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Foundation

A New Era of Organic City-Building Simulation!

The 1.8.1 Update Is Now Live!

Greetings everyone!

Today we are proud to announce that Foundation’s 1.8.1 update has just landed.

Following a successful and mostly incident-less preview version, we’re releasing this content a bit ahead of time.

Let’s take a tour of the new and updated features, shall we?

Resource Tracker

The biggest and most exciting feature added to 1.8.1 is without a doubt our brand-new resource tracker tool.

It allows you to see where resources are located in your village by right-clicking on a resource icon from the info module, located at the top of your screen.

Left-clicking on the same resource will bring you to its associated entry in the Book, under the Trade tab. We are confident that this addition will make it easier to manage your village and its numerous supply chains!

berries-3

Understanding Resource Icons

As we pointed out earlier, the resource tracker tool adds useful icons above entities in the world. They’re used for construction, storage, transport and production (input and output).

Here’s a quick definition of each icon type you will see in Foundation:

IconResource in storage
IconResource in transit
IconResource production input
IconResource production output
IconResource available for consumption
IconResource used in construction

Enhanced Construction Step Bundles

Another goal we’ve set ourselves for the 1.8.1 update was to achieve better HUD efficiency.

As of 1.8, we’ve added construction step bundles to Foundation. Since then, most buildings are built progressively. This feature adds a lot to the immersion and can even help you plan ahead as each step requires different resources. But we felt like there was room for improvement about how we communicated this information to you.

If you take a closer look at the above building panel, you’ll notice we now display ready-to-build bundles in the progress bar (second background layer). One of the pitfalls or the previous iteration of this feature was that it involved too much guessing. With 1.8.1, we felt the need to share more information about construction steps—clear the fog, in a way.

Modding Additions

Foundation’s mod scene is still going strong years after we first entered early access. True to our habits, we’ve worked closely with the modding community to fix bugs and crashes related to 1.8.1. But that’s not all: browsing the changelog reveals the newly added exposure of single-property types. Combined with COMP_SOLDIER, we can’t wait to see what modders will create next. As a reminder, we share our favorite mods here every Monday. The talent at work is nothing short of amazing!

1.8.1 Changelog

General

  • Add: Resource tracker (resource icons are shown above entities when right-clicked in info module)
  • Add: Resource tracker windows open entity panels
  • Add: Resource tracking button in the book (resources list)
  • Add: Shortcut from resources in info module to book
  • Add: Resource row highlight in the book
  • Add: Ready-to-build bundles are now shown in construction progress bars
  • Improve: Construction and Bailiff progress bars are no longer shown behind prioritize and cancel buttons
  • Improve: parts list and jobs ordering
  • Fix: color when conditions are met from green to gold (quests)
  • Fix: missing tooltip on delete savegame button
  • Fix: buildings generating resources have duplicated descriptions
  • Fix: missing localization on Controls window title
  • Fix: crash after building the Village Center is the Build menu was already opened
  • Fix: if there is at least one incomplete part in a multi-part monument when a reload is performed, all the parts that were previously completed will turn invisible (monuments)
  • Fix: walls disappear upon reload
  • Fix: Market Goods and Luxury tables are not unlocking
  • Fix: crash when building a village center
  • Fix: crash no crane on mineral deposit
  • Update: community localizations
  • Update: rename good and luxury market stall part set category

Modding

  • Expose single-property types
  • Expose COMP_SOLDIER
  • Fix: crash when spawning immigrant with job
  • Update: modding documentation
 

Preview Build 1.8.1 is now live on Steam and GOG!

A preview build of the upcoming, still-planned-this-December 1.8.1 update is now available via Steam and GOG (access instructions below).

We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam, GOG forums or alternatively you can join us on our official Discord server.

1.8.1 Preview Build Highlights

Here are some interesting new features included in this new version of Foundation.

Resource Tracker

Ever wondered where to find resources across your village? No more!

The resource tracker tool adds useful icons above entities in the world. Bread, berries, wood, rocks, name it: every resource is shown in real-time.

This feature is toggled on and off by right-clicking on a given resource at the top of your screen (info module).

Left-clicking on a resource will bring you to its book entry, under the Trade tab.

Construction Bundles Improvements

The 1.8 Fall update added construction step bundles to Foundation.

