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Monoliths have awakened!
A huge update is here, overhauling a ton of game systems and adding a bunch of new stuff!
- Subspecies - Genes - Languages - Religions - Families - Tons of new powers - Loads of new units - New sounds - Ages upgrade - Clan traits - New UI - Graphs - More saves - Unit possession! - New biomes - Walls - New settings - New illustrations - Easter eggs - New achievements - Thousands of fixes - And, of course, some new bugs - [HIDDEN]
added:
- animation to un-explored trait
- swimming animations for hovering units, when hover is removed. Like bees, etc
- when you hover over nameplate with disabled zones view - king/leader/armies icons would highlight
- sapient tab to subspecies list window
- non-sapient tab to subspecies list window
- more icons in saves windows
- show unlocked goodies in achievement popup
- new art for world laws
- support for multiple phenotypes in subspecies
- planes
- hypercube
- bees? Bees
- dunglords
- more words for alliance names
- current tile in background for unit avatar in UI
- fully synergy chromosome would be shown as gold
- now can drag/drop ages in ages window
- sliders has something to say
- maps has something more to say
- worldlaws now can be reordered
- ages now have drag and drop behavior
- creatures can be made mindless just in one click
- tooltip descriptions to statistics and graph items
- joined/left/moved/migrated stats to kingdoms and cities
- track renown in stats
- track money in stats
- track defender and attacker money in stats
- track renown in alliance stats
- war winners and losers are now shown in kingdom banners
- 50,000 and 100,000 years time scales in graphs
- more circle brushes
- missing plot tooltip in the plots list
- plot progress tooltip now shows percentage of completion
- graph tooltips now show the delta (change) from the previous value
- Graphs now hide repeating points and lines that contain only zero values
- removed monthly deaths/kills/births in favor of total values (to reduce redundancy)
- evolution is no longer considered a death type
- graph x-axis year display corrected
- format long numbers using culture-based separators for readability
- shortened number display on vertical chart axes
- graphs now show 0 values in the middle of the chart again
- track joined and speakers converted stats in languages
- number formatting in tooltips now shows 1 instead of 1.0
- pasting text with line breaks no longer breaks save files or onomastics
- inactive buttons are now skipped when navigating powers using Ctrl + arrow keys
- can't drag two items at once releasing now no longer leaves one hanging
- special cursor for when you hover over unit/meta
- special cursor for when you hover over ui elements
- new artwork for history menu
- achievement icon would change to gold if all achievements unlocked
- sprite for a button when unit species exists in the world + less darker effect for unit icon
- added priority to kings, leaders, favorite units to ignore default(non world law) meta limits
- arrows symbols to graph tooltips
- added past kings entry to kingdom window
- added past leaders entry to city window
optimizations:
- some optimizations for general stuff
- nameplates were rendering under power bar, even when not visible
- optimized little fps drops related to sprite loading
- some windows now preloaded during game load, and opens faster during gameplay
changes:
- adjusted traits inheritance formula, so babies won't receive almost all parent's traits
- only ambitious and inspired units would want to split culture/language/religion
- meta splits only happen if meta existed for a long time and origin meta has a lot of people
- icons in tooltips for meta on top changed from left to right for consistency
- seeds texts updated
- battle markers won't show up if non sapient species fight or player kill somebody with eraser, etc
- unicorns building set changed
- sponge would stop fires on burning buildings/trees
- alliance plots only can be created if kingdom has 60 renown
- new wars can only happen if kingdom has at least 50 renown
- during fractured kingdom event due to ruling clan death - kingdom would leave it's alliance as well
- same for shattered crown event
- make all animal civs be able to build full set of buildings
- polishing to flower biome art
- new icons for new world laws
- new icon for border brush
- new icon for hematophagy
- improved effect for taking roots and uprooting sprites
- new skeletons would be created from subspecies
- necromancer staff allows user to spawn skeletons. Even without religion/gifts traits
- other staffs too
- xenophobes of same culture and subspecies won't be killing citizens of other city
- garlic people and undead are sworn enemies
- more traits a filtered from random spawn. Like heartbeat, whirlwind, energized, blood of eons, etc
- refactor unit ui avatar logic
- more pleasure to kill talented creatures
- reveal the secrets hidden by achievements
- grin reaper won't trigger on opened window
- units won't die when you exploring in ui
- thorns can hit attacker on final hit
- buildings polish for armadillo, bandits, candy, capybara, chicken, crystals, demons, dog, druid, mages, fox, frog, garlic, hyena, lilliar, monkey, necromancer, penguin, piranha, rabbit, rat, rhino, scorpion, sheep, snake, snowman, turtle, wolf
- grass wall polish
- use architect mood in save window elements
- subspecies population limits won't be added/removed during subspecies mutations
- units will make idle sounds not only during talks, but also during laughing, crying, singing, etc as well
- sounds polish for gnapkin, reptiloid, crablin, garlic, nibling, baakin, snok, chicken, buffalo, cat, fairy, fly, bee
- sounds polish for fireworks
- various description polishing
- some default traits in species changes
- added fins to crabs
- increased damage from heat ray
- subspecies in meta windows sorted by population order now
- mini health bars won't show if unit has full health
- hammers have chance to stun targets
- banners doing swaps
- eternal and favorite items are more eternal now
- species caster logic now adapts based on where theyre casting and where they're from. E.g., casting skeletons in an enemy town uses local species
- color customization window tooltips now show the hovered color
- more support for hybrid input devices (mouse + touchscreen)
- tooltip positioning on mobile appears above the finger, left side if possible
- species with extremely short lifespans can no longer receive the "pretty old" trait to avoid reincarnation loops
- adjusted adult age calculation based on species
- circle brushes now more rounder and use Bresenham's Algorithm
- Handsome migrants now join cities immediately
- decreased range for newly spawned units-nomads to join existing villages
- creatures that are immune to fire won't be killed by heatray
- when gaia's shield is active - unit's spell spawn grass - won't work
- unit spawn age would be more based on subspecies age
- changed neuron for starting new civ to be in more priority
- spawning units would make their age based on species adult age
- some bee animations
- beetle taxonomy names
fixed:
- too many skeletons subspecies in same city
- families not created for some single parent reproduction methods
- opposite traits could exists in metas after splits
- units can fall in love with related units
- family window crashes sometimes
- some crashes related to books
- some ui crashes
- some decision crashes
- stability in general, etc
- world law civ babies didn't work
- world law animal babies didn't work
- can remove iron wall fix pickaxe
- eye of insight lie sometimes
- eye of insight didn't trigger for unit traits
- baby always gets metas from second parent
- some unit head sprites fixes
- lightning effect when outside map borders
- units can replace cursed items when they making new items
- clicking on zones, when border zones are turned off - opened windows
- unit mutated to white square in ui avatar
- kings wearing heads of other species on top of their own. If somebody was budding in the world
- mass of some units was so huge that it attracted tooltip's content
- some units didn't want to show their resources in unit window
- unit's carrying resources weren't saved with map
- subspecies with lithotroph diet - die, because they didn't actually consume rocks. Just looked at them with desire
- poisonous trait didn't work
- grin reaper doesn't get activated on pause
- babies created with 0 phenotype shade
- city and kingdom showing wrong founder species, if rulers are different species from initial ones
- forbidden knowledge shortcut on world generation didn't trigger correctly
- autosave button size sometimes break
- genes stats was wrong sometime after loading save
- some ships projectiles damaging coastline tiles with acid
- projectiles from boats hit units when they should have fly over their heads
- projectiles that land far away, for example when shooting from boat during possession - shows explosion in wrong place
- some baby kings are missing heads
- fenix born could result in creation of new subspecies during resurrection
- knowledge window showing everything unlocked with forbidden knowledge
- soft crash when shift click on unit with no layers enabled
- fixed noticeable invisible one frame lag when you see unit's frame for the first time in session
- aliens have no diet set
- nameplates not showing sometime, when zoomed-in to the ground. Because of wrong calculation of visible zones withing camera
- some reproduction fixes
- angle tower not spawning units
- godfinger is shown as question mark in tooltip
- disasters weren't shown in world history logs
- attacks against enemy units stun too much when possessed
- old rendered mini map pixels sometimes flicker for a moment during zoom out
- mage hunting is great again
- soft crash when baby is born and parents lack inheritable traits
- soft crash when cities had no tiles left
- soft crash in clan list when the chief was dead
- soft crash when boats tried to unload units after taxi request cancellation
- soft crash when war arrows tried to reference a dead war
- transmutation of range weapon to melee could lead to crash
- insect meat diet units were still targeting meat diets incorrectly
- stats were not tracked during the first year of a world
- kingdoms that rejoined wars appeared as both past and current participants
- dragon slayer trait was not being assigned correctly
- units sometimes retained or assigned items incorrectly (belonged to cities or wrong units)
- units dying between window open and window load could cause errors
- missing tooltip descriptions on some window tabs and toggles
- wrong year displayed on graph x-axes
- tooltip didnt show plot progress correctly
- square selection triggers unit inspector sometimes and fuels frustration
- transmutation is using non available equipment
- mushrooms from old saves convert to mushroom trees
- sexual reproduction balance tweaks
- rounding error if unit only has 1 max offspring preventing him having babies
free mobile version:
- autosaves are now free
- more saves slots are now free
- time control now unlocks for 12 hours
modding:
- added custom save data to map stats
heyo! patch 4 is up!
heyo! third patch is up!
