With the introduction of the recent content update, we will next be focusing on improving the core experience. Here are a few of the things that we have been working on.
How is the weather today?
Eagle-eyed players might have noticed weather effects in the Early Access trailer… These weren’t just for show and we are currently working on the introduction of the first weather system to Foundation. Of course, we like to tease a little, so you might be interested to know that weather won’t be purely aesthetic!
We have previously mentioned that we are working on an updated mission system for the Kingdom Estate. We will be looking at this for a future update but we have started work on the concept art for soldier levels.
As we add more production chains through development we will need to constantly update balancing in the game. There is still much more balancing to do and it will need continuous tweaking during development. For this end, we are working on an internal tracking tool for the cost per resource, which will help us for future balancing of the game.
It’s all in the detail
The level of detail in Foundation (call us biased if you like) is already quite incredible but we are striving to always increase the level of immersion. We are currently working to improve and increase this with more detailed and varied construction steps.
Bug fixes and patch
New updates do, of course, inevitably bring with them new bugs. The community have been feeding back to us any issues created by the last content update and we are currently in the process of preparing a new patch for release in the next few days. We will announce more details and changelog once the patch is ready for distribution.
Part of the recent update introduced many new modding features, including the possibility for modders to create their own monuments. The modding community have risen to the occasion and have themselves been working hard on new mods since the update. Check out this creation from Paddy Fitzgerald using the new ‘Stone Gate Set’ mod by vjraymon
If you have created a mod for Foundation in a previous version please don’t forget to update your mod and change it’s status to ‘public’ for the newly released update.
We hope everyone is enjoying the new Wine update! Feedback has been very good and the community have been sharing their creations on Discord. These screenshots from Milinia and SLy particularly caught our eye!
Thanks for checking out this weeks’ devlog and we shall see you soon for more news on development.
As you may have seen, last week we submitted 10 community Quality of Life suggestions for you to vote on. The results came in and work is already under way to implement your chosen suggestions:
Button to pause production in production buildings
A great suggestion and one that will make managing resources easier. To add to this suggestion paused buildings will have their maintenance cost reduced by half.
Add ‘unemployed only’ filter to worker assignation drop down
Villager Pane displays the Workplace/Home Distance
Managing your villagers work/home distances and optimising travel distances will be much improved with these suggestions. Great choices!
Return resources for buildings that have building work cancelled
We have taken this suggestion and plan to expand upon it. When destroying buildings you will get 50% of the resources back that were used in the initial construction. Additionally placing a building accidently will no longer be a drain on your gold reserves. Cancelling a construction that has not yet started will return the gold outlay for that building.
Farms have separate fields defined
Another great suggestion which will allow you more control over the placement and segregation of your fields. We are also reworking and optimising the production cycle of fields and we will hopefully add this to the QoL update depending on testing.
We continue to work on modding functionality. We are changing when mods are loaded so rather than being loaded as Foundation starts they will be loaded at the same time as a save game, additionally we have been working on more changes to allow mods to be loaded mid game as apposed to the current situation where once a game has started no more mods can be added. There are also still a few optimisations being worked on to ensure mod dependencies are handled correctly as well as a few bugs that needed to be fixed.
If you would like to try your hand at modding you will need to use the Lua programming language to create any mods in Foundation. Documentation for the Modding Preview (1.2.0) can be found here.
You can also join in the modding chat on our Discord server.
Wine Production Chain
As you saw in Devlog #05 we have been working on some new farms and fields. The two crops that you saw in the last devlog were grapes and hops. Well done to those that guessed correctly!
Further work has been done on the wine production chain, including the Vineyard building which is currently being worked on
Here is a first look at the Winery! It’s soooo cute!!
Of course wine needs a suitable storage vessel. We are not talking wine bottles here, we are talking bigger scale storage! Below you can see work in progress on the Cooperage.
Thanks to everyone that got involved in the voting last week and if you have suggestions that you would like to share you can add them to our tracker here.
If you have any suggestions that you would love to see implemented, you can add yours for review on our tracker here.
Back from voting? Let’s tell you what we have been working on!
In the last Devlog we announced the release of the modding preview. Thanks to the modding community testing has gone well with only a few small bugs that were quickly fixed.
We still have some more work and testing to do on the modding update but we hope to release it on the main branch within the next couple of weeks. Though this will depend on further testing and fixes.
Farms and Crops
We have already hinted that we will be introducing some new crops into the game. With these new crops will also come new farm buildings! Here is a little visual hint to those crops the team have been working on. Can you guess what they are?
New Military Quest System
In the last couple of days we have begun initial testing of the new military quest system that will be the focus of the Kingdom Estate progression.
We will start out by testing the basic mechanics of the system with a single multi-level mission. Once we are happy that the quests are acting as they should we can begin to add more missions and depth.