With 1.8.1, we wanted to improve upon this feature by delivering better HUD efficiency.

We’ll go a bit more in-depth with the official release later in December, but know that we put a lot of effort into making sure our whole construction progress is more accurate.

Preview Build Access Instructions

Note: Preview build saves will be compatible with the full release of the 1.8.1 update. Most mods will require migration for the full 1.8.1 release. We recommend starting a fresh save or playing vanilla (no mods) for the preview build.

Steam

If you would like to take a look or help test out the preview build, you can gain access via the Steam betas tab in Foundation properties.

  • Right-click Foundation in your Steam library
  • Click on Properties
  • Navigate to BETAS
  • Choose the ‘preview – Next Build Preview’ option

The game will automatically update but if it does not you may need to restart your Steam client

GOG

  • Open Foundation’s Options menu in your GOG Galaxy library
  • Select Manage installation, then Configuration
  • Select Preview in the Beta tab
  • Click OK

The game will automatically update. If it’s not the case, you may have to restart your GOG client for changes to apply.

 

Preview build: Alpha 1.8 is live!

A preview build of the upcoming 1.8 Fall update is now available via the Steam betas option tab (access instructions below).

Whilst we continue to work toward the core updates, the 1.8 Fall update comes as a bonus that also enables us to add in some smaller features in preparation for the bigger updates.

We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam or GOG forums or alternatively you can join us on our official Discord server.

Preview build highlights

Two new production buildings

The Candle Workshop and Common Wares Workshop

Construction steps and bundles

More logical construction steps for buildings, including the addition of resource bundles for each step.

QoL and UI

New tooltips, improved layouts and a number of QoL improvements such as improved stockpiling feedback.

Modding

An enhanced mod browser, including direct links to mod.io to allow for easier communication with modders.

Modders also get some new stuff, including a debugging tool. More info can be found on the modding wiki.

Preview Build Access Instructions

Note: Preview build saves will be compatible with the full release of the 1.8 Fall update. Most mods will requiring migration for the full 1.8 release. We recommend starting a fresh save or playing a vanilla for the preview build.

Steam

If you would like to take a look or help test out the preview build, you can gain access via the Steam betas tab in Foundation properties.

  • Right-click Foundation in your Steam library
  • Click on properties
  • Navigate to BETAS
  • Choose the ‘preview – Next Build Preview’ option

The game will automatically update but if it does not you may need to restart your Steam client.

GOG

  • Open the Foundation game, options menu within your GOG Galaxy library
  • Choose Manage installation -> Configure
  • Within the Betas channels choose preview
  • Click OK

The game should automatically update but if it does not you may need to restart your GOG Galaxy client.

  • The Polymorph Games Team

 

Devlog #16

Greetings Lords and Ladies!

With the new UI out it’s a good time to take a look at what else we have been working on and where our focus is now headed.

Before we do though, we would like to mention our growing team here at Polymorph Games. As a relatively new indie studio we are always looking to expand the team and as such we have seen some new faces since the last Devlog.

We have recently been joined by a senior gameplay programmer that will help us as we move our focus to new and improved gameplay features. We also have been swelled in ranks by a new engine programmer as well as a gameplay programmer that is completing an internship with us.

Getting back to the team’s focus, the first thing of note is that in a revised change to our roadmap earlier this year, we are planning to bring you a game update in the Autumn/Fall whilst in the background we also work toward the bigger Core II update.

Let’s take a look at what the team has been working on…

Art

The art team have been hard at work overhauling the current buildings to create a more cohesive and detailed style throughout the game.

You can see an example below of the completed bakery revamp in all its splendor.

Before/after shot of the Bakery

You’ll see the majority of these as part of a larger update, most likely sometime next year, however we will be bringing 2 new buildings to the game much sooner that have been designed from the ground up with the new and improved styling already implemented.

Currently the focus is on these two buildings which will see both a Candle Workshop as well as a Common Wares Workshop added to the game in the Fall Update. Check out some concept art of the Common Wares Workshop below.

Common wares workshop concept art
Gameplay

In the longer term the gameplay team is now focused on Core Update II which will see a complete overhaul of the Estate system and progression. The final design of the Estate system overhaul is now almost complete and work has begun on its implementation. The team are also working on balancing tools to make for easier balancing as we add more content to the game.

