It’s been a while, but this IS the biggest of the content updates! Since the demo, the game changed a lot - it’s much more streamlined now, and the world itself is completely transformed. There are rivers, fissures and snowy lands, and it’s full of new life: wandering beasts, neutral herds, and mounts you can actually ride. On top of that there’s a big food overhaul,…
Here comes the biggest update after the demo release! Besides a million of bugfixes there are actually a lot of new features and content now. One of the most important things is the production prioritization! It’s now possible to assign better workers into specific productions still without having to microcontrol all the workers. Read how it’s done in the full post!
And, this update is an even more important milestone that the previous one! :) After years of development, I finally completed a demo build and it was finally released on Steam. Watch a new trailer about it and read the full article to know more details! 


	 

 Or just play it!
This is the most important update on Colossal Citadels so far! This week the demo is out, and soon you will be able to try the game yourself! It is still might be in a rough state, but I think it’s good enough for now. Don’t hesitate to leave any (constructive and non-constructive) feedback in our Discord . Check out the full post for lots of more notes. 

 
 
 
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As the time flows, the development stages also finally change. This post will tell about a bunch of important steps for Colossal Citadels, such as plan and determination for a demo release, as well as some good gameplay updates, as well as one more interesting detail. Check it out!
This time has brought some cool new features for Colossal Citadels and a lot of fun for me! I added legendary rewards for bosses, level transitions, technology blueprints, actual dungeons (!), and some other small things 


 
 
 
 

Happy New Year! I had a lot of very positive happenings in my personal life, including FINALLY getting the residence permit in Sweden. Now I can proceed with some legal steps that will allow me to release this project. 
 For Colossal Citadels, this time there has been a huge lore overhaul. I dreamed about Cartographers, world & cosmos structure, Distortion, Trees Of Life, The Abyss, false and…
This was an important time for Colossal Citadels: multiple playtest sessions revealed some great opportunities to streamline gameplay and improve the learning curve. Besides that, there were a bunch of content additions! 

 
 
 
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Glad midsommar! Here is the first summer blogpost :) It brings lot of new cool things since the last update! Most notable are Finite Resources and Procedural Forest Types. Read more in the full post. 

 
 
 
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 This update brings a lot of new gameplay content, including shield designs and building designs. In this post I’ll also describe some experiments and plans!

 
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 Hi! These two weeks I did a bit of streams where I’m adding some new sacrifice-themed content and some gameplay changes!
Hi hi, it’s been a long time! It’s time to lift the veil on the development a bit! :) Now I do periodic live coding sessions on twitch where I play Colossal Citadels until I encounter an issue, and then proceed to fixing it. You also have a chance to play the game at periodic public playtest sessions at Game Habitat in Sweden :) 
 There were so many changes since last time! I tried…

 
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 So, here it is. Another huge update with mechanics that change the gameplay completely.
This period consisted mostly of rebalancing and changing numbers randomly until I feel better! As a result, we got much more challenging and stable gameplay, but still there are a lot of issues and now I want to steer player a bit from exploration to town-building. And of course there was a lot of bugfixing - I solved A LOT of old issues, including some game design ones. Anyway I’m starting…
The most important and impactful (and sort of spontaneous!) change that I just made and that appears to fit quite well was procedural passives . I’ll explain what shortly what does that mean. But it’s funny that they extend the extensive list of procedurally-generated things Colossal Citadels already has, and I didn’t quite plan that!
Hey hey! Happy new year! It’s been a long time. But now I finally finished signing a contract with my new employer so that I’m allowed work on this side project in my free time, and now I’m returning to my workflow (yep, that’s how it works with some big companies). So I’m back! 
 And I bring lots and lots of new changes, some of them are quite fundamental.…
“Waiting for player2’s turn” message on a black/locked screen is boring, you should at least try to do something about it. 
 I just made a tiny post with some thoughts around sim-turns and parallel gameplay in turn-based games. There are some well-known (and not so well-known) ideas such as next turn predictions, alternating turn phases, planning by controlling enemies, and…
Super important implementations of long-awaited features related to Understandings are arrived this week. Now the system is much more deep and role-play-capable than it was before and now is quite close to the design I intended: your people can now be, for example, xenophobic exocannibals, or vegetarian destruction-magic communists, or any other weird combination. I’ll describe the…

