Just in time for the weekend, the Minerals and Craftmanship Preview Update 1.6.0.0522 is now Live!
We are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, only the Valley map is available to play in the preview build. To get the full experience of the preview build we have also limited the save files on the preview build so you will need to start a new game that you will then be able to save and load as normal in the Preview.
Note: Custom maps are still available however these will not currently contain the resource nodes that are part of the update.
Mods will also require updating by the mod creators and modding community and will not be immediately playable.
Let us know what you think…
We hope you enjoy the Preview and we would love to hear what you think.
If you would like to send in your feedback you can do so via this feedback form.
You are, of course, also welcome to discuss the game and report bugs as usual on the Steam discussions forums or join us on our Discord server.
Thank you in advance and we look forward to hearing from you and reading your feedback!
We have a bunch of new features and content included in this preview build of the upcoming update. You can find a changelog below and more detailed information on some of the new content can be found in our previous announcement here.
New minerals sources that can be prospected and extracted
New production chains related to minerals
Buildings can now have multiple placeable parts
Builder now has his workshop
Builder’s workshop can be extended with crafting extensions
New unlockable builder’s workshop parts
New crafting feature: craft sculpture, stainedglass and jewels (not all available yet)
Bailiff can have mandates assigned like prospecting minerals and influencing estates
New notification panel
Pathing can now go through buildings that have multiple entrances
New customizable fountain
Parts that are built instantaneously activate its function, thus, no need for an entire monument to be built before it becomes usable
Church capacity is now considering multiple cores
Gold has been separated in two new resources: Gold Coins and Gold Bars
Improved performance when editing a monument
Transporters will now carry materials to construction sites
New uniformized build flow between buildings and monuments
Builder’s workshop and artisan extensions: sculpture, stainedglass, jewelry (not all available yet)
New mineral sources and quarries installations
New Glass Smelter
New Gold Smelter
New customizable fountain, stainedglass
Characters and animations
New miner’s job outfit and animations
New Glass Smelter & Gold Smelter animations
New grass texture
New cliff texture
Add mods hot-reload with Ctrl+Shift+R
Add creation of new asset and data types, and extending existing asset, component and data types
Add creation of behavior trees and custom behavior tree nodes
If you have played Foundation you have most likely noticed the immersive soundtrack that compliments the game and evolves as you play. Just as the game is in development, so too is the soundtrack that paints a musical background picture as you build your village. Today, we are updating the Foundation Soundtrack. An additional 8 tracks will be added, plus a bonus, solo piano arrangement, exclusive to the OST, taking the soundtrack to a total of 21 tracks. The Foundation soundtrack is available now on Steam and GOG!
As your village grows and your villagers gain status, the music also grows alongside it, from the early game, single instrument compositions to later, level 2, ensembles.
To create the epic musical background for Foundation we looked to Audinity, veterans of the medieval/historical video game genre. Their portfolio includes games from Paradox (Crusader Kings 2, Europa Universalis IV), THQNordic (Knights Of Honor 2: Sovereign, The Guild series) alongside smaller indie developers like ourselves.
Ash, our Community Manager, had the pleasure of chatting with Yannick and Robin, founders of Audinity, to get a deeper insight into who they are and their work on Foundation.
Ash: Can you start off by telling us a little about yourselves? How you got into music composition and more particularly video game soundtracks? Robin: My name is Robin Birner, I am a German composer from Bamberg, that’s in the northern part of Bavaria, and together with my partner in crime Yannick I have been writing music for video games ever since I was 16 years old. I have always been fascinated with video game soundtracks from an early age and got deeper into music when I started playing the piano as a child. Later on, because I got bored by the piano, I started playing the church organ and finally got my hands on modding my favourite video games. That’s also when I met Yannick and the rest, as they say, is history.
Yannick: I am Yannick Süß (sorry to all non-German-speaking people who don’t know how to pronounce that weird-looking surname in German, it actually means “sweet”!), I am a video game composer from Munich, Germany and just like Robin, one half of Audinity. Since last year, I also develop and realise video game music concerts together with orchestras, ensembles and event organisers. Music has always been an important part of my life – I originally wanted to become a pianist, but then I realised that I lacked the skills and that it also was much more fun to just play and rearrange my favourite video game and film music tunes on the piano, instead of just practising scales, which ultimately led to me starting composing music myself. Several years later, writing video game music is what I now do for a living, together with Robin.