In the more immediate future however, the team has also been working on implementing a new feature for the Fall Update that will bring more immersion when building your village. This feature will see construction step bundles implemented to the game.

These bundles will create a more logical construction process, where materials will be required on construction sites in a relevant order. For example a building’s foundation/basement will be built first and require a specific portion of the overall building resources on site before construction begins. The next step might be walls that require the next bundle of resources.

Construction step bundles essentially break down the overall resource requirements into separate bundles that need to be delivered to construction sites prior to builders starting work on each construction step.

UI/UX

We are still working to further improve the UI with subsequent updates such as the recent UI/UX patch. We still have many more improvements to come.

To this end, the UI/UX team is working on a number of important small improvements and fixes that will come in the Fall Update. Alongside this the team is also working on UX design for the bigger core update, in support of the Estates overhaul, which will require a number of new screens and information panels.

Game Engine & Modding

As you can probably imagine the Engine team is busy working to support any processes that the whole team are working on, such as new Hurricane editor tools for feature integration.

Furthermore the team continues to collate and analyse any crash reports coming in and fixing any instability as quickly as possible. Our crash rate is at an all time low with the biggest crash issue now being graphics drivers. Note: if you are experiencing any crashing on startup please update your GPU drivers with (importantly) a clean install of the GPU drivers.

Modding is also one of the larger projects for the Engine team which has seen them continue to work on exposing more features, such as exposing the mandate system to create custom mandates. They have also been looking to support modders even further with work on Lua debugging support.

In addition to this we continue to work closely with the modding community to gather modding feedback and suggestions, as well as look at ways to improve our feedback gathering to better support the modding community.

We will bring you more news as soon as we have it and keep an eye on our social media channels for more teasers, as we get closer to the Fall Update release.

 

1.7.11 UI/UX Patch is live!

Good day Lords & Ladies!

We hope that everyone has been enjoying the new user interface (UI) which, as mentioned previously, was only the 1st phase of a continuing UI/UX development.

Today we have released patch 1.7.11 which brings some further quality of life (QoL) features to the recent 1.7 UI/UX update, as well as some overall user experience (UX) and accessibility improvements.

The patch will also squash a few medieval bugs as well as address some crash fixes, as we continue to improve on the already stable 1.7 update.

Here are a few highlights of what you will find in today’s patch…

New counters

The recent new UI introduced clickable counters that would help track issues such as missing resources or workers.

Two new counters have now been added that will let you know, at-a-glance, how many buildings are under construction as well as a counter for paint zones issues. Clicking these counters will cycle through said buildings locations for easy tracking.

Manual input: trade quantities

Based on community feedback we know many of you will be happy to see this next feature added.

The trading resource quantities can now be edited manually via numerical text entry, directly into the resource table. The buttons are still there of course and don’t forget you can click and hold the buttons to increase or decrease the quantities in larger steps.

Tree and grass sway

Another great example of community feedback comes with this next change. Tree and grass sway animations have been normalized to run at x1 speed no matter the speed setting above pause. This should help those that suffer from motion/simulation sickness and even those that don’t.

For more severe cases we have also added the option to turn off the environmental animations entirely.

Main Menu improvements

When starting a new game, the map selector now shows a short description of the map, as well as a handy thumbnail image of the map itself. Modders are also able to add thumbnails and descriptions with their own maps, though current ones will need to be updated.

Layouts for both the loading menu and save menu have been improved, making it easier to find the save you wish to play. It’s now much easier to see information pertaining to a save file, whilst easily sorting the list via various sort options. Additionally, it is now possible to filter out autosaves and remove them from the viewable list.

And more…

Distance to workplace information returns with this patch. More specifically when assigning villagers to a workplace using the dropdown, you will now see the distance that workplace is from the villager’s home or village center if homeless. We all love an efficient village!

We are aware of some issues relating to zooming, specifically around elevated terrain, so we have made some improvements to the way that zooming is handled. More work will be done on the camera in future updates but this should help to improve the control over high terrain areas.

Text contrast and shadows have been enhanced throughout the game, which brings a cleaner look but more importantly, increased readability for everyone. Further improvements are also planned as we continue to refine the new UI.

There are many more tweaks in the 1.7.11 patch, as well as a bunch of medieval bugs vanquished and a number of crashes addressed.

