Dogs Of War Vu
Sim/Strategy/War => Games Discussion => Topic started by: Asid on April 17, 2018, 03:55:15 PM
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(https://steamcdn-a.akamaihd.net/steam/apps/773790/header.jpg?t=1565035149)
Ostriv is a city-building game that puts you in a role of a governor of an 18th century town to challenge your creative skills and management abilities. Dive into the story mode and decide the fate of your country, or just build your cities for fun in sandbox mode.
Home Page: Here (https://ostrivgame.com/home/)
Blog: Here (https://ostrivgame.com/blog/)
YouTube Channel:Here (https://ostrivgame.com/blog/)
Steam: Coming soon
Single-player
Ostriv pre-alpha teaser (Mar 2017)
https://youtu.be/wonH7b0rsj0
About This Game
Ostriv aims to raise the bar of city-building experience by adding a huge amount of possibilities and removing annoying limitations. It allows for truly organic town layouts without the grid and angle restrictions on a three-dimensional landscape. The goal is to make player’s creations to become alive and believable communities where real-life problems would arise, thus making the late game a new challenge rather than a repetitive chore.
You can watch the development of this masterpiece from afar on Facebook and Twitter or you can join by purchasing an alpha and help by providing your awesome (or, even better, awful) feedback!
The current alpha contains 28 basic buildings, 3 maps, advanced farming with crop rotation and ploughing, organic dirt roads modeling, dynamically changing seasons, basic trading by land and some other things you would expect from a city-building game.
A lot of things are yet to be done. Check out the current roadmap to see what’s planned to be added before Ostriv becomes a finished game.
Main Features:
(https://i.imgur.com/Ni1hrnA.jpg)
Create your cities, trade with neighboring towns by land or distant countries by sea, define taxes and policies, and watch as Ostriv's world reacts to your decisions in a natural way.
The game utilizes a custom engine written from scratch to allow for the most detailed simulation, including seamless seasons change, influences on environment, economy simulation, and realistic human behavior.
(https://i.imgur.com/VWEZlMv.jpg)
Every citizen is an individual who has their own motivation and set of abilities. Thus each playthrough creates a plenty of unique life stories.
Watch your people arrange their lives in your town: make families, choose jobs based on their skills, produce and sell goods to each other, and move up the social ladder.
They can also resort to violence and crime when their needs are not fulfilled.
(https://i.imgur.com/QhaCeqC.jpg)
Created solely by one man, the game keeps its style consistent with the author's vision. Inspired by Ukrainian culture, Ostriv delivers a unique Eastern European feel never shown in city-building games before.
(https://i.imgur.com/hitInLJ.jpg)
Create your own levels, buildings, scenarios, or even develop a full-scale campaign. Share your creations with the community or download mods made by other players on the Steam Workshop.
Roadmap:
• campaign (story mode)
• improved trading: trade by sea and by river, negotiations, discounts, reputation
• more statistics(production, consumption, trade etc.)
• more production chains
• education, religion, entertainment
• graveyards
• crime, justice and security
• more types of housing(row houses etc.)
• more types of bridges, paved roads
• pigs, sheep, ✓, orchards, more crop types
• more sound effects and music
• improved graphics and optimized performance for bigger cities
• Linux (and maybe Mac) support
• weather effects
• improved navigation
• cats and dogs
• more believable behaviors, social activities, animations
• more realistic products consumption, real demand for food variety
• products quality, spoilage
• worker experience, sharing experience, manager skills
• private businesses
• vehicles wearing out
• more town hall functionality : advisors, policies, personnel management
• more maps with different landscape types
• ability to select camp position
• better tree models
• better UI
• more languages
• complete game manual and in-game tips
• more options, customizable key bindings
• customizable building colors, ornamentation
• customizable building forms, free-form fields
• modding support (level editor, building editor)
(https://pbs.twimg.com/media/DWtkpTuXkAAr1YY.jpg:large)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/ostriv_2017-10-17_19-36-35-50.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/ostriv_2017-10-17_19-45-20-74.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/ostriv_2017-10-17_19-44-17-90.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/1.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/29.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/20.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/15.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/9.jpg)
(https://ostrivgame.com/wp-content/uploads/photo-gallery/11.jpg)
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Previous patch notes:
https://ostrivgame.com/alpha-1-patch-1/
https://ostrivgame.com/alpha-1-patch-2/
https://ostrivgame.com/alpha-1-patch-3/
https://ostrivgame.com/alpha-1-patch-4/
https://ostrivgame.com/alpha-1-patch-5/
https://ostrivgame.com/alpha-1-patch-6/
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Alpha 1 Patch 7
April 16, 2018
(https://ostrivgame.com/wp-content/uploads/2018/04/2018-04-16-1-700x383.jpg)
The last two month were mostly about boring debugging and balancing. But, still, it’s all to lay lasting foundations for future big content updates. I think this will be a penultimate bugfix-patch. In patch 8 I’m going to put some more effort to fix all the issues related to demolishing and various old-hardware problems, after that I’ll finally get down to Alpha 2, which will have improved UI, graphics and lots of new buildings.
Just to remind, everyone who owns Alpha 1, will get access to Alpha 2 without any additional purchases, just like all other future updates, including Steam version.
As for Steam release, I can’t say exact date yet, but most probably this will hapen along with the release of next content iteration – Alpha 3.
So here’s what’s new in seventh patch:
Added/changed:
• added messages for construction/demolition completed with a link to related building
(https://i.imgur.com/EeT8YtO.jpg)
• can now demolish coastal buildings (boatyard and fishing dock)
• tannery now works in batches and requires bark, water, salt and lime for a 6 month-long tanning process
(https://i.imgur.com/FmoSyGn.jpg)
• producing bark at the forestry (for leather tanning)
• added another source of water, which is suitable only for production purposes (to avoid draining wells)
(https://i.imgur.com/3mC460t.jpg)
• reduced well productivity and drinking water consumption
• now it’s possible to allow using wells for specific purpose (For citizens, For production)
• wells are now demolishable (It’s not perfect yet, so I’d recommend unchecking both options and wait for all fetching tasks to complete before demolishing)
• rebalanced wood and firewood production a bit
• not fetching too small amounts of resources for production buildings
• reduced weaver’s productivity
• can now produce dried fish at fishing dock (salt required)
(https://i.imgur.com/qGpv22c.jpg)
• quick load (F9) now works in main menu
• now requiring restart to change screen mode (didn’t always work properly otherwise)
Fixed:
• terrain texture black glitches when disabling water reflections
• black minimap on AMD/Radeon video cards
• cows getting stuck on fields
• slaughterhouses stopped taking cows from certaing cowsheds
• crash when demolishing cowshed while cows are relocated
• bought cows stayed at a cowshed sometimes
• messengers from other towns stopped arriving at all (in some rare cases)
• crash on new field creation
• crash when two carpenters conflict
• weird carts behavior, including stacking them at a carpentry
• crash on cancelling order at cart parking (in some cases)
• doubled wood consumption at carpentery if two workers hired
• now slaughterhouses prefer closest cowshed rather than first in a list
• laborer limit didn’t always work properly
• planted trees had wrong shadows when viewed from distance
• removed artifacts on plants reflection:
(https://i.imgur.com/MS6EBct.jpg)
• crashes and undefined behavior related to chicken import
• crash when someone tries to fetch water from a demolished building
• crash after demolition of a cowshed with dedicated pasture assigned
• redesigned rendering code to help with driver crashes on low-end video cards
• a UI-related crash, that probably seemed random for the user
• laborers list in construction properties wasn’t updated properly
• it was impossible to assign farm/cowshed to an unlinked field
• crashes and undefined behavior related to hay production
• crash when two workers finish boat sumiltaneously
Some problems may still persist in old saves, but won’t appear again.
To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves will stay.
If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link: https://aka.ms/vs/15/release/vc_redist.x86.exe
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Alpha 1 patch 8
May 24, 2018
So here’s the bad news – this is the last update for Alpha 1. But there’s also a good one: from this moment I’m getting down to the next alpha, which will bring a lot more new features. Of course the development of this new version will take much more time but I’m sure it worth it.
During open testing of Alpha 1 I gathered a whole lot of useful feedback and it lets me see the future of Ostriv clear like never before. First of all it’s time to completely overhaul the UI, improve pathfinding and graphics. Sure there will also be a lot of new buildings. Some game systems require substantial changes, so this new version will not have backwards compatibility with alpha 1 saves.
Follow the news to learn more about alpha 2 later.
But here’s what we have now:
Added/changed:
• chickens are now born as hatchlings and can only produce eggs after 6 months old
• added walking animation for chickens
(https://i.imgur.com/vtGmuBh.gif)
• smithy now emits black smoke when working
• can now relocate chickens between coops
• recompiled libraries to remove VS2013 dependency
Fixed:
• water reflection only looked as intended on 1920×1080 screen resolution
• water platforms on both sides of the river caused waterwalking
• some resource amounts flickered on pause
• when starting new game after another game loaded, some information on worldmap has no been properly cleared
• it was possible to create a field out of map borders, leading to random crashes
Some problems may still persist in old saves, but won’t appear again.
To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves will stay.
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link: https://aka.ms/vs/15/release/vc_redist.x86.exe
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One of the new features in Alpha 2 is realistic demand for food variety. Speaking of which, here's how you provide resources for actual Ukrainian cuisine:
(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/42993596_2167532520153154_1256402239023480832_o.jpg?_nc_cat=101&_nc_ht=scontent.flhr4-1.fna&oh=3e7caf720badaa78c86dd3dc08018c7c&oe=5C97347C)
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Alpha 2 development update
December 21, 2018
It has been quite some time since I’ve posted anything in this blog, so I thought it would be nice to give an update to everyone who don’t follow my twitter. Also adding some news for those who do.
Here’s an incomplete list of features, that you can definitely expect from Alpha 2:
• Improved UI
• More sounds and an original soundtrack
• Vehicles wearing out and repair
• Better models for trees and plants
• Optional key bindings. Also new hotkeys added
• More realistic food consumption, variety demand
• Graveyards (unfortunately your citizens will no longer be immortal)
• Pigsty
• Boats and ploughs relocation + 2 more ploughs per a farm
• More animations
• More realistic navigation
• Game performance optimization
• Construction workers will also deliver resources to construction site
• Free-form fields
• Icons over buildings showing problems
All that features are either ready or now in works. I’ll post a full list when an update comes out.
(https://pbs.twimg.com/media/DokYBzeXgAAAnwa.jpg)
One of the new features in Alpha 2 is realistic demand for food variety. Speaking of which, here's how you provide resources for actual Ukrainian cuisine:
You might be curious what is taking so long? Don’t forget to keep in mind that the project you have supported is very ambitious and had been like this from the beginning. There’s no way one can design a game like this in theory and just implement it. Every new feature needs to be tested, changed, tested again and so on. Some features just don’t work out and should be replaced completely. Let’s see an example: I received a lot of positive feedback on the way I implemented paths in game. While not exactly a new invention, it’s still a unique feature because of the unprecedented level of detail. But was it a simple solution? Not really. I’ve been trying various techniques starting from February, 2016 and only came up with the current solution in September. And even now I can still see a room for improvement. So it takes a lot of time and energy to make something really stand out. That’s the main reason why we don’t have masterpiece games being released every day. Also that’s the reason why I can’t give you an ETA for this next update.
(https://pbs.twimg.com/tweet_video_thumb/DqWFhK5WoAAFhE9?format=jpg&name=small)
https://twitter.com/twitter/statuses/1055396533242339328
Video showing Reworked the way building footprints work. Now supporting concave shapes and reserved entry areas which are allowed to intersect.
So much more places to put benches on!
You might ask why not release what’s ready so far, and here’s why: all the additions that I do now tend to break old saves compatibility. And it’s much better to batch all these changes in one patch, so players shouldn’t meet the frustration of losing all their progress with each update. Also I still have a huge amount of tasks from the feedback on Alpha 1 and I’d better have all old problems solved by the time I’ll get a new wave of suggestions and bug reports when Alpha 2 comes out. I’m interested in releasing alpha 2 as soon as possible more than anyone. So.. just thanks in advance for your patience.
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Alpha 2 released!
May 3, 2019
(https://ostrivgame.com/wp-content/uploads/2019/05/2019-05-03-700x394.jpg)
I guess when someone says “new content” for a city building game, first that comes into mind is new buildings and production chains. But instead of going the path of adding “more of the same”, I tried to fit as much as I can into existing buildings, improve what’s already there and fill in the missing parts.
I believe that attention to the detail is what sets Ostriv apart from other city-building games so I’m just refining its stronger points.
There’s a lot of interesting new stuff still on the road map, but I don’t want to add those before the game system is able to make them really meaningful.
