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 53.5 - A few goodies
I didn't get around to adding a few things I really wanted to add - but hopefully soon!
Thank you for all the support, reports, and suggestions!
Atorcoppe.
The last month or so has been a crazy time for me - been super busy. But my work on SAELIG ever stops, so here is a nice little patch.
- Fixed an issue where pickpocketing someone could cause them to freeze in place forever.
- Added text near player potrait to say the current player action.
- Caravans and Trade Ship will no longer buy goods they are selling.
- Family name at the top left of the UI now shows current player name as well as last name.
- Added a button to selected player to teleport them elsewhere if they get stuck.
- Fixed it so giving people something from pack no longer gives the entire stack.
- Tracked people tooltip now shows full names.
- Fixed some perpetual broken bone issues.
- Trade estimation tooltip tweak.
- Some UI fixes.
- Fixed some bugs related to punching a watchman.
- UI Tweaks.
- Added wergild back in which means if you murder someone and get caught, their family gets the fine money.
- People who you have gotten money from through begging, entertaining, and pickpocketing are now remembered for a while so you cannot endlessly spam the same person.
- Some pickpocket balance tweaks.
- Homestead warmth now more reliable.
- Following when mounted now works.
- Tweaked some of the thought process for children so some of the bored ones may be inclined to become a beggar rather than a pickpocket.
- Tweaked some of the conditions around people becoming beggars, minstrels, and thieves.
- If a crime isnt intercepted on the spot by a watchman but dealt with in another way, it will now be counted as intercepted in the crime report.
- Changed the Report Crime action label to Alert Watchmen.
- Children now far more inclined to pickpocket instead of breaking in or waylaying.
- Kids can now be declared outlaws if they run away from a crime scene - though note that a child outlaw doesnt quite have the same penalty as an adult outlaw. It just means that watchmen will confront them on sight and demand retribution.
- Fixed it so you can select the bottom notification icon when you are inside a building and have the UI minimised.
- When people have broken bones, they will be way more likely to rest it off than before.
- Fixed a bug where if you were sent to the pit, youd teleport home first and then walk to the pit.
- Relationship history has been added to character info that shows the last 20 or so relationship changes with any selected character.
- Character fitness now works based on distance travelled, rather than just starting movement.
- Vanity name is now shown in building info.
- When typing numbers in trade route fields, it should no longer trigger hotkeys.
- Map icons will no longer be activated when you press space.
- New button added near the player potrait to open notification settings.
- Fixed skill milestone popup getting stuck if it showed while saving the game.
- A potential fix to the hotkeys menu not vanishing when you release the control key on some computers.
- Fixed a navigation bug with a specific plot.
- Fixed potential navigation issue with Herbalist Hut shed.
- Sheds now have larger inventories.
- Production tooltip fixes.
- Larger timespan between military and merchant camps.
- Player can now do healthcare at Herbalist while working at night.
- Travelling Monk fix.
- Weapon damage tweaks.
- Recipe info tweaks.
- Skills are now sorted showing General first, and then alphabetical after that.
- There is now a min of 2 Vikings per raid.
- Fixed a bug when selling building for missed taxes.
- The player as an employee can now abandon a cart if they are working and forced to haul the cart after work hours.
- Camera movement calculation tweaks.
- Fixed a supervise bug where if you walked away after supervising your next task may be reset within a few seconds.
- Bunkhouse tweaks - it is now displayed if youre relaxing in a bunkhouse instead of sleeping due to lack of beds. Relaxing is way slower at increasing energy.
- Fixed a major automation bug where offloading wasnt working in some cases.
- Fixed it so you cannot buy a wilderness plot without any money.
- Improvements to the system that does random number generation and calculates chances for things happening.
- When a building is destroyed, the AI will no longer rebuild the same building 100% of the time - instead theyll evaluate what kind of building to build.
- Fixed some UI Bugs.
- Sick people will now do less things that require travel.
- Entertainment, pickpocket, and begging options enabled when inside buildings.
- Supervision notifications changed to a basic notification rather than a popup.
- Relationship menu - you can now filter by profession.
- Fixed a possible save error that could corrupt saves.
- Fixed character creator FPS.
- Major viking crash fixed.
- Shader preloading optimisations.
- You can now accuse people of crimes after the fact and a watchman will investigate and decide if they will prosecute or not.
- Fixed an issue where horses could teleport into the doorway of longhouses.
- Fixed some pit issues.
- Fixed flour mill bugs when loading a game.
- Some nav tweaks.
- Fixed a bug that resulted in all horses being named Steve.
I didn't get around to adding a few things I really wanted to add - but hopefully soon!
Thank you for all the support, reports, and suggestions!
Atorcoppe.
[ 2025-02-23 03:02:57 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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