As always, we would like to say a big thank you for your continued support and invaluable feedback.

Changelog
 
  • add: Textfield functionality to resource trade quantity in the Book
  • add: Counter – missing paint zone
  • add: Counter – ongoing construction
  • add: Collapsible monument parts groups when editing (reintroduced)
  • add: Distance to workplace when assigning worker via dropdown
  • add: Full tooltips – estate unlockables
  • add: Military mission, panel sorting
  • add: New map selector integration (first iteration)
  • add: Map selector placeholder modded map description
  • add: Map selector placeholder modded map screenshot
  • add: Option to hide autosaves in load menu
  • add: Option to turn off tree and grass sway to prevent motion sickness
  • add: Stockpile tooltip in resource window
  • add: Toggleable FPS visibility in the General options
  • add: New golden buttons implementation
  • update: Improved text contrast and shadows
  • update: Tweak estate headers (Labor/Kingdom)
  • update: Multiple layout, labels and icon tweaks
  • update: Information Module notifications – visibility improved
  • update: Clear building search box when switching categories
  • update: Help menu – Streamline text wording
  • update: Improve load game layout and sorting
  • update: Improve promotion sorting order
  • update: Improve save game layout and sorting
  • update: Improve the workplace list sorting
  • update: Improve zooming on elevated terrain
  • update: Lock environmental animations at speed x1
  • update: Locked buildings provide info relative to their unlocking conditions
  • update: Tweak delivery quest steps
  • update: New event illustrations
  • update: Adjust dropdown and combobox positioning
  • update: Action Menu – UX/UI iteration
  • update: Port the tombstone window to the new UI style
  • update: Visitors follow interaction via quest module changed to locate
  • update: Tweaked training dummies description
  • update: Localizations
  • fix: Outside Territory notification when moving a tavern with a bridge
  • fix: Automated fountain musical parts should display a function
  • fix: Bailiff – The tooltip to locate the mineral’s location is empty
  • fix: Missing resource counter is counting each building parts as individual structures
  • fix: Building status not always representative of current status
  • fix: Crane storage not showing resources
  • fix: Double “achievements disabled” notif when loading a game
  • fix: Estate conditions should never be red when the value is sufficient
  • fix: Forester status should be “No tree type selected” when no tree type is selected
  • fix: Immigration blocked notification missing
  • fix: Livestock spawning location not working
  • fix: Possible to have ‘stuck’ message that gives no information in logs
  • fix: Missing success probability when a military mission continues
  • fix: Reloading a save with an ongoing military mission can have various issues
  • fix: Hot reload destroying the minerals depots that have a structure
  • fix: Rounding issues for values throughout the game
  • fix: Scroll bar reset position when closing / reopening
  • fix: Stuck soldiers can remain stuck forever
  • fix: Reduce military mission rewards
  • fix: Days left of active military quests remain at 0 after the initial 20 days
  • fix: Cost to unlock the tavern wall
  • fix: Switch the default forester tree state to true
  • fix: Various UI presentation fixes and tweaks
  • fix: Villager status when soldier job is removed
  • fix: Soldiers can be selected whilst invisible at quest location
  • fix: Wrong granary description (stores “granary-type” food)
  • fix: First buildings unlocked were not showing as quest reward
  • fix: Resources list is misalignment
  • fix: Ressource tab cannot be closed using the Esc key under certain circumstances
  • fix: Automated fountain musical parts should display a function
  • fix: Estates value text colors incorrectly changed
  • fix: Load game mod list exceeded defined space for warning window
  • fix: Infinite quests displaying days left in their tooltip
  • fix: Esc button should close system menu
  • fix: Esc key should cancel building placing and system menu sub window
  • fix: Villager Stuck Notification Log when destination object does not exists anymore
  • fix: Possible to promote villagers without having gold
  • fix: Environment map lighting
  • fix: History tab for saves 1.7.10 and before, now list all completed missions from day1
  • fix: Transporters bypassing stockpile
  • fix: Military panel visuals when a quest expires
  • fix: Missing building description tooltips for multiple monuments
  • fix: Building completed notification loses building name on reload
  • fix: Applied dynamic reserved width to military lists
  • fix: Crash caused by mod game rule
  • fix: Crash on very early building part destruction
  • fix: Crash when a building part is deleted with active inventory
  • fix: Crash when accepting a military mission
  • fix: Crash when attempting to deposit resources in a non-existing crane deposit
  • fix: Crash when load selected and savegame list is empty
  • fix: Crash when performing force finish on parts of the bridge
Modding
 