Also this is the first update to feature some of the work not entirely made by me. With the funding collected during Alpha 1 I’ve been able to get a lot of help from some of my very talented friends.
Together we managed to get the game UI on a new level and break the silence with a unique soundtrack.
Although it was almost a whole year in development since last update and had some major improvements, keep in mind that it is still an alpha, so don’t expect it to be as stable as a finished game. This genre leaves no chance for quick development. Everything needs a lot of thought, testing, thought again.. So Alpha 2 is another iteration of testing. In which all of you are welcome to take part! https://ostrivgame.com/buy/
Let’s see what’s new.
Added/changed:
• Added pigs husbandry for production of pork and an iconic Ukrainian product – salo
(https://i.imgur.com/JiZkvye.jpg)
• Substantially overhauled and improved the game UI
• Improved the look of water edge in winter
• Optimized performance (sounds way simpler than it is)
• Added a new farm crop – buckwheat
• View pitch is now saved to restore after zooming out
• Added a lot of sounds and music
• Can now exit world map or control panels with Esc key
• Added an option to disable edge scrolling
• Added hotkeys to open worldmap, economy & population panels
• Added an ability to modify all key bindings
(https://i.imgur.com/Fxysi4n.jpg)
• Can now set custom basic wage for laborers as well
• Reworked the way building footprints work. Now supporting concave shapes and reserved entry areas which are allowed to intersect
(https://i.imgur.com/5GOQIF5.gif)
• Build queue:
o Added buttons to pause/continue each construction + Shift to pause/continue all
o Added tree removal counter
o Added indicators for cause of construction stalling
(https://i.imgur.com/4hcQiCO.jpg)
• Added sit down and stand up animations for fishermen on boats
• Can now relocate boats to another fishing dock
• Added more tool models for citizens to carry
• Added several in-game options:
o Showing connections between farms and fields, houses and residents, buildings and workers
o Showing problems, like deactivated fields, families out of money, farms without manager etc.
o Always show occupied space when hovering a building
(https://i.imgur.com/2j1WBPO.jpg)
• Can now pan view with mouse
• Eyedropper function to copy existing buildings
• Added nice marks for trees to be chopped
• Added skybox with some clouds which reflect in water. Also changes depending on season
(https://i.imgur.com/82XWzq2.jpg)
• Improved texture effects related to snow, especially on buildings
• Added hotkeys to tilt camera
• Improved water shader for better freezing and melting visuals
• Smooth transitions between game speeds
• Added new cursors
• Better progress bar updating on game load
• Building areas under roofs don’t get as much snow as open areas
(https://i.imgur.com/GYR8fhV.jpg)
• Can now relocate ploughs between farms, also two more ploughs per farm allowed
• Showing more detailed help messages when ordered vehicles can’t be constructed
• Added visualization of vehicle or animal relocation directions (when dragging)
(https://i.imgur.com/a3TZAo7.jpg)
• Improved the way construction priority works, is more strict now
• Construction workers can now switch between build and resource supply tasks, making several deliveries during one workday
• Construction workers can turn back or redirect the delivery if priority changed or construction paused
• Construction workers are now constantly hired at a camp center or town hall
• Added sale stats in all selling points (currently market stalls and forestries)
• A minimap in the corner of screen can now be hidden when not needed
• Added option for big (48px) or small (32px) cursor
• Sorting game saves by time saved
• Can now choose a name for a saved game
• Added dust particle effects when demolishing buildings
• Added dust particle effects when plowing fields
• Added a hot key to rotate building 180 degrees (useful to place houses in front of each other)
• Improved the settings storage file, so you won’t loose your settings when the game updates (alpha 2 onward)
• Particle effects of falling snowflakes
(https://i.imgur.com/BIZ2Zs7.jpg)
• Can now choose if specific field should be plowed or not
• Improved plough model – покращено модель плуга
• Now using correct draft animal texture as it was before assigning to a plough
• Plough blade is now being lowered when plowing
• Cowshed cows can now die of old age
• Carts, ploughs and fishing boats gradually wear out and need to be repaired at a carpentry or a boatyard respectively
• Can now allow/disallow migration to the town in a town hall or a camp center
• Added delay before immigrants arrive after migration conditions met
• Showing floating icons over buildings with problems (families out of food, deactivated fields, farm without managers etc.)
• Farm fields can now be of any 4-sided form specified point-by-point. Can get back to previous point with right click
(https://i.imgur.com/hXRHCkl.jpg)
• Citizens now demand food variety, not just quantity
• Families now tend to have less kids if they’re not wealthy enough
• Added descriptions for all tasks performed by workers
• Slightly improved tree animation and some of the tree models
• Decorative tree placement now uses full-scale tree model during preview
• Amount of leaves on the ground depends on tree size now
• When harvesting, a worker can carry harvest on the way from field to a farm
(https://i.imgur.com/ACRwIDZ.jpg)
• Newly created families get a starting budget based on their parents wealth
• Improved the localization system to recognize grammatical genders
• Citizens can now die of old age. There’s also an ability to designate burial plots for that cases
(https://i.imgur.com/cFwBYt4.jpg)
• New resource type: metal parts. Required for carts and ploughs production/repair
• New building: charcoal pile. Laborers will gather firewood and burn it to charcoal
(https://i.imgur.com/XQYqbic.jpg)
• Smithy now requires charcoal in order to work
• Families can now also have grandparents living with them
• Improved the localization system to support numerals in some languages
• Added an ability to give families a financial help from town’s treasury
• Can see a family tree for all house inhabitants now
(https://i.imgur.com/uD65tTF.jpg)
• Tweaked forest trees randomization to avoid overlapping
• You can now set storage limits for granaries just like warehouses
(https://i.imgur.com/8BXKnIn.jpg)
• Changed the way citizens choose benches to sit, now more evenly distributed
• Showing when a family have settled in the town
• Slightly improved citizens textures
• Can now choose a starting camp location when starting a new map
• New option for UI scale – 180%. Also can set UI scale in ostriv_settings.exe
• When supplying resources to building, workers won’t take carts if resource amount is small enough to carry in hands
• More intensive house chimney smoke in winter
• If the harvest is left on a field for winter it gradually spoils
• Same goes for hay left on a dryer
• Slightly improved the look of the pine forest
(https://i.imgur.com/8DYo2y7.jpg)
• Crops like wheat, sunflower and buckwheat require additional processing (threshing) by farm workers
• Can’t plant decorative trees too close to each other anymore
• Decorative trees are now planted by foresters
• Forestry workers made a bit smarter when it comes to deciding what to do now
• Can now specify regions for tree replanting by foresters
(https://i.imgur.com/NEARN1E.jpg)
• Added snow on trees in winter
• Added a plantable dog-rose bush for bush lovers
(https://i.imgur.com/LoMmFYS.jpg)
• Added an icon in building properties indicating that production limit is reached
• Trade wagons and shepherds delivering cows are now distinguishable on the world map
• Slightly improved birds animation
• Improved the look of grass and other vegetation, added more defined seasonal changes
(https://i.imgur.com/3uvi1lU.jpg)
• Added an option to empty all building’s storage. Workers and laborers will try to move resources elsewhere. It also works for resource stacks left on the ground
• Can only demolish emptied buildings now
• Improved fishing spots selection. Not cluttering boats on each other, respecting fish population depletion
(https://i.imgur.com/5TMXucY.jpg)
• People buy shoes and clothes only if they can afford it
• Trade deals from outer towns are changing over time now
(https://i.imgur.com/jxNXOwM.jpg)
• Added a detailed resource statistics in economy panel
(https://i.imgur.com/fqCbLyM.jpg)
• Added one new map
(https://i.imgur.com/Zh3g5WB.jpg)
• Added a button if field properties to manually switch to next culture (if farm has manager)
• Can specify in farm properties if hay and water for oxen should be supplied
• Added supply options in farms
• Other minor changes and additions. Hard to track everything
Fixed:
• Foresters teleported with white lines to closest tree if it’s on the other side of the river
• Some houses had wrong floor collision model making people levitate near the door
• False positive inaccessibility when placing buildings
• Improved game timing system to avoid things like inconsistent construction speed or worker salary at different game speeds
• Game could get stalled after spent more than 20 in-game years
• Traders will now choose from available trading posts, not only the first built
• It was impossible to send messengers if there’s no manager on first-built trading post, but present on other
• Some buildings were not on center of the screen when focusing on them
• Doors didn’t get highlighted when a building is selected
• Crash when trade wagon leaves the town (in some cases)
• Mysterious door-shaped objects appeared in water reflection sometimes
• Smithy created smoke forever (even after demolition)
• Migration status reported water is ok even if it’s only available for production
• Vertical scrolling in lists with mouse wheel didn’t always work
• Now correctly restoring pause after going to main menu
• Stuttering when turning windmill body
• No snow on carts under roof
• Fishermen standing in boats after game loaded
• Fishing boats catch was invisible
• It was possible to order extra boat/cart on a slot in some cases
• Now citizens buy food in front of the market stall, not inside of it
• Shadow artifacts outside map borders
• Some shadows were detached from objects, creating a feeling of levitation
• It was possible to change game speed with keys from the main menu
• Anisotropic texture filtering on terrain was broken in last patches
• Citizen lighting was incorrect in some animation poses
• Cart relocation have always been choosing the first hovered recipient, even if mouse moved away
• Carts stayed as if someone holds them while loading/unloading
• Construction graph didn’t work correctly for bridges
• Autosave_previous always had the same modified time as autosave
• Saved games list had broken scrolling if accessed second time
• Tooltips were partially covered by cursor on certain UI scales
• Order box in carpentry always showed 0/2 animals regardless of real number
• Boatyard getting stuck if wood amount is between 17.5 and 20
• Another reason to crash when a trading wagon leaves the map
• Crash during chicken relocation
• Houses selection now uses fences form, not just rectangle
• Autumn leaves kept showing up on the ground each year even if the tree was removed
• It was possible to build partially outside map borders which led to undefined behavior later in game
• Siblings are no longer allowed to marry
• Fishing dock workers tended to teleport randomly underground
• Newly created families immediately moved out
• Windmills and hay dryers didn’t select by underlying circle, just by model geometry
• It was hard to select a worker during construction because of picking code used finished building’s geometry
• Fathers could be too young for their kids
• Fishing boats looked like there’s water inside when viewing from certain angles
• Cowshed pasture was “during season” from start, preventing it from demolition & reassign
• Laborer icons, when too many, could cover other buttons in farm properties
• A new game could still have economy panel buttons from previously loaded game
• Log carrying was a bit weird in latest patches
• Water platform was too sensitive to terrain flatness
• Grass could disappear in the corners of screen
• Various crashes when demolishing water sources
• It was possible to build fishing docks on too thin rivers
• It was possible to build a fence across the river
• Chickens were immune to thirst
• Crash when getting resources from previously demolished building
• Some other bugs may have been fixed by reworking some of the systems, but need to be checked
So that’s it. My mailbox is fully ready to be destroyed by your bug reports and feedback! yevheniy@ostrivgame.com
Reminding that if you own Alpha 1, you can just download the updated version from Humble with the same link they sent you when you purchased the game. Unpack Alpha 2 archive separately from any previous versions.
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
If you’re new to Ostriv, you can get it here https://ostrivgame.com/buy
If you want to further support the development, you can always get another copy for your friend. Just check “This purchase is a gift” and you’ll be sent a unique gift link to download.
Also don’t forget to spread the word: there’s a whole lot of online communities where no one ever heard of Ostriv.
Thanks for staying to the end of this longest release notes in history! Enjoy planting bushes!
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Ostriv Alpha 2 trailer
https://youtu.be/T_QjSLoH_18
Published on May 3, 2019
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Alpha 2 patch 1
May 25, 2019
(https://ostrivgame.com/wp-content/uploads/2019/05/a2p1-release-700x383.jpg)
This update is mostly consists of fixes based on your awesome feedback after initial alpha 2 release.