One new aspect of these missions is the probability of success and failure. To increase the chances of a successful mission you will need to train your soldiers or they could end up like this…
Of course, the soldiers will need weapons and those weapons won’t make themselves
… And there’s more
As you can see, we continue to work on the animations that will make the game even more immersive.
For all the equestrians out there, here’s a little peak of a beautiful moment between man and horse
There has also been some great work done on a new monument! That’s just a teaser though as there is still more work to do. We’ll let you know more in a future devlog.
We will bring you more news in the next couple of weeks, all that’s left to do, if you haven’t already, is go and vote on the QoL update! Voting closes on Monday so don’t delay to have your say… did we just rhyme that?!
Friday is upon us once again and it’s time for another Devlog!
This week we are going to focus in on modding… Everyone loves a good mod, including us!
What have we been up to this week?
Whilst work continues hard on the Major Content Update we have also been working on opening up the modding capabilities. Over the past weeks, some of the team have been working on the modding tools, code and API to give modders a plethora of new tools and options.
As we write this the team are hard at work on a preview build that includes some major modding features that will allow the modding community to take their mods to a whole new level.
This preview build (1.2.0) will be available on a public preview branch in Steam (Betas) whilst we work with the modding community to stress test the new features.
If you are a modder and would like to test the new update, you can provide feedback and chat with other modders on our Discord Server where we have a dedicated channel for feedback of the preview build.
To gain access to the preview build on Steam: -> Right click Foundation in your game library -> Click Betas tab -> In the drop down choose modding_preview
To gain access to the preview build on GOG: On The Foundation game page… -> Click More -> Settings -> In the Beta Channel dropdown click ‘On’ -> In the Channel drop down click Modding Preview
What can the modders do with this update?
Some of the new features include:
Create monuments and bridges
Create particle effects
We have also included a new mod example that will show the possibilities of new modding features.
And there’s more! You can check out the full list of new features as well as check out the modding documentation on the modding wiki here.
How can players help?
Good question! Any mods created for the preview build will not be available in the main branch of the game but both the preview build and test channel on Discord are open to all players so you can keep an eye on progress and if you would like to test the mods and the build you are welcome to join us.
Once the preview has been thoroughly tested (and fixed if needed) we will move it to the main branch and modders will then be able to add their new mods to mod.io for integration into the game.
Time for a teaser
Here is a first look at one of the new buildings you will find in the upcoming Content Update.
It’s thirsty work out in the fields but a good local beer can help quench that thirst…
Testing can be fun!
Our QA Manager has been testing Foundation to its limits this week and sometimes the question ‘What will happen if?’ can get out of hand!
Renaître de ses cendres
A couple of weeks ago we commented on the devastating fire in Paris and the community’s reaction. This week we would like to follow up on that with this outstanding reproduction by MajesticIX.
We hope you enjoyed this weeks Devlog and have a great weekend everyone!
Another week has flown by and another minor update has been released to clear a few more bugs as we continue to work on the Content Update.
As you may have seen we have been cleaning and improving the live build recently, we hope you have enjoyed the minor changes.
So what else has been happening?
We have been working to improve the bug reporting system and player feedback loop via the tracker. This has helped greatly with both pre-testing and release of the recent updates. Going forward this will help to ensure we can release future major updates as clear of issues as possible.
2019 Quebec NUMIX Awards
We recently found out that Foundation has made it to the finals in 2 categories at the 2019 NUMIX Awards!!
– III Independant Games (TRIPLE I) – Production with the highest International profile
Winners will be announced on May 9th! Less than 2 weeks!!
But what about the Content Update?!
We hear your calls for more… even everyone at the back.
It is coming but there is still much work to be done. We are keeping things under wraps for a little bit longer but we can tell you there has been good progress. We will begin preliminary testing on one new feature next week. Hopefully more news on that in next weeks’ devlog if all goes well.
A few weeks ago a little easter egg was spotted in the photo of Michael. If you missed it then here is a bigger hint:
Along with the new content that is being created we have also been working on improving what is already in the game. We saw a quality of life update a couple of weeks ago and we will continue to improve the current content as we integrate the new.
As you can see job assignation has been getting a medieval makeover:
That’s all we have for you this week Lords and Ladies, but we will leave you with one of our favorite community created screenshots of the week.
As you may have noticed Alpha v1.1.8.0418 was released yesterday!!
The new update brought with it some bug fixes and balancing tweaks as well as a few quality of life changes. Amongst other changes, you can now adjust the game resolution and change from fullscreen to windowed mode.
We have improved the budget window to give more information particularly on traded goods.
There have also been some optimisation fixes so you should find you have a few extra fps, particularly on larger villages/towns.
You can see the announcement and full change log here.