  • add: Ability to customize core prefabs
  • add: Modded maps preview customization
  • add: Expose additional classes and core content
  • update: Mod logging improvements
  • update: Modding documentation fixes and improvements
  • fix: Existing savegame mod reordering fixes
  • fix: Mod custom behavior tree node fails
  • fix: Other modding-adjacent bug fixes
  • fix: Crash on modded bridge building part removal
  • fix: Crash when building monument mod with tree building part
  • fix: Crash caused by mod game rule
Modding wiki

Modding documentation and changes can be found over on the modding wiki.

– The Polymorph Games Team

 

1.7 New User Interface (UI) Update is now live!

Greetings Medieval City Planners,

Today is the day we know many of you, including ourselves, have been looking forward to: the release of the 1.7 New User Interface (UI) update!

As you will see, everything has changed. In the actions bar, you will find all the tools you need to build, zone and delve further into your village details (with the multi-pages Book feature!). You’ll also enjoy a much more detailed informative module at the top, revamped building and villager panels, a new quest module and more streamlined notifications.

You will find a new Quest panel where you can pin quests and keep a track of available missions and an overhauled help menu that will give you some further pointers and information on the games’ systems.

Saves now have a screenshot to help you identify your save at-a-glance, and the settings menu (and game) in general, is much more easy to use and navigate.

That’s not all of course! We have made further improvements to the engine during this time, that should see your fps improve as well as further bug fixes.

In summary, anything and everything is new and we hope you enjoy the new experience the UI will bring to the game!

Behind the scenes of last year development

This last year has been very busy for our small but passionate team. As many of you know, Foundation is made with its own game engine. This gives us the liberty we need to create the game as we envision it, but it also requires more time to develop some features as we also have to develop the tools we require beforehand.

Much of the team have been focused on the programming that was required to implement a whole new UI:

  • Creating a complete GUI Editor from scratch
  • Improve massively on our GUI engine
  • Improve our 2D rendering pipeline
  • Develop a completely new font rendering system to support font variety and scaling
  • Refactor the whole UI code base around the new UX
  • Implement all the new QoL that the new UX required
An overview of our engine custom GUI editor

Other members of the team also worked with Dan, our UI/UX developer to create the multitude of custom art that can be seen throughout the new interface.

With the UI/UX phase one complete and the major groundwork set for later phases, we can now switch our main focus and push on with more gameplay and content additions still to come, in the upcoming Core updates!

1.7 Changelog
 
  • add: new HUD
  • add: new help menu
  • add: new actions bar
  • add: new Book feature
  • add: new sortable villager panel to Book
  • add: new sortable workplace panel to Book
  • add: new trade and resources panel to Book
  • add: new budget overview panel to Book
  • add: new estates panel to Book
  • add: new army manager panel to Book
  • add: new log panel to Book
  • add: new buildings panels
  • add: new building status indicators
  • add: new construction menu
  • add: search function to construction menu
  • add: category filters to construction menu
  • add: new Information panels
  • add: new issues counters
  • add: new monthly budget reports
  • add: new quest Module
  • add: new pinnable quests
  • add: new notifications system
  • add: new tooltips
  • add: new event pop-ups
  • add: new custom art – events
  • add: new custom art – information panels
  • add: new resource icons
  • add: new main menu
  • add: new load/save windows
  • add: new mods window
  • add: loading screen
  • add: new settings window
  • add: new achievements window
  • add: savegame – automated thumbnails + save meta info (villager count, playtime, etc)
  • add: new audio
  • add: more control remapping options
  • fix: tavern bridge placement
  • update: community localizations
  • improve: building overview tab with worker assignation shortcut
  • improve: UI Scaling, including clean font scaling
  • improve: language switching

Modding:

  • add: static sized arrays support
  • add: support for atlas cell image assets
  • expose additional animations
  • fix: mod unload order
  • fix: custom type list property always using default value instead of assigned value
 

Preview build: Alpha 1.7 is live!

Hey everyone, today we have exciting news!

A preview build of the upcoming 1.7 UI update is now available via the GOG or Steam beta option tab (access instructions below).