added:
- limit to number of family and city nameplates shown at the same time on zoom out
- only xenophobic cultures will kill other species and destroy cities; others will capture cities instead. Or try
changes:
- warriors wont return to cities to drop off resources when outside borders
- adjusted warrior neuron activation rates to make them follow army leaders more closely
- lighter icons for non existing species in the power bar
- social buttons now display updated numbers
- lowered requirements for starting some plots
- small celestial trees are now more spread out
- polished buildings for aliens, acid gentlemen, and alpacas
- handsome migrants now start with the city's culture, religion, and language
- when a unit kills another, it will take all their resources
- culture/religion/language splits wont happen in capital cities
- splits wont happen if the origin kingdom is the same as the current one
- splits wont happen if the origin clan is the same as the units
- subspecies loyalty wont be shown if the city's species is different from the kingdoms
- if species differ, a new species loyalty check is triggered. If the leader is xenophobic, it applies a -40 loyalty penalty
- units wont teleport resources to city storage when a task is cancelled
- book plots take longer
fixes:
- Cold Ones, Bandits, and Aliens were missing unique baby heads
- fixed Bandit boat sprites
- some civ head sprites were incorrect
- units were often holding carried resources instead of weapons during attacks
- carnivorous animal civs were hunting units from their own kingdom
- unstable genome trait didnt work
- some units spawned as babies from disasters and magical rites
- kings were following their lovers to cities in other kingdoms
- kings could start a rebellion against themselves
- units were settling in biomes they had no adaptation for, with no progress
- units from rites were spawning as babies and eggs
- handsome migrants wont migrate to cities theyre not adapted to
- fixed Middle Earth achievement
- drag&dropping traits while hammering <- and -> keys threw an error
- removed auto-tester tab from debug menu in builds
- history from an old world was shown when loading/creating a new world
- war manager could show an error when too many wars existed
- war banner threw an error when trying to show a recently destroyed kingdom
- opening the graph comparison window from a list window (while the list was inactive) showed an error instead of selecting the top 3 items
- graph comparison button showed up in the plots list, even though plots have no graphs
- migrant law caused a crash when no cities were present
- dead ancestor families caused the family window to refresh repeatedly
- save window tooltip was counting mob civs as mobs
- home button in the unit window appeared distorted
- saved map window displayed the age of the current map instead of the saved one
- crash when inspecting a kingdom that just lost its capital during pause
- war outcomes were displayed in lowercase
- resources tooltip in unit window showed mass instead of carried resources
- some destroyed buildings were saved into files, making them unloadable
heyo! seconds patch is up!
added:
- forbidden setting
- can hover over unit's mass now to see what they got
- added swearing when unit doesn't like you possessing them
- can see resources unit is holding right now in unit window
- motivated status
- new bad news world law
- new handsome world law
changes:
- angel eggs are back
- child kings/leaders can claim land now
- adjusted starting subspecies traits for butterfly
- unit spawn icon will be a bit greyed out if creature doesn't exist in the world
- adjusted sexual reproduction logic and housing limits for babies
- more graph options are enabled by default
- graph data with 0 values won't show on a graph
- resources (like meat and bones) received from animals and kills will be proportional to unit's weight
- without savage trait, units will skip collecting resources from their own species
- more varied resource drops from units
- civ couples can make their first baby even without a house
- fat trait upgrade
- added regeneration default trait to some species with photosynthetic skin
- adjusted default ages
- achievements rewards
fixes:
- carnivores and omnivores didn't eat fish from city stock
- wrong text for negative loyalty (different language/culture/religion)
- unlock progress didn't transfer between different PCs
- thieves could steal cursed items
- locus without neighbor sides acts as amplifiers
- Super Mushroom achievement not working
- book-related crash
hey liths! First patch is live. Thanks for testing!
added:
- when you rain biome seeds on units - their subspecies will get the adaptation trait for that biome automatically, so they can settle there
- meta tooltip now shows when hovering over nameplates!
- can open meta window by clicking on nameplates
- new map zones button toggle. Now you can turn on/off meta names and zones separately
- new world law to toggle magic rites
changes:
- death from old age won't happen for all at the start of a year. Instead, it's more organically spread out
- bowling boulder refactored to work the same way at any game speed
- comma in minefield achievement description
- angle, demon, etc. towers will now spawn adult units
- plague from rats won't start if natural disasters are off
- changed plague start requirement from 10 rats nearby to 20
- traits locked under achievements can now be removed from creatures even if not unlocked
- adjusted plot editor buttons' look
- some plot order in plot menu
- plots that are not possible to start will be greyed out
- adjusted when you can force some of the plots
- metas of characters will stay after evolution event
- king won't be removed after evolution event, when he evolves
- when a unit transforms into zombie, skeleton, evolves, etc. they will keep genealogy, parents, lovers, best friends, loot, money, level, etc. now
- adjusted rating values used for equipment switching after kills
- fewer small celestial trees will spawn
- increased amount of progress needed for plots to finish
- removed sand adaptation trait
fixes:
- typo "when when"
- antimatter bomb damages tiles with Gaia's Covenant world law
- clone wars signal checks not-alive units
- equipment unlocking by drag and drop
- loading background game load resize glitch
- earthquake event damages tiles with Gaia's Covenant world law enabled
- "storm of a hundred twisters" achievement unable to be received
- scroll to trait group not scrolled fully
- minefield achievement checked for 100 years instead of 1000
- GMO subspecies trait added to all subspecies on spawn
- favorite icon bugged when unit is on a boat/inside house
- incorrect amount of traits to unlock achievement
- unlocking any fire elemental except humanoid doesn't unlock their spawn button
- just-unlocked genes aren't able to be drag and dropped
- trait and equipment rain shows non-unlocked items
- stats from traits sometimes didn't activate after loading the game due to cache issue
- connections in gene pool having different colors after loading saves
- ascension plot didn't work usually for civ units
- fixed ascension plot not evolving other clan members, only the plotter
- crash when baby tries to write a book but doesn't know a language?
- glitches with "talking" sounds on higher speeds
- cities built over monoliths
- cities built over big celestial trees
- some species like insects having lifespan more than defined in genes
- trait rain editor scroll to section not working
- tornado damages tiles with Gaia's covenant law
After 2 years of waiting... the MONOLITH has awakened!
Its powers have been unleashed! YET UNKOWN
To access the BETA do the following:
In case everyone forgot - Open Steam Beta of NEW UPDATE Starts April 1!
Ready for some bug hunting?
We are excited to announce that the open beta starts [strike]Monolith[/strike] April First!
Yes, this is really happening!
Weeee!
On this day, the Monoliths will awaken with their first power rewriting the very fabric of life around them.
They can alter genes and species traits, sometimes granting consciousness where there was none, allowing new civilizations to emerge.
In some cases, the Monoliths' power may trigger unexpected mutations.
Each sapient species has their own unique set of clan, culture, language, and religion traits, which you can adjust and combine.
Some species dont mind sharing a city with others. Some, however, are fiercely territorial.
Many new civilizations have been added - without spoiling too much, heres a sneak peek:
Ribbits ribbitting
Coolbeaks chilling in the permafrost biome
Druids think theyre being clover
And remember, you can modify any subspecies with traits like hovering in the air, budding reproduction, or even create elves that eat wood for breakfast.
So what [strike]horrible[/strike] beautiful creatures will you create?
All features from past announcements are tied to an improved AI system that works closely with meta-objects, making units feel a bit more alive than before!
The next update will introduce Religions, another new meta-object that you can observe, influence and modify!
Much like Cultures and Languages, Religionswill spread through conversations, books, and a few... other unusual means
Most species can develop their own religion- if they have the Advanced Hippocampus trait (a subspecies trait).
But faith isnt just about belief - it grants real power. Religions provide followers with passive traits, spells, and mystical rites (as new plots)
Depending on the species and biome where a religion emerges, some can unlock devastating magic for their followers. Imagine a mighty king calling down meteor showers upon his enemies. All because he dared to read an ancient demon book and reading is power
But great power always comes at a cost
Some rituals can bring disaster to the world itself
Usually, only those of divine blood - the rulers and chosen few - are allowed to use such magic.
And if you want to teach a king and his heirs a lesson, you can always take back the power that was yours to begin with
Religions arent the only way magic manifests in the world. Some species are born magical by their very nature - and you can influence that too.
Ever wanted to create a GMO turtle species that can control wind, summon fire, multiply like rabbits, and live for thousands of years? No? Well, you will be able to
Bonus sneak peeks:
We now have a newsletter for important announcements just like this one delivered straight to your inbox!
[url=https://www.superworldbox.com/newsletter]
You can Sign up here: https://www.superworldbox.com/newsletter
Previous posts: https://steamcommunity.com/games/1206560/announcements/detail/4453592738017838143
https://steamcommunity.com/games/1206560/announcements/detail/4545912358019453883
believe, u
In the next update, were adding Languages as the third/4 new type of "meta-object" in the game. Theyll become a key part of unit progression and the growth of civilizations.
Much like cultures, languages will influence opinions, loyalty, and now, learning.
Previously, units gained random attributes - such as Warfare, Diplomacy, Intelligence, or Stewardship - simply by aging. With this update, clan members can write books, and others can read them (if they know the language or possess a specific trait).
Books will grant experience to readers, making it possible for non-warrior characters to level up(level cap is increased a bit btw) without combat. They can also influence mood and happiness.
Similar to biological traits passed through birth, certain traits can now be shared through books and small talks, adding yet another layer to the civ-simulation.
Languages and cultures wont just belong to one species - they can cross borders. Even if a civilization is wiped out, their legacy can survive through their books.
And just like cultures and subspecies, languages can be customized using the Language Trait Editor.