Ash: You have worked on some big games already with Paradox and THQNordic. Can you tell us more about Audinity and how you came together? Yannick: We first met when both of us were still going to school! When I was 16, I was writing music for The Guild 2 – Renaissance by JoWood Entertainment (which later became THQ Nordic) and realised that I would need some help with it. At the same time I was part of the team of a modding project for a German video game, and they told me that I would work together with another composer which turned out to be Robin – who was even living very close to me! We met for a pint of beer in my favourite Irish Pub, and that beer basically started Audinity! We worked together on The Guild 2 – Renaissance as our first joint project, founded our company Audinity soon after and, most importantly, have developed a great friendship (although we sometimes appear like an old married couple as we have been told several times already…) Robin: It has been 10 years already, so I think we are allowed to sometimes behave a little like an old married couple.
“We decided that we simply HAVE to work on this game”
Ash: You have been involved with Foundation for some time now, when did you become aware of the game and how did you get involved with Polymorph Games on Foundation? Robin: There is a saying that “Sometimes the best things in life happen by accident.” That was for sure the case with Polymorph Games. In late August 2017, I stumbled upon the only existing YouTube video of Foundation, consisting of an interview with Phil and Leo at gamescom in Cologne. They talked about the concept of Foundation and showed a rough prototype of the game, which was already very impressive.
During the interview it became clear that Foundation was more than yet another city builder. It pushes the boundaries of the genre by introducing gridless city building as well as many features from some of our favourite video games. After a brief conversation with Yannick, we decided that we simply HAVE to work on this game and to reach out to the developers. In the end you could say it all happened thanks to the YouTube algorithm.
Ash: We are very lucky to have you working on Foundation!Can you tell us more about how you collaborate to create beautiful music? Do you have a studio you jam together in or do you try to keep as much distance between each other as possible?
Yannick: Well, let me say it cost us blood, sweat and tears when we once tried to compose a song together in the same room, that might be a story for another time… no, in all seriousness: we have separate studios, but yes, we work very closely together on all of our music, with lots of constructive discussions, brainstorming and extensive feedback sessions before we send out music to a client. Working together for about 10 years now, we have kind of musically grown towards each other, so we have learned to compose our video game music so that it sounds as if it came from one person only. This is very important if two people are working on the same soundtrack, you want a homogeneous style and sound.
“Foundation looks different than other games and thus has to sound different, too”
Ash: Whilst we are on the topic of style and sound, Foundation is a medieval city-builder and as such is going to require some knowledge of medieval instruments. Do you get to play any instruments to create the soundtrack? Yannick: Over the years, we have developed our own expertise of writing music for historical and in particular medieval video games, so we have grown some special knowledge about medieval instruments and music. But when it comes to playing medieval instruments, we prefer to leave that to the experts. In the Foundation Main Theme for example, you can hear some beautiful live recordings of a medieval viol and a saz. We also use virtual instruments for the in-game music though, you can make them sound ultra realistic nowadays.
Ash: Have you used any particularly unusual objects to create a sound you were looking for in the past or on Foundation?
Robin: Yes, indeed – we used Yannick’s vocal talent for the main theme, but later agreed on removing it from the track. It doesn’t get more unusual than that, right? All jokes aside – there are a lot of manipulated instruments in the soundtrack: From stretched church bell sounds to pitched down Cisters. We always try to bring in some unique elements to our music to make it stand out.
Ash: Your main focus and experience seems to revolve around the medieval period do you have a particular interest in historical games and is it something you felt was the right fit for Audinity or has the medieval focus evolved naturally? Yannick: Both Robin and I have always loved to play medieval strategy games and still play a match of good old Age of Empires 2 against each other now and then. I personally have always been very fond of authentic medieval and renaissance music and have studied it extensively. So being able to write the style of music that you love for the kind of games that you love is actually something we both couldn’t be happier about. We have worked on many historical and medieval video games over the years and we love it.
“One of the most important requirements a sandbox game like Foundation has, is non-fatiguing music”
Ash: How did you go about researching the music style for Foundation? It must be particularly hard with very little to go on to create an authentic medieval sound, where there any particular influences you took when creating the soundtrack?
