Greetings!
Today, we want to tell you all about the Revival: Recolonization roadmap. This is our chance to show off some of the future updates and changes coming to the game.
The roadmap covers three major updates and a slew of minor ones, but the list is not set in stone. Releasing the game into Early Access (EA) will allow our team to collect player feedback and react to it, so the contents of the roadmap may change.
We look forward to hearing your opinions and ideas on how to shape Revival into the best game it can be.
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[h2][b]Early Access Features[/b][/h2]
The EA version of Revival: Recolonization is a fully playable game. It presents the base game experience, but it's missing a few features outlined in the roadmap below. Here is what's available out of the gate:
[list]
[*] The edict system – offering you the freedom to influence the game world and its ruleset. Adapting to new conditions and taking control of your surroundings is key to not only surviving, but thriving in the world of Revival.
[*] Unit Editor – build and command an army that is suited to your play style by gearing up troops with a variety of components, which can also be crafted.
[*] A standard game mode with a Domination type victory condition. You also get to customize map size, game speed, difficulty, terrain layout, and more.
[*] Two starter emissaries to choose from – Tano and Tania Olazzar, a brother and sister struggling to navigate a post-apocalyptic version of Earth while overcoming their differences.
[*] Five different peoples – each one having to adapt in different ways to their life on the transformed planet. They will differ in culture and attributes. You will need to keep these differences in mind if you want to expand your civilization beyond the starting region.
[*] Four distinct eras to progress through – pick the right clan to take under your wing and help your followers evolve all the way to futuristic settlements and breakthrough technology.
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[h2][b]Quality of Life (QoL) Update[/b][/h2]
Any critical bugs found after the EA launch will be fixed – and we will incorporate further improvements to the game – in one or two QoL updates.
Once our team is happy with the core gameplay, and we are sure we have a strong foundation to build on, we will be expanding the scope and depth of Revival: Recolonization with new features and systems.
Here are just some of the cool things that you’ll get to experience first-hand during EA.
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[h2][b]Event System Update[/b][/h2]
Create your own unique narrative with faction traits that you'll acquire during a game session.
Each clan in Revival: Recolonization has three clan traits that determine its social composition and cultural values. When you pick a clan to lead, your faction inherits all three of its traits, as well as a unique trait from the people that your chosen clan belongs to.
We will be expanding the in-game event system to factor in traits when generating new events, missions, as well as their outcomes. Any trait associated with your faction can initiate such an event.
As you make decisions during events, your faction may gain or lose one or more of its traits. For example, a group of bounty hunters may approach you and demand that you release a band of travelers under the "Murderers" trait that you’ve sheltered in the previous event. You can choose to fight them or you can give up the band, losing the "Murderers" trait in the process.
Your choice of which clans to lead and assimilate will influence how the game session plays out. Will you lead a bunch of desperate savages and cutthroats, or a peace-loving group of scientists and farmers? It is up to you to decide!
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[h2][b]Victory Conditions Update[/b][/h2]
In our opinion, victory conditions in most 4x games are a bit too static and lead to flat, predictable late game outcomes. Our team aims to solve this issue by implementing victory conditions that:
[list]
[*] stimulate conflict and interaction between factions,
[*] show the player clear progress towards their end goal and
[*] reward the player for their efforts.
[/list]
We see victory conditions as scenarios closely tied to player actions, the various goals they may wish to pursue, and their views on the best future for humankind. For example, you may wish to embrace transhumanism and acquire a rare resource to repair the All-Mind’s (rogue AI) neural network. The repair process takes time, giving opposing factions an opportunity to intervene.
On the other hand, you can also attempt to completely destroy the All-Mind by acquiring three parts of a certain cipher. This will launch a virus from a secret base on the game map, eradicating the AI.
Whatever the role you would like to play in a particular game session – a successful diplomat, an insidious conqueror, a mad scientist, etc. – victory conditions should ideally provide a fun means of achieving your goals.
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[h2][b]Emissary Update[/b][/h2]
Right now, the game is designed and balanced around a single emissary – Tano Olazzar. It made sense to start off with a ‘standard’ style emissary because we need to fine-tune Revival: Recolonization’s various game systems first before we introduce new emissaries.
Faction differentiation is an important part of the design of Revival: Recolonization. Once the first two major updates are in place, we will begin making the two existing emissaries more distinct, and potentially adding new ones. Our goal is to make emissaries (and by association, their factions) different enough, so that playing a particular emissary would allow you to look at the existing game systems from a new perspective.
That's it for the current roadmap. There are still a few big features on the table, such as multiplayer and a map editor, but we will discuss those in the future, as more feedback is received.
Don't forget to share your opinions in the game’s Community Hub and join [url=https://discord.gg/92jBgJsvsD]our Discord.[/url] Thank you for joining us on this grand adventure!
Regards,
Revival: Recolonization Team