Imagine this:
An ancient demon kingdom lies in ruins, but their language and culture endure in dusty tomes scattered across the land. If an ordinary mortal dares to read one of these hellish books, they might melt under its sheer power - unless, of course, theyre fireproof (or have a drink nearby).
But if someone succeeds? They could revive the demon culture, bringing it into their city. What would happen next? Who knows? Idk?
Bonus peeks:
Were aiming to finish work on this update around late Q1 2025
Stay tuned - our next announcement will be absolutely magical.
Heyo! New sneak peeks! Related to clans and their increased importance in the next update!
Heyo! Here are some sneak peeks at the new stuff. Without giving too much away:
Subspecies trait editor:
Cultures are now represented by differently colored rugs. Plus, here's the new trait editor for reworked cultures:
New Unit Window:
Population pyramids for stat nerds:
More Graphs(for same stat nerds):
Gene editor for subspecies. Kinda WIP. More about it later:
Kings and Leaders now participate in claiming new lands:
One of the new powers - clone rain:
RIP PC:
Skilled workers:
Update: about 80% complete
Release Date: to be Announced
- Team WorldBox
Bonus walled off Greg:
Happy holidays, everyone! We hope you're all enjoying and will continue to enjoy great times with your families.
Speaking of families, in our next update, we are adding a family system.
Family ties will affect relationships between characters.
To give you a brief overview, here are some screenshots(work in progress):
To represent families and their banners, we ended up using picture frames, which you can also customize and change colors. As usual you can also change family name
From the family screen, you can see which family members are currently alive.
You can explore family history and see the ancestral lines associated with it.
And in unit window you will be able to to view generation and the genealogy of your people and animals.
In the subspecies menu, you'll be able to see which families exist in the world that are related to them. Similarly, this applies to the kingdom/city view.
We're also adding an "Interesting Units" tab, where you can discover cool characters. This is especially handy when you're trying to find that last character from a forgotten culture or dead kingdom.
You'll also be able to view stat graphs showing how your people lived with the new Graphs tab. This feature works for every meta object: wars, alliances, kingdoms, cities, cultures, families, clans, subspecies and more!
We also have much more to show, including the main biggest feature!
Next year will be huge for WorldBox! And we finally will have most of the big mechanics that tie all simulation parts together!
Thank you, everyone, for playing WorldBox and your continued support(and patience!) !
Merry Xmas and happy coming New Year!
- Team WorldBox
Rocklands Biome
In this update, we're introducing species and subspecies as one of the new mechanics.
Whenever a new creature is created, it will be assigned to a subspecies.
Like other meta objects (such as cultures, kingdoms, wars), these can be viewed on the minimap. And you will be able to access their information and customize them.
Subspecies will level up as more units of that subspecies are born. With each level-up, they will acquire genetic-body-related traits based on their population. These traits will have a high chance of being passed on to new offspring.
Additionally, the likelihood of traits being influenced by biome-specific food will increase.
As a result, biomes could play a significant role in the simulation of evolution of your species in the world.
The general UI design has also been refined, though it's still a work in progress.
New subspecies window:
Most windows will now feature newly added tabs. One of the major additions is graphs!
More details on these will be shared later.
More big news is on the way!
Illustrations that created for coming update:
[Download a higher resolution version here]
[Download a higher resolution version here]
Hey there!
Just wanted to let you know that progress on the update is coming along nicely! We're super excited about it, and it's going to bring some significant changes to the game.
We don't have a release date yet, since we're still working on coding brand new mechanics. But stay tuned - we'll be posting out more sneak peeks on Twitter and Discord as they're ready.
You can also expect a more detailed rundown on Steam Community down the line.
In the meantime, check out this cool illustration that gives you a hint into what the update has in store.
[Higher resolution can be downloaded here]
- changes: war and army target lines are now more smoothly animated - changes: boat transport logic has been improved - changes: only units from the same kingdom can use their boats - changes: boat pathfinding has been improved (less edgy floating around) - fixed: an error that occurs on some devices - "annot generate 9 slice most likely because the size is too big" - fixed: the war arrow sometimes "jumps" to the far corner if the target capital no longer has zones - fixed: the crab burrow animation was broken - fixed: a possible fix for boats dropping units in the middle of the ocean sometimes - possible stability improvements have been made for mobile devices - a few new debug options have also been added which I used for boat improvements
- changes: returned madness to be editable in the trait editor - changes: added a hidden stat for some units that will die if they receive madness, as it breaks their special logic, similar to boats. - fixed: on iOS/Android, the magnet made units "stuck" in one place until provoked if the FPS lock was turned on (confirmation needed) - fixed: madness was a bit broken, and sometimes mad units didn't attack anyone - fixed: attack cooldowns worked incorrectly when zoomed out - fixed: some powers on mobile didn't have tile highlight enabled when used, for example, magnet, diving light - fixed: ice/flame towers could be ignored by other units after save reload - fixed: next age sometimes remained the same when generating new worlds (confirmation needed)
- fixed: boats are destroyed when you move them over ground using magnet tool - fixed: sometimes some houses turn into abandoned buildings instead of ruins after loading an older save - fixed: power bar time not updating right away after loading game - fixed: bonuses from clan levels were not applied correctly after loading save - fixed: soft crash when trying to load a save that had items from mods - some translations have been updated
- changes: [Mobiles] adjustments for how often low memory warning is called - changes: banner for kingdom nameplate is a bit smaller now - changes: kingdom nameplate is more compact - fixed: another soft crash issue related to kingdom window
- added: new option to change border opacity - added: new option to change border brightness - changes: disabled some sounds for now - changes: reduced timeout before the enemy finds a target - changes: changed the 30 fps lock for mobiles from being enabled by default to disabled - fixed: when the unit is in water and frozen - freeze graphics are rendered on top of him - fixed: units don't get damage from lava right away - fixed: projectiles like bullets/fire orbs do not applying damage to the same unit at once - fixed: "diamond border growth" - border growth will look more natural - fixed: loading some older maps - fixed: world population didn't count boats
- fixed: [PC] game crash, when trying to load older saves that had items from mods saved in it
- changes: more color sets adjustments based on discord feedbacks. Removed a lot of "gray" colors. Changed to more colorful ones. Decreased opacity on minimap for inside borders - changes: elves won't spawn grass biomes on death. Instead tree could grow from their ashes - changes: adjusted city nameplate to be a bit darker - changes: some translations are updated - fixed: items from fallen foes on city territory were going first to a city. Instead of a person who killed them - fixed: in the fight, units are losing their target after being hit. As a result, doing awkward walk instead of a fight - fixed: soft crash related to docks
- possible fix for error when disk space is full - fix for capture % being stuck
Hey!
New update is live. Our main focus for this was performance and stability improvements. And as bonus we also added some QoL changes. Enjoy!
If you are mod user, you can switch to an older version via Steam Library settings to play with your mods, until they get updated.
FULL PATCHLOG IS BELOW:
#ADDED:
The long-awaited patch for MEGABOX is finally out!
This patch should solve the biggest issues from the previous MegaBox patch that was one of the biggest patches in WorldBox history!
Enjoy 0.21.1!
PATCHLOG IS BELOW:
#ADDED:
We are proud to announce the long-awaited release of MEGABOX!
This patch has been many months in the making and combines multiple systems and 7 updates into one.
It adds:
- Ages - seasons that last for many years and bring disasters or prosperity to the world. From nightfall to madness, theres many surprises included
- Alliances - they improves diplomacy by making civilizations unit together against common foes
- New Wars - wars now are more detailed. And you will be able to track how long it has been going on, including the death toll, etc
- Clans - kingdoms can and will be ruled by bloodlines and families.
- Plans and Plots - addition to diplomacy, for making it more transparent whos plotting what
- Music - we added new sound engine. Together with music based on what youre watching right now and many new sounds!
Overall we have over 550 changes ( and many that we have forgotten )
Enjoy 0.21.0!
PATCHLOG IS BELOW:
#ADDED:
Hello there!
Other big feature of the upcoming update is new Ages System!
In WorldBox, time moves quickly, so adding a day/night cycle or seasonal changes like winter and summer wouldn't make sense. Instead, we've been working on an Ages System that will take your worlds through a series of years, each with its unique impact on the environment and civilizations.
Some Ages will bring harsh conditions and disasters, while others will introduce magic clouds and better environments for your people to thrive in. The mood of kings/leaders will be influenced, leading to more wars or peaceful periods, and population fertility rates and food growth will be affected!
There will be 10 different Ages, each with a unique name and effects:
Age of Hope
Age of Sun
Age of Dark
Age of Tears
Age of Moon
Age of Chaos
Age of Wonders
Age of Ice
Age of Ash
Age of Despair
We won't reveal too much about each age just yet, but the names alone should give you an idea of what to expect!
We're currently beta testing the update with some players to ensure everything runs smoothly, and we've already fixed a lot of stuff!
This is also our final sneak peek post before release. Get ready for release that will come out very soon!
In case you missed it, check out our latest previews of the upcoming update, which we have shared on Twitter/Steam during the development process!
Diplomacy:
https://steamcommunity.com/games/1206560/announcements/detail/3631627017371418796
Alliances:
https://steamcommunity.com/games/1206560/announcements/detail/3631626193502166546
New Wars:
https://steamcommunity.com/games/1206560/announcements/detail/3672157322353811983
Clans and Bloodlines:
https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721
Age of Darkness:
https://twitter.com/Mixamko/status/1544391783102414848
Ages window preview:
https://twitter.com/Mixamko/status/1549416354549477376
Age of Cold:
https://twitter.com/Mixamko/status/1554062947185561603
Roses?
https://twitter.com/Mixamko/status/1561339139869523973
Swords?
https://twitter.com/Mixamko/status/1575249911507046400
Unity of Updog:
https://twitter.com/Mixamko/status/1582842869219352577
Tooltips and UI:
https://twitter.com/Mixamko/status/1592168092863500289
Debagrys:
https://twitter.com/mastef/status/1592475768533450753
(!):
https://twitter.com/Mixamko/status/1596536652654346240
Wars:
https://twitter.com/Mixamko/status/1600948642038579200
Wars x2:
https://twitter.com/Mixamko/status/1601897826065469440
Volcanoes:
https://twitter.com/mastef/status/1602912803370983424
More options for map generation:
https://twitter.com/Mixamko/status/1607110164506869760
One of the major new features of the upcoming update is a brand new diplomacy system, which we're calling "Plans and Plots". This mechanic brings everything together into one connected system, including clans, alliances, rebellions and wars.
Prior to this update, diplomacy was happening behind the scenes, with players only able to see the results of the decisions made by kings and leaders. However, with the new system, royal clan members will first create a plan before making any major moves.
For instance, they might initiate a plan to start a war, form an alliance, or even spark a rebellion. These plans will take time to come to fruition, and players will be able to track their progress as they unfold.
And, of course, the fun part is that you will be able to handle it and direct your attention towards a king who intends to wage war against your favorite kingdom. (With life eraser, bombs, or Crabzilla lasers)
There are currently several different types of plots available, including starting a war, creating a treaty, forming/breaking an alliance and inciting rebellion. We have plans(heh) to add even more plot types in the future, but those will come in later updates.
Bonus: New tower animations from Hugo!
Thank you for your ongoing support! While you wait for an update, we have one more post to share. The next one will be about ERAS. Stay tuned!
Alliances:
https://steamcommunity.com/games/1206560/announcements/detail/3631626193502166546
New Wars:
https://steamcommunity.com/games/1206560/announcements/detail/3672157322353811983
Clans and Bloodlines:
https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721
Age of Darkness:
https://twitter.com/Mixamko/status/1544391783102414848
Ages window preview:
https://twitter.com/Mixamko/status/1549416354549477376
Age of Cold:
https://twitter.com/Mixamko/status/1554062947185561603
Roses?
https://twitter.com/Mixamko/status/1561339139869523973
Swords?
https://twitter.com/Mixamko/status/1575249911507046400
Unity of Updog:
https://twitter.com/Mixamko/status/1582842869219352577
Tooltips and UI:
https://twitter.com/Mixamko/status/1592168092863500289
Debagrys:
https://twitter.com/mastef/status/1592475768533450753
(!):
https://twitter.com/Mixamko/status/1596536652654346240
Wars:
https://twitter.com/Mixamko/status/1600948642038579200
Wars x2:
https://twitter.com/Mixamko/status/1601897826065469440
Volcanoes:
https://twitter.com/mastef/status/1602912803370983424
More options for map generation:
https://twitter.com/Mixamko/status/1607110164506869760
Other addition to new systems will be Alliances!
Alliances offer a way for kingdoms to come together and form non-aggression pacts. By being part of an alliance, population of these kingdoms will receive a boost to their stats and may also build more towers on higher alliance levels.
If one kingdom becomes too dominant, other kings will have a greater chance to form alliances and fight together.
Each alliance will have its own generated banner and color on the map. And to make navigating the all these layers(including cultures, kingdoms, cities and clans) simpler, we have added shortcuts for switching between map layers.
And that's not all! Check out these improved sprites and marvel at the work our artist, Hugo, has done.
Next post will be about reworked Diplomacy, that brings clans, kingdoms, wars and alliances together in one system! Stay tuned!
We have finished implementing new mechanics and are now working on fixing remaining issues. We're getting closer to starting a closed beta, to find final game breaking bugs.
Thanks for your support. We can't wait for you to try all the new stuff we have worked on!
In case you missed it, check out our latest previews of the upcoming update, which we have shared on Twitter/Steam during the development process!
New Wars:
https://steamcommunity.com/games/1206560/announcements/detail/3672157322353811983
Clans and Bloodlines:
https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721
Age of Darkness:
https://twitter.com/Mixamko/status/1544391783102414848
Ages window preview:
https://twitter.com/Mixamko/status/1549416354549477376
Age of Cold:
https://twitter.com/Mixamko/status/1554062947185561603
Roses?
https://twitter.com/Mixamko/status/1561339139869523973
Swords?
https://twitter.com/Mixamko/status/1575249911507046400
Unity of Updog:
https://twitter.com/Mixamko/status/1582842869219352577
Tooltips and UI:
https://twitter.com/Mixamko/status/1592168092863500289
Debagrys:
https://twitter.com/mastef/status/1592475768533450753
(!):
https://twitter.com/Mixamko/status/1596536652654346240
Wars:
https://twitter.com/Mixamko/status/1600948642038579200
Wars x2:
https://twitter.com/Mixamko/status/1601897826065469440
Volcanoes:
https://twitter.com/mastef/status/1602912803370983424
More options for map generation:
https://twitter.com/Mixamko/status/1607110164506869760
The upcoming update will rework and improve the wars mechanic in WorldBox.
The previous friend/foe system will be replaced by a more sophisticated system, where each war will have a unique name and opposing sides.
The war will come to an end when the main sides are defeated, or if the conflict is resolved through diplomatic means or player intervention
With the new war system, players will also be able to see more information about the wars, including the number of casualties and its duration.
On the minimap, players can see current wars displayed as lines connecting the opposing sides with icons indicating who is attacking whom.
The update features several war types, including one related to the Spite power.
Using the Spite power over a kingdom will now initiate a global war with all other kingdoms on the map, and the war will continue until the targeted kingdom is the only one standing or has been defeated.
Additionally, the update introduces a new power, Whisper of War. With this ability, players can incite a kingdom to wage war against their desired target.
In case you missed it, check out our latest previews of the upcoming update, which we have shared on Twitter/Steam during the development process!
Clans and Bloodlines:
https://steamcommunity.com/games/1206560/announcements/detail/3672156687251117721
Age of Darkness:
https://twitter.com/Mixamko/status/1544391783102414848
Ages window preview:
https://twitter.com/Mixamko/status/1549416354549477376
Age of Cold:
https://twitter.com/Mixamko/status/1554062947185561603
Roses?
https://twitter.com/Mixamko/status/1561339139869523973
Swords?
https://twitter.com/Mixamko/status/1575249911507046400
Unity of Updog:
https://twitter.com/Mixamko/status/1582842869219352577
Tooltips and UI:
https://twitter.com/Mixamko/status/1592168092863500289
Debagrys:
https://twitter.com/mastef/status/1592475768533450753
(!):
https://twitter.com/Mixamko/status/1596536652654346240
Wars:
https://twitter.com/Mixamko/status/1600948642038579200
Wars x2:
https://twitter.com/Mixamko/status/1601897826065469440
Volcanoes:
https://twitter.com/mastef/status/1602912803370983424
More options for map generation:
https://twitter.com/Mixamko/status/1607110164506869760
The upcoming update will introduce a new mechanic called clans. Clans are groups of individuals who share a common ancestor, and these bloodlines will play a significant role in the game simulation.
The update will also change the way leaders and kings are chosen, as only members of a clan will be eligible for those positions.
This new feature will greatly impact diplomacy and relationships between kingdoms. For example, clans that are closely related to the ruling clan will be more likely to form alliances, while those that are not may be more likely to engage in conflicts.
Additionally, the loyalty of cities will also be affected as leaders from the same clan as the king will be more inclined to be loyal to their king.
Another addition to this system is a new map layer, which will allow players to see which clan currently rules and where, giving them a better understanding of the political landscape of the world.
At this time, we do not have a confirmed release date for the upcoming update. The process of balancing the update with new mechanics is taking longer than anticipated, and we want to ensure that new features is thoroughly tested and polished before releasing it to the public.
We understand that many players are eagerly awaiting the release of this update and we apologize for the delay. Rest assured, when we are more confident about the release date, we will make an official announcement to keep you informed. We appreciate your patience and understanding.
Meanwhile, here's some other previews from coming update, that we posted on twitter during development in case you missed:
Age of Darkness:
https://twitter.com/Mixamko/status/1544391783102414848
Ages window preview:
https://twitter.com/Mixamko/status/1549416354549477376
Age of Cold:
https://twitter.com/Mixamko/status/1554062947185561603
Roses?
https://twitter.com/Mixamko/status/1561339139869523973
Swords?
https://twitter.com/Mixamko/status/1575249911507046400
Unity of Updog:
https://twitter.com/Mixamko/status/1582842869219352577
Tooltips and UI:
https://twitter.com/Mixamko/status/1592168092863500289
Debagrys:
https://twitter.com/mastef/status/1592475768533450753
(!):
https://twitter.com/Mixamko/status/1596536652654346240
Wars:
https://twitter.com/Mixamko/status/1600948642038579200
Wars x2:
https://twitter.com/Mixamko/status/1601897826065469440
Volcanoes:
https://twitter.com/mastef/status/1602912803370983424
More options for map generation:
https://twitter.com/Mixamko/status/1607110164506869760
Hey everyone!
We've been hard at work on a major update for WorldBox, and it's been going well. The update includes 5-6 new mechanics, as well as improvements to existing ones that we think you'll love. We know it's been a while since our last update, but we think this one will be worth the wait.
In addition to the new mechanics, we've also made several behind-the-scenes optimizations and improvements to the code architecture. These will help us make more stable and smooth updates in the future.
We want to wish you all a Happy New Year and thank you for your continued support and patience. We can't wait for you to see what we've been working on!
