Visual updates continue

As we address various visual changes in the game, it seems we’ve opened a box that’s kind of endless. Two weeks ago we added slopes, and now we’ve moved completely from the low-poly style to a more mature style with materials.

I was originally pushing the low-poly style as it looked to me to fit well in the voxel world, but I have to admit the new visual feels better. We still have sharp edges and I understand we may get some hate because of them, but the overall feel just looks more pro.

We have sharp edges because the terrain is fully modifiable during gameplay, and because of all the other elements I still think the voxel based terrain is most ideal. But because the terrain is built by code, and there are so many combinations, we are currently not able to get rid of the sharp edges.

But we did add some light smoothing, which highlights the edges and I think that looks very cool.

As we work on the game we will try to handle those too.

Major visual update and Steam Strategy Fest

Last 2 weeks we were pushing major visual update of the game. It’s not only updated lightning and colors but there is new update of the slopes. We did have them at the begging of game development, but the we dropped them. Now they are back and better then ever.

But first the new trailer we did for the game!

Continue reading “Major visual update and Steam Strategy Fest”

Short Intro To The Editor

We’re nearing the release of a major update for our game: the Liquids System.

Part of that will be a new map in the campaign, which will let you play with this cool feature. The Liquids System allows you to irrigate dry land, and is a cornerstone of the chemical industry. Yay!

Before releasing it, here’s a video showing how I built that map in our game editor. This will be available for you as player, to build and share your own maps!

Why We’re Releasing A “Prologue”

Okay. This post is a bit different. It’s not my usual development-related post for Revive & Prosper.

As you may know, we started working on the game 8 months ago, and plan to release it this fall. For any of you familiar with game design, that’s a very ambitious schedule. However, technically it can be done, thanks to the many, many hours we’ve been able to put into development.

Things have been going very well, moving very quickly. We’re excited with the milestones we’ve reached.

The bigger hurdle is marketing. While we have the development well in hand, releasing in the fall gives us only a short time in which to create enough buzz about the game to build an audience. Of course not every person who plays our game will like it, but there are people who are super excited about it.

Therefore, I believe our best marketing should be the game itself. To do that, and to build interest and anticipation, we plan to release a Prologue to Revive & Prosper publicly, now. The Prologue version is about 1-4 hours of gameplay, during which time you’ll be able to see if this is game for you or not.

It will be available on Itch.io, Steam, Epic store and many others.

Right now we’re testing it at Itch.io:


Download Revive and Prosper: Prologue – Indie DB

If you want, download the game and let us know what you think.

Thank you.

Revive & Prosper will be part of Steam’s Next Fest

I’m happy to announce that our game will be part of the upcoming Next Fest on Steam. Next Fest starts June 19th, and ends June 26th.

For the last two weeks we’ve been focusing on giving players the best possible experience.

I’m aware that the game has a steep learning curve, and for people who don’t know the genre it can be hard to understand.

Therefore we’ve focused on creating a campaign in the game that will take you through the mechanics of how to play, while at the same time being lots of fun.

On top of that we upgraded the user interface, and are now doing videos that will take you through each campaign map .

Here is the first one: