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Will there be other AI settlements to trade/fight against?
Will the game be single player only?
Will characters in player settlements have 'personalities' or 'traits'?
Can players set difficulty to increase or decrease threats faced?
Can building be upgraded to become more efficient and look different ?
How is research handled?
Hey Liam,
at the moment we will focus on Windows during our Early Access phase. For our final relase, we plan to offer the game for Mac as well. We might also offer an experimental Linux branch in the later stages of development. We want to focus our development efforts on one platform first, to stay efficient by not having to support and maintain different operating systems right from the start. I hope this makes sense.
Hey tommy.w,
Will there be other AI settlements to trade/fight against?
A possible early access feature we are currently discussing are raiders. Other than that we plan to feature global and local expeditions where you roam through derelict towns and buildings on and off the playable map. Here it might just happen that you meet other people. Other that that, it is currently not planned to have a fully fledged AI, building its own settlement. This would not be an easy undertaking and might not fit in our development schedule, although it is a tempting idea.
Will the game be single player only?
The game is single player only. On top we might feature "Daily Challenges" so you can compete with your friends indirectly, but this feature is still in concept stage.
Will characters in player settlements have 'personalities' or 'traits'?
All of your settlers have individual attributes, like health and happiness. The also have relationships with other settlers including family trees. On top of that, we are conceptualizing a system called "personal achievements". This system should give settlers more personality by tracking their achievements in life, giving them different buffs and thus more personality. This feature is also early in development, so it won't be in our first Early Access release.
Can players set difficulty to increase or decrease threats faced?
Yes. When starting a new session you can choose from many different options, tailoring the map and difficulty (e.g. starting resources, drought cycles, etc.) to your liking.
Can building be upgraded to become more efficient and look different?
Yes. Some buildings can be upgraded and their appearance will change. Electricity will play a big role in that matter, but more about this later... :)
How is research handled?
We don't have a classic tech tree. Instead, technologies - like better radiation detection - can be unlocked by construction special types of buildings. To get those buildings you need special resources or prioritize refining rare resources to be able to actually build them.
Cheers,
Matthias
Ich liebe Aufbau-Spiele und Survival. Da passt Euer Spiel natürlich perfekt :D
Mir brennen da einige Fragen auf der Seele:
- Endzone sieht ja extrem realistisch aus. Bleibt es realistisch bei Events, Katastrophen, Biome, Tiere/NPCs? Viele andere Spiele in dem Genre bauen irgendwann Zeug ein, dass es niemals in echt geben würde.
- Wird es Jahreszeiten geben?
- Wird es einen Hardcore-Mode geben (nur 1 Auto-Savegame)
den realistischen Anspruch wollen wir so weit wie möglich beibehalten. Im Detail muss natürlich immer Abstriche machen, aber ich denke du beziehst dich eher auf große Featureblöcke oder Gebäude und ihre realistische Funktionsweise. Natürlich wollen wir trotzdem versuchen die Möglichkeiten, die Menschen in einer zerfallenen Welt mit ihrem Wissensstand aus den Endzonen haben, voll auszukosten und uns kreativ auszuleben. Meistens recherchieren wir aber, ob das dann z.B. physikalisch oder biologisch einigermaßen Sinn ergibt.
Jahreszeiten sind in der Form wie wir sie heute kennen nicht geplant. Allerdings würde es durch die Erderwärmung einen Winter in den an Europa angelehnten Gegenden in unserem Spiel sowieso nicht geben. Stattdessen gibt es regelmäßige Dürren, die wir ja heute schon in kleineren Ausmaßen im echten Leben erleben. Ob wir zukünftig noch detaillierte Jahreszeiten einbauen werden ist noch nicht klar.
Im Early Access wollen wir verschiedene Modi und Herausfordernden implementieren. Ein Hardcore-Modus mit beschränkten Savegames ist eine tolle Idee und wäre durchaus auch denkbar. :)
Ich hoffe, ich konnte deine Fragen so weit beantworten.
Danke für die Antwort. Das war genau was ich hören wollte :-)
Frohe Weihnachten :-)
For me is a really important confort issue all the hotkeys, mostly because the majority of citybuilders are ignoring this important aspect, for any real-time game.
post apocalyptic must be my favorite theme after WWII, but the need for hotkeys is stronger.
We'll have all the hotkeys!
No, seriously: we are implementing a lot of keyboard shortcuts for easy and fast navigation in the game. I am not sure if they will be customizable though, but that is something we will evaluate for sure. :)
I do have a few more questions that have, or will, get asked on the forum :)
Pop size - How large can populations be?
Choices - Will the player have decisions or choices to make? (similar to Frost Punk)
Victory conditions - Does the game feature an 'endgame' or will it have an endless mode? (or both)
Map size - How large are the maps, will they have different biomes and variety of terrain?
I appreciate that some of the answers can be inferred from your game description and video but sometimes the answers need spelling out..:)
Thanks for your Christmas and New Year wishes. We hope you had a wonderful start into 2020 too. :) Also thanks for your questions, I'll gladly answer them for you.
Population Size:
Well, this already isn't easy to answer. There are several aspects that need to be taken into account. First of all, as families currently only get up to 3 children and adults will get infertile with a certain age at some point your population can't grow anymore but will rather stay stable. We can't tell an exact number by now, as those values could still change until EA.
During Early Access we are currently planing to implement a feature we call "Outlanders". This will bring additional settlers to the settlement thus be a possibility to further increase the population, also as Outlanders that were included into the settlment will also have childrens etc.
Last but not least the performance will always be a dynamic limit for each player. We are currently aiming to run the game smoothly on most machines with a population of 1000 settlers, but again this number might increase or decrease towards the release. But keep in mind, that players with very good hardware can of course stretch these numbers upwards.
Choices:
I guess you are referring to the political system of Frostpunk (like child child labour etc.) as well as the tech tree?! Both of them won't be in the Early Access Release of Endzone.
What we will have is an Expedition System that let's you explore the remains of the old world on and offside of the map. Expeditions will give the player a lot of decisions and choices, starting with the scouting of Ruins, the configuration of an Expedition (recruitment & equipment) and leading the expedition through different choices when they arrive at their destination.
A tech tree is something we currently want to avoid, as the game will "unlock" new buildings quite naturally through our balancing of resources and pacing of the game. You are able to place those buildings right from the beginning as it takes a lot of time to reorganize your settlement later (buildings have to be demolished by builders first etc.) but might have to build other buildings first to get the right resources.
We also don't plan to have some kind of a political system. But that's something we might find interesting if players wish for it during EA.
Victory conditions:
At the start of EA we'll only have an endless mode that will have several features that will only become relevant to the player in the mid to late game (e.g. electricity & expeditions). But we plan to have different scenarios that will provide new challenges and winning conditions to the player.
Map Size:
We'll provide 3 predfined map sizes that can be chosen from when a new map is generated.
The biggest one is large enough that it will take a looot of time to fill it with your settlement and I think our maps are also larger than the ones from some of our competitors. :)
We won't have biomes in the sense of swamps/frosty areas or something like that yet. But we'll have a realistic simulated environment that will give you something quite similar, with droughts, dry or wet ground, dynamic radiation and so on. If you want to learn more about the environment I'd suggest you have a look at the following article:
https://steamcommunity.com/games/933820/announcements/detail/1711861579637976598
I hope I could answer your questions. :)
Nope.
That's some great news. Wishlisted !