Cheers!
...
Meanwhile, here's some previews from coming update, the we posted on twitter during development in case you missed:
Age of Darkness:
https://twitter.com/Mixamko/status/1544391783102414848
Ages window preview:
https://twitter.com/Mixamko/status/1549416354549477376
Age of Cold:
https://twitter.com/Mixamko/status/1554062947185561603
Roses?
https://twitter.com/Mixamko/status/1561339139869523973
Swords?
https://twitter.com/Mixamko/status/1575249911507046400
Unity of Updog:
https://twitter.com/Mixamko/status/1582842869219352577
Tooltips and UI:
https://twitter.com/Mixamko/status/1592168092863500289
Debagrys:
https://twitter.com/mastef/status/1592475768533450753
(!):
https://twitter.com/Mixamko/status/1596536652654346240
Wars:
https://twitter.com/Mixamko/status/1600948642038579200
Wars x2:
https://twitter.com/Mixamko/status/1601897826065469440
Volcanoes:
https://twitter.com/mastef/status/1602912803370983424
More options for map generation:
https://twitter.com/Mixamko/status/1607110164506869760
Hey there!
WorldBox - Update 0.14.1 - it's raining traits, hallelujah - Now Available!
Trait Rain
Crab Bomb
Animation and improvements for Magnet
Balancing
Legendary items are now highlighted
Greg
And many fixes
For full patch notes history, please check official website here or read below:
Heres changelog for 0.14.01 - it's raining traits, hallelujah:
- added: radiotraitive rain of 3 types. Select which traits you want to apply for multiple units and drop them.
- added: radiotraitive rains. They save their state through sessions
- added: crab bomb! it's rave time
- added: gamma rain. Pick some traits and make it rain
- added: delta rain. Pick some traits and make a train
- added: omega rain. Pick some traits and make them train
- added: city inventory legendary items would have special outline
- added: unit inventory legendary items would have special outline
- added: new debug cheat CityUnlimitedZoneRange
- added: added separator between fertilizers and minerals in nature tab
- added: added Nikon to the special thanks section. Thanks!
- added: particles and shake, when unit gets infected with zombie infection
- changes: crystal tile graphics are changed
- changes: [mobile] golden brain is now free
- changes: [mobile] corrupted brain is now free
- changes: [mobile] snow cloud is now free
- changes: fat trait will increase size of sprite of a unit a bit
- changes: agile trait will decrease size of sprite of a unit a bit
- changes: made some achievements not hidden
- changes: vortex tool won't remove biomes and water
- changes: vortex tool won't destroy buildings
- changes: tweaked some achievements descriptions
- changes: crabzilla moved from other powers to destruction
- changes: gray goo moved from other powers to destruction
- changes: [Steam] non game hidden achievements descriptions now visible on steam
- changes: in kingdoms tab moved toggles to the right
- changes: kingdom, cultures, cities list now have a special button background
- changes: chance to get infected by zombie on attack 30% -> 50%
- changes: culture tech zones tier 2 - max range 1 -> 2
- changes: culture tech zones tier 3 - max range 1 -> 2
- changes: human base city zone range 4 -> 7
- changes: dwarf base city zone range 4 -> 7
- changes: orc base city zone range 3 -> 6
- changes: elf base city zone range 5 -> 8
- changes: human base cities(without king effects) amount 3 -> 5
- changes: orc base cities amount 2 -> 4
- changes: elf base cities amount 1 -> 3
- changes: dwarf base cities amount 1 -> 3
- changes: king bonus for max cities based on stewardship by 50%
- changes: when revolt happens, maximum amount of cities that could join revolt changed from 50% -> 33%
- changes: when revolt happens, time before next revolt check is longer, the bigger is last revolt was
- changes: cheat CityFastZonesGrowth is more smooth
- changes: cheat unlimited house is more smooth
- changes: tweaks for how it's decided where settlers build new cities
- changes: newly spawned civ unit won't run to random place on the map to settle a new city
- changes: make starting worlds more random
- changes: added some more debug buttons, while worked on settler logic improvements
- changes: reworked algo for settlers. They would try to settle a bit further away from their kingdom borders(instead of being aligned), so the new city would take more space
- changes: watch tower increases city zone range by 1 now
- changes: when city gets conquered - their current army gets disbanded
- changes: cities logic for placing new houses would be faster
- changes: unlucky trait triggers it's bad event only on older units
- changes: only civ immortal units can get evil after a long time. Not immortal sheep and bunnies
- changes: evil trait max cities -3 -> -2
- changes: content trait max cities -2 -> 0
- changes: greg is more greggier
- changes: Life is a Sim achievement reduced for mobile devices
- changes: Magnet: the units will now rotate in magnetic patterns
- changes: Magnet: when dropping units, they will be pushed towards the current brush that you have selected
- changes: tips now in Welcome window
- changes: added some empty window placeholders in some windows
- changes: [Steam] Workshop maps are uploaded for friends only by default now
- changes: right click on map size will decrease the map size again
- changes: civs can settle on sand right now
- changes: added island size requirmenet for mineral spawn for at least 20 tiles
- fixed: soft crash when you unit with energized trait blows up on landmine
- fixed: in trait editor tooltip overlaps icons awkwardly
- fixed: danish translation was broken
- fixed: sometimes soft error on mobile when receiving gift power
- fixed: creating new cities/buildings would be blocked by minerals
- fixed: mobs won't spawn in low candy biomes
- fixed: cities not getting updated stats after culture gained new tech right away
- fixed: cities keep trying to claim diagonal zones and losing them after a bit
- fixes: spectate icon would be stuck if the unit you watched would die on its' own
- fixes: [mobile] There was a way to adjust time without having the hourglass power unlocked for non-premium players
- fixes: found the last hiding santas
- fixes: cities getting removed/bugged out if game is paused right after city is created
- fixes: sometimes cities don't have visible zones
- fixes: kingdom with bad king can have -1 max villages
- fixes: magnets will not show units correctly if you zoom in/out from minimap
- fixes: kings, boats, generals, etc won't show up on minimap at their old position if you're dragging them with the magnet
- fixes: boats that were dropped with magnet and have an unreachable dock, won't be just stuck forever in one place
- fixed: inspiration drops showed fire, instead of inspiration
- fixes: if infinity coin removed unit inside a house - his death didn't count
- fixes: 18 years babies running around
- fixes: when using madness on army bannerman he still stays bannerman
- fixes: campfire having wrong map icon
- fixes: silver/iron weapon sprites are switched
- fixes: worm not removing biomes
- fixes: sometimes unit won't heal fully after level up with specific traits
Enjoy!
Missed the earlier updates?
Heyo! Hope everyone is enjoying the 0.14 update. Meanwhile, we are already working on 0.14.1! It will have some tweaks and additional fun stuff.
In case you missed the latest announcement with patch logs - check it out [here]
Also we recommend to watch this FUN video with first impressions of 0.14 - if you havent played it yourself yet:
[previewyoutube=iiJsfy4e1P8;full][/previewyoutube]
Cheers!
Hey there!
WorldBox - Update 0.14.0 - everythingbox - Now Available!
Trait Editor
New World Laws
New World Generator
Kingdom Customization
Improved Wars
Food Effects
New Resources
New Traits
New biomes
New mobs
Steam Achievements
More new Achievements
New Options for Mini Map
Improved AI
A lot of fixes and changes!
For full patch notes history, please check official website here or read below:
Heres changelog for 0.14.0:
Additions:
- trait editor: Explore different units to unlock new traits! Click on traits to unlock them in the editor
- trait editor: Add or remove unlocked traits to any character
- trait editor: Some traits are unlocked after getting a special achievement!
- movement wind animation effect for trees and and fleshy buildings
- new item generator. Now items can have a lot of different graded modificators instead of previous 2(suffix+prefix). Items from old saves could suck now tho, sry
- new world law - enable/disable minerals popping
- new world law - enable/disable population growth for civs
- new world law - enable/disable population growth for animals
- new world law - enable/disable tumor/pumpkin/bioblob/cybercore tiles being removed after base building is dead
- new world law - population limit of 100
- new world law - enable/disable making warriors for civs
- new world law - seeds - trees and plants will spread seeds, growing more trees and plants around them
- resource mechanic changed. High rank metals not abstract anymore, but an actual resource that needs to be mined
- new mineral - adamantine
- new mineral - mythril
- new mineral - silver
- new mineral - gems
- new mineral - common metals
- new mineral - bone mineral. Spawned in corrupted biome
- new resource - herbs. Civs collect it for food
- new resource - candy. Can be found in candy biome. Restores a lot of health
- new resource - lemons. Can be found in lemon biome
- new resource - evil beets. In corrupted biome
- new resource - mushrooms. In multiple biomes
- new resource - peppers. In infernal biome
- new resource - crystal salt. In crystal biome
- new resource - bananas. In jungle biome
- new resource - coconuts. In normal sand
- new resource - desert berries. In arcane deserts
- drinking tea can give caffeinated status
- eating crystal salts can give caffeinated status
- eating crystal salts can give madness/strong minded traits
- eating peppers can set unit on fire
- eating peppers can give unit fire proof trait
- eating mushrooms can give unit madness, strong minded, paranoid and/or content traits. Also powerup status
- eating evil beets can give unit pyromaniac and/or evil traits
- eating pie can give unit fat trait
- eating pie can give unit slowness status
- eating burger can give unit fat trait
- eating burger can give unit slowness status
- eating Desert Berries can give unit poison and slow traits
- eating Desert Berries can give unit poison immunity
- drinking ale can give slowness status
- eating coconut can give shield status
- eating candy can give tiny, giant, bloodlust and fat traits
- eating lemons can give eagle eye, regeneration traits
- eating banana can give unlucky trait
- eating meat can give tough and strong traits
- eating fish can give tough and strong traits
- eating jam can give regeneration trait
- eating sushi can give fast trait
- legendary weapons/items now have special and unique generated names
- legendary weapons/items will appear shiny in the tooltip, weee
- legendary weapons/items can now include king names
- legendary weapons/items can now include kingdoms
- legendary weapons/items can now include kingdom's enemies
- legendary weapons/items can now include kingdom's culture of weaponsmith
- legendary weapons/items can now include city name where they were made
- weapons would remember how many units they have slayed
- if unit dies on territory of a village, his inventory/equipment would go to this village's inventory
- new knowledge - equipment storage 1/2/3
- danger logic to city zones. If there's an enemy on a city territory - the local army/warriors would go there
- kingdom customization: Press the kingdom banner in the village/kingdom window to do it
- kingdom customization: You can change the banner designs of kingdoms now
- kingdom customization: You can change the colors of kingdoms now
- kingdom and village windows now have 2 race icons on top, to show which race they align with
- new biome - Arcane Desert. Units walk slowly in the desert (duh)
- new biome - Lemon biome. It's a very ACCEPTABLE biome
- new biome - Candy biome. The most evil biome
- new biome - Crystal biome. It's very shiny
- new vegetation - desert plants and desert trees
- new vegetation - crystal plants and trees. Plants and trees give out a lot of minerals and don't burn
- new vegetation - candy plants - give candy resource
- new power - Arcane Desert Seeds. Magic seeds that keep turning into smooth golden desert sand, and then eventually fill the vast lands into Arcane Desert.
