SÆLIG
(Old English: blessed, fortunate, prosperous, happy)880 A.D.
England.
At its core SÆLIG is a trading and management game centred around the accumulation of wealth, and the prosperity of your household. You will be in charge of managing the life and affairs of a young Anglo-Saxon in the kingdom of Wessex, a kingdom at constant war with Vikings. It is in this world that you must find a way to thrive, and make a name for your family.
SÆLIG also incorporates many role-playing and simulation features, including: relationships, buffs, skills, health, missions, needs, character based interactions, and direct character control.
There are numerous ways you can live your life, each one brings both risk and reward
- Find love, and start a family.
- Start a business, hire workers, and produce the goods that people need, as well as luxury items.
- Make your fortune by trading between towns.
- Head a gang of thieves and take what you want.
- Sabotage your competition and monopolize goods.
- Accept and carry out missions to deliver goods around the map.
- A living, breathing world, where each character is trying to survive and prosper.
- Each character has their own life from start to finish and has the potential to shape the world around them, just like you.
- Live through several generations – when you die, you can continue as your one of your children.
- Dynamic seasons and weather that affects the world around you.
- Lots of different types of buildings to purchase and upgrade.
- Fires and diseases have the potential to not only decimate your home, but also towns and villages all over the map.
- Living economy - nothing simply exists, everything is made and consumed by the population.
(Linux version coming after initial release)
Update #14 - Changes, and things like such.
Known Issues
I think that is about all I've got for you today.
Cheers,
Stardog.
Howdy,
I hope all is well. I have released another update, listed below are the changes.
The good bits
- The supervising system has been changed. It no longer will apply straight away, but instead you must leave your character there for a while before it is applied. The time it takes to apply is calculated based on your day length. You will get a notification when it is done.
- More time based things are now calculated properly for day length. So you may notice some things take more or less time, depending on your day length.
- Changed the UI a bit for inventory icons. There is now a B and a S on each item. B = price at which things are purchased, S = price at which things are sold.
- Tweaked the health system quite a bit and it is now better calculated based on day length.
- Fixed several small programming errors that may or may not cause small issues.
- Fixed a bug that could result in a duplication of your family if a very specific set of things happened.
- Fixed a bug that was stopping the AI controlled Alehouses from producing food.
- Quite a few tweaks made in an attempt to fix an issue with time not progressing. Unsure if fixed, do not have enough data on the problem to say for sure.
- Other minor bugs have also been fixed.
Known Issues
- When manipluating time you may notice that the speed up key does not work when the game is paused. This can be solved by *holding* the speed up key for a couple seconds instead of tapping it.
I think that is about all I've got for you today.
Cheers,
Stardog.
[ 2017-11-13 05:03:15 CET ] [Original Post]
Minimum Setup
- OS: Tested on Steam OS
- Processor: Multi core CPUMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 970 or better
- Storage: 14 GB available spaceAdditional Notes: Vulkan.
Recommended Setup
- OS: Tested on Steam OS
- Processor: Multi core CPUMemory: 16 GB RAM
- Graphics: GTX 1080 or better
- Storage: 14 MB available spaceAdditional Notes: Vulkan.
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