Added/changed:
• Changed fonts for better readability on different systems
• New UI scale options: 80% and 90%
• Pigs can now die of old age just as cows
• Slightly optimized for big towns
• Doubled amount of carried resource when loading/unloading trade wagons
• Graves are now better placed on uneven ground
• Now farm oxen only consume hay in winter
• Can now specify limit for yearly wheat supply in windmill
• Cows left on a pasture for winter will die of hunger
• A message “died of old age” now links to the family of deceased
• Added status strings for charcoal pile
• Now sorting resource lists alphabetically
• Added more floating notifications on problems
Fixed:
• Some statuses in fishing dock were never shown
• Several small UI fixes
• Trade wasn’t ready for chicken eggs
• Beef and hides amount when slaughtering cows didn’t depend on age
• Another crash after demolishing some buildings
• False shadowing when shadows disabled
• Some resource stacks were invisible
• Severe lag during harvesting in big towns
• False “inaccessible” during coastal buildings construction
• Crash when starting new game after hovering a building
• It was possible to build partially on water, which led to navigational anomalies
• Plowed field was visible even under snow
• Edge scrolling didn’t always work
• Crash after setting up a place for reforestation
• Undefined behavior when chickens die during relocation
• White lines appeared when trees are close to water
• Crash in March when cows are being delivered to a pasture
• Crash when slaughtering cows (only happened on low FPS)
• Glitches when displaying too many connections
• Crash after someone died of old age
• Carpentery hoarded fake metal part reserves
• World map town demand/proposal could stuck in some cases
• Game files sometimes were saved without “.save” extension
• When demolishing unfinished reforestation area ghost trees were left
• A field being stuck in pasture mode forever, not letting reassign or demolish
• Undefined behavior when relocating pigs by several workers, led to several memory error later in game
• Slaughterhouse workers could slaughter more than required
• Couldn’t store salt in a warehouse
• Could create unlimited number of deals
• Couldn’t place bushes near trees
• Drinking water consumption was abnormally low
Some problems may still persist in old saves, but won’t appear again.
To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves and options will stay.
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link: https://aka.ms/vs/15/release/vc_redist.x86.exe
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(https://pbs.twimg.com/media/D95fiQWXYAAyTbk.jpg:large)
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Should be much easier to grow pigs with a wider choice of feed options
(https://pbs.twimg.com/media/D-nTM0cWkAMIFrJ.jpg)
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Alpha 2 patch 2
July 9, 2019
(https://ostrivgame.com/wp-content/uploads/2019/07/2019-06-05-700x383.jpg)
Here we go:
Added/changed:
• New building: a small chapel
(https://i.imgur.com/okoNyAn.jpg)
• Added a 64-bit version of the game (should slightly improve performance on 64-bit systems)
• Can now demolish fallow fields during season if not using as a pasture
• Added a new fence model
(https://i.imgur.com/1cPKI3C.jpg)
• Can now apply hire options to all buildings of this type
• Slightly improved citizen clothes variety
• Increased the time a trade wagon waits for workers to load/unload it
• Added a search feature to cycle through all the buildings of the same type
(https://i.imgur.com/xeXdKDB.jpg)
• Can now specify how much to stock raw materials or animal food in supply options. Also now able to use multiple food types for pigs and chickens.
(https://i.imgur.com/N6MrZfX.jpg)
• Updated some of the building models
Fixed:
• Slaughterhouse preference checkboxes were not saved
• Pigs or chickens trader could deliver to the same pigsty or chicken coop if arrived at the same time
• Eggs trade was still a bit off (also leading to corrupted other deals and spamming with wagons)
• A blue screen after clicking on newcomer portrait
• Crash when chopping trees near the map border
• Crash when have a corrupted file in saves folder
• Crash when a grandparent outlives all other family members
• Market stalls and forestries could keep reserves for dead people
• Improved time calculation (should fix the worker stalling bug, but can’t check since it’s a very rare bug)
• Two workers at a carpentry could mess up oxen leading to random crashes
• Some building models had glitchy triangles
• Fixed several minor UI issues
• Newcomer families could have children with negative age showing as newborn for years
Some problems may still persist in old saves, but won’t appear again.
To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves and options will stay.
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link for 32-bit version: https://aka.ms/vs/15/release/vc_redist.x86.exe and here for 64-bit: https://aka.ms/vs/15/release/vc_redist.x64.exe
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Alpha 2 patch 3
July 16, 2019
(https://pbs.twimg.com/media/D5qc4NmXsAIW7df.jpg)
The last update was a bit of a mess so this one brings it all to order along with adding a couple of new things:
Added:
• Can now mark a cow or a pig as “protected” so it won’t be taken for slaughter automatically
• Added 4 new music tracks
• Added a sound notification when messenger arrives
Fixed:
• Pigs and chicks still died without wheat even if other food available
• Severe visual problems when choosing lower texture settings
• Builders had serious problems building houses
• Could not set supply options in farms
To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves and options will stay.
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
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Ostriv now has a Steam page ready for wishlisting
https://store.steampowered.com/app/773790/Ostriv/
Just to remind: if you already purchased the game, you won't need to buy it on Steam. You'll get your key when it's released in Early Access
(https://i.imgur.com/oYhY56m.jpg)
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(https://pbs.twimg.com/profile_banners/781584987502108672/1558630313/600x200)
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Bringing in a bit more variety to market stalls in the next update
18/09/19
(https://pbs.twimg.com/media/EExLIF5W4AAGrVO?format=jpg&name=small)
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Alpha 2 patch 4
September 24, 2019
This update has a great chance to become the last one for Alpha 2. In coming months I’ll be putting more effort to prepare for Steam and GOG early access release along with a big content update, namely Alpha 3.
For those who missed this I’m reminding that Ostriv now has a Steam store page where you can wishlist it and follow the updates. Also just to remind to current owners that if you have bought the game on this site, there’s no need to buy it again: Steam activation keys will be provided to you for free once the game released on Steam and GOG. If you prefer getting updates from HumbleBundle link, no need to worry – it will be still regularly updated along with other platforms.
Now to what’s new in patch 4.
Added/changed:
• Redesigned the numeric system to show integer numbers. No more decimal points
(https://i.imgur.com/8Mqqx1E.jpg)
• The game will now notify on the main screen if an update is available
• Added text descriptions about raw materials shortage in several buildings
• Added an ability to customize the look of market stalls. This feature will later be also implemented for other buildings
(https://i.imgur.com/Y7IQoKq.gif)
• Citizens can now buy multiple food items from market stalls at a time if they are sold nearby
• Now showing which resources are missing for the tanning batch
• The hay dryer now shows wet grass in right color
(https://i.imgur.com/ptDOcre.gif)
• Increased an amount of nails recovered from demolishing (50% to 80%)
• Decreased pig food consumption by 25%
• Now showing how many families are still living in tents
• Slightly optimized rendering with shadows disabled
• Now showing for how long current food/water stock gonna last in cowsheds, pigsties and chicken coops
• Added another autosave level autosave_previous_previous to be able to go back further
Fixed:
• Chickens didn’t lay eggs if no wheat in storage
• Tailors didn’t start production if textile amount is <0.5 while batch only needs 0.1
• It was possible to create an oversized field causing glitches and/or crashes
• Could only trade 20 nails at a time
• Laborers could sometimes get stuck as if they are hired workers
• Sometimes adult males were accidentally married to underage girls
• Citizens had jerky movements in older towns
• Supply limits didn’t reset on year change
To update
To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves and options will stay.
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link for 32-bit version: https://aka.ms/vs/15/release/vc_redist.x86.exe and here for 64-bit: https://aka.ms/vs/15/release/vc_redist.x64.exe
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
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Alpha 2 patch 4 hotfix 1 and 2
September 25, 2019
The new numerical system introduced a couple of issues so here’s a quick patch. Thanks to everyone for quick feedback!
Fixed:
• Charcoal pile production was 100 times lower than expected
• Some product prices were 100 times higher than expected
Fixed in 0.2.4.2:
• Demolishing buildings gave too much nails
• Carpenters didn’t build anything
To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves and options will stay.
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link for 32-bit version: https://aka.ms/vs/15/release/vc_redist.x86.exe and here for 64-bit: https://aka.ms/vs/15/release/vc_redist.x64.exe
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Workplace titles to be clickable
(https://pbs.twimg.com/media/EG2aBZgXYAE_5dI?format=jpg&name=small)
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Ostriv is coming to @GOGcom
06 Nov 2019
(https://pbs.twimg.com/media/EIrryMyXkAIKD9Y?format=jpg&name=4096x4096)
It will be available there along with http://ostrivgame.com and @steam_games as soon as the major content update Alpha 3 will be released.
Wishlist here: https://gog.com/game/ostriv
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Did you know there were wild ducks in earlier builds of Ostriv?
(https://pbs.twimg.com/media/EJLlMkyWkAAq8Bv?format=jpg&name=small)
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Alpha 3 development update
Mon, 9 December
From the dev:
It took some time for me to realize that Alpha 3 is going to be the biggest content update Ostriv had since the initial alpha release on ostrivgame.com. And the thing is this update can not be divided in smaller patches since all the new stuff is connected. There are several new production chains, which are connected to construction: we will produce lime and bricks, dig up sand and stones to construct the next-level buildings. At the very least 8 new buildings are coming, including new types of houses.
I spent some (quite some, actually) time to expand the development team, so the work should speed up a bit from now on. But still it's very unlikely to be able to finish everything by the end of the year. So the only way to make sure this new update will be as good as you all expect it to be is to move the release date to Q1 2020.
Thank you for your patience!
Yevheniy
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Meet the lime kiln!
It can easily turn all your limestone to quicklime for a more-than-reasonable cost of your charcoal and just some delaying Alpha 3 to Q1 2020.
(https://pbs.twimg.com/media/ELW3kacWoAAhcxR?format=jpg&name=medium)
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From the dev:
17 Jan 2020
All hail to our 2D-artist Kseniia! Also some hidden insights about future updates.
(https://mir-s3-cdn-cf.behance.net/project_modules/1400_opt_1/3a7f1d87593651.5dbcaa553057c.jpg)
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Would you shed some wagons here?
(https://pbs.twimg.com/media/EOwN-uJWoAAil8_?format=jpg&name=large)
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Would you breed some horses here?
(https://pbs.twimg.com/media/EPolGYPWsAA5WYj?format=jpg&name=medium)
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Years were passing by and this checkbox was sitting there all grayed out, patiently waiting for its time.
(https://pbs.twimg.com/media/EP73h5nXkAArL1Q?format=jpg&name=small)
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Would you keep your stones here?
(https://pbs.twimg.com/media/EQCXbtnX0AAGKyf?format=jpg&name=medium)
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Developer:
"I think I predicted all possible play styles"
Players:
(https://pbs.twimg.com/media/EQLU-Z6XkAA0hWd?format=jpg&name=medium)
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Developer
11 Feb 2020
"Today's achievement: the game is playable on fastest speed during harvesting with 700+ population."
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All refreshed and readying to move your resources in Alpha 3
(https://pbs.twimg.com/media/ER2tF4aX0AAojZj?format=jpg&name=large)
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Good news for GOG users
6 March 2020
Good news for GOG users! Your Ostriv purchase will include a GOG key along with a Steam key. Just as with Steam - the keys will be delivered as soon as the game releases on GOG (which should happen simultaneously and hopefully by the end of this month)
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Here we go again...
14 March 2020
(https://pbs.twimg.com/media/ETFwRnOWoAAiomH?format=jpg&name=4096x4096)
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Ostriv Alpha 3 trailer
15 March 2020
https://youtu.be/bgdchTZJ78k
Expected release in 7 days.
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Now available on GOG and Steam!
19 March 2020
(https://steamcdn-a.akamaihd.net/steam/apps/773790/header.jpg?t=1584617859)
https://www.gog.com/game/ostriv
https://store.steampowered.com/app/773790/Ostriv/
Steam keys will be available by your old humble link soon.
GOG keys are already available.
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Alpha 3 released!
19 March 2020
When I started the development of Ostriv alone back in 2014, my country was experiencing quite an uneasy time in its history. But this project managed to change my life and, judging by the enormous amount of feedback I was getting, it gave a lot of hope to a lot of folks around the world.
In the course of these years I went from a part-time solo development to full-time with a team of 3 helping me out. All thanks to 20 thousands awesome people who believed in the project and purchased the early alpha.
I also want to thank everyone who spread the word on Youtube, Twitch, and (occasionally) gaming press. Without you I’d never reach those thousands of people! I have to say, just a few years ago, I wouldn’t even imagine seeing videos of someone in Thailand or Japan building their own Ukrainian villages.
I hope this game will bring you some joy and calmness (of course if you’re lucky enough to run it without crashes) during this time, uneasy for the whole world, or at least a good reason to stay at home.
Take care and please don’t buy any more toilet paper!
