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:

How to control automatic spreading of trees.

The automatic spreading of trees is a cool and important feature of the ecosystem, but sometimes it can be super annoying. It almost feel that trees are “attacking” your base and nature wants to take over.

It’s actually a cool mechanic, yet there should be something else that you can do about it other than to cut small trees all the time.

I finally developed a solution for that – use the fences or walls to control it. Here is a short video explaining how:

Golems

This is a new feature that actually wasn’t planned from the beginning but came about from the test plays of our game. When I was playing it looked to me that it just takes a long time for the characters to do all the work that I planned for them. And it took even longer when the characters need to sleep, eat and drink.

So I came with the idea to spawn a golem for each character. Here’s a short video explaining the new feature (I have behind me quite a few hectic days, so please excuse my bad voice quality):

Continue reading “Golems”