- new power - enable/disable showing battles on the mini map
- new power - enable/disable showing civ armies on the mini map (decoupled from king/leader button)
- new power - enable/disable showing civ armies' attack target arrows
- new tool spade - removes biome tiles only.
- 3 new culture knowledges - that increase zone range for villages
- 3 new culture knowledges - that increase max equipment storages for villages
- biomes can now grow through 1-sized roads
- [PC] with kingdom overlay on - when you mouse over a kingdom, you would also see enemy kingdoms highlighted with red color
- [PC] Steam achievements!
- [PC] Steam will show now how you're playing WorldBox in your Steam status
- New achievements:
-- starter
-- islander
-- mainlander
-- life is a sim
-- the dwarf
-- the creator
-- the king of kings
-- the accomplished
-- the demon
-- the broken
-- planet of apes
-- super mushroom
-- the princess
-- greg
-- ninja turtle
-- the corrupted trees
-- the hell
-- world war
-- great plague
-- touch the grass
-- god mode
-- traits explorer
-- great traits explorer
-- great traits explorer
-- super traits explorer
-- the light
-- the sky
-- the land
-- the sun
-- the moon
-- the living
-- the rest day
- health bar in spectate mode
- pause or speed up the game in spectate mode
- animations in detail windows - make the numbers go brrrr
- animations in health bars - click click click
- X effect when trying to spawn bush where not possible
- X effect when trying to use fertilizer where it's not possible
- deposit with bones will spawn in corrupted biome
- new trait: death nuke. Unlocked via achievement
- new trait: death bomb. Unlocked via achievement
- new trait: death mark. Unlocked via achievement
- new trait: super health. Unlocked via achievement
- new trait: shiny. Makes shiny
- new trait: flesh eater. Restores health when attacking
- new trait: divine scar
- smaller windmills ( windmills are tiered now )
- when you have kingdoms enabled and show kingdom names - race icon would be shown next to kingdom name text
- sparkle effect for some minerals
- [pc modding] some unifications, and work of asset manager for the future official mod support. Ask in chat
- [pc modding] added SpriteTextureLoader for texture loading from Streaming Assets for the future. But can be used atm as well
- [pc modding] refactored map icons code into MapIconLibrary which should be simple to use
- [pc modding] moved world behaviors into WorldBehaviourLibrary
- trees and plants now spread from other vegetations
- increased chance for trees to spawn on zones without civ buildings
- [PC] when you mouse over kingdom with enabled kings/ships icons with enabled Kingdom zones - the icons would be bigger by 300%
- [PC] when you mouse over village with enabled kings/ships icons with enabled Village zones - the icons would be bigger by 300%
- civ icons on mini map will adapt to zoom, to be more clear
- trade boat icon will be a bit smaller on mini map
- separate icon for boats for mini map
- army banner on mini map now has two kingdom colors
- fishing docks that allows to build fish boats right away
- new border indicator for cities that are getting conquered
- new effect for showing enemies of a kingdom
- a chance that on units with unlucky trait meteorites would fall. Disasters need to be enabled for this
- meteorite has a chance to spawn adamantine mineral where it landed
- you will be able to see what a unit just ate if you zoom in
- units won't eat if in battle
- when windmill is destroyed - city would lose all the wheat
- [PC] added icon of selected power near cursor
- [PC] added animation for when cursor is over history HUD
- new world generator templates:
-- continent - big landmass
-- islands - many smaller islands
-- donut - land with a lake in the middle
-- muffin - circled world
-- pancake - square world
-- dormant volcano - square land without biomes
-- bad apple - mountain with lands inside
-- anthill - tunnels inside mountain
-- chaos pearl - fantasy round world with many biomes
-- chaos lasagna - fantasy square world with many biomes
-- cheese - world with many lakes
-- world in a box - GET IT?
-- boring plains - unless...?
-- checkerboard - chessbox time
-- cubicles - Become an evil overbosslord
-- empty -
- city will automatically produce low amount of biome specific food for easier start based on where bonfire is placed
- hall will automatically produce low amount of biome specific food as second bonus
- new mob - lemon man
- new mob - lemon boi
- new mob - candy man
- new mob - candy bear
- new mob - crystal golem
- new mob - crystal sword
- color fade out effect for border zones, when you zoom in
- weapons would show amount of kills
- improvements to name generators
- new debug window. Made it look nicer and more handy to use
- new debug window. Also added more fun options there and "cheats" that we are using in development for civilization logic
- new debug window. Main point of it is still to be used for testing and partly can be used for modders to work with their mods
- new debug window. The debug options make the game play not as intended and probably will bring some non related bugs and break the balance(haha, balance...sure). Beware! Below short descriptions of a few of them
- New debug cheats/options:
-- fast cultures. Cultures get on last level in a seconds
-- infinity city resources. Gotta have it all
-- fast city construction. Have big city to appear in whim
-- fast city zone growth. All your lands belong to us.
-- fast city fast upgrades. Done and done
-- fast city fast population growth. Babies go
-- fast city unlimited houses. For people, who still want to see the whole world to be in small houses
-- fast units. Gotta go very fast
-- when you hover over a unit - you will see where it is going
-- show which city kingdom wants to attack
-- show which zone kingdom wish to settle
-- add more info to city/kingdom map title
-- show what resources units currently holding
-- show units favorite foods on the map
-- text overlay for units/buildings. Shows some useful info about everything
-- text overlay for cities. Shows what city wants to build next, etc
-- show various targets for AI logic. Where they want to go, who they want to attack
-- various tile/zones indicators. That shows city centers, farm places, danger zones for cities
-- show zones on mini map which have people that are infected with mush
-- show zones on mini map which have people that are infected with plague
-- show zones on mini map which have people that are infected with curse
-- show zones on mini map which have people that are infected with zombie virus
### Changes:
- credits are updated
- some game text/translations changed
- elf base damage 15 -> 8
- dwarf base max age 110 -> 130
- dwarf base armor 4 -> 8
- druid won't spawn grass biome seeds anymore
- druid will spawn tree fertilizer
- effect for selected kingdom is not full white anymore
- "succession crisis" won't happen if kingdom is under max city limit
- the more cities go independent - the less chances for the next city to join it
- updated logo in the game with a brighter steam version
- [android/ios] updated launch icon
- world law - auto spawn trees renamed to random seeds
- trees can be spawned on vegetation now. Before if plants grew anywhere, trees had trouble spawning
- decreased vegetation growth timeout
- jungle trees could give bananas
- infernal plants would give peppers
- corrupted biome have evil beets
- savanna plants would give wheat and herbs
- default map generator changed to generate huge continent instead of many small islands
- overhauled the new world window! it has now templates you can pick from
- map sizes in new world menu now show size number and icon
- biomes won't generate per island anymore, instead they could take parts of the world
- rewritten village logic for build order, for easier balancing, future mod support, etc
- civ races have a bit different build order now
- watch towers will only be able to be built near borders if there are no other buildings nearby
- mines will only be able to be built if there are no other buildings nearby
- windmills will only be able to be built if there are no other buildings nearby
- farmers will sow farm fields close to windmills now
- harvested wheat will give 1 wheat per plant now
- amount of placed farm fields increased by 66%
- houses can only be built near other buildings
- the amount of zones the city can have won't depend on the amount of buildings the city has anymore. Only on civ/culture/unit stats
- amount of houses village can build would depend on amount of zones village has
- amount of buildings village has doesn't affect max amount of zones village can have
- new village window layout. Now with tabs
- village windows now shows the kingdom's banner
- added kingdom/village icon to banner element
- can see which items currently in village inventory
- city now has item equipment inventory, instead of keeping 1 of each kind. Storage increased based on new culture tech
- building shadows now generated and should look better
- added max 3 limit to miners who goes into mine
- minerals can be spawned by brush again
- minerals not infinite again and will be depleted
- minerals can randomly pop in the world depending on biome
- mine mechanic - when miners use mine, instead of giving resources to the city right away - minerals would spawn nearby mine instead. Mineral is based on biome where mine is placed
- miner trait - gives better mineral spawn chance. YO DWARVES
- corruption biome giving curse changed from 5% to 0.5% chance
- generated initial kingdom color would be more random, instead of always starting from same ones
- kingdom color themes won't depend on civ races anymore
- adjusted some kingdom colors themes
- roof colors and city title colors are now the same
- boats won't have short stops while moving anymore
- weapons/armor/accessories not require gold anymore
- copper equipment now cost 1 metal to produce
- bronze equipment now cost 2 metals to produce
- iron equipment now cost 3 metals to produce
- silver equipment now cost 1 silver to produce
- mythril equipment now cost 1 mythril to produce
- adamantine equipment now cost 1 adamantine to produce
- ores removed. Metals are instead created right away from the metals mineral
- metals renamed to common metals. They now include bronze, copper, iron
- tweaks to bannermans logic. They would move more towards the enemy's territory if there's no enemy nearby
- new warriors won't try to join an army that not in village, resulting in warriors run 1 by 1 to bannerman.