As mentioned in the last Devlog we have a tracker for reporting bugs. Please feel free to discuss bugs here on the Forums or Discord but the best place to report bugs is via the tracker which is being monitored by our QA Manager.
A week in focus
This week with the sad and shocking fire in Paris some of the Discord Community decided to try and recreate Notre Dame in Foundation. One of our Moderators, Helron, created this beautiful reproduction:
What we have been working on
This week has seen a focus on the minor QoL update though work continued on the upcoming Major content update. With the release of the 1.1.8.0418 update it is full steam ahead on the next content update.
We will be bringing you more news of the update in the coming weeks.
As always a big thank you to everyone providing bug reports, suggestions and feedback.
That’s it for this week… We hope you enjoy the new QoL update! Let us know if you find any issues and stay tuned for more news.
Welcome to the first issue of the Foundation devlog!
Q. So what is this devlog thing all about?
The community is requesting more information about updates and the progress of the game and this and the future devlogs will hopefully help to keep you updated on what we are working on.
We plan to bring you a weekly (or at least every 2 weeks) devlog with information on what the team have been working on and as we get closer to a major content update, maybe share a few sneak peeks of the new content.
Q. When will you be releasing updates?
Each update we put out will need to be tested and balanced as much as possible and as such if we keep putting out minor updates with small content patches this will ultimately take longer to create fix and balance them all.
Due to the nature of the game and genre it is more efficient for us to build and test major updates with as much content as we can fit in. So expect larger gaps between major updates though we will put out smaller bug fixes and balancing tweaks between major content updates.
Q. So what have you been up to?
Well, it has been a very busy period since the Early Access release, which was followed by a flurry of bug fix patches. The art team have been busy through all this creating new content, animations and environmental effects. We have also been showing the game at PAX east as well as expanding the team to not only increase the speed of production but also to create a better feedback system to you, the community.
We plan to have a new testing and feedback system for each update to try to ensure as bug free releases as possible whilst also feedback to the community regarding any issues that may be found.
The bug/suggestion tracker will be used to its full capability so if you have any bugs please report them to our bug tracker where we can review them and feedback information regarding fixes: https://www.polymorph.games/tracking
We have expanded the team
Since the start of this project the team has grown from the original beginnings with our two co-founders Phil & Leo to a fantastic team of 10 talented people. One of the (not so) new members to the Team is Michael…
Michael has been working tirelessly on new animations for the villagers plus other more hardy beasts 😉
As mentioned above we are working on a better feedback system to the community. Leading this project is Nicolas our new QA Manager, along with myself the Community Manager we will do our best to feedback as much information as possible to keep you all in the loop.
About those updates
As you may have already heard we are working hard on the next major content update, which will see a major overhaul of the mission quest system. This, plus more content will take some time. We will bring you more news regarding the content update in future devlogs.
We are also working on a smaller quality of life update which will be coming soon! The plan is to release the update next week but this will depend on how testing goes and if we find any major bugs in the build.
With the minor update we will be focusing on some food production balancing issues. Fish consumption will be lowered (halved) and flour production will be increased. We also plan to look at some of the costs for buildings, decorative items and in particular Fish trading.
More QoL changes coming with this update will see:
Windowed mode and resolution selection
Auto-save and quick-save cloud options
Auto assign will assign the villager with the closest house
There will also be a variety of fixes and optimisations:
Building will turn red and be forbidden to place. This is currently not working correctly on some buildings
Prevent doors being blocked on higher density housing
Prevent planting in water
Optimise wall rendering
Optimise wheat rendering
These last 2 points should help out some fps issues.
There will be more improvements and fixes to add but as you can see this next minor update will bring some needed fixes and changes.
To close the devlog we will add that the Soldiers and monks will now have seperate needs… Talking of monks…
That’s it for this week, look out for more news next week and if testing goes well we should see an update!
Welcome to the 5th Edition of the Foundation Dev News! In this edition:
Early Access follow-up
Foundation continues to win awards
What we are working on
Expanding the Team
Chats with the Community
Early Access Follow-up News
It is now nearly 2 months since Foundation released on to Early Access on Steam and GOG!
The successful Early Access release brought with it a lot of new players with various system specifications. Since then we have been busy fixing crashes and focusing on smaller patches to improve the gameplay experience of the current content.
Some statistics since Early Access launch:
On launch day, there was 1 crash for every 11.17h played
Today, there is 1 crash for every 140.31h played
A total of 1 764 248 hours played. This is the equivalent of 201 years of playtime!!
Foundation Winning Awards
December 2018 saw the return for the 9th time of the IndieDB, Indie of the Year Awards.
Thousands of Indie games were voted on and whittled down to the Top 100 with Foundation coming in second overall for the Best Upcoming Indie, voted for by players.