Yannick: First of all we tried to create a unique sound for Foundation, something that hasn’t been heard in other medieval or citybuilder games before. Many games in that genre have orchestral music that is sweetened with some medieval phrases or instruments. Foundation looks different than other games and thus has to sound different, too. So we had the idea to not use orchestral instruments in the in-game soundtrack at all and only use authentic medieval instruments. For the musical style itself, we tried to be very authentic in order to create a medieval mood, but since the visual style of the game itself is not aimed towards ultra realistic we tried to incorporate that style into the music as well.
Ash: We have only mentioned the Foundation Main Theme so far but there are already a great number of tracks you have created for Foundation. Can you tell us a bit about the requirement for different pieces within the game?
Robin: One of the most important requirements a sandbox game like Foundation has, is non-fatiguing music. A game you can play for a thousand hours needs music which doesn’t get on your nerves if you hear it countless times. Right now, we achieve that by having three levels of tracks in the game.
Once you start a new game you will notice that there is no music at all until you have placed your town centre. From there the music gradually evolves based on the size of your medieval city. As soon as a town centre exists, you hear what we call “level 1” music, which consists of short melodic snippets played by one single instrument.
Those snippets are approximately one minute in length and written in such a way that they organically blend with the game’s ambience. For those of you who don’t own the game yet, you can listen to the “Terroir” track on the soundtrack to get an impression of how it works.
Then we have “level 2” music, which completely replaces the “level 1” tracks once your village has reached a certain size.
Now the music, consisting of small medieval ensembles playing “village dances” and fully fleshed-out arrangements, becomes more prominent.
Also, the main theme is featured in “level 1” as well as “level 2” in suitable arrangements, so it blends nicely with the rest of the music.
This means the main theme does not merely appear secludedly in the main menu but is also part of all stages of gameplay. For us, that is really important to give the player a sense of following a continuous pathway on his or her journey throughout the game and to interconnect all levels.
Ash: How did you go about creating the contrasts between the level changes? What musically signifies a change between a serf and a commoner for example?
Yannick: We wanted the music to reflect the development of the village. At the beginning of the game, the village is still small and not much populated. So at that stage in the game we just use some medieval instruments that play solo phrases and then fade away again to just sound effects for a while. The music for the commoners is much more lively and we use an ensemble of medieval instruments that play together, because the village itself is bigger, more populated and more is going on now. The music tracks are now longer, more consistent and not as fragile as in the early stages of the game.
Ash: Whilst playing the game and during the game development has your work changed? Have you played the game and thought ‘that’s not right!’?
Robin: Thankfully, that has not been the case on this project. It was very important for everyone involved to add music to the game as soon as possible to prevent that from happening.
Ash: That also shows that you understand the game and the musical requirements for it, I know that you do enjoy playing Foundation when you can Robin! Germany is well known for it’s love of strategy games, is the Citybuilder/Strategy game a passion of yours? Robin: I think it’s safe to say that Yannick and I are both passionate players when it comes to Citybuilder and Strategy games. It’s true that I play Foundation whenever I can, but. (un)fortunately, music kept me pretty busy over the last couple of months. One of the many great aspects of Foundation is the amount of time you can spend just watching your city come to life. I enjoyed that a lot before the Early Access launch. Ash: I have already lost count of the number of hours sat mesmerised by my growing cities! I’m very privileged to be part of the team and seeing things grow in the background too. How have you found working with the team at Polymorph Games?
Yannick: We love working with you guys! Seriously, it’s a fantastic experience – we enjoy being in close contact with you and the developers, Philippe and Léo give very professional and constructive feedback to our music that is easy to work with! A particularly fantastic experience was when you guys invited us to join you in Boston for PAX East this year! Spending time with you there, we again realised more than ever before that you are not just skilled video game developers but also a bunch of really great people that we are happy to know.
“We had the idea to use Gregorian chants for the Main Theme, when we sent it to the team, they were just asking what this weird vocal stuff is supposed to be?!”
Ash: I guess we owe you a beer for that compliment! But it can’t all be sweetness and light. Have you had any disagreements on the Music composition for Foundation?
Robin: While collaborating in a highly subjective creative field like music often results in disagreements, I can proudly say that so far Foundation is the project with the least disagreements we have worked on. There are various reasons for that, the most influential one being that we decided to set ourselves strict limitations to work with – such as to only use certain instruments or keys for the music. Once everyone agrees on what not to do, you automatically will have less disagreements. That being said, you should probably ask us again after release because there is still some music to write…
Ash: There is a life-lesson right there! Has there been anything that you tried that didn’t work?
