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Hello!

I’m excited to share that I’ve successfully implemented the resource and auto-generation mechanics for buildings. Now, structures in the game can spend and generate their own resources over time. For example, the Town Center will generate Influence in stored time phases (and yes, we’ll be able to upgrade that). Houses, on the other hand, will generate Coins, simulating a tax system. The system operates on a formula of Resource + Amount + Time, and while the resource type is constant, upgrades will let you adjust the time and amount!

Another major milestone is the start of the Quest System, with the foundation being the Conversation System. This feature works similarly to Anno games, where characters appear to deliver key information. Conversations will trigger quests, allowing players to accept or decline tasks based on these interactions.

I’m also happy to introduce someone special: Dennise Liberton, a loyal friend who will always be by your side. I’ve named him after my son, and in English, his name carries a similar meaning. It’s my hope that when my son plays this game, he’ll remember how much I love him—now and always.

Super happy with this progress, and as always, thank you for stopping by!

Cheers,