
- Build houses to give your villagers homes.
 - Clear farm fields to grow a variety of crops, from basic staples to exotic magical ingredients.
 - Open shops that turn raw resources into valuable goods.
 - Construct warehouses to store your resources and goods.
 

- Take the resources and goods your villagers make and turn them into gold!
 - Trade for other resources that your villagers need.
 - Invest your gold to expand your village.
 - Refuel trains that stop by on their long journeys.
 

- Keep the railway happy and pour in gold to improve it.
 - Unlock new types of goods and resources.
 - Create opportunities to grow into a prospering town!
 
Hi all - it's time to drop another demo! Huge shout out to Bea for testing and logging a bunch of bugs, this new build doesn't cover everything but should address the majority of issues raised.

Also, we have new store art! Thanks to Nico Square (https://nicosquarepro.myportfolio.com/) for that, I commissioned him to put together the "capsule" art and it is fantastic!
The demo is up on Google Play too - it's out as a public test, which should make installation a bit easier than sideloading it from Itch.
I've got a list of release notes if you're curious about all of the changes.
- Adjusted the Build Menu to fully block the Train UI when open.
 - Upgraded Godot to 4.3
 -  Fixed the Build Menu to make click and drag work as a scroll method. (Mainly to make the Android version work better, but this is technically cross platform.)
 

- Add a "Loading..." pop-up, and load in background thread(s)
 - - Known Issue: Single-threaded loading in MacOS, for some reason multi-threaded loading caused the game to crash.
 - Make sure controller hints stay hidden at the start - this would be confusing for Android players (assuming they don't have a controller connected).
 - Added new settings:
 - - Enable/Disable Tutorial Hint Bubbles
 - - Toggle "Extra Zoom" - Adds +1 to the scale factor between the game's coordinates and the screen coordinates. See Diary #11 So You Want a Resolution for more info.
 - - Fullscreen is no longer an option in Android - it's always on.
 -  Certain in-game pop-ups are shifted to the left on Android, to allow room for the on-screen keyboard.
 

- Change the Build Menu to put buildings in separate tabs.
 - - This also includes an ordering system, so that within each tab there is a logical ordering.
 -  Add steam engines that can travel to the right. (Not available in the demo.)
 

- Create a more in depth tutorial system. (Still not huge, but should be enough to get most people started.)
 - Fixed an issue where selling goods to a train would replace the goods already present.
 - Can now click and drag a stone road over a dirt road to upgrade it. (Required demolishing and rebuilding prior to this.)
 - Fixed an issue where one type of tree said "Demolish" instead of "Chop Down".
 - Fixed an issue where a transparent part of the Train UI was blocking clicks to other UI.
 - Rather than displaying the next train's spawn time, the UI will show an estimated arrival time.
 - Finally fixed a navigation map generation error that occurred on the second load since start.
 - - I'm not sure how often this actually had any real impact, but there would always be a weird log message about the navigation mesh having overlaps whenever I started a game, exited to menu, and then started or loaded another game. Turns out I just forgot to do some cleanup on exit.
 - Switch LT/RT with LB/RB - Train UI now uses the bumpers for navigation, time uses triggers. This allows us to use bumpers for build menu tabs as well.
 - Later steam engines require more water.
 - Adjust cargo train/passenger train ratio in favor of cargo, to reduce immigration rate. (Having too many people was making the game too easy.)
 - Block demolition (or chopping trees) when the storage is too full to hold the resulting refund.
 - Keep the cursor in bounds when the camera moves, and vice versa.
 - Reserve capacity when demolishing. This prevents a workaround where you queue up a bunch of demolitions, and then go over wood capacity when they finish.
 - Fix a issue where trying to overwrite a save in "Save As..." would still hide the dialog, despite requiring further player input.
 -  Use Godot's own translations for built-in UI (i.e. Save & Load Dialogs)
 
Minimum Setup
- OS: Linux distribution released after 2016
 - Processor: Intel Core 2 Duo E8200 or AMD Athlon XE BE-2300Memory: 2 GB RAM
 - Memory: 2 GB RAM
 - Graphics: Intel HD Graphics 5500 (Broadwell) or AMD Radeon R5 Graphics (Kaveri)
 - Storage: 200 MB available spaceAdditional Notes: Full Vulkan 1.0 graphics support required
 
Recommended Setup
- OS: Linux distribution released after 2020
 - Processor: Intel Core i5-6600K or AMD Ryzen 5 1600Memory: 4 GB RAM
 - Graphics: NVIDIA GeForce GTX 1050 (Pascal) or AMD Radeon RX 460 (GCN 4.0)
 - Storage: 400 MB available spaceAdditional Notes: Dedicated graphics with full Vulkan 1.2 support recommended
 
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