Now to what’s new in Alpha 3:
Added/changed:
• New building: Wagon shed
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/30a702a3e131a9319525c2960754448418b2662b.jpg)
• New building: Stable
• New building: Saddlery
• New building: Limeworks
• New building: Lime kiln
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/55641ffb01cf5f0d982f94d478cb14e68aca80e5.jpg)
• There are now stone and limestone deposits on maps
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/ed96a5a64d45b9a9821a537c258dfdb15f596872.jpg)
• New building: Mining camp
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/a7eff25cf16552b239eab70a7887e7fe311c5a3f.jpg)
• New building: Church
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/ff63b79e5398dfc5d944bb9d31243b184f9fe06c.png)
• Significantly optimized performance, especially in big towns on faster game speeds (When porting old saves it may need some time on 1x speed to improve)
• Can now produce horseshoes at the smithy
• Now showing current field status in farm’s field list
• Raised the metal parts selling price by 5x
• Name of workplace in citizen’s properties and family tree is now clickable
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/b264f246106a76f7832f33be9569be609d7c4923.jpg)
• Animal death of starvation and thirst are now more sparsely spaced in time
• Added an icon to tell the crop harvest from processed resource
• Threshing is now evenly distributed between crops
• Now showing how much more resources required for construction
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/2ec0ce9e7064f0ae35353e53773094e3dfd272a5.jpg)
• A bit more color variety for autumn leaves
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/d6058e7de4e1041dba7f21f53d66d26b48769c42.jpg)
• Showing warning when trying to buy animals before there’s a place to keep them
• Granary workers will now supply to nearby shops if no other work
• Now showing how many resources required for a carpentry order
• Thatchers are now using multiple points to gather reeds, also being smarter about newly accessible points (after bridges built) and obstructed points (less teleporting)
• Windmill now uses the same supply options as other buildings
• Added animation and sound for chopping trees
• Citizens are now smarter about finding shortest distances. A is now closer than B
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/bbdc68c0638dcd2924c76fcbe5112e18add2010e.png)
• Zooming out to fit the focused object on a screen (following mode, searching buildings)
• Added clay digging animation
• Improved model for horses with texture variation
• Hay barracks are now being built just like other buildings
• Added a minimal bridge height over water level
• Added a button for quick access to the town hall building
• Now using a current user’s Documents folder for saves and settings
Fixed:
• Tannery batch size slider didn’t work properly
• Pigs didn’t reproduce when livestock = limit
• Could store unprocessed buckwheat harvest in the warehouse
• Sometimes it was impossible to demolish a fallow field
• Windmills stopped rotating in older towns
• Uneven terrain restriction didn’t work in several recent patches
• Carts had visual glitches on bridges
• Wife’s parents didn’t have their own last name (works for new games only)
• Weird navigation around field and village house entries
• Female fertility wasn’t limited by old age
• Trade deal slider showed wrong numbers when switching between deals
• Starting camp placement had unwanted offset applied
• In some cases it was possible to stack multiple constructions on top of each other
• Planted trees were removed instantly when built on (even the old ones)
• Foresters ignored trees accessible by built bridges
• Couldn’t copy buckwheat field with eyedropper tool
• Cows left on the field if trying to relocate at the end of pasture season
• Memory overflow (crash or glitches farm fields) when playing for a long time straight
• Entering big numbers in text field made them negative
• Workers avoided moving resources to trading posts when emptying buildings
• Demolishing and then cancelling on windmill created navigational anomalies leading to walking through buildings around it
• Crash once winter starts in some games
• Multiple cowsheds could use a same pasture, breaking several game mechanics
• Farm workers needlessly visited field entry when harvesting
• Two coastal buildings being constructed on opposite sides of the river created a breach for water-walking
• Crash when demolishing a bench waiting for trees to be removed
• Boatyards used too small amounts of wood for boat construction/repair
• Chicken relocation had several issues (like dead locks)
• It was sometimes possible to start construction on the other side of the river before the bridge has been built (thus teleporting and other issues)
• Some bridge builders decided to live underground
• Navigation around windmill was a bit broken if game saved while turning its body
• Bridge construction ignored trees
• Could duplicate resources in trading posts and warehouses leading to weird behavior
• Various small UI fixes
To port your old saves to Alpha 3, run the updated game at least once. Then copy “save” folder from your game’s directory to Ostriv subdirectory of your documents (usually in c:/Users/USERNAME/Documents/Ostriv). You can do the same with the file “settings.data” to port your settings.
Regarding the Steam keys to early purchasers from ostrivgame.com, I’m still waiting for Valve to send me the requested keys. Will inform you as soon as I can!
GOG keys already available by your humblebundle link!
To manually update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version
If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender
If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link for 32-bit version: https://aka.ms/vs/15/release/vc_redist.x86.exe and here for 64-bit: https://aka.ms/vs/15/release/vc_redist.x64.exe
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Alpha 3 hotfix 1
Sat, 21 March 2020
Traditional quick fixes after release!
There's also a known issue of workers getting stuck on the field. If you have a save before this happens, please send me at yevheniy@ostrivgame.com
Added/changed
• Increased the font size in help windows
Fixed
• Crash when a wagon returns to the shed (in some cases)
• Key bindings didn't work correctly
• Crash when clicking the town hall button before the camp started
• Crash when clicking "Save" the second time before there's any autosaves
• Crash when emptying some buildings
• Crash when using an eyedropper tool
• Crash after demolishing a bridge
• Stone stack on construction site didn't show properly
• Crash after bridge (and possibly some other buildings) construction finished
• Lime kiln could stuck on gathering
More fixes coming soon. Thanks for backlogging me with feedback!
Yevheniy
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Alpha 3 hotfix 2
Thu, 26 March 2020
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/8239f7ae5a16eeb0b542c6f0aa3e737dd159821e.png)
A little more fixes. Thanks everyone for reports (still going through my backlog)
Added:
• Help text for water platform
• Now showing path to save folder in Save/Load screens
Fixed:
• Chicken relocation getting stuck when chickens died
• Tannery stopped working when gathered 4999 units of water
• Could build a farm filed partially on water
• Couldn't demolish an empty lime kiln
• Chapel was a requirement even if there's a church
• Crash when trying to put down a building
• Wagons could deliver more resources than available (also created a lot of mess with numbers)
• Limestone mining could stop if stone deposits are inaccessible
• Crash when gathering harvest from demolished fields
• Crash when a wagon returns to the shed (another one)
• Scrolling issue in saves list
• Could add duplicates in granary
• Panning didn't work correctly if set to RMB or MMB
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Alpha 3 hotfix 3
Sun, 29 March 2020
A little more fixes. Thanks again everyone for reports!
Added:
• Esc key now hides the construction menu and help window
• Post processing is now disabled for Intel GPUs by default
Fixed:
• Crash when a builder has arrived on a finished construction
• All the workers stuck on the field are now free to go!
• Crash when everyone in town wants the same ox
• Some coastal areas had passable buildings/fences (will be fixed only for new games)
• Crash when putting down some buildings near water
• No ploughs being built if there's a wagon order in queue
• Crash after cancelling construction (in some cases)
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3d bridges for navigation
(https://pbs.twimg.com/media/EUMMjpvWsAApl_p?format=jpg&name=large)
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Alpha 3 patch 1
Tue, 7 April 2020
Added/changed:
• Added a description for Empty function
• Added some more on-screen reminders on how to start your town (Clay pit, Thatchery, Charcoal pile, Forestry workers)
• Construction menu now divides to pages if doesn't fit on screen
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/80bc8af0631f465bd32b9434833761cc2a502257.jpg)
• Wagons will now need horseshoes and tack replacements after some time
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/ea31069543e0dbcaf673a33633c963cef043dd91.jpg)
• Salaries and rents are now payed daily rather than every frame, thus making the economy consistent in all game speeds
• Not allowing to demolish field with harvest anymore
• Added tooltips on resource icons in tannery
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/edd7e8c46e661fb174bff629a72354e9132f62fc.jpg)
Fixed:
• Tannery stuck in gathering (rare)
• Crash when relocating pigs
• A carpenter could choose a horse that's being relocated, leading to later crash
• Could build coastal buildings in inaccessible areas
• Construction workers had their path needlessly recalculated
• Stone mining could stop if limestone deposits are inaccessible (yeah, vice versa)
• Wagons could deliver the same construction resource twice (left in a building afterwards)
• Church and chapel requirement didn't care if its construction is not finished
• Cows could be stuck relocation
• Crash on loading some saves
• Jerky movements of wagon wheels in later game
• When demolishing a forestry, a leftover log could be never picked up
• People and animals aged less if played on lower game speeds
• Wagons never wear out
• Wagon shed workers could neglect supplying for horses
• Laborers in fact received the same wage as workers despite coefficient
• A pig marked for slaughter manually could be slaughtered twice
• Some weirdness during windmill demolishing
• Horse tack trade was broken
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Alpha 3 patch 2
Thu, 16 April 2020
Added/changed:
• Added a check to "Allow chopping trees" in reforestation area (will be protected otherwise)
• Added new UI scale option: 250%
• Added buttons in building panel to quickly search similar buildings
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/656d6d87573eb9c1c7d5b8cd5c6a3c7a7cb00ffb.jpg)
• Can now specify builders wage in town hall
• Can now hire counselors in town hall to manage seasonal hiring
• Added new options to hire depending on season
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/abb23df4eeaf87f0a3efea8e61c4bb9deccf7f48.jp)g
• Added notification when field nutrients are low
• Can now disable snapping while creating fences
• Added a help text for cart parking
Fixed:
• Couldn't assign mouse side buttons for anything
• Could build on map entry point, leading to unexpected results
• Crash when emptying a farm during harvest
• Traders could buy more than we wanted to sell
• Hay in a barrack became invisible in some cases
• Could build fences outside map bounds
• Some bridges didn't make the other side accessible
• Bridge preview showed wrong calculation of resources
-
(https://steamcdn-a.akamaihd.net/steam/apps/773790/ss_0c856abd3fd24ad196e058c392747f0abbfbe787.1920x1080.jpg?t=1586453372)
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Alpha 3 patch 3
Wed, 29 April 2020
This updates introduces some changes to resource/money balance so all feedback is welcome. There was a change in how trading works. Some players might consider it too easy, but the current solution is not final. More like it lays some foundation for future additions.
Added/changed:
• Not showing "soil is exhausted" icon if nothing can be done about it at the moment
• New fullscreen mode - borderless window (can help with issues on some systems)
• Some products costed nothing to citizens but created treasury money from nowhere
• Changed the way demand and proposal work in outer trade
• Improved "Make a deal" dialog to include more useful information
(https://i.imgur.com/x0TgmO5.jpg)
• Added "Apply to all" button for supply options
• Slightly decreased tree planting priority over wood/firewood production at forestry
• Edited some of the help entries
• Minor UI changes
Fixed:
• "Apply to all" now works for seasonal settings too
• Fields could still be built partially on water
• Lime kiln had confusing supply options
• Crash when firing a farm manager
• Some animated models had ghost-like appearance in some cases
• No one wanted to pick the remaining charcoal from the pile
• Crash when trying to relocate chickens to farm or cowshed
• Crash in huge towns with 70+ farm fields
• Wagons didn't supply to trading posts
• Crash involving demolishing on pause and "Next building" button
• Potentially fixed a crash with boats on RX 5700 XT (need confirmation)
• Cows disappeared when returning from pasture in some cases
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Some of the crops your villagers are planning to grow on their customizable yards. Wish them luck!
