這個遊戲在社群的幫助下已經通過了 Greenlight!

社群的迴響表示了他們對這款遊戲的興趣。Valve 已經和該開發人員聯繫 Steam 發行事宜。

Reprisal Universe
Progress update
2013 年 10 月 19 日 - electrolyte*

Hi all, here's a Saturday dev update! First up a screen shot of Reprisal running in a HD 720 mode - New icy level tile set.



The screen shot also shows the new ‘land’ manna cost indicator. What you cant see in a still screen is that all the populants animations are now 8 frames, double what they are in the current version.

Oh and the actual grid area of the land has been increased slightly giving you more of a view than in the current version :D

This info was also posted in the forum this week but as an overview here's what else has been happening:

The game's logic has been flipped! After reading a lot of feed back and sitting down with numbers I've changed how buildings create populants.

The new logic makes populants quicker with smaller settlements, but they are weaker. Bigger settlements make populants slower but they are stronger. This leads to a different strategy, either make lots of small settlements to increase you population fast - but it will be weak. Or build bigger settlements to make a stronger tribe.

Populants now bump merge. This means if two populants are close to each other or bump into each other they will merge to create a combined stronger populant.

Populants are now smarter. There were a bit dumb so have beefed up their AI to help them settle better. I'll continue to improve this over the dev.

Terraforming now has a new manna cost system. Lower land will be cheaper to effect, with higher land being more costly. This feels good as it starts to prevent spamming. As a player you will start to have to think should you save manna for totem powers to disrupt other tribes population generation or expand.

Have also begun work on adding 'unmovable' bedrock that can not be removed. UI for a new totem branch has been added. There have also been lot's of fixes to AI. Work is also underway to rewrite CPU logic and aggression. Lots of CPU kindness has been sprinkled to reduce CPU overheads which again is good news.