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
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!
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
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
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.
If you would like to take a look or help test out the update preview you can gain access via:
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.
Open the Foundation game, options menu within your GOG Galaxy library
Choose Manage installation -> Configure
Within the Betas channels choose preview
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.
Today we are announcing the release of Alpha 184.108.40.2061!
If you have been reading the recent Devlogs and News you will have seen that we have been working on a content patch for the recent 1.6 Mineral & Craftsmanship update.
This patch will provide some polish to the 1.6 update and bring with it some highly requested quality of life improvements as well as additional features. You can check out the summary of the patch contents below, which includes a full changelog.
We have received many requests for an improved promotion window more specifically the ability to sort promotions.
This content patch will now allow you to sort the population by various parameters whilst also being able to easily focus on a villager’s workplace, their house, and the villager themselves, making it much easier to identify those you wish to promote.
Another request that has been high on the agenda has been for more names. You will now find 1000 new names added to the game, so you should not be seeing Female #44 or Male #808 for some time. Note: More work on names will come with a planned family feature in a future update.
Additionally, we have added the ability for you to rename villagers. You can now have all your family, friends or community members living in your villages.
Masterpieces were introduced in the recent 1.6 Content Update and this patch aims to polish up the Masterpiece systems as well as some visuals and an added bonus feature.
Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that include a bonus once built to meet certain conditions. The conditions for the bonuses have been tweaked with this patch to better suit the Masterpiece it relates to.
The Giant Gate Masterpiece has seen a little polish and now comes with additional parts for you to build the perfect entryway to your city. There is also the addition of a new wall for the Gate that will for now, be available via the walls menu once unlocked.
A new melody composer can now be found in the Automated Fountain Masterpiece which will allow you to flex your musical talents and create beautiful music.
Additionally, you can now customize your church bells, controlling when the bells toll as well the tone of the bells.
Quarry Depots and Visuals
Quarries will now require a large crane be built which will act as a resource depot for the extracted resources of that quarry. Miners will store resources at these depots where they can then be used or transported to warehouses closer to your production buildings.
The stored resources within these depots will also come with improved visuals making it easier to identify the resources at-a-glance.
Villagers have got cleverer… bigger smarts… more intelligent, yes!
Builders will now prioritize a building site’s proximity to their builder’s workshop when looking for work. This will keep them from traveling unnecessary long distances and consequently, it also gives you a better opportunity to optimize the positioning of your builder’s workshops.
Needs fulfillment has also been improved with new AI behavior that will see villagers searching out close-by needs based on the fulfillment of their previous need. This should improve the overall behavior flow and efficiency of villagers in their free time.
The team is always looking at ways to improve the Hurricane engine and one such improvement has enabled us to integrate animations into moving workstation parts. This new tool will allow us to bring a whole new level of immersion into your villages.
You will find a number of new animations with this patch including a couple of both new and improved, thanks to community feedback.
Help Menu Additions and Tooltips
The help menu has been tweaked overall and now includes a new section on Masterpieces. We have also added new tooltips for Masterpieces and warehouses to help explain their functions and relevant conditions.
Additionally, you will find a prompt when quitting to the menu or exiting the game. No more unintentional loss of game-time!
Bug Fixes and More
Alongside the changes above, this patch will come with a number of bug fixes and other improvements, including:
New sounds for mining and other workplaces
More UI tweaks, such as an improved resource list order
Changes to the mineral distribution system when prospecting mineral nodes. For example, Iron will be much easier to find earlier in your searches.
Multiple pathfinding fixes
And more… a full changelog can be found below
Modding documentation and changes can be found over on the modding wiki.
Thank you to everyone that has provided feedback, crash and bug reports. All of your reports have allowed us to fix a number of issues as well as make improvements as we continue to develop Foundation.
We can’t wait to hear your melodies! Join us on our official Discord server and join in the conversation.
Add: Allow villager renaming
Add: Church tower bells control
Add: Fountain sound
Add: Giant wall – unlock wall when unlocking the masterpiece
Add: Masterpieces topic to Help Menu
Add: Menus – Add a “Data will be lost, are you sure?” before Exiting the game or returning to the main menu.
Lords and Ladies, we are excited to present to you the Minerals & Craftmanship 1.6 Update, now live on Steam & GOG!
Savegame compatibility warning: 1.5 saves will be compatible but some of your buildings may be removed if they were placed on one of the new mineral deposit sites. Also, note that your builders will now require a Builders’ Workshop.
It’s a big one, so let’s take a look at some highlights of what you can expect in the new update and let you get quickly into discovering the new minerals and crafting up some masterpieces!
Discover and Extract New Minerals!
New Mineral deposits can be found scattered throughout the maps, containing nice shiny new minerals, from gold-rich veins to glittering quartz nodes. These deposits can be prospected by your Bailiff in order to identify the ore they contain.
Inside the Mineral deposits your Bailiff will find both rare minerals as well as more common ones such as Iron. Once discovered the minerals can be extracted by clicking the deposit and building a quarry.
Extend your Buildings and Build Masterpieces
Buildings can now be extended with new parts. The first building extensions will take the form of crafting workstations that can be added to the Builders’ Workshop. These crafting workstations will allow your builders to craft various objects such as sculptures and stained glass.
Note that Builders’ Workshops are now mandatory for the building of any construction.
Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that will give your village unique perks once built. In total, there are 9 Masterpieces to discover and build.
Each masterpiece will unlock when specific conditions have been met. For example, this could be when your soldiers emerge victorious from a faraway mission.