(https://pbs.twimg.com/media/Eb7uyqPWsAASWQ0?format=jpg&name=4096x4096)
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Trade boats
(https://pbs.twimg.com/media/Ec5esb9XkAQl9zJ?format=jpg&name=large)
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Alpha 3 patch 4
Sat, 18 July 2020
This update was planned to be a bit bigger, but as some of you are too eager to try some new stuff already, we're postponing the customizable house yards to the next update. Anyway, this one should have enough to entertain you during the wait. Here we go:
Added/changed:
• Added a checkbox to only produce dried fish on a fishing dock
• Slightly improved CPU performance in big towns
• Slightly improved the bridge model
• Added a checkbox "Only available" in warehouse and trading post resource selector
• Improved the chicken model
• New building: trading dock
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/55c24d6c7ad090cca012b672e404259f59864e7e.jpg)
• Added a new town to trade with (by river)
• Added slower building rotation when Ctrl pressed
• Added a stricter limit on how far from home can someone work
• Cowshed workers will not mow hay too far from their cowshed
• Industry now uses hi-tech solutions for water supply
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/b6bdd01729edf96e6a67ab51d5f640e42271af43.jpg)
• Increased leather price
• Removed a hotkey to rotate building 180 degrees (90 seems enough)
• Optimized CPU performance when using FPS limiting
• Added shadows on water surface
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/222efbe50f4b41be505236d51268cd0da3be2551.jpg)
• Increased maximum number of workers at Carpentry and Smithy to 3
• Now showing the field size during creation. Also visible in field's properties
• Can now slaughter horses when really hungry
• Numbers in trade deal dialog are now calculated as you type
• Added another bench model
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/5381cd1a7f3ac74cd2e884af7ed12c217d5cdb7f.jpg)
• Field workers can now take more than one stook on the way back, greatly reducing crop gathering time
• When emptying a building, resource amounts <1 are removed automatically
• Added a help text for the fishing dock
• One fishing trip now brings 9 to 15 units of fish (later will depend on various factors)
• Added a new map:
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/ebab99f0ba63516cc89850614d58ac8de8c91415.jpg)
• Added a reminder to build a trading post when running out of iron
• Increased the starting treasury to 2000 hryvnias
• Several minor UI changes
Fixed:
• Was too little Ox, Bull, Boar proposal
• Crash with boats on RX 5700, RX 5600 and Vega - now confirmed
• Weird trade wagon animation on a bridge
• Building houses on the map border made out-of-border areas accessible
• "Apply to all" applied to unfinished buildings
• Crash after relocating a cart
• A few crashes on extremely big towns
• Crash after closing popup windows with Esc key
• A crash related to plough construction
• Fields could get stuck on plowing
• Grass under bridge was wrongfully trampled
• Reassigning fields during gathering led to leftover "awaiting" resources never delivered
• Fishing boats preferred closest fishing spots not taking length to account (may still take some time for them to learn)
• The eggs were sold to citizens 100 times more expensive than needed
• Supply by wagon didn't work for market stalls
• Couldn't demolish unfinished lime kiln in some cases
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(https://steamcdn-a.akamaihd.net/steam/apps/773790/ss_e8c1720dcf03313646b8e702c08638b8c36d24f5.1920x1080.jpg?t=1586453372)
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Progress report
Wed, 28 October 2020
(https://steamcdn-a.akamaihd.net/steam/apps/773790/ss_e8c1720dcf03313646b8e702c08638b8c36d24f5.1920x1080.jpg)
These last months we were working on the biggest content update since the initial Alpha 3 release. Just as the store page says, the delays between updates may be longer than some of you would otherwise expect. And this is one of those cases. There's no way to divide it into smaller updates so it will take just as much time as it needs. There won't be any estimates on the update delivery since we're all humans and work in our comfortable no-crunch schedules with all due holidays and vacations to make sure Ostriv will be finished and will become the best city-building game ever.
Here are some of the things coming in the next update.
Village house yards will now be customizable:
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/3ad026f4a70a334915ba7eef0e5382988220c7d1.gif)
Also they will finally make some sense, because they will be used by citizens to grow crops they can sell on the market:
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/63746c70149b8203f72f81d72a8ecb6b570a7fe3.jpg)
As the yards will now have a meaning, there's no need to make them mandatory. Leaving a house without a yard will also be possible (its residents just won't be able to do any private farming).
Resource management will have a major overhaul with capacity limits and more options for distribution by carts and wagons.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/22f276380201702aa51fa4f733788b1618937aeb.jpg)
Much more new stuff will be announced later. You can keep in touch with the latest news here: https://twitter.com/OstrivGame
Some of the upcoming new buildings:
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/9cddb405a3745017987b2230ea6bf8743074157f.jpg)
Thanks to everyone who supports the development by not giving the game a thumbs down review while we're working hard towards a finished masterpiece!
Yevhen
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Still needs some work, but already makes much more sense than an empty yard
Oct 27, 2020
From the dev
(https://pbs.twimg.com/media/ElWLbeEWoAE5NFE?format=jpg&name=large)
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Those carts can't move on their own, right?
Nov 17, 2020
From the dev
(https://pbs.twimg.com/media/EnC2OJHXUAEWuKP?format=jpg&name=large)
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Employing the magical power of procedural generation!
Nov 23, 2020
From the dev
(https://pbs.twimg.com/media/EnhWepkXEAAHPTK?format=jpg&name=4096x4096)
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Optional through info overlays menu
(https://pbs.twimg.com/media/EpTAWMjW8AI8wsu?format=jpg&name=large)
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Houses construction animation is finally getting some due attention
(https://pbs.twimg.com/media/Ep_5zRHXYAI-xrd?format=jpg&name=large)
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A bit late to the party, but we got some trees
(https://pbs.twimg.com/media/Eq9uVF4W8AAxn2T?format=jpg&name=large)
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Update
06 Jan 2021
Working on improving family ties. You'll now be able to see family members who live separately in a family tree. Also inheritance at last!
(https://pbs.twimg.com/media/ErDrfWTW4AEZYFO?format=jpg&name=900x900)
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This is how fully-built Ostriv map may look like (credit to Sinan Bac). Spent whole day squeezing fps out of it. Still some room for improvement.
(https://pbs.twimg.com/media/EreaVnOXAAg2rN_?format=jpg&name=4096x4096)
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A cheerful day in the farmers' family. The simulation gods blessed them with a lush harvest of onions. They gonna have to eat them all themselves though, because private trade is still to be implemented.
(https://pbs.twimg.com/media/EsLbtPMXUAMZEfL?format=jpg&name=small)
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Update 21 Jan 2021
Just fixed a bug where granary workers made Eternal Deliveries of The Endless Nothing to the market. Sack by sack. No questions asked. This is what happens when the business is state-owned.
(https://pbs.twimg.com/media/EsQhVxCXEAAWk1V?format=jpg&name=large)
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What is taking so long
Mon, 25 January 2021
(https://cdn.akamai.steamstatic.com/steam/apps/773790/ss_e8c1720dcf03313646b8e702c08638b8c36d24f5.1920x1080.jpg?t=1606408554)
Instead of posting a long boring list of things we're working on, I decided to make a little case study of a new building coming in the next update to show what kind of work is being put into each building in Ostriv. I hope it'll give a much better perspective and will be much more interesting to read through.
If I take a look at the Trello card called "building_saltworks" I can learn a lot about its history. It was created on 17th of August, 2020. So this was the day we started researching the historical data and exchanging ideas.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/21c7ebfefbfef940f28320827c567fcc12184a6a.jpg)
There's a thin line between how far you can go in historical accuracy direction and general playability. We're trying to keep it both interesting to play and mildly educational on how the industry worked before the industrial revolution.
We iterate on different designs until we find the one that fits all the requirements: has all needed functional elements, looks unique, fits the style, has easily readable and recognizable structure, and of course is just pleasant to look at.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/88ce3a3abe09822af30fb40929d4efbb78ca3ff4.jpg)
As much as we strive for details, some of them can't be put in a game as they are. You can see a highly-detailed model on the left which we had to render as a texture with transparent parts on the right. We experimented with different versions to get the look we need.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/0fdc3c9825199ae4c6605bd8405a265513dbcc8a.jpg)
From the feedback I can see one of the most admired parts of this game is construction animation. Having buildings assembled by distinct parts feels refreshing after being used to them just popping out into existence.
Once we have the saltworks building model completed, we start on the separate model which has all the construction parts specified.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/6ce406e064887b57279c2b255a1c9e89c3d6a186.jpg)
As you can see the saltworks building has 556 separate parts, all of which were modeled by hand, are ordered respective to their construction order and have material specified. Some parts are marked as milestones to avoid some unrealistic situations like roof parts hovering in air before the walls have been built. You can see the milestones in the construction's properties:
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/ef34654343e1c500a6cc46260e676e440a803fdd.jpg)
In game, when construction workers get to the site, they get a task to build a specific part based on the order and material availability. They would take a resource from stack and build a new detail, repeat until their workday is over. Sometimes some parts may look weird during construction and we need to reorder the parts, change resource types, milestones and so on, until our workday is over. Thankfully there's enough benches around and we can get back to work later in full strength.
In grid-based games the building footprint is specified simply as two integer numbers: width and length that they take on a grid. From navigation perspective this just means those tiles are no-walk zones.
In Ostriv it is much more complicated: there is no grid and the buildings are freely rotated. Citizens can walk anywhere with no regards to grid tiles.
To avoid overlapping buildings with each other each one of them has specified which land it occupies exclusively (the yellow part) and the empty space which they can share with other buildings (the green one). Of course it could be much more simple, it could even be generated automatically based on model geometry. But that would take away from Ostriv its unique handcrafted feel as well as the ability to put a nice little bench right there in a free strip of space near the entrance.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/05f3de4ff449974200cc52791dba38f4d38ee690.jpg)
For navigation purposes each building is supplied with a set of "nodes" and "walls" which will become a part of the global navigation graph connecting all the buildings in a town. So keeping it as simple as possible while functional enough is essential to late game pathfinding performance.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/9db17d7d292c9872e162111adc99279214348b8a.jpg)
There are also nodes for specific purposes like wagon parking or storage points for resources. This time we finally made special nodes specifiable in editor rather than built-in to the program code. The future mod-makers should approve of this.
To make sure citizens will not clip through buildings when entering them we specify in the editor the floor geometry, which is also stored in the model. As we have dynamic doors in Ostriv, they need to be added in editor as separate objects.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/71d887dba8cecae7afdcf94cf35d584b1e3790ad.jpg)
In most city building games there's usually no actual difference between various production buildings. There's a visual model, inputs and outputs. This concept has a great advantage of scalability: once you made it work you can add new buildings with close to zero effort. With modding implemented this just becomes an endless source of new content. That's the easy way, which obviously means it's not our way.
Back when I was working on the game alone I had varying amount of attention to the detail. When I was rushing towards the Alpha 1 release in 2017, I've added a bunch of soulless buildings like Tailor's and Weaver's workshop in a hurry. All they do is stand there and produce one resource from another. The windmill on the other hand is a building I made one of the first and it is probably one of the most detailed and nuanced windmills in video game history. I want Ostriv to have more buildings like that windmill.
The saltworks building has an animal-powered machine for pumping brine from underground deposits. You can use draft horses or oxen to turn the wheel. We've chosen the building design in which you can see the animals inside pushing on that samsara wheel in the name of the betterment of civilization until the brine storage is full. Then the human worker should fire up the oven with firewood or charcoal (depending on your choice) to evaporate the water and get another batch of dry salt ready to be used by the town. The oven consumes fuel, the animals consume food and water and die occasionally from the lack of it. Just as always, you can relocate animals or even call a slaughterhouse guy to put them to the final rest. The whole process is powered by some 26KB of new code (I always choose the shortest variable names possible) written intermittently in the course of the last 5 months.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/4d949b98f88a7f07881af9756c1852940e7d3520.jpg)
On January, 12 I moved the "building_saltworks" card to the "DONE" section but the room for improvement is still there. If back in August I were to give an estimate on how much time making this new building would take, I wouldn't be even close to accurate. I also didn't know that writing this post would take my whole day. That's why I'm not giving any estimates on Alpha 4 release date.
Now back to turning that wheel so the folks can finally grow their own food and send their kids to school.
Stay healthy and kind!
Yevhen.
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The first test of combining the two-way local market with private gardening.
Feb 3, 2021
They say they don't need my farms anymore. Damn capitalism!
(https://pbs.twimg.com/media/EtULSOLXAAYT9a3?format=jpg)
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The game will now show you some useful information in a form of an elegant haiku
10 fEB 2021
(https://pbs.twimg.com/media/Et3qiWjWQAAkWWX?format=jpg)
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Alpha 4 released!
Fri, 5 March 2021
(https://cdn.cloudflare.steamstatic.com/steam/apps/773790/ss_17b96775f6b5aab33904913acbf20a34f809dbd8.1920x1080.jpg)
Three weeks ago we had Alpha 4 feature-complete and started testing it internally. It was tempting at the moment to give you an estimation on release date, but it would've been a big mistake. The testing showed so many issues and being able to thoroughly research all the new additions and make corrections without time pressure was priceless.
So here we are with Alpha 4 ready for your judgement. In short, there are 5 new buildings, introduced basic education, new ways of transporting resources, improved performance, private farming, storage capacity limits and a lot of other stuff.
Your old saves will load fine, but it is recommended to start a new game because of the number of new things that have a great impact on your local economy. Also older saves will not enjoy the same amount of performance improvements.