Yannick: I was hoping to keep this secret but… we had the idea to use Gregorian chants for the Main Theme. I put myself before a microphone, sang my heart out and recorded myself several times to imitate a Gregorian monk choir, even with super deep latin lyrics! When we sent the first draft to the team, they were just asking what this weird vocal stuff is supposed to be and that we better leave this out. Retrospectively this was probably a good decision though…
Ash: Ahaha! Maybe you should record a personal chant album, I hear there is a market for it! Is your work now complete on Foundation? Or is there still more to come that the community will get to hear in the future?
Robin: There is way more to come. We have recently finished another batch of music, which was added to the game in the Fall Update and doubled the amount of “level 2” music. In addition to that our plan at the moment is to have another musical evolution for the later stages of the game, so stay tuned for a lot of new tracks for the Official Soundtrack Release as well.
Ash: One last question. For anyone thinking about getting into video game music composition do you have any tips or advice? Yannick: There is no golden path to follow. Just be yourself, show your passion for video games and be very patient.
Robin: Don’t try to follow the path from someone else. Rather create your own path. Take music seriously but not yourself. Collaborate. Because in the end it’s all about collaboration. Ash: Thanks for taking the time out to give us some deeper insights into Audinity and your work on Foundation. It is as always an honour and a pleasure and we look forward to hearing more of your work in-game!
We are excited to announce that the Winter Content Update is now LIVE!
The Winter Content Update brings many new changes, content and improvements! You can check out the full changelog at the end of this announcement but let’s dive into a few of the highlights.
Villagers will now automatically move home!
If a villager lives too far from their workplace they will become unsatisfied with their housing and will look to fill any empty housing slots closer to their workplace. If none are available they will look to swap with another villager or even evict lower status houses so that they can move and upgrade, if the house is in a desirable enough location.
If a villager cannot find a house that will satisfy them then you will be notified via the warnings panel so that you can rectify the issue.
The Lord Manor has seen some love for this update including all-new monument parts as well as a new assignable function, the Study Room.
The Study Room, once assigned and staffed, will allow a Scholar to study blueprints that you might be rewarded. Without giving too much away, these blueprints won’t be easily acquired, in fact, some villagers may not survive!
The Wooden Keep has also been improved with new parts including a barracks building to house your soldiers, as well as multiple decorative items to set up your military camps.
We have made some major changes to the Military system and quests for the Winter Content Update. You will now need to raise your chances of a successful campaign by both training and equipping your soldiers with weapons.
Once trained you will be able to send your soldiers on an extended campaign where you decide the right time to bring them home. Each mission will vary in difficulty but the higher difficulty missions will bring greater rewards.
To facilitate these changes you will now find a new Military manager panel. Here you can check on your soldier’s stats, equip weapons as well as keep track on available and ongoing missions.
Beer! The Winter Update sees the, much teased, introduction of the beer production chain. Similar to wine, beer is sold in the Tavern as a luxury item and brings with it 2 new production buildings, namely the:
And The Brewery, which can be found in the Public Buildings panel.
Produces Beer from Hops, Wheat & Water
With the introduction of the Military Manager panel, we have tidied up a few elements of the UI and also introduced a new Estate Manager panel. You will now find the estate unlockables and the military manager have their own buttons in the top-right menu cluster.
As well as that we have added a new part preview to the build menus. Hovering over public buildings will show you a preview of the building and each monument menu will also give you a useful visual guide to the part you are picking.
The Winter Content Update will now give you more control over the status of your villagers. It will be up to you to decide which villagers are allowed to rise in their societal rank.
This will come at a rising cost dependant on the status upgrade but you will also need a Lord Manor with Great Hall function to be able to hold court and decide on status matters.
Once your lord manor has built you will have the opportunity to upgrade your villagers at the end of each month but only if their needs for the current status have been filled.