All of the new minerals can be used in production buildings as well as in the new Masterpieces. Further, new production buildings have been introduced to refine these minerals to be ready for use, such as the new Gold Smelter that turns Gold ore into Gold bars, the Glassworks that will work quartz into glass as well as a Jeweler who will make good use of any gold and gems you might find.
The Bailiff’s role has been expanded and can now undertake Mandates. These mandates will range from prospecting the new resource deposits to gaining influence with an Estate or researching blueprints. Yes, the scholar was unhappy and has now left!
Pathing Inside Buildings
Villagers can now path through monuments! This means that Monks can now get to those inner courtyards and soldiers can protect the pass. Pathing inside buildings will allow particular villagers to enter and exit through separate monument doors. Pathing will have conditions so that only those that should be allowed through can get through.
Word of your settlement is growing stronger. Not only will there be visits from envoys but there will be new visitors arriving at your village. Pilgrims might visit your shrine masterpiece and one of your monuments, that is perfect for taking in guests, might also receive a visitor under certain conditions.
Even More New Features
As you may know, we are working on a full UI overhaul. In the meantime, you will notice a new notification panel that will help to see warnings of potential issues in your village as well as a log of your missions and quests including currently active quests.
Bridges can now be raised in height as well as length. Yes m’lord, you can now raise your bridges up high, the sky is the limit!
The List Goes On…
The Minerals & Craftmanship update will also include:
New modding functions and capabilities
New improved grass and cliff visuals
9 new achievements
Plus many fixes and improvements
You can check out the full changelog below:
New: Minerals sources that can be prospected and extracted
New: Production chains related to minerals
New: Productions chains
New: Buildings can now have multiple placeable parts
New: Builder now has his workshop
New: Builder’s workshop can be extended with crafting extensions
New: New unlockable builder’s workshop parts
New crafting feature: craft sculpture and stained glass
New: Bailiff can have mandates assigned like prospecting minerals and influencing estates
New: New notification panel
New: Pathing can now go through buildings that have multiple entrances
Add: Completed monument parts activate its function, (no need for an entire monument to be built before it becomes usable)
Add: Gold has been separated in two new resources: Gold Coins and Gold Bars
Add: Improved performance when editing a monument
Add: Transporters will now carry materials to construction sites
Add: New uniformized build flow between buildings and monuments
Add: “getting started” section to help menu
Add: Davenport now sells gems
Add: Allow multiple transporters to carry materials to construction sites
New Builder’s workshop and crafting extensions: sculpture, stained glass, jewelry
New mineral sources and quarries installations
New Glass Smelter
New Gold Smelter
New customizable fountain, stained glass
Characters and animations
New miner’s job outfit and animations
New Glass Smelter & Gold Smelter animations
New grass texture
New cliff texture
fix: soldier/monks could get stuck on bridges
fix: Wooden Keep Door B
fix: tavern bridge bug
fix: transporters and builders flow (pause & builder allocation)
fix: missing tavern chimney texture
fix: path finding issues when house upgrading
fix: crash when the same game file is empty
fix: crash when closing the game due to unsupported OpenGL version
fix: rare crash with promotion
fix: clear preview on bridge
fix: freeze on clear preview
fix: wooden bridge entrance PATH & slope locator position
fix: showing bulldozer button on destructible building when under construction
fix: mod list disappearing when scrollbar is added/removed
fix: crash when destroying building too close to map edges
fix: rare crash during tax collector collection
fix: drop-down scroll bar behavior
fix: wooden keep stair colliders
fix: a crash in mod list menu
fix: rare crash in workplace list window
fix: building parts are not child of the core part anymore
fix: crash with public lounge function activationfix: crash with
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
Add: access to events
Update: example 02 mod bridge
Update: Remove Mover from Building Part Asset
Update: Batch all Modding logs in a single file to avoid opening too many files
Update: Foundation log file and mod log file are now readable during execution
fix: asset retrieval by scripting ID was not allowed in some cases
fix: VS Code snippets
fix: restore some missing textures
The full modding changelog can be found on the modding wiki.
Let us know what you think or discuss the game with our awesome Foundation community on our official Discord server.
The Minerals & Craftmanship Update will be released on Tuesday, July 14
The 1.6 preview build has now been thoroughly tested and the additional content is coming together. All this means we can today announce the release date for the upcoming Early Access 1.6 update.
Announcing a New Addition: The Masterpieces
In addition to the content previously announced we have also been working on a new feature coming in the 1.6 update… Masterpieces!
Masterpieces are unique sets of parts that will become available via inspirational events that will occur during gameplay. Once obtained the masterpiece parts set will be available to incorporate into any monument, transforming it into a unique monument.
Each Masterpiece can only be built once and will make full use of the new minerals and crafting stations now available.
There will be a total of 9 Masterpieces for you to discover and build in the 1.6 update release. All 9 Masterpieces will come with their own exclusive effects such as the work in progress, Shrine Masterpiece pictured below.
The Shrine will be unlocked via a miracle event and once built will become a place of pilgrimage for people far and wide and will come with the added effect of increasing immigration to your settlement.
To complement the new Masterpieces, each one will unlock a related Steam achievement. This will take the take number of achievements available in the game to 21.
As well as all the new content coming in the new update we have also been working to increase the immersion. The 1.6 update will additionally come with new workstation animations to bring the new buildings and content to life.
If you hadn’t already seen the previously news, here is a brief summary of what you can expect in the Minerals & Craftmanship Update, coming on July 14!
New feature: Masterpieces
New discoverable mineral resources
Bailiff Mandates (Including prospecting for minerals)
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