For the past months, we have been working hard on a complete rehaul of the UI. Phase I is almost complete and we are excited to bring you a preview build, so that you can all take a first hands-on look at the new revamped Foundation interface.

We still have some outstanding improvements to make in Phase I, but now is the perfect time for us to gather your feedback. We would love to hear your thoughts and suggestions in the preview feedback thread here (Steam) or GOG forums. Alternatively, join us on Discord where we have a dedicated channel for the 1.7 UI preview.

Vanilla (non-modded) save games from the current live build should, in most cases, be compatible with the preview build. However, as always with a preview build, we thoroughly recommend trying a fresh game to get the full benefit and experience from this update.

Many mods will require a migration update and will not initially work, and as such, modded saves will likely need to wait for mod updates and the full 1.7 update. We will be working closely with the modding community to help them get updated as quickly as possible during the preview stage.

Preview build saves will be compatible with the full release of the 1.7 UI update

Phase I is a huge foundation [Warning: pun overuse] for more improvements to come with subsequent phases looking to fine-tune the art style, improving usability and UX as well as looking deeper into accessibility features and then final UI polish. 

We hope you enjoy the new look UI and we look forward to hearing your feedback.

Access instructions

If you would like to take a look or help test out the update preview you can gain access via:

Steam

  • Right-click Foundation in your Steam library
  • Click on properties
  • Navigate to BETAS
  • Choose the preview – Next Build Preview option

The game will automatically update but if it does not you may need to restart your Steam client.

Please note: The preview build is work in progress and may contain some bugs. Any Bugs you might find can be reported here on the Steam forums or you can join us on Discord where we have both feedback and bug reporting channels.

GOG

  • Open the Foundation game, options menu within your GOG Galaxy library
  • Choose Manage installation -> Configure
  • Within the Betas channels choose preview
  • Click OK

The game should automatically update but if it does not you may need to restart your GOG Galaxy client.

Please note: The preview build is work in progress and may contain some bugs. Any Bugs you might find can be reported here on the GOG forums or you can join us on Discord where we have both feedback and bug reporting channels.

 

Devlog #15

Hey everyone!

It’s been a little time since our last communication but this does not mean we have been resting on our laurels. We know you are all eagerly anticipating the new UI and the improvements that will come with it.

An update on the UI rehaul progress

The very first phase of the new UI implementation is nearing completion. With that said, we would like to share with you some of the work that has been involved with creating the new UI, and to let you know what has been going on in the background for the past few months.

Late last year, we teased you all with some sample images of our UI rehaul. These initial images were conceptual and only a taste of what to expect. Since that time, our UI/UX designer and a good chunk of the team have been busy implementing the full redesign in-engine.

If you have played the game and seen the old UI you will be well aware that although it was functional, it was lacking in many places, not particularly intuitive and also not very aesthetically pleasing. As such, the redesign has required major work. Every menu, icon, HUD element, feedback module… it’s a long list… needed to be updated, redesigned and in some instances built from scratch. Such is the cost of progress.

Once the new design foundation (pun intended) was laid out and agreed upon, work could begin on asset creation, whilst in the background, we ramped up work on the engine. What came out of this was a brand new Interface tool (imaginatively called the GUI editor). This tool effectively allows us to build, visualize and tweak the interface without programming (because yes, the old interface used to be generated purely by code). As we progress, we’re constantly making the editor even more powerful, to allow for new features in the game for you, the players.

On top of this we have been making further updates to the engine to allow for enhanced UI visuals including better font rendering, to improve scaling, for the large differences in resolutions throughout the player base.

Much of the new interface is now in place and we are on the final run toward testing, feedback, tweaking and subsequent release. There are still a few elements that need to be worked on, some remnants from the old UI that need to be replaced and we will need to further tweak and improve on the work so far before release.

We know you are eager to see more teasers of what’s to come and of course we wish to oblige…

In other news

The UI has not been the only focus of recent development work. Some of the team have also been working in the background on more long-term goals such as overall art direction and preparation for future content updates.

Some of you may have noticed the changes to the market tents in a social media post some time ago, this was only the start of a broader improvement in the overall art direction. Further work has since been carried out on buildings such as the bakery and in time we will revamp and enhance the majority of the art and assets within the game.