Added/changed:#
• Citizens will now use their gardens to grow their own food for sale and for personal consumption
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/7543493ed8a9d8398946eeecc392e7fbe941c525.jpg)
• Greatly optimized the pathfinding to use all available CPU power
• Slightly optimized overall graphics performance
• Resources will now also be supplied for the next construction in a queue
• Export stock can now be marked as one-time deal (will not be restocked after a sale)
• New info overlay that shows products for sale on the local market
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/e07ed6a3162cd18a71af39fc89a50830646fe16c.jpg)
• A bit more info in chicken coop help
• Added an explanation why trade boats don't depart in winter
• Improved forestry construction animation
• Can plant the trees again after the reforestation area is all cleared
• New building: construction office (allows to hire additional builders)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/66d287fc9fc918e99c0d340c0726a608c9528e0e.jpg)
• Now highlighting reached yearly limits in supply options
• Now showing the number of trees in a reforestation area
• New building: cart shed (allows to hire carters for regular deliveries)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/7cde5d8c73dd83728fdf6ad5845541cbc0f4f40b.jpg)
• Can see monthly family income in house properties now
• More smoke from charcoal piles and lime kilns (only those built after the update)
• Citizens will now only choose nearby market stalls and wells
• New building: gazebo (comes in two variations)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/cfc1cc18107ba6f50e49af8df8d91f0a59c690e9.jpg)
• Can now build houses without gardens around them
• Added a simple ambient occlusion effect near the ground
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/92644a6ce20a5653b7ec2f493f1ae90c54d0e966.jpg)
• Problem icons over buildings are now clickable
• Added storage capacity limits on all buildings
• Added new cursors when relocating animals or vehicles
• Can now create a special order to move resources (fulfilled by carters or wagon shed workers)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/f83761547c213af07ab54fae023985d62b4eb52a.jpg)
• Added a help text for wagon shed
• Slightly reduced forestry wood/firewood production per log
• Women will now use carts (but with less efficiency)
• Can now immediately destroy building's resources
• Added tooltips on world map wagon icons
• Added a help text for well
• Wells built too close to the river will only produce low-quality water
• New tree type: spruce
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/dff14575378da98eb374a15d951efc790cd052b9.jpg)
• Can now choose one of two tree types when creating a new game
• Family tree will now also show children and parents who live separately (but only those who moved after the update)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/7ac5c69d1a5ae27bb22e71fd6a9473536e7c86a7.jpg)
• Lots of small and painful optimizations with a bit of results, but no one said it'll be easy
• Citizens will now get inheritance from their deceased parents
• "Continue" button in the main menu will load the last save if not in game now
• Colder shadow color in winter
• Improved model and construction animation for trading post
• Old people who live alone will try to move in with their children
• When both parents living with children die, their oldest child will become a head of the family (was undefined behavior before)
• Food consumption now depends on family budget, market price and amount stored
• Improved houses models and their construction animation
• New building: saltworks. Allows to produce salt from underground brine deposits (which are everywhere at the moment)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/4d949b98f88a7f07881af9756c1852940e7d3520.jpg)
• Added information about trade deals in trading post's help
• Amount of house construction resources now depends on model variation
• Most citizens will plant decorative flowers near their house in the spring
• Improved farm model and construction animation
• Slightly rebalanced fishing to be less reliant on travel distance
• Newlyweds and newcomers will choose houses with no regard to the order in which they were built
• Improved grass timings for better visuals in spring and fall
• The seasonal hiring setting is now being restored if counsellor was rehired
• Extended family patience by 50% when they decide to leave
• Now showing the reason why the family is moving out in house properties
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/b2c864ff63af23ccd3ea32602209ab3fcd5d1784.jpg)
• You can now buy products from citizens in granaries and trading posts
• New building: primary school
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/26a40db766cbc18196b38fcad9748da975718f35.jpg)
• Can now customize form and size of the village house garden (F1 by default)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/3ad026f4a70a334915ba7eef0e5382988220c7d1.gif)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/22f1fa2851dd58dc29974109fe03ffd4c5f2217d.gif)
• Garden owners will now pay land tax set by the town hall (based on land area)
• Pigs can now be fed new vegetables: carrots, cabbage, beetroot
• Added a help text for market stall
• Added generic cargo model on wagons
• New option: Confine cursor to window (useful for edge-scrolling on multi-monitor setups)
• Bigger font size in tool tips
Fixed:
• Couldn't reassign fields in some cases
• Wrong navigation around bridges (will stay in old saves unfortunately)
• Pathfinding inconsistency which led to sub-optimal paths in some cases
• Slaughterhouse workers did an unneeded return to the stable when slaughtering a horse
• Citizens could stand for several seconds before starting to walk (mostly on developed towns)
• Building disappeared for a moment on construction completion
• Save game window had wrong title
• Heavy stuttering when hovering a building over some parts of the map
• Key bindings for up/down, right/left, CW/CCW were all inverted
• Forming new families could stuck in some cases (unintended indian tradition)
• Activate/Deactivate didn't work exactly correct in charcoal piles and lime kilns
• Shift key (for x10) didn't work in economy panel
• Trading dock's roof didn't cover from snow
• It was still possible to build on map entry points (after loading a save)
• Crash after you somehow create a triangular pasture
• Crash after pasture entrance is blocked
• Newlywed couples could accidentally move out on game load
• Citizens didn't remember if they have shoes/clothes upon game reload
• Could build outside the map bounds in some cases
• Tooltips were hidden over cursor if cursor size is increased in Windows control panel
• Seasonal hiring didn't reset on new game start
• Several cases of cyclic market stall deliveries
• Wrong shadows on construction parts during assembling
• Firewood wasn't consumed for heating in winter (only for food preparation) from version 0.2.4 until now
• Demolished building could still have dangling properties UI
• Boat relocation by laborers didn't work
• FPS limit didn't work correctly
• When a citizen was carrying multiple resources, only the first one was showing in properties
• Trees could hover over ground after terraforming
• Windmills could motivate people to walk through buildings and fences
• Demolishing and cancelling some buildings made unexpected navigation around them
• Some doors were opened by the ghosts on regular basis
• Crash after demolishing tannery
• Lots of minor UI fixes
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Alpha 4 patch 1
Wed, 17 March 2021
(https://cdn.cloudflare.steamstatic.com/steam/apps/773790/ss_17b96775f6b5aab33904913acbf20a34f809dbd8.1920x1080.jpg)
Added/changed:
• Nails now only occupy 0.01 capacity per unit
• Slightly reduced onions and carrots yield
• Removed limits per resource type in supply options
• Trade boat loading speed increased 100%
• Improved market stall models for potato and chicken eggs
• Now showing warning if placing a house out of market stalls reach
• Slightly increased maximum distance from house to market stall
• Logs in a forestry are not counted in capacity calculation
• Added a nice new arch model
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/1e8c7d9f74d7e962f5ec67da3585cc4e6b3c5423.jpg)
• Now only the closest forestry will plant trees
• New decoration: birdhouse
• Added Resource supply button in forestry to see storage capacity
• Now showing current total resources on capacity indicator
• Better choosing which family member goes shopping
• Added saltworks wheel sound
Fixed:
• Reduced dependence of construction time from game speed
• Animals at saltworks didn't age
• Crash in November after a cow died while on a pasture
• "Storage is full" were wrongfully shown on houses
• Eyedropper didn't work correctly on fenceless houses
• Couldn't relocate animals from saltworks
• A mayor could get stuck relocating from camp center
• Forestry workers were prone to doing stuff over and over expecting different result
• Granaries bought garden produce even if storage is full
• A glitch with transparency on some buildings
• Carters could get stuck from time to time
• "Confine cursor to window" was reset after alt-tabbing from the game window
• Minor UI fixes
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Alpha 4 patch 3
Fri, 9 April 2021
(https://cdn.cloudflare.steamstatic.com/steam/apps/773790/ss_17b96775f6b5aab33904913acbf20a34f809dbd8.1920x1080.jpg)
Added/changed:
• Can now relocate a family to another house
• Slightly reduced tailors productivity
• Added a few more export options
Fixed:
• Some weird radioactive plants were growing on the gardens
• Crash after pig wrongfully slaughtered while being relocated
• It was too hard to keep hay and water on a farm
• Land tax was calculated wrong for nearly triangular gardens
• Some people were buried under the last name of their son-in-law
• Wealth tax controls didn't work properly
• Cows could be brought on a pasture that's still being harvested
• Laborers had troubles delivering salt to fishing docks
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https://twitter.com/OstrivGame/status/1399783135005577216
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(https://pbs.twimg.com/media/E9I0EkHXMAMNINA?format=jpg&name=4096x4096)
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Alpha 4 patch 6
Tue, 28 September 2021
(https://cdn.akamai.steamstatic.com/steam/apps/773790/ss_17b96775f6b5aab33904913acbf20a34f809dbd8.1920x1080.jpg)
Got some more new stuff for you to check out.
Older saves are supported as usually, but it is not recommended to demolish buildings finished in previous versions.
The "citizens stuck" bug is a bit tricky. There have been some changes made that may help sorting that out, but it needs more testing in the wild. So looking forward to your feedback!
Added/changed:
Lots of small performance optimizations
New building: smeltery (for iron production)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/9e236278362d1a0dc3da79115d4ddc9eea29be40.jpg)
If a trading dock is blocked, trade boats will not arrive in it
Can't build a trading dock now if trading route is obstructed by a dam
Improved the look of paths created by traffic (might take an in-game year for new paths to establish in older saves)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/712ba07784f4812e1d1ec0e6c77a0e1d2ae4f426.jpg)
Slightly optimized construction
Improved later game performance
Workers will now be more selective on where to put resources from emptied buildings
Added trade wagon sound
Constructed building now shows the actual combined list of builders in properties
Added seasonal hiring options for construction workers
New building: big hay barrack (stores 7 times as a regular one)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/7b1326895eb27a1e12af769234474f5c4377ef51.jpg)
Can import more alcohol now
Added help text for stable
Trading wagons will wait a bit longer for workers
Slightly reduced charcoal pile productivity
People will now better distribute shopping responsibilities in family
Increased cowshed and sheep farm storage capacity to 7000
Slightly reduced yield of non-plowed fields
Now keeping selection on source building when relocating animals
Added a notification when a child is born
Can now destroy resources loaded into the lime kiln
Can now import iron ore
Added two more levels of earlier autosaves
Random messengers will now visit more often, especially as the town grows
Now showing a year of planting for every crop icon in a field
The current crop is always shown first in crop rotation sequence now
Added bug reporting instructions to the main screen
Slightly improved hire options UI
Other minor UI changes
Fixed:
Imported sheep were wrongfully sheared after delivery
Clicking on builder's workplace didn't select the building correctly
Fulling mill created navigation problems if demolished
Potentially fixed some rare cases of multiple buildings on top of each other
Constructed buildings didn't have any snow on them
Could extract unlimited taxes from tavern owners
Doors could float in the air after demolishing buildings
Cart relocation sometimes didn't work properly for cart sheds
Tents would stay forever if all carts are in a shed
Deactivated fallow field didn't restore nutrients
A newborn cow or sheep could be mistakenly taken for slaughter while moving herd to pasture
Potentially fixed severe glitches on older AMD video cards (need confirmation)
Adults applied to school while working
Could build a fishing dock with entrance on the water
Charcoal pile didn't have proper visual charcoal amount
Fishing boats traveled too far in some cases
Taverners could stuck in endless buying cycle
It was possible to create unwanted reserves by using "Move resources" feature
A worker could stuck in a clay pit if it's being demolished
Could not demolish a cowshed in some cases
Random crashes long after demolishing a mining camp
Crash related to tavern
Some fulling mills had distorted resources models while constructed
-
Alpha 4 patch 7
Tue, 14 December 2021
(https://cdn.akamai.steamstatic.com/steam/apps/773790/ss_17b96775f6b5aab33904913acbf20a34f809dbd8.1920x1080.jpg)
As we're working towards a huge future Alpha 5 release, a lot of time is spent there. But judging on previous feedback I thought it would be better to give you at least some smaller patches while you wait for a big one.
Here's what we've got for you so far:
Added/changed:
Added 4 new tree types: maple, apple, apricot and cherry
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/2176a5f1ab12bf465ce02b09ca3291acbb7bc3f7.png)
Garden-owning citizens will now be able to harvest their fruit trees
Added a centralized help window accessible through a button near the minimap (content will be expanded later)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/0854d0fb598b62d42b2149fb949ce3255e529ceb.jpg)
Added status strings for mining camp when no reachable deposits
A few minor optimizations
Added 5 new crops for private gardens (garlic, horseradish, marrow, peas, pumpkin)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/fbcf35f98ef4fe37f5abd8be78b5724fad5e0793.png)
Gardeners will now be able to rotate some of their crops
Added help text for boatyard
Added preventive repairs option to boatyard
Added one more fence model
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/d6ca3594e38e8d869db1593f0b7bcfcd125e270d.jpg)
Slightly reduced food consumption for children
Added sounds for sheep
New building: orchard
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/ab0763a0992c2b72614bdb8f54ca85a65a331b17.jpg)
Orchards can be customized during creation, just like houses with a garden
Added a waterwheel sound
Can now grow barley on farm fields (will have more uses later)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/ffe41450322a5d12c8dc734c4bf5dee710c8b4f5.png)
Slightly better performance on huge towns with resource supply by laborers
Draft animals will now die of old age
Added a new map featuring an infinite limestone deposit
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/3ebb21f05b73f090f61051c05fc5ea9422285f30.jpg)
Can now export apples
Reduced camera speed when zoomed in
A few more optimizations for big towns
Fixed:
A rare crash when hovering building
Cows and sheep could stop reproducing if only one worker hired
Citizens didn't consume alcohol they bought
Houses put "on hold" were counted as available in migration status
Granary and warehouse workers could supply infinitely small amounts of resources
An exploit that allowed instant construction - Експлойт, що дозволяв будувати миттєво
Saltworks menu popup reported incorrect amounts of construction resources
Saves with smeltery being constructed could get corrupted
All map could become "inaccessible" after building a bridge
A crash during tannery construction
Crash after some taverner family members died of old age
-
Alpha 5 news
Thu, 24 November 2022
(https://cdn.akamai.steamstatic.com/steam/apps/773790/ss_17b96775f6b5aab33904913acbf20a34f809dbd8.jpg)
I know you're getting nervous when there's no news, but Ostriv is all about being chill and relaxed. Our goal has always been to make the best city building game possible, so that's what we do. That's what we do besides surviving a genocidal invasion.
