Ostriv aims to raise the bar of city-building experience by adding a huge amount of possibilities and removing annoying limitations. It allows for truly organic town layouts without the grid and angle restrictions on a three-dimensional landscape. The goal is to make player’s creations to become alive and believable communities where real-life problems would arise, thus making the late game a new challenge rather than a repetitive chore.
You can watch the development of this masterpiece from afar on Facebook and Twitter or you can join by purchasing an alpha and help by providing your awesome (or, even better, awful) feedback!
You can get current alpha directly from the official website: Ostrivgame.com
The current alpha contains 28 basic buildings, 3 maps, advanced farming with crop rotation and ploughing, organic dirt roads modeling, dynamically changing seasons, basic trading by land and some other things you would expect from a city-building game.
A lot of things are yet to be done. Check out the current roadmap to see what’s planned to be added before Ostriv becomes a finished game.
roadmap
campaign (story mode)
improved trading: trade by sea and by river, negotiations, discounts, reputation
more statistics(production, consumption, trade etc.)
more production chains
education, religion, entertainment
graveyards*
crime, justice and security
more types of housing(row houses etc.)
more types of bridges, paved roads
pigs*, sheep, chicks✓, orchards, more crop types
more sound effects and music*
improved graphics and optimized performance for bigger cities
Linux (and maybe Mac) support
weather effects
improved navigation*
cats and dogs
more believable behaviors, social activities, animations
more realistic products consumption*, real demand for food variety*
I guess when someone says “new content” for a city building game, first that comes into mind is new buildings and production chains. But instead of going the path of adding “more of the same”, I tried to fit as much as I can into existing buildings, improve what’s already there and fill in the missing parts. I believe that attention to the detail is what sets Ostriv apart from other city-building games so I’m just refining its stronger points. There’s a lot of interesting new stuff still on the road map, but I don’t want to add those before the game system is able to make them really meaningful.
Also this is the first update to feature some of the work not entirely made by me. With the funding collected during Alpha 1 I’ve been able to get a lot of help from some of my very talented friends. Together we managed to get the game UI on a new level and break the silence with a unique soundtrack.
Although it was almost a whole year in development since last update and had some major improvements, keep in mind that it is still an alpha, so don’t expect it to be as stable as a finished game. This genre leaves no chance for quick development. Everything needs a lot of thought, testing, thought again.. So Alpha 2 is another iteration of testing. In which all of you are welcome to take part!
Let’s see what’s new.
Added/changed:
Added pigs husbandry for production of pork and an iconic Ukrainian product – salo
Substantially overhauled and improved the game UI
Improved the look of water edge in winter
Optimized performance (sounds way simpler than it is)
Added a new farm crop – buckwheat
View pitch is now saved to restore after zooming out
Added a lot of sounds and music
Can now exit world map or control panels with Esc key
Added an option to disable edge scrolling
Added hotkeys to open worldmap, economy & population panels
Added an ability to modify all key bindings
Can now set custom basic wage for laborers as well
Reworked the way building footprints work. Now supporting concave shapes and reserved entry areas which are allowed to intersect
Build queue:
Added buttons to pause/continue each construction + Shift to pause/continue all
Added tree removal counter
Added indicators for cause of construction stalling
Added sit down and stand up animations for fishermen on boats
Can now relocate boats to another fishing dock
Added more tool models for citizens to carry
Added several in-game options:
Showing connections between farms and fields, houses and residents, buildings and workers
Showing problems, like deactivated fields, families out of money, farms without manager etc.
Always show occupied space when hovering a building
Can now pan view with mouse
Eyedropper function to copy existing buildings
Added nice marks for trees to be chopped
Added skybox with some clouds which reflect in water. Also changes depending on season
Improved texture effects related to snow, especially on buildings
Added hotkeys to tilt camera
Improved water shader for better freezing and melting visuals
Smooth transitions between game speeds
Added new cursors
Better progress bar updating on game load
Building areas under roofs don’t get as much snow as open areas
Can now relocate ploughs between farms, also two more ploughs per farm allowed
Showing more detailed help messages when ordered vehicles can’t be constructed
Added visualization of vehicle or animal relocation directions (when dragging)
Improved the way construction priority works, is more strict now
Construction workers can now switch between build and resource supply tasks, making several deliveries during one workday
Construction workers can turn back or redirect the delivery if priority changed or construction paused
Construction workers are now constantly hired at a camp center or town hall
Added sale stats in all selling points (currently market stalls and forestries)
A minimap in the corner of screen can now be hidden when not needed
Added option for big (48px) or small (32px) cursor
Sorting game saves by time saved
Can now choose a name for a saved game
Added dust particle effects when demolishing buildings
Added dust particle effects when plowing fields
Added a hot key to rotate building 180 degrees (useful to place houses in front of each other)
Improved the settings storage file, so you won’t loose your settings when the game updates (alpha 2 onward)
Particle effects of falling snowflakes
Can now choose if specific field should be plowed or not
Improved plough model – покращено модель плуга
Now using correct draft animal texture as it was before assigning to a plough
Plough blade is now being lowered when plowing
Cowshed cows can now die of old age
Carts, ploughs and fishing boats gradually wear out and need to be repaired at a carpentry or a boatyard respectively
Can now allow/disallow migration to the town in a town hall or a camp center
Added delay before immigrants arrive after migration conditions met
Showing floating icons over buildings with problems (families out of food, deactivated fields, farm without managers etc.)
