our Discord[] server.

Wine Production Chain

As you saw in Devlog #05 we have been working on some new farms and fields. The two crops that you saw in the last devlog were grapes and hops. Well done to those that guessed correctly!

Further work has been done on the wine production chain, including the Vineyard building which is currently being worked on

Here is a first look at the Winery! It's soooo cute!!

Teaser: The Winery

Of course wine needs a suitable storage vessel. We are not talking wine bottles here, we are talking bigger scale storage! Below you can see work in progress on the Cooperage.

Thanks to everyone that got involved in the voting last week and if you have suggestions that you would like to share you can add them to our tracker here[].


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Re: Foundation
« Reply #14 on: May 31, 2019, 01:27:48 PM »
New Content Update Incoming!
30 May @ 8:25pm - Polymorph Games   
Hi everyone!

We are extremely excited to share some big news with you today!!

We are updating the game in the next few days!

That’s right! The next update will include the Wine production loop, the Quality of Life changes that were voted on last week, and the new modding capabilities that the community have been recently testing.

Teaser: Winery Content Update

Update Strategy Changes

So why are we bringing you an early content update?

Going forward we have decided to make some changes to our update strategy. This will bring more frequent, but smaller updates to you on a regular basis.

Our original strategy, that we took through the pre-Early Access alpha stage, was to release larger more significant updates with major changes and content updates but with larger time frames between updates. We made large strides in development during this time and the game evolved significantly to what you see today.

We have been following the community feedback since the Early Access release and we recognise that the community would prefer smaller more regular updates. With our expanded team (including 2 new programmers) we feel that we are in a position to deliver this change to you.

What’s next?

Ideally, we’ll target an update every month or so with bug fixes/patches in between.

We hope this news brings you as much excitement as it does to us!

Best regards,
-The Whole Polymorph Games Team

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