In addition, we were delighted to take home the prestigious, Editor’s Choice Best in Show Award!
In March, Foundation continued its winning streak by landing the National Bank’s Coup de Coeur Award at the Ubisoft Indie Series!
What We Are Working On
The Early Access release was a busy period of fixes and optimization but you will be happy to hear that we are working hard toward the next content update!
We will be announcing more detail of the upcoming content update soon but for now we are excited to tell you that we will be:
Expanding some of the current in-game features, focusing on improvements to the estate progression system.
Expanding the capabilities of the modding API.
And of course we will continue to fix any bugs and improve the balancing.
Anyone fancy a beer?! 👉*hint*👈
To keep track of any news and announcements follow and wishlist us on Steam or join our fantastic community on Discord!
New Faces At Polymorph Games
Since our last Dev News we have been joined in the Studio by Michael, who has been beavering away animating the Foundation Villagers.
You will soon be seeing more of Michael’s work in-game!
We will also soon be joined by a 2D artist and a QA Manager taking the Team to 10 members, but it doesn’t stop there. We are looking to expand further with the addition of 2 programmers.
Questions With The Team
The Early Access release gave us the opportunity to chat about the future for Foundation as well as enjoy answering some questions from the community. If you missed the streams you can catch up with them here:
Skye Storme Q&A with Philippe:
Obearry talks to Ash our Community Manager:
We talk about Foundation with our friends at Berzerk Studio:
PAX East 2019
We are taking Foundation on the road again next week and heading to Boston, MA for PAX East.
There will be 8 stations to try out the game so if you are heading to PAX East this year come and meet the team and play Foundation at booth #21225
Thanks as always to all our friends, fans and supporters!
Come one, come all! In this Edition of Foundation Dev News:
Foundation Sale ending soon
Our very first award
What we are working on
A new team member
Join us at PAX South
Sale Ends November 28th!!
Only 1 day left to take advantage of 25% OFF Foundation.
Pre-order your Steam key now and get instant access to the Alpha today!*
Get 25% OFF Foundation right now: https://www.polymorph.games/
*Instant access to the Alpha is via a standalone installer. Steam keys will be distributed upon Early Access in Q1 2019
Foundation Wins a MIGA Award!
Earlier this month we attended our first public Exposition at the Montreal Expo Gaming Arcade. It was fantastic to see so many people come out to join us at MEGA!
We had a superb time making new friends and showing off Foundation. To top it all off we won our very first award!
There was some stiff competition for the MIGA awards with some fantastic Independent Studios creating some truly incredible games. To our genuine surprise and excitement we walked away with the award for Best Sound Design!!
Thanks so much to Jonathan Grover of The Grove for doing such an amazing job with the sound design. The whole team are so proud of this achievement and the warm fuzzy feeling we get for the recognition from MIGA, which you can probably see in our faces below!
What We Are Working On
As you may know Foundation will be moving to Steam Early Access in Q1 2019. We have a lot planned and a busy time ahead of us preparing for the Early Access release. Here are a few things we are currently working on:
Environment Rehaul – We are creating lush environments for your villages to nestle in.
UI Improvement – We are working hard on improving the menu system and overall look to the user interface, helping accessibility as well as looking great!
Particle System – A new particle system is under development that will create even more atmosphere to your gorgeous cities.
And of course more content for the Early Access release!
We Welcome a New Team Member
We are excited to announce a new member of the Polymorph Games Team! Loup-Gabriel has joined us as our FX Artist!
He has already started work on Particle FX and visual improvements, using the in-house Particle System. With the help of Loup-Gabriel, Foundation will take on new levels of atmospheric environments!
Pax South 2019
We are taking Foundation to Texas!
Phil, Léo, Anne-Marie and Ash are taking Foundation on the road again.
On January 18-20 2019, you can meet the team and play the game at the Foundation booth in San Antonio, TX.
Our composers have been working hard to create the atmospheric Medieval Foundation sound. Many broken Lutes, Citoles and Gitterns later we now have a beautiful Main Theme for Foundation. Check out the Foundation Main Theme Reveal:
Foundation Fall Discount!
Interested in playing Foundation or looking to buy a second key* as that perfect gift? We have you covered!
For a limited time Foundation will be on sale! Get Instant Access to the Alpha and find out what all the hype is about for yourself!
As previously mentioned, on November 9, 10, 11, we’ll be attending our first public exposition in Montreal! We will also be joined by the 2 lucky winners of our Facebook competition who will get the chance to say hi! Congrats!!
We will have 3 stations for you to try Foundation, as well as some merchandise to sell!
We would like to say a big thank you to all our Alpha backers for your help and feedback!
Thank you all for being the best community ever!! You are truly helping us make Foundation the best Medieval City Builder in the universe!