Farm fields can now be of any 4-sided form specified point-by-point. Can get back to previous point with right click
Citizens now demand food variety, not just quantity
Families now tend to have less kids if they’re not wealthy enough
Added descriptions for all tasks performed by workers
Slightly improved tree animation and some of the tree models
Decorative tree placement now uses full-scale tree model during preview
Amount of leaves on the ground depends on tree size now
When harvesting, a worker can carry harvest on the way from field to a farm
Newly created families get a starting budget based on their parents wealth
Improved the localization system to recognize grammatical genders
Citizens can now die of old age. There’s also an ability to designate burial plots for that cases
New resource type: metal parts. Required for carts and ploughs production/repair
New building: charcoal pile. Laborers will gather firewood and burn it to charcoal
Smithy now requires charcoal in order to work
Families can now also have grandparents living with them
Improved the localization system to support numerals in some languages
Added an ability to give families a financial help from town’s treasury
Can see a family tree for all house inhabitants now
Tweaked forest trees randomization to avoid overlapping
You can now set storage limits for granaries just like warehouses
Changed the way citizens choose benches to sit, now more evenly distributed
Showing when a family have settled in the town
Slightly improved citizens textures
Can now choose a starting camp location when starting a new map
New option for UI scale – 180%. Also can set UI scale in ostriv_settings.exe
When supplying resources to building, workers won’t take carts if resource amount is small enough to carry in hands
More intensive house chimney smoke in winter
If the harvest is left on a field for winter it gradually spoils
Same goes for hay left on a dryer
Slightly improved the look of the pine forest
Crops like wheat, sunflower and buckwheat require additional processing (threshing) by farm workers
Can’t plant decorative trees too close to each other anymore
Decorative trees are now planted by foresters
Forestry workers made a bit smarter when it comes to deciding what to do now
Can now specify regions for tree replanting by foresters
Added snow on trees in winter
Added a plantable dog-rose bush for bush lovers
Added an icon in building properties indicating that production limit is reached
Trade wagons and shepherds delivering cows are now distinguishable on the world map
Slightly improved birds animation
Improved the look of grass and other vegetation, added more defined seasonal changes
Added an option to empty all building’s storage. Workers and laborers will try to move resources elsewhere. It also works for resource stacks left on the ground
Can only demolish emptied buildings now
Improved fishing spots selection. Not cluttering boats on each other, respecting fish population depletion
People buy shoes and clothes only if they can afford it
Trade deals from outer towns are changing over time now
Added a detailed resource statistics in economy panel
Added one new map
Added a button if field properties to manually switch to next culture (if farm has manager)
Can specify in farm properties if hay and water for oxen should be supplied
Added supply options in farms
Other minor changes and additions. Hard to track everything
Fixed:
Foresters teleported with white lines to closest tree if it’s on the other side of the river
Some houses had wrong floor collision model making people levitate near the door
False positive inaccessibility when placing buildings
Improved game timing system to avoid things like inconsistent construction speed or worker salary at different game speeds
Game could get stalled after spent more than 20 in-game years
Traders will now choose from available trading posts, not only the first built
It was impossible to send messengers if there’s no manager on first-built trading post, but present on other
Some buildings were not on center of the screen when focusing on them
Doors didn’t get highlighted when a building is selected
Crash when trade wagon leaves the town (in some cases)
Mysterious door-shaped objects appeared in water reflection sometimes
Smithy created smoke forever (even after demolition)
Migration status reported water is ok even if it’s only available for production
Vertical scrolling in lists with mouse wheel didn’t always work
Now correctly restoring pause after going to main menu
Stuttering when turning windmill body
No snow on carts under roof
Fishermen standing in boats after game loaded
Fishing boats catch was invisible
It was possible to order extra boat/cart on a slot in some cases
Now citizens buy food in front of the market stall, not inside of it
Shadow artifacts outside map borders
Some shadows were detached from objects, creating a feeling of levitation
It was possible to change game speed with keys from the main menu
Anisotropic texture filtering on terrain was broken in last patches
Citizen lighting was incorrect in some animation poses
Cart relocation have always been choosing the first hovered recipient, even if mouse moved away
Carts stayed as if someone holds them while loading/unloading
Construction graph didn’t work correctly for bridges