Missile strikes, constant electricity blackouts and internet access problems are not exactly the best thing for business, but we've still managed to do some progress. Rowhouses are my personal favorite new feature, which also is one of the most labor-intensive to do organically and which pulls a lot of new requirements. I mean you can't have 3-storey buildings and not have cobblestone roads, right?
(nevermind the placeholder models)
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/134b66d9e10b2c5e9bec8046301398a50a9a02b4.jpg)
Most of the new buildings are brick, so there's a new production chain dedicated to bricks. One of the raw materials for bricks is sand, so we need sand pits in addition to clay pits. This leads us to another feature which will determine where you have available clay and where you have sand.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/cefd47f01e9e860db2574e05197763785bde4059.jpg)
Alpha 5 will also introduce health mechanics, so there's a lot of new requirements for simulation to handle sudden citizen's inability to go to work or die before their parents.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/3f1289b403ebf39a10ac5586bb7db8503dfc2d80.jpg)
I'm sure you can't wait for all of it to be released, but so am I. Big update usually means more sales, which means more money, which means we can buy more stuff for those who defend our right to live and create. So it's in our best interest to deliver as soon as possible. Whenever that is.
Yevhen
-
Alpha 5 released!
Sat, 25 March 2023
(https://cdn.cloudflare.steamstatic.com/steam/apps/773790/ss_5bfc6f9f247993686de36ebe504b232b4efb4ca8.jpg)
Hi everyone! Yevhen here, reporting on our achievements through the last year.
Some may ask how come we can still pull out updates while our homes are being razed to the ground. One shouldn't think about how bad is the situation, but about what can be done to get the most out of it. And we still can get a lot.
Our work is a manifestation of our freedom and a huge middle finger to those toilet-stealing animals, who happened to be our neighbors. Our profits will be used to put a drip in the ocean of pain they're about to face here.
So let's get back to business. In short, there's a bunch of new buildings, a new slightly hilly map and a whole lot of quality-of-life improvements, just how you like it.
My personal favorite is rowhouses. They are not yet as meaningful as they would be in a finished game (basically they just provide high-density residences atm), also there's still no corner buildings, but you can already bend them into something cool-looking and organic to get that real 18th-century-town look. As a bonus you can have a shop on the 1st floor which can hold up to 8 slots of resources.
The update also introduces basic health mechanics. Each citizen now has a health metric which depends on food and environment (building charcoal piles near houses is not a good idea anymore). Also there are randomized illnesses (it currently kicks in when you reach 250 population). People will have a flu, a bone fracture or a bad tooth from time to time. The new barber surgery building may help them in that regard, but don't overestimate the 18th century medicine. You can learn more from in-game help, which is slowly expanding.
Read on: https://steamcommunity.com/games/773790/announcements/detail/3678916525477860802
-
Alpha 5 released!
Sat, March 25, 2023
(https://cdn.akamai.steamstatic.com/steam/apps/773790/ss_5bfc6f9f247993686de36ebe504b232b4efb4ca8.jpg)
Hi everyone! Yevhen here, reporting on our achievements through the last year.
Some may ask how come we can still pull out updates while our homes are being razed to the ground. One shouldn't think about how bad is the situation, but about what can be done to get the most out of it. And we still can get a lot.
Our work is a manifestation of our freedom and a huge middle finger to those toilet-stealing animals, who happened to be our neighbors. Our profits will be used to put a drip in the ocean of pain they're about to face here.
So let's get back to business. In short, there's a bunch of new buildings, a new slightly hilly map and a whole lot of quality-of-life improvements, just how you like it.
My personal favorite is rowhouses. They are not yet as meaningful as they would be in a finished game (basically they just provide high-density residences atm), also there's still no corner buildings, but you can already bend them into something cool-looking and organic to get that real 18th-century-town look. As a bonus you can have a shop on the 1st floor which can hold up to 8 slots of resources.
The update also introduces basic health mechanics. Each citizen now has a health metric which depends on food and environment (building charcoal piles near houses is not a good idea anymore). Also there are randomized illnesses (it currently kicks in when you reach 250 population). People will have a flu, a bone fracture or a bad tooth from time to time. The new barber surgery building may help them in that regard, but don't overestimate the 18th century medicine. You can learn more from in-game help, which is slowly expanding.
Read on: https://store.steampowered.com/news/app/773790/view/3678916525477860801
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Ostriv - Patron of the Arts
A lot of people asked of the ways to support us outside of buying the game, so we made this little symbolic DLC which not only helps ensure the future of Ostriv, but also adds a nice decorative building:
Ostriv - Patron of the Arts
(https://cdn.akamai.steamstatic.com/steam/apps/2365430/header.jpg)
https://store.steampowered.com/app/2365430/Ostriv__Patron_of_the_Arts/
ABOUT THIS CONTENT
For those who want to show their support for the developers of Ostriv and become a "patron of the arts", we've created this DLC featuring a nice new baroque monument that will commemorate the awesome Ostriv community which has been extremely helpful throughout the years of development.
While the DLC is entirely optional and purely decorative, we're grateful to anyone who chooses to purchase it and contribute to the ongoing development of Ostriv
(https://cdn.akamai.steamstatic.com/steam/apps/2365430/ss_518ef30166f83b415f4684463c755d5548b9a711.1920x1080.jpg)
-
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35574224/7b3f7a5083d79d544c2c607c50dc8e40d1a4ad4d.jpg)
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Alpha 5 patch 7
Sun, May 26, 2024
(https://clan.cloudflare.steamstatic.com/images/35574224/cfda769c74a61d7f0603ea97a6d4f8a46b3cfa5c.png)
This update features a completely reworked info overlays window which allows you to see a lot of useful information about your town. You can now also bind it to any key you like in options (by default its on O).
(https://clan.cloudflare.steamstatic.com/images//35574224/3500a06be23980e6459e84f2cc7e98f89af80915.jpg)
Let's see what overlays are available.
This one shows all the resources in your town, including those on the move:
(https://clan.cloudflare.steamstatic.com/images//35574224/8a8d46233b2c7d1abaf592c2f1479320de4ba6cb.jpg)
If you want to know about the specific resource location, this one may be useful:
(https://clan.cloudflare.steamstatic.com/images//35574224/b2bd7d419280d2770204f3e39b2dcc3b31aa2cd9.jpg)
Read on... (https://store.steampowered.com/news/app/773790/view/4155212408102042958)
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Alpha 5 patch 8
Sun, 30 June 2024
(https://cdn.akamai.steamstatic.com/steam/apps/773790/ss_697f84648e086be692cc3d0d6bdf9ff7498758f9.jpg)
Added/changed:
Can now relocate the town hall to another building and demolish it
(https://clan.akamai.steamstatic.com/images//35574224/8e32a7fa4cc2fc64bcba2b7b7521fe591301d7e7.jpg)
"Take from other granaries/warehouses" can now be set for each resource separately
(https://clan.akamai.steamstatic.com/images//35574224/20ff38ea24e366a302558d6c6ef4bbd2bf981001.jpg)
Added additional help tips on the start of the game
(https://clan.akamai.steamstatic.com/images//35574224/09de618bd2a4c1275ba0109a6f8388ec3bc78337.jpg)
Can now hire managers at stables and cowsheds to replace dead draft animals
(https://clan.akamai.steamstatic.com/images//35574224/9884d6c279e47dddbc2fd8a7facd4b11233fd8ad.jpg)
Another brick fence model
(https://clan.akamai.steamstatic.com/images//35574224/d721a110ebae3c0d00b9c183869ff9a05dcf82be.jpg)
Some widows/widowers will now remarry. Orphans who has grown up should now also marry properly
Iron ore can now only be stored in a stone storage
Added a personal log entry for parent's death
Added a slight variation to rowhouse colors
Optimized pathfinding
Added some additional info in some help pages
Slightly changed rowhouse floor height to better fit to human proportions
Can now import limestone
Reduced the game startup time
Optimized grass trampling
Optimized plough rendering
Optimized citizen decision updates
Optimized model scaling
Optimized chicks rendering
Optimized info overlays rendering performance
Slightly optimized memory usage on trees
Fixed:
Tents had a relocate button which they didn't need
Settings utility didn't start recently
Some resources were not selectable in "Find resource"
Citizens could get stuck in endless labor cycle while trying to move out
Replaced plough ox inherited its skin from a dead one
Fishing boat animation didn't work in the latest update
Wooden logs had storage space
"Allow chopping trees" didn't reset on replanting the area
Other minor fixes
A lot of people asked of the ways to support us outside of buying the game, so we made this little symbolic DLC which not only helps ensure the future of Ostriv, but also adds a nice decorative building:
Ostriv - Patron of the Arts
(https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/2365430/header.jpg)
https://store.steampowered.com/app/2365430/Ostriv__Patron_of_the_Arts/
If you already have it, you can buy it for your friends.
-
(https://cdn.akamai.steamstatic.com/steam/apps/773790/ss_5bea3884b3e71fc9c419fea9a7b9e5093cef77c4.jpg)
(https://clan.akamai.steamstatic.com/images//35574224/25c6be7687faafc808b275a9bb1409a84decb426.jpg)
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Alpha 5 patch 8 hotfix 5
Mon, 12 August 2024
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/773790/ss_163b7d04978736b5bd5f8f80766bc5e086d6a8ea.jpg)
Added/changed:
• Made easier to watch the messengers visiting time
(https://clan.akamai.steamstatic.com/images//35574224/b04f3aa6e2e418d33a42dcde8291e7da57d937c2.jpg)
• Added "Сrops" overlay for easier crop rotation setup
(https://clan.akamai.steamstatic.com/images//35574224/0ccb5ed7e864f5b070c74c195b03bbace486abfc.jpg)
• Stone storage will now default to "None" when just built
Fixed:
• Underage orphans could accidentally get married
• The latest addition in the deal dialog didn't work properly
• New settlers gone shopping before even hopping off from a wagon
• Occupied space indication didn't work properly on some very big towns
• Granary workers could deliver to nearby stores from sub-optimal sources other than their own granary in some cases
• Crash related to sheep slaughtering
• Some info overlays interfered with other UI elements
• Minor UI fixes
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Alpha 5 patch 9 hotfix 1
Wed, 9 October 2024
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/773790/ss_5bfc6f9f247993686de36ebe504b232b4efb4ca8.jpg)
Added/changed:
• The game will now automatically increase UI scale on higher screen resolutions (if not set manually)
• Trade screen will now highlight resources which you have in exports stock
(https://clan.akamai.steamstatic.com/images//35574224/692be8511d7234120efa5d19bc29b074246f4082.jpg)
• Added an option to turn off wind ambient sounds at high altitude
• Elaborated some info in ashery help page
Fixed:
• Crash when orphans move in with their older sibling in some cases
• Crash when a forestry is demolished in some cases
• Crash when building a hay dryer on trees in some cases
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Alpha 5 patch 9 hotfix 5
Tue, 26 November 2024
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/773790/ss_163b7d04978736b5bd5f8f80766bc5e086d6a8ea.jpg)
Added/changed:
- Added an option for gradual harvesting of orchards to reduce spoilage
- Increased maximum number of workers at a trading post/dock to 6
- Slightly optimized performance around supply chains
- Slightly improved lighting on trees when viewed from distance
Fixed:
- Couldn't store fishing nets and threads in warehouses
- Crash when clearing trees for a field
- One more case of white lines
- A memory leak related to big hay barrack
- New sound options didn't save between sessions
- Crash when an old citizen moves in with relatives
- The game could hang on exit
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Alpha 5 patch 9 hotfix 21 & some news
Wed, 19 February 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/773790/ss_91b1447f4853014a31cc8bcceea0cecb4058a00c.jpg)
Added/changed:
- Limeworks workers will now prioritize removing a small remainder of quicklime from the kiln
Fixed:
- Planted trees could have some navigation problems
- Field lost its link to a farm if entrance blocked
- Yearly supply limits didn't always work properly
- Navigation issues with fishing docks on map 3 (may need to rebuild the problem buildings in older saves)
So, about that deadline. This time I broke my rule about not having a release date for anything and it was a mistake. For instance, I had 2 days allocated for a new feature: help pages for every type of resource. When I got to implementing it, it quickly became apparent that the whole in-game help system could use some more substantial overhaul. What you see here is the current work-in-progress:
(https://clan.fastly.steamstatic.com/images//35574224/d997fb27a45abe1e3c3bded5689115a90f794c79.jpg)
It's now taking 6 days and it's not finished yet. And of course it's all tied to the new buildings and resources in Alpha 6, so it can't be released separately. Our work is mysterious and important and, as such, very unpredictable. That's why games always either get delayed or botched.
