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Asid:


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


Single-player


Early Access Trailer / Jan 17, 2019



About

FOUNDATION : A NEW ERA OF ORGANIC CITY-BUILDING SIMULATION!

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.

Features:

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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Asid:
Foundation Livestream - Q&A with the Developers! Special Guest Philippe Dion




Streamed live 05/02/19

Asid:
#DevNews: Planning for the next Content Update has been made!
15 FEB - POLYMORPH GAMES



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

Asid:
Alpha 1.1.4.0305 Content Patch is Live!
5 Mar - Polymorph Games

Version 1.1.4.0305
General:
•   Added Steam Cloud save
•   New Help Window
•   Improve Intel GPU compatibility by fixing object flickering

Monastery:
•   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:
•   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

Others:
•   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

Asid:
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: https://www.polymorph.games/tracking

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
Ash
Community Manager

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