The art team has also been working to design and create tools that will allow for a better way to render environmental aspects and transitions within the game, such as those between grass, sand and rocks. Similarly, they have been looking at ways in which to improve the look and variation of environmental factors such as vegetation, lighting and overall ambiance.

These changes and improvements to the art style will not be part of the upcoming UI but you will be seeing more of them in the future.

We will update you all with an ETA for the release of the UI update in the coming weeks.

 

News: Updated Roadmap & Release Schedule

Happy New Year everyone! We hope you all had a wonderfully festive holiday!

We are thrilled to present to you today, an updated roadmap that contains information on many of the new features and content coming to Foundation this year.

Updated Roadmap & Release Schedule

Our objective is to release 3 major updates over the course of 2021. The first of which will be the much anticipated new UI.

This will be followed by 2 Core Updates that will bring an array of new features and additionally continue to improve on the UI and UX.

We have set out below further information on what you can expect to see in these updates.

Update 1 will bring a major improvement to the game in the form of the UI rehaul. You can expect to see a new HUD, building menus, villager menu, information panels and of course much, much more.

The main HUD will see a plethora of improvements that will contain easily identifiable information on resources, events & quests as well as more information panels for quick overviews of your current village.

Many of the information and management panels will all be tied together in an easily navigable and streamlined “Book” (name subject to change). The Book will include tabs and shortcuts that will link directly to facets including: Villager information, Workplaces, Estates, Budget, Resources and your Army. Each tab will include improved ways to sort and search for information that you need, all at your fingertips.

A new main menu will include more detail when looking through saves, a new options menu, help menu, mod menu,… in fact every aspect of the UI will be new and improved and as such will also bring a host of UX improvements.

We will continue to build upon the UI/UX Update with further updates and improvements after its initial release.

Estate Mechanic

Core Update II will focus on improving the Estate mechanic. Your influence with an estate will vary over time, creating a choice of which estate(s) to invest in. Increasing your influence with one estate will have an effect on other estates and as such will affect the path you choose when building your village.

Building Decay

A new feature will be introduced with Core Update II in the form of Building Decay. Every placeable building will require maintenance and if not maintained the building will decay over time.

In order to maintain buildings within your village, you will need to place and staff a maintenance workshop. Each workshop will prioritize and maintain buildings that require repairs and pull resources that are needed to repair those buildings.

As buildings decay, productivity and desirability will be affected and if allowed to decay too far, buildings will become unusable and will need to be dismantled.

Houses occupied by villagers of lower status than the house, or left uninhabited for too long will begin to decay and may require repair.

Further UI/UX Improvements

Core Update II will also continue to improve upon the UI and UX with more accessibility options and menu improvements, taking into account player feedback as we further build on the previous UI/UX update.

Core Update III will add a number of new features that will change the way in which your village population can vary as well as bring new and improved detail to maps.

Families & Aging

  • A family mechanic will allow for the birth of children who will age, work, create their own families and eventually pass away, bringing a full cycle to village life.

Diseases

  • Varying factors will increase the chance of villager disease that will come with consequences to your workforce if left unchecked.

Graveyard

  • As your villagers now walk through the valley of death they will need a place to be laid to rest.

Map Visual Edges

  • Map edges will be visually improved.

Terrain Biomes

  • Varying biomes will add to the variety of map environments.

Resource Fertility

  • Land fertility will differ, depending on environmental factors allowing for crop-specific fertility.

Cobblestone Roads

  • A much requested feature will see the introduction of cobblestone roads that will increase efficiency in your villages.

The updated roadmap can be found over on Trello where you can keep up-to-date with all the progress.

Up to Full Release

More features will be implemented up to the full release, including:

  • A major expansion and overhaul of the narrative elements & events
  • Vehicles – where appropriate, villagers will be able to own and use horses
  • A third level of housing status and density
  • A Safety need will see more use for soldiers and defense structures
  • New monuments
  • Information map – a zoomed out map showing an overview of available resource nodes and layers
  • Map generator
  • Pastures – allowing for zoning of livestock areas
  • and more!

Post Release

The full release will not be the end of development and we will continue to work on features not yet implemented such as a map editor, creative mode and a photo tool as well as work on further DLCs that were planned as part of our original Kickstarter campaign.

– The whole Polymorph Games team

 

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