Autosave_previous always had the same modified time as autosave
Saved games list had broken scrolling if accessed second time
Tooltips were partially covered by cursor on certain UI scales
Order box in carpentry always showed 0/2 animals regardless of real number
Boatyard getting stuck if wood amount is between 17.5 and 20
Another reason to crash when a trading wagon leaves the map
Crash during chicken relocation
Houses selection now uses fences form, not just rectangle
Autumn leaves kept showing up on the ground each year even if the tree was removed
It was possible to build partially outside map borders which led to undefined behavior later in game
Siblings are no longer allowed to marry
Fishing dock workers tended to teleport randomly underground
Newly created families immediately moved out
Windmills and hay dryers didn’t select by underlying circle, just by model geometry
It was hard to select a worker during construction because of picking code used finished building’s geometry
Fathers could be too young for their kids
Fishing boats looked like there’s water inside when viewing from certain angles
Cowshed pasture was “during season” from start, preventing it from demolition & reassign
Laborer icons, when too many, could cover other buttons in farm properties
A new game could still have economy panel buttons from previously loaded game
Log carrying was a bit weird in latest patches
Water platform was too sensitive to terrain flatness
Grass could disappear in the corners of screen
Various crashes when demolishing water sources
It was possible to build fishing docks on too thin rivers
It was possible to build a fence across the river
Chickens were immune to thirst
Crash when getting resources from previously demolished building
Some other bugs may have been fixed by reworking some of the systems, but need to be checked
So that’s it. My mailbox is fully ready to be destroyed by your bug reports and feedback! yevheniy@ostrivgame.com
Reminding that if you own Alpha 1, you can just download the updated version from Humble with the same link they sent you when you purchased the game. Unpack Alpha 2 archive separately from any previous versions.
If you have lost your link, you can use this tool to regain access: Humblebundle.com
If you’re new to Ostriv, you can get it here Ostrivgame.com
If you want to further support the development, you can always get another copy for your friend. Just check “This purchase is a gift” and you’ll be sent a unique gift link to download.
Also don’t forget to spread the word: there’s a whole lot of online communities where no one ever heard of Ostriv.
Thanks for staying to the end of this longest release notes in history! Enjoy planting bushes!
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
In this thorough update of Map 01, the river system has been meticulously redesigned for realism, with the addition of more intersecting minor rivers...
Thanks for checking out my mod. to install, simply replace all the files in your music folder found in the game folder. These are songs ripped right out...
In this thorough update of Map 03, the river system has been meticulously redesigned for realism, with the addition of two intersecting minor rivers...
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Add file and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Those automatic built paths are the result of erosion caused by traffic since people prefer the faster route to their destiny. I got it. Then I think they should pop up as mud paths and slow traffic instead of those paved ones that improves the speed up. As it turns to mud, people should avoid it and find a new fast route that should be walking beside it. As they do that, the mud path should get wider. A village center would became a mud pit e.g. Public.iastate.edu
Paved paths should be built at high costs of both workforce and resources. It might add an interesting dynamic and realism to the game, players will avoid packing buildings at the beginning and since they build pavement they will be able to get back and fill the gaps left between buildings.
This comment is currently awaiting admin approval, join now to view.
Эта игра мне очень нужна! :D
КАК УСТАНОВИТЬ СЕБЕ ЭТУ ЗАМЕЧАТЕЛЬНУЮ ИГРУ??
This comment is currently awaiting admin approval, join now to view.
is ti coming to steam? and if I get it on the site would I get a key?
yup
You get a key from humble and the patches on on the same site as well. It is rather easy without steam :P
Those automatic built paths are the result of erosion caused by traffic since people prefer the faster route to their destiny. I got it. Then I think they should pop up as mud paths and slow traffic instead of those paved ones that improves the speed up. As it turns to mud, people should avoid it and find a new fast route that should be walking beside it. As they do that, the mud path should get wider. A village center would became a mud pit e.g.
Public.iastate.edu
Paved paths should be built at high costs of both workforce and resources. It might add an interesting dynamic and realism to the game, players will avoid packing buildings at the beginning and since they build pavement they will be able to get back and fill the gaps left between buildings.
banished is nice, but this is a beautiful game!
Great looking game!!!