EndCiv is a post apocalyptic strategy game with city building elements. The major challenge for the player is to build-up a settlement and defend it against various threads. Some of the resources are directly connected to the environmental simulation such as animal population and weather, dependent on daytime, season, rain and wind.

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1 comment by Eyello on Apr 25th, 2015

On December last year we successfully failed at our Indiegogo campaign.
Quite some things happened since then. We elaborated other opportunities to fund the project but none of those were compelling. As a result Kutsarit had to left after half of a year without any income.
Thanks for your support buddy!

The game concept still had some issues of which we were aware of early on and we decided to re-elaborate some things. After a quite huge redesign we finally decided to cut all the recent changes and go with the initial design of EndCiv and rethink some of the aspects.

The new concept resulted in far more consistent gameplay mechanics. To get an overview of the game, read on.

EndCiv is a post apocalyptic strategy game with city building elements. The major challenge for the player is to build-up a settlement and defend it against various threads. Some of the resources are directly connected to the environmental simulation such as animal population and weather, dependent on daytime, season, rain and wind.

Major resources are:
Synthetic: Plastic waste of the past civilization
Scrap: Metallic and electronic waste
Wood: Classic, chopped from trees

The former resource rubble has been replaced. It made no sense.
With those resources the player can craft a lot of things. Tools, items and constructions are made out of those resources.

Besides of that there are more advanced goods which allow the creation of additional things:
Mechanics, Electronics, Chemicals, Generator, Microchip, solar cells, Rubber, Fabric and a few others.

The game will feature a battling system most similar to know RTS and tactical game mechanics. There will be Melee weapons, Low- and Mid-Caliber weapons and ammunition and throw able weapons such as a Molotov cocktail.
For those kind there will be prewar and handmade versions. This might be familiar from Fallout or Metro. Prewar items are always more powerful but even more valuable.

Housing in EndCiv will follows simple guidelines. There are various sizes (small and medium) and various types of buildings. Both parameters have influence on the satisfaction of the residents.

Shanty Shack
Low quality building, made from trash and scrap. Quick to build, but weak. Lowest consumption of goods.
Plastic tent
Tents made out of fabric. Even weaker than shanty shacks but more enjoyable. Low consumption of goods.
Scrap house
More solid and nicer houses. More space to live. Moderate consumption of goods.
Wodden huts
Thus far the most advanced type of housing. Much space, high rate of good consumption but very
nice to live in.

These concepts have been created a year ago and still fit to the new direction. There are tents, scrap and wooden buildings. It shows the idea of increasing quality.
The concept of the bunker an headquarter has been removed.

Some houses can be upgraded with solar panels to supply themselves with energy.

The citizens in the game are simulated like the Sims, but with different parameters. There are three major and three secondary needs.

Hydration constantly decreases. Hydration can be fulfilled by drinking water. If hydration is low the person dehydrates. If hydration is null, the person dies.
Saturation constantly decreases. Saturation can be fulfilled by food. If saturation is high the person becomes malnourished. If saturation is null, the person dies.
Health can be increased by resting, medication or surgery. If health is low the person becomes wounded. If health is null the person dies.

Energy constantly decreases. Energy can be increased by sleeping. If energy is low the person becomes tired. If energy is null the person falls asleep instantly.
Mind reduces by various horrible events the person experiences. Mind normalizes over time. If mind is low the person becomes crazy. If mind is zero the person becomes insane and acts unpredictable. An insane person might never be completely recovered.
Digestion decreases constantly. If digestion is zero the person produces poop instantly. Digestion can be satisfied at the toilet.

There are various kinds of food.
Canned Food is relevant at the early game and can only be found in the environment.
Meat can be gathered by all kind of living being. Each being has different likenesses.
There is Raw, Rotten and Cocked meat.
Vegetables can be grown at farmland.
Potatoes can be grown at farmland.
Processed food is cooked food with numerous ingredients. Best quality food.
Cattle can be raised.
Food can't be stored forever. Each type of food has different duration values and rot over time.
There will be different kinds of warehouses which store resources more secure and make food long-life, such as a refrigerated warehouse. This will on the other hand consume lots of energy. If it runs out of power, the food will decrease dramatically.