- army would stop going to their target to fight, if the city is not an enemy anymore
- swamp revamp: reswamp. Swamp acts like normal ground, instead of liquid. Civs can make villages there now. But it slows units down
- swamp biome can be generated in new world
- swamp biome can spread now
- sickle would remove only plants and other vegetation now. Biome tile removal moved to spade tool
- farm field tiles can be removed with demolish and spade tool now
- farm fields would "die off" slowly when not near windmills
- [PC] zones won't highlight on mini map, if they are behind UI where cursor is
- increased rate of acid blobs spawn
- removed maximum amount of zones limit per city/stats
- instead, the city has a maximum zone range from the center of the city. Range is increased based on buildings/traits/culture/leaders
- humans base zone range set to 3
- orcs base zone range set to 4
- elves base zone range set to 5
- dwarves base zone range set to 4
- statue would give +1 zone range
- maximum amount of livable houses village can have, now depends on zones and other building bonuses
- well gives +3 houses
- statue gives +3 houses
- docks give +1 house
- temple gives +2 houses
- hall gives +2 houses
- bonfire gives +3 houses
- increased amount of wood given from trees
- decreased limits for max storage for resources
- +1 zone range per 1 stewardship from city leader
- hall tier 1 doesn't require a knowledge anymore
- windmill tile width changed from 5 to 3
- shadows optimizations
- shadows now enabled for mobile platforms by default
- wheat crops would grow if you drop plant fertilizer on farmfields
- succession crisis after king's death only would happen, if kingdom has more cities than the maximum it can support
- bannerman would be colored with the main(roof color) kingdom color now
- king/leader/boat color would use the main kingdom(roof color) color now
- group leader would seek to destroy towers, to be able to start a conquest of a city
- units won't join the active army, if the army is already somewhere else. Instead they would stay in the village until the next battle/defending
- group leader would move slower, so his army could keep up with him, instead of being a leeroy jenkins
- armies attack only if they have at least 80% of max units
- if a city is under attack - even if capture not happened yet, because there's an army from another town - it won't be able to replenish soldiers
- if king is immortal, and lived very long - he will become corrupted and his personality would change to militarist
- if king is immortal, and lived very long - he can become evil
- trait evil max cities 0 -> -3
- instead of kingdom sending all armies to one target, the decision would be made by village leaders
- city won't revolt if their army is already fighting somewhere
- city won't revolt if they don't have an army
- trait tough changed armor 2% -> 10%
- trait tough changed warfare 0 -> 1
- trait skin burns changed diplomacy -1 -> -2
- trait skin burns changed warfare 0 -> 2
- trait eyepatch changed warfare 0 -> -1
- trait crippled changed diplomacy -1 -> -3
- trait evil changed warfare 0 -> 10
- fish boat changed health 500 -> 100
- side buttons in kingdom view now have a tooltip
- side buttons in creature view now have a tooltip
- tier 2 and 3 house knowledge cost decreased by 60-70%
- when revolt happens - only neighbor villages can join the new revolted kingdom. Less rebelled border gore
- rebellions only happen if the kingdom has more cities than it can hold!
- opinion far lands (when no aligned borders) opinion increases 25->35. If same island 35->60
- genius trait increases max cities by 1
- genius trait increases zone range by 1
- paranoid trait decreases max cities by 1
- ambitious trait increases max cities by 2
- ambitious trait increases zone range by 1
- auto save button moved to top in save slots, to be more visible
- animals won't eat tiles themselves anymore, instead they will eat plants and herbs that grow on them
- animals will make babies only if not hungry
- animals will spawn a bit hungry
- herbivore animals get less hungry ( restore more "hunger" ) after eating
- updated icon for shovel
- sushi now requires herbs in addition to fish
- jam now requires herbs in addition to berries
- burgers now require meat, bread and herbs instead of meat and wheat
- tea now requires herbs, instead of wheat
- berry bush has a chance to be destroyed after units collect berries
- berry bush can has a chance to spawn in some biomes
- [Mobile] first autosave can be used without premium
- when using spawn berry bush power - bushes will spawn without a limit in the area
- decreased "strength" of enchanted biome compared to other "neutral" ones
- village capture speed is now affected by game speed as well
- farmers won't stay near "doors" when return wheat to storages
- amount of farmers city will have changed
- farmers would stay near windmill and farms instead of keep switching jobs
- adjusted numbers for kingdom view to make them same sizes
- increased wheat growth time
- ambitious trait max cities 2 -> 5
- bloodlust trait max cities 0 -> 3
- pacifist trait max cities 0 -> 2
- genius trait max cities 1 -> 3
- greedy trait max cities 0 -> 2
- stupid trait max cities 0 -> -3
- content trait max cities 0 -> -2
- in battle units won't always attack the closest unit to them
- units will be a bit more smart about not getting into fires
- tornado won't be removing liquid, to avoid recalculating chunks
- for new players city/kingdom names, kings, battles and history logs will be turned on by default
- meteorite damage increased from 100 -> 1000
- disaster meteorite damage increased from 100 -> 500
- meteorite won't terraform base tiles
- orcs will attack beehives now
- roads will decay for civs that don't use roads
- kings and leaders won't be farming and mining
- units can become warriors even without weapons
- lowered timeout for making a warrior
- for rebellions - amount of newly rebelled cities can't be bigger than half of cities kingdom had
- trait - miner have a chance to get more amount of resources from minerals
- world shake effect because of bombermans happens only if explosion was in visible area ( and zoomed in )
- if king has evil or bloodlust trait they will never go for peace if they have a bigger army
- if enemy kingdom doesn't have a king - a peace deal won't happen
- a peace event won't be possible while an army is fighting in an enemy city
- disasters laws now ON by default for new maps
- [PC] tweaked timeout for opening inspection window when you scroll the map. To prevent accidental window opening
- non unlocked achievement button is changed
- locked icon for powers on mobiles are changed
- santa time is over
- Added more world name variations
- world info window will show world names again
- how settle targets are calculated
- how many people city should have, before they send out settlers 30 -> 22
- some other changes to settlers logic to avoid sending them when don't need it
- wars less likely start on beginning of a world, when civs don't progressed yet and there's still a lot of space to build around
- make drops to be affected by game speed
- army bannerman would move a bit slower, than other units for them to catch up
- armies will move more packed nearby bannerman. Instead of bannerman going to fight first
- if current tile region is too small near bannerman group, army would be more spread on other regions
- drawing with sand/soil won't destroy buildings
- using finger tool won't destroy buildings if you copy ground tiles
- docks still will be removed if you "put" ground under them
- unit's get hungry faster while in battle
- grenades, bombs, asteroids won't remove city zones (unless they destroy buildigns there)
- crabzilla won't destroy tiles fully
- exploding crabzilla won't create wasteland
- exploding crabzilla will spawn greater crabs
- random vegetation won't remove ruins
- using fertilizer for trees/plants won't remove ruins
- dropping minerals won't remove ruins
- [PC] Improvements to Discord status messages
- water bomb had mountain color on minimap
- landmine color now reddish on minimap
- mush can be killed now by divine light. Mushrooms dont like bright light anyways (c) LukXD99/HardDuckman
- improved support for wide screens
- in portrait view on mobiles you will be able to see more, before the game switches to minimap
- civs won't build on ice anymore
- improved readability of tooltip texts
- color changes in tooltips
- Nicer favorite unit view
- Show placeholder if we're showing favorite window without any units
- Show placeholder if we're showing history log without any history
- updated steam icon
- Slight design improvements in kingdom city list
- You can now go to the patchlog when reading the patchlog
Fixes:
- difference between visible renderered objects before minimap switch for mobiles
- movement speed was limited by one tile range on higher speeds, as a result very fast units still moved with about the same speed in 5x/sonic speed. This has been fixed and this is huge game changing fix
- sometimes builders go to build roads for other civ
- [PC] sometimes clicking on power tabs on the bottom can open kingdom/city/cultures view on mini map
- [PC] sometimes clicking on power tabs on the bottom can open unit view if he was behind a button
- [PC] Steam cloud not syncing settings correctly
- burned tiles stay for too long. Now they would decay much faster
- dogs die from hunger
- animals don't eat flowers
- civs only eat food that is highest in supply
- weird sand lines generated on bigger maps
- humans stuck in a place sometimes after they see monke
- shake effect for buildings didn't work
- non killable archer from the boat. FINALLY FOUND YOU
- [Android] sometimes saving names didn't work on Android
- camera movement wasn't synced with cursor logic, as result sometime hover blinking would happen
- save window tooltip shows mobs 2 times
- warriors/armies/group-leaders - after a fight could reset their jobs, and return to their village. Resulting in bad behavior and "weird" conquest, where everyone just walk over and back, over and back
- sometimes villages getting "stuck" in early progression and stop building
- sometimes army leaders got confused, when the zone they wanted to attack didn't belong to any city anymore once the army arrived there. So they were just chilling in one place while war is happening
- living houses were sometimes pink
- after loading sometimes units "swim" nearby their transport boat
