
Improved the way construction priority works, is more strict now.
Added an ability to modify all key bindings. Added hotkeys to open worldmap, economy & population panels. Added an option to disable edge scrolling. Can now exit world map or control panels with Esc key. View pitch is now saved to restore after zooming out. Optimized performance (sounds way simpler than it is). Improved the look of water edge in winter. Substantially overhauled and improved the game UI.
Added pigs husbandry for production of pork and an iconic Ukrainian product – salo. In which all of you are welcome to take part! So Alpha 2 is another iteration of testing. Everything needs a lot of thought, testing, thought again. This genre leaves no chance for quick development. Together we managed to get the game UI on a new level and break the silence with a unique soundtrack.Īlthough it was almost a whole year in development since last update and had some major improvements, keep in mind that it is still an alpha, so don’t expect it to be as stable as a finished game. With the funding collected during Alpha 1 I’ve been able to get a lot of help from some of my very talented friends. There’s a lot of interesting new stuff still on the road map, but I don’t want to add those before the game system is able to make them really meaningful.Īlso this is the first update to feature some of the work not entirely made by me. I believe that attention to the detail is what sets Ostriv apart from other city-building games so I’m just refining its stronger points.
But instead of going the path of adding “more of the same”, I tried to fit as much as I can into existing buildings, improve what’s already there and fill in the missing parts. I guess when someone says “new content” for a city building game, first that comes into mind is new buildings and production chains.