The player has control on the resource consumption. Rations can be defined. High amount of rations may result in five times more resource consumption.
Also the type of food has a great impact. Human meat can be eaten by citizens if necessary.
The player can ban or kill citizens and animals in order to save resources. Banned citizens may riot and steal resources. So do unhappy citizens as well.

Additionally some short descriptions:
Trading allows the player to trade any good with numerous traders. Including slavery.
Traders visit the game map from time to time. The global market changes during the game. Canned Food for instance will become rare after a few years.

Combat consists of defence and offence. Hunting is important to gain enough meat. Defence is important to not get raided by animals or humans. The construction of a little fort is possible, featuring 4 levels of barricades.

Prisons are available to store caught enemies. Those can be converted or sold at slave traders.

Realism is an important point of the game. This means logical patterns but also a lot of cruelty. People who die remain, rot and transform to skeletons. Bodies can be buried, but also be sold to cannibals or be processed to feed animals or citizens. Wild animals may catch bodies, move them to their homes and eat.

are not part of the game, especially for the facts written above. The settlement only rises due to immigrants. Also the size of a settlement starts with 3-5 and has 20-30 in the late game.

For those who are interested this is hopefully a good basis to understand where the game is heading.
In summer we want to get the basic gameplay ready. In best case there will be an early access version available then.

Post comment Comments  (70 - 80 of 83)
Death9Angel6 Oct 5 2012, 4:46pm says:

Omg the graphic for now is awesome, Can't wait till the game will be playable by everyone ;d

+2 votes     reply to comment
Khrizto Oct 4 2012, 7:46pm says:

Please make it free, not everyone has a credit card on hand, i would love to play this, and, in the future if i get a credit card i would definately donate, you can make donations or something like that.
Just saying, not everyone has acces to a credit card.

+1 vote     reply to comment
Eyello Creator
Eyello Oct 5 2012, 4:38am replied:

Thank you for your interest.
I hope you understand that this is only for the alpha version(s), the beta versions already will be open to everyone.
Also the first version is to analyse game mechanics and servers, to much players would make this more complicated.

We could release previous versions for the public or find other solutions to make you happy :)

+2 votes   reply to comment
Khrizto Oct 7 2012, 12:24am replied:

Thanks alot, i would love to play this game, as you describe it, it will be awesome, i cant wait for it.

+2 votes     reply to comment
PlaysGames11 Sep 8 2012, 7:57am says:

Tracking :D Good luck

+3 votes     reply to comment
Gen.Kenobi Sep 6 2012, 8:44pm says:

I personally don't like the way you guys did to divide the world in 3 regions. It can work, but it reminded me, almost instantaneously of the failed Empire Earth 3 game... Not sure if it's because of the World Map. Not sure. Not sure :)

Having 3 different cultures is not that hard to balance. All you have to do is to make them unique. See per example, C&C Games. Generals, had 3 major factions, nicely balanced, and so did C&C3, RA3, and others.

Just trowing in my 2 cents, since when I first saw the game days ago I was soon blown out. :)
Now it's just... Not sure how to define and not sure about how the gameplay will work out.

But yeah, best of luck! I'll be following your progress.

+2 votes     reply to comment
Eyello Creator
Eyello Sep 7 2012, 6:09am replied:

Thanks for your opinion.

What you´ve described with C&C is that all cultures share the same type of play in most cases, that is not true for our concept.

Thing is that we wanted the cultures to be very different in gameplay. This would mean having other solutions for the same actions like buying towns instead of destroying them for the one culture since they won´t fight to much.

And just with one culture there is some variety possible, too and the players will implement some sub-cultures by their own I am sure, this happens in most browser games to improve teamplay.

Anyway I will have a look at Empire Earth 3 to see what they did.

+2 votes   reply to comment
ShadowIllusive Sep 6 2012, 5:09am says:

Concept is awesome, GJ guys!

+2 votes     reply to comment
Piemanlives Sep 5 2012, 9:54pm says:

I'll be on the fence for this one, when I see more I'll make my decision.

+2 votes     reply to comment
Eyello Creator
Eyello Sep 6 2012, 4:37am replied:

Thank you and everyone who is following us!
We are pretty much at the beginning and it will take a while to show you more InGame related informations. But we will keep you updated.

+2 votes   reply to comment
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