 
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 This tenday brought a lot of handy updates. The most important, I finally fixed quick world reloading, and now you don’t have to relaunch the game when you to load or start a new run, haha! This also allowed me to fix some issues related to Replay Last Turn functionality and to implement the long-awaited undo button…

 
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 Living through some extremely stressful legal stuff, I didn’t make anything highly important this tenday. Instead, I was calming myself by casually polishing and improving the clarity of battles and abilities: this is as always a very fun thing to do. Besides increased juiciness, now there are fewer awkward things like…
Typing this on my way to Kullens Fyr . A few days ago I decided to get a tighter grip on blog writing - I found it quite enjoyable as I realized that I actually have a lot of things to write about. I made two blog posts related to Colossal Citadels - one about its fog implementation , and the other about triangle grid , which is another unique thing about this game. Both blog posts got some…
Exactly two years later, I’m writing a follow-up article on triangle grids on my personal blog. It features better distance functions than in the latest article. Check it out!
Very good to finally experience summer completely. It actually gets hot here in Sweden! I’ve been to midsommar celebration, some birthdays, and walks in the awesome Swedish forests, so this time there are not so much gameplay changes, but anyway, there are a lot of internal changes, plus some usability and tutorial improvements. 
 Meanwhile been slowly rewriting code to get rid of one…


 Another week of Colossal Citadels development, I did a lot of important bugfixing and finally gave attention to some very pleasant important feature, procedural resource visuals. It was well received in social networks (and of course, in r/procgen . Easy.) and I gained some new followers. I’m happy about it, because it’s one of fundamental features! 
 Haha, this week…
Hello, I’ll start with not so good news (though, I already said it week ago at Discord ). Colossal Citadels won’t participate in this summers Steam NextFest. It’s good that I made wider playtesting time last weekend: a lot of useful conclusions were inferred from the tests. Thank you guys! 
 The most important conclusion (and the primary reason of postponing the demo until…
This tenday I made even less features and even more insectoidquashing than the week before. A lot of big problems come from google’s protobuf library, which I’m using in this project. They couldn’t make it to work with dynamic loading and even refuse to try, and Unreal Engine, as well as a lot of other software, makes use of it. Problems come in form of memory leaks, since…


 Hey! Colossal Citadels is going to have more unsupervised pre-alpha tests, and I need more people for that. If you want to participate, fill up this form and wait a until the end of the week! 
 Disclaimer: this will be a limited version of first N turns with fixed maps and less procedural generation - it will be easier for me to judge about the experience of tutorials and first…

 
 
 
 

 This week I’ve been working on bugsquashing a lot, but I also added some important automation features. One of them is mostly targeted for the lategame when you’ll want your towns running on their own and providing your adventurers with supplies automatically. Another of them is an overhaul of scouts which now explore surroundings automatically. Both…

 
 
 
 

 The most important feature added in this list is a battle engagement effect. Now when you place a movement order, it will immediately display that battle is about to happen. Because now all battles are visible in advance, it became much easier and convenient to play. I’ll show the effect soon in a video. 
 I won some reddits again with a simple…

 
 
 
 

 Past two weaks I’ve shown the game to multiple new people and done a lot of playtests. They seem to like it ^_^ Steam NextFest is really soon, I hope I’ll be able to deliver good enough experience for you guys. 
 I also partially got back to work, so less changes this time: but there is still a lot of important bug fixes, such as movement…
That was really motivating four days with a lot of new ideas and implemented features. From important things: spell scrolls now are implemented - these are group-wise spells that consume items on use. They need to be created from scrolls. Other thing is projectiles for weapons like bows. Now you’ll have to supply different kinds of projectiles like in factory games. 
 Here is a huge…
Immigration is hard, and also putin now threatens to attack country I moved into. But I’m working on this project, playtesting and designing stuff is great as always. Preparing demo build requires a lot of old issues to be solved so that the game will feel closer to what I want. Here are this week’s changes:
Good/bad news! Due to moving to Sweden as an asylum seeker and waiting for a exemption from a work permit, I’m now officially unemployed! But on the other side, my dream of becoming a full time