Housing already plays a large part in villagers’ happiness, with the new system you will find that commoners will now require a level 2 (stone) house. You will need to improve the housing desirability of an area to ensure that your commoners and citizens get the house they deserve
The above highlights are just a few of the changes and improvements. Check out the full changelog below:
Villager move home
New status promotion system
New military system
New parts in the Keep monument
New beer production chain
Visual building and building part preview
New onboarding quests
A new weather effect
Lord Manor weathercock animations
Woodcutter walking animation
Hunter animation + bow weapon to hunters
Envoy idle (reading scroll) animations
Weaver cloth animation – wind effect
Allow different tool in separate hands
Individual job outfits
Shift-Click keep building part and orientation selected on shift-click
Unique need concept
Separated housing (levels) and water needs in villager information window
We have a lot of exciting new content in the Fall Update as well as new features, changes and fixes.
You can check out the full changelist below:
The Fall update sees the addition of a new production chain starting with the Dairy Farm.
Produces Milk from Cows
The Cheesemaker is the next progression in the new production chain. Milk, produced at the Dairy Farm will be processed into Cheese by the Cheesemaker.
Cheese can then be sold at the market as a food resource to satisfy villagers’ food needs.
Produces Cheese from Milk
Added: Cheese resource
The Tavern will be a place for your villagers to relax after a hard days work, where they can purchase some wine and also get themselves a hot meal if there is one available.
The Tavern, as all other Monuments, consists of multiple Monument including a Service Counter, for storage and staff, which combined with the Public Lounge will allow you to sell wine to your citizens. The Kitchen will provide meals that will be bought (if available) when wine is purchased.
There are also many decorative items that you can place on your Tavern which will give you even more creative options to decorate and personalize your creations.
The stone bridge now includes a host of new decorative items added that you will can snap to the bridge. With gates, a portculis and bridge towers, to name but a few, you will be able to make an impressive waterside entryway to your cities.
Added: Bridge decorations
Improved Bridge Collision and pathfinding
Added: Warning of incorrect placement
Monument functions will see some changes in the new update, these changes bring a new feature to Monuments which will allow you to choose which Monument part is assigned a particular function.
Some factors of the Monument parts will have an influence on the Monument functions, for instance, the capacity of the part and the quality of the materials used.
The Fall update will also see the introduction of the Great Hall, where you will host any Envoys that visit your settlement but will also bring an added bonus of doubling the Splendor for the Monument part that it is assigned to.
For now, the Horse will only be used by the Envoy to bring you quests but there will be more functions for the Horse in future updates.
Added: the Horse
Envoy visits the Great Hall
Another new feature on its way in the Fall Update will see the introduction of multiple workstation animations which will increase the number of animations within a production building.
We have also updated and improved on some of the previous animations.
Added: Envoy animations
Added: Grindstone animation
Added: Bakery oven animation
Added: Market tender animations
Improved: Harvesting animations
Fixed: Some animation character rotation
Monuments now have 3 tabs:
General – General Information
Edit – Edit Monument
Parts – Shows parts; allows function assignation. – New delete option per part
Within the Parts tab you will be able to assign varying functions to some of the parts using the new assignable functions feature.
Some functions will require extra maintenance costs, hovering over the function will show the effects of the function being assigned.
Other changes to the UI and UX include:
Confirmation popup on part deletion
Taxes collected now show in the budget window
Major improvement to the Monument assemblage experience
– Monument parts can now be attached in 3D, so players only need to place the mouse to a node to have the part attach.
New Immigration factors
Immigration is now governed by:
Added Capacity to some building parts
Bonus to bailiff depending on building part splendor
Updated maintenance costs to include capacity
For the first time, modders will be able to import their own map in the game.
Added: Map importer – Allows for the import of heightmap data for the creation of custom maps
Here’s an example of a Quebec City imported map:
Other Modding Additions
Livestock and tool prefabs are now exposed and usable for modding
New buildings, building parts, resources and jobs assets are now available.
A resource can now have multiple resource types
The market tender behavior is now available
Building part functions are now assets, declared individually. – Core building part functions have also been exposed to the API.
Fix: Infinite loading on low-end computers
Fix: Bridges (pathfinding / collision)
Fix: Do not remove bridge pathfinding connections when placing an obstacle under it
Fix: Removed housing lvl 2 door at the wrong location
Fix: Adjust housing collider sizes
Fix: Warehouse & granary resource visuals
Fix: Granary Collision
Fix: Forester planting multiple trees standing at the same spot
Fix: Fishing spot heights (all maps)
Fix: Rustic Church Basement
Fix: Beekeeping entrance
Fix: Avoid crashes when mods are disabled or changed