- game started lagging after long time of playing
- some crash reasons
- relationships tool showed village names, instead of kingdom names
- lava2 and lava3 had colors switched on mini map
- tween errors spam in console
- culture techs that increased how many resources were given wasn't applied correctly
- sometimes the world where all kings had diplomatic personalities was "stuck" in eternal peace. Because the chance of war was less than 0
- [PC] achievement buttons blocking scrolling in their window
- [PC] world laws buttons blocking scrolling in their window
- bees make the game lag when going over mountain tiles
- [PC] avoid bringing tooltip while window is closing
- ufo not damaging buildings
- save creation time showing wrong date
- city center calculated wrong after bonfire destruction
- (pathfinding/ai logic) sometimes connections between regions not calculated correctly, as a result - ai was doing weird things
- sometimes the city wanted to colonize unreachable terrain. Like when there's a land inside a mountain
- wheat wasn't rendered correctly in hand sometime
- soft crash when crabzilla got healed by fairy while crabzilla is dying
- units were shown holding resources when they didn't
- city set target for other city even when it was not possible. For example, blocked by mountains, lava, double water lines, etc
- snakes attacking elves
- cities trying to send units to friendly cities blocked by mountains
- armies sometime decide to chill somewhere, and do anything for years
- unit/boat map icons didn't had z sort for them
- game lagging when units were being shoved into mountains during fights
- kingdom relationship history kept resetting, and timings were off sometimes
- effect for fire on unit not animated when unit died
- funeral boats: if a unit died from age/hunger inside a boat, his body stayed forever inside that boat. Eventually the boat had 1000 of bodies and counting
- soft crash because of the dragon sometimes
- some icons had wrong compression applied, ruining the colors
- sometime units would target enemies that were not possible for them to see or attack
- amount of boats kept increasing in one dock as the world progressed (when one dock is destroyed, ship joined another friendly one) because boat check limit was not actually used all this time
- error because of a plague
- poison immunity didn't work
- some kingdom relationships had a bug and would count the age wrong
- kingdoms button had the wrong description
- sometimes cities got stuck and did not build anything, because they thought there's a fire nearby (spoiler: there wasn't)
- unit selection effect was working behind menus
- tween error spam on map reload
- mobs were attracted to ruined golden brain after game loading
- butterflies and flies dying over mountains
- mountain damage gave exp to unit
- divine light didn't affect poppoints (idle units inside houses)
- crabzilla could be infected by plague causing soft crash
- some buttons showed tooltip on tap, that wer not supposed to show one
- sometimes pre-calculation for pathfinding/regions found wrong connections. Changed hashset formula
- sometimes units in inspector were showing wrong weapons
- bug with docks/boats textures
- mountain tiles not aligned correctly with other ones
- [mobile] saves from autosave menu didn't show titles
- [mobile] crabzilla joystick was stuck if crabzilla died while using the joystick
Other/optimizations:
- map loading times
- world/mini map switch effect
- island/pathfinding pre-calculations
- some sprites
- unit effects
- mini map rendering
- farmers/farm tiles
- name generation
- buildings
Enjoy!
Missed the earlier updates?
Hey!
We started a closed beta of a major update 0.14 to find the last bugs.
Update is pretty close and will be released shortly! Thanks for waiting!
...
Meanwhile, here's some previews from coming update, the we posted during development:
Lemon Biome:
https://twitter.com/Mixamko/status/1522810814880747520
World Map improvements:
https://twitter.com/Mixamko/status/1522118983054508033
World Map improvements 2:
https://twitter.com/Mixamko/status/1520874032882716672
Windmill and farms + new biome:
https://twitter.com/Mixamko/status/1520548119720693761
New animations:
https://twitter.com/Mixamko/status/1519425367664115718
New world generator templates:
https://twitter.com/Mixamko/status/1517505678620962825
Kingdom Customization:
https://twitter.com/Mixamko/status/1512792610250891270
New generated maps:
https://twitter.com/Mixamko/status/1509485305652563970
New Item modifier system:
https://twitter.com/Mixamko/status/1507387606719467531
Due to current world events the update 0.14 is delayed. Sorry for the inconvenience. We have friends, families and deep roots in both areas and are hoping for longlasting peace as soon as possible. Stay safe
With 0.13.10 there will be some memory improvements for longer games, and it also includes patches 0.13.8 and 0.13.9 which came with some smaller quality of life changes like the map loader and so on! Enjoy WorldBox!
Some smaller quality of life changes! Enjoy WorldBox!
The last update of the year! In this tiny patch we fix how landmines behave - as units could just run over them as if there was nothing. Also other smaller stability and performance improvements! Enjoy the New Year!
The game has received 2 smaller patches that has overall improvements. Mainly the language window has been overworked, and also the way the game language is decided. It will stop from falling back to english, in case you didn't change the game language in your Steam properties.
The game has received another small patch focused on the Steam version. It should help with a few stability issues. It will limit the amount of auto-saves per map - this will ensure that there aren't 30 auto-saves of the latest world that you played. Instead every world will have a max. of 5 auto saves. Also you can now select the language in the properties of the game in Steam! ( Before that, it only worked on the first start )
The game has received a small patch after the last Workshop release. It should help with a few stability issues, and will remove the rain sound ( for now ).
Hey World Builders!
CAN YOU IMAGINE? It's been only 2 weeks, and the next update is already out! Just before festivus - who would have guessed?
The name? Santa's Workshop! ( Version 0.13.0 )
Now what does Santa have to offer?
We hope you are all enjoying WorldBox! A smol update this Saturday with some tiny fixes:
WorldBox and STEAMy biomes are now Available!
https://store.steampowered.com/app/1206560/WorldBox__God_Simulator/
Enjoy!
...
If you purchased the game via website using humble widget before, you can get Steam Key using this instruction:
https://www.superworldbox.com/faq#i-bought-the-game-on-humble-steam
Key is on the same page as where you downloaded the installer before.
Cheers!
Hey world builders!
WorldBox should release on Steam before 12PM PST time today.
We did fixes with Hugo until 4am last night, so we worked on the update until last minute. Now the versions are compiled and submitted for the different stores to be reviewed
- Team WorldBox
Hey everyone!
1 more day until STEAMy Biome update!
Here's a few more sneak peeks about new biomes.
You can click on the images to see a full tweet with biome in action
Mushroom Biome:
Wasteland Biome:
Thank you!
Team Worldbox
Hey everyone!
WorldBox is releasing in Early Access on Steam December 2. Hope you'll enjoy latest update and finally playing WorldBox on Steam.
We have been posting some sneak peeks of coming HUGE BIOME update on our twitter and in discord. Here's all of them!
You can click on the images to see a full tweet with biome in action
Savanna Biome:
Corrupted Biome:
Infernal Biome:
Swamp Biome:
Enchanted Biome:
Jungle Biome:
CRAZY EYES:
Thank you!
Team Worldbox
Hey! Small announcement. We are working hard on the next update and multiple separate features(dont ask mastef about it), which will be a pretty big one. Stay tuned and expect some sneak peeks soon! Sometimes people ask why content updates take so long. As the game evolves and more features are added - some of the old code becomes hard to deal with and needs to be adapted. It requires big changes under the hood. If you played the game like a factorio - its a bit like rewiring 50% of your factories and conveyor belts, while keeping half of them not touched and working. Its a subtle job, which could bring non-obvious new bugs, which also take time to fix. Like cats attacking mages in cold blood. As a result, this rewiring work would make next updates easier to make and maintain. It also makes the life of the modders much easier. And modding support we hope to improve a lot after steam release and workshop integration. In the last year we reworked some of these parts of the code. And now working on another big chunk of these improvements Cheers! Team WorldBox
Thank you for waiting for the new update! It's been a big one. And special thanks for translators and beta testers!
Main mechanic that added this update - Cultures
This is the way to bring tech AKA knowledges into WorldBox and make kingdoms more unique. Later we would bring more rare knowledges to further improve this mechanic
Depending on culture - units would change their clothes
UFOs have pilots now
And finally you can see the colors of the kingdom's units and understand who is fighting who in battles
Apart from this, theres a lot of additions, changes and fixes. Check the patch-notes for all changes!
Official Website: https://www.superworldbox.com/
Full patchlog: https://www.superworldbox.com/changelog
Steam EA release is planned for December of 2021.
- Team Worldbox
Hey hey! We keep polishing the game and preparing WorldBox for Steam release. The newest WorldBox alpha update called ["So Many Things" ( 0.9.0 ) is available to test on Windows, Mac and Linux! In this update we have added... so many things!
Hi there, today we want to put a spotlight on an exceptional worldbox documentary created by Road Goat: - The Fall of the Duteran Empire - A Worldbox Film in 5 chapters The Duteran Empire is strong, but with the death of it's leader comes the death of the entire system. [previewyoutube=BI6p5dkVx5M;full][/previewyoutube] Please enjoy, like and subscribe if you love it as much as we do!
Working on units who can use spells.
Magic battles between MAD wizards are pretty chaotic, but fun
Watch WIP video preview on Twitter
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