I want Alpha 6 to be released as soon as possible more than anyone else, but I also want it to be actually worth revisiting for everyone. It's a rare opportunity and I don't want it to be wasted.
Sorry to disappoint, but you know that making the best game possible has always been my highest priority. Alpha 6 will be out when it's ready.
Thank you for your patience. We're under construction.
(https://clan.fastly.steamstatic.com/images//35574224/beadd55325a20e4b30886e2ac371617a5f290e50.jpg)
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Alpha 5 patch 9 hotfix 25
Mon, 31 March 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/773790/ss_5da32333a80e273ad4c402a900015219a1a4fbf6.jpg)
Alpha 6 is so big, its features are spilling into hotfixes. I think it makes sense to polish out some of the less exciting features with the community before Alpha 6 arrives and brings new players.
Added/changed:
- Building categories are now separating food and non-food production
(https://clan.fastly.steamstatic.com/images//35574224/438adffcd00827a7a4218ef5180cd636420ec4e3.jpg)
- Added the trade limits window, which allows more control of what stays in town and what goes for export
(https://clan.fastly.steamstatic.com/images//35574224/1ca08108a2a27b76b59932b4e8f98d67f2e07b05.jpg)
- Added a help page about trade limits
Fixed:
- Crash on save in some cases
- Could put graves too close to water leading to navigation problems
- People could forget about their dead relatives graves after loading a save
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Alpha 5 patch 9 hotfix 27
Sat, 10 May 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/773790/ss_1f69adaa88efc2392c1529f7cc1e9c64cb502e55.jpg)
Gonna talk a bit about Alpha 6 development and things which make it longer than expected (once again).
One of the new features is about making resource consumption much more sensible and reallistic. As of Alpha 5, your citizens only strive to have 4 types of food (or 6-7 if they are on the richer side). Of course it's too simplified to be believable.
In Alpha 6 every food resource will have nutritional value, but as it turns out you can't just choose foods by nutrition. When I tried that, the citizens would just buy all the calorie-packed foods and ignore all the vegetables. Another issue is that each food type has it's own consumption rate (most people can't eat 100g of garlic at once, but everyone can eat 100g potatoes). People would rather choose foods by taste, not by technical specs.
(https://clan.fastly.steamstatic.com/images//35574224/15158e7a857757814cd8d7bd9ea62d9164c133d0.jpg)
There's also no difference in local market price for different foods in Alpha 5 and resource amounts are quite arbitrary. Alpha 6 goal is to make all numbers make sense and thus make it easier to set actual prices for different foods, which would also have an effect on purchasing decisions.
Yet another factor is citizens class differences (there will be a bit more administrative roles with higher wages in the town) which lead to different expectations for products on the market.
It's been a long time since the game had this level of rebalancing and all the little details should play along together and don't break the parts which actually work. It takes some time to experiment and choose all the right solutions, but I believe this will bring a lot of new depth to the game.
Meanwhile, here's what's available in this little update:
Added/changed:
- Added background colors in treasury stats to improve readability
- Total population wealth is now visible in population stats
- Optimized fences rendering when viewed from afar
- Added an icon to tell if a resource is set to be collected by a building which also produces it
(https://clan.fastly.steamstatic.com/images//35574224/246ea9740af93c0a55cc224fed87dc2a95530c7f.jpg)
- Updated some help pages
- Can now force lime kiln burn before the whole batch collected
(https://clan.fastly.steamstatic.com/images//35574224/25e45272234e402fd355ab875d7fae42d0f4a701.jpg)
Fixed:
- Taken loans didn't save between sessions
- Some stone bridges could block navigation on water
- Fields and reforestation areas could cause blocked paths in some cases
- Corrected some spelling mistakes
- Barbers sometimes couldn't stop visiting the same fracture patients repeatedly and taking their money
- Lime kiln resources were collected even if it's deactivated
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Alpha 5 patch 9 hotfix 28
Sun, 29 June 202
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/773790/ss_697f84648e086be692cc3d0d6bdf9ff7498758f9.jpg)
Added/changed:
- The game is now set on pause if user logged out or some other system events happened
- Arcaded rowhouses can now be build either with a store or extra apartment
- Can now flip (mirror) any building (with C key by default)
(https://clan.fastly.steamstatic.com/images//35574224/8674886dd18e9f63697ab6ee582ed1585d4ed3fa.jpg)
Slightly improved the pine model
(https://clan.fastly.steamstatic.com/images//35574224/f09dbb51dc55d450d889d40cbe15ca5e92299ea9.jpg)
Fixed:
- Minor UI corrections
- Some random issues with fishing spots
- Crash related to blocked buildings
- Sheep could be sheared an extra time after relocation
- Navigational issues related to rows of graves near water
- Fencelsess houses could create navigation issues when demolished
- "no market stalls nearby" warning was shown for rowhouses with store
- Brewery water supplies could get stuck if a well is demolished
- Coastal buildings could unfairly block navigation in some cases
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Alpha 5 patch 9 hotfix 32
Fri, July 25, 2025
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/773790/ss_5bea3884b3e71fc9c419fea9a7b9e5093cef77c4.jpg)
I know some of you are disappointed about not having the big content update for so long. And my recent mistake of setting an ETA didn't make it any better. So I guess another portion of excuses is due:)
While Alpha 6 is the current big thing, my goal from day one has always been to release a finished game. And while the feedback received during the last 5 alpha iterations is invaluable and I really believe this community-based approach was the best choice for Ostriv, the whole deal of keeping the game playable and enjoyable on every step of the way is obviously taking a great deal of development time. So I've got this idea of making a much wider step this time to get much closer to the final release. The more final game mechanics I can bundle in this iteration, the sooner we'll be able to reach the fabled 1.0 version. There's a slight chance that this will be the last update of this size before the final release.
Alpha 6 will have at least 13 new buildings. I also made plans for additional 11, but not sure which will get into Alpha 6, bacause some mechanics are going to need more time, as usual, and in the end of the day there should be balance between the size of the update and wait time. I guess no one will forgive me another year of development.
It also gets more challenging to support both versions of the game in a single code base, because I need to be able to both work on Alpha 6 and deliver fixes for the current public version, so the code is now all littered with macros like this:
(https://clan.akamai.steamstatic.com/images//35574224/cb07f45023f1a19cd3821a1a1737ae4a27146ca0.jpg)
These macros isolate the unfinished functionality and choose the numbers depending on the type of build. Alpha 6 will have most of the numbers overhauled as they are being rebalanced to make more sense (1 unit will be 1kg for most resources). Numbers from old saves will be converted, of course.
Sometimes I forget to split the code properly and you get leaks in hotfixes (some of you may have noticed The Greasing Incident). Of course these mechanics are not yet ready to be publicly released.
Meanwhile here's what today's little update has inside:
Added/changed:
- Houses and apartments will now be set on hold if previous family was relocated
- Added notification icons with tooltips in all production buildings to show resources missing for a batch
(https://clan.akamai.steamstatic.com/images//35574224/66a8356a239de4b8ab9cd078eb5780fae5c595ec.jpg)
- Status strings like "not enough X for Y production" are not shown anymore
- Can now right-click on any slider in the game and set the value manually
(https://clan.akamai.steamstatic.com/images//35574224/d33762fa26b6bafa669b2502a4e1a8981ad668b5.jpg)
- Logs will now lye perfectly on slopes so the game is finally playable
(https://clan.akamai.steamstatic.com/images//35574224/5936558482667ad676906501d2e4629488b93c2c.jpg)
- Can now change village house appearance with (by default) F2 key before construction
Fixed:
- It was possible to break the lighting on rowhouses with some manipulations
- Crash related to having multiple town hall buildings
- One of the rowhouse types had less apartments than expected
- Foresters stopped planting trees when storage is full in some cases
-
Alpha 5 patch 9 hotfix 34
Thu, 4 September 2025
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/773790/ss_6bedf3c3d64bcac3fee936fec64bee84e3ac6df7.jpg)
This update contains some invisible work to make all production more unified and data-driven, so it will later be much easier to implement modding of custom production buildings. But as with any code changes, new bugs may be introduced. So please keep an eye on and report any unexpected changes in production.
Also since I've last spoken, another 4 buildings were added to Alpha 6 plan (all from Trade & Transport category). They just keep coming, sorry.. There is some new logistical stuff happening since there will be a new concept of "upkeep resources". All those sacks, baskets and tools won't appear from thin air anymore. At the same time it shouldn?t overcomplicate things, so the new challenges are mostly solved by building new buildings. And we all love building new stuff.
Meanwhile, here's the current stuff:
Added/changed:
- Not showing "Supply sources don't have the required resource" if stored over target amount
- Buildings using both charcoal and firewood will need 3 times as much firewood for the same amount of charcoal
- Carpentry building renamed to more appropriate Cartwright
- Cartwright will now build and repair for closest orders first
- Slightly improved the wooden church model
- Added help page for thatchery
- Minor UI changes
- Can now enable to show connection to specified supply sources
(https://clan.akamai.steamstatic.com/images//35574224/78fd814502dbc8f978693eac4541f335bc62bb2d.jpg)
Added a nice bell tower to go with your church (purely decorational as of now)
(https://clan.akamai.steamstatic.com/images//35574224/34ec16755bdba3d236f05235f31e2043c8647b9c.jpg)
- F2 for changing building appearance works for rowhouses too now
Fixed:
- Citizen jumped on a bridge instead of walking under it
- Crash in late game (4000+ population)
- There could be a secret invisible building which hired some extra construction workers
- Crash on town hall demolition
- A faulty case of navigation blocking by fields and village houses
- Workers who used boats and wagons came home already rested
- Soapworks, Glassworks, Ashery didn't enforce minimal number of workers
- Initial settlers could have a child with negative age in some cases
- Plants and fences could float in the air after construction nearby
- Hay actually almost didn't spoil on hay dryer in winter
-
Alpha 5 patch 9 hotfix 42
Sat, 6 December 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/773790/ss_5bfc6f9f247993686de36ebe504b232b4efb4ca8.jpg)
This update has significantly reworked how fields work. Support for winter crops has been added, while also changing the behavior of regular crops to be more realistic. Plowing will now make much more sense, as it will not negatively impact growth time.
- "Always show occupied space" will now show all footprints on the map, not only the closest
(https://clan.fastly.steamstatic.com/images//35574224/b0cbaa4e3c1fc3b23bf2b3184c78927723dd081b.jpg)
- Disabled flip on some symmetrical buildings
- Can now bind a hotkey for eyedropper tool
- Can now link a warehouse to a specific building
(https://clan.fastly.steamstatic.com/images//35574224/a34dcfd0ddc7907a66c4038ec0d0eb0bdc9096fd.jpg)
- Every crop now has specific sowing window. Earlier sowing gives earlier harvest
- Growth and ripening are now taking exact amount of time based on a crop
- Harvest amount depends on soil nutrients, not on time of sowing
- Crop selection window is now showing information about when crops are sown and harvested
(https://clan.fastly.steamstatic.com/images//35574224/0ebc2249c0fdde9383d47842225a9f89eee4986f.jpg)
- Added winter varieties of wheat and barley (sown in autumn, slightly bigger yield)
- Can now change field crop while it's being ploughed
- If a field wasn't sown in time, it will now grow as partially sown
(https://clan.fastly.steamstatic.com/images//35574224/6a78baf7668ed199716be6ffc48664409cf5d55d.jpg)
- Updated help text for the farm
- Improved field properties window to be a bit more informative
Fixed:
- Didn't spend threads in fishing dock
- Field workers could go through fences in some cases
- Some more cases of mayor not mayoring
- Crash related to town hall
- Crash related to cartwright
- Trade limits window could overflow
- A possible crash if someone dies while you're viewing their home's properties
- Tannery batch spoilage speed calculation was incorrect
- A niche bug related to nutrients of demolished fields
- Birth year on a grave was recorded with errors
- A rare case of blocked entrances when placing buildings with fences near water
- Pigs could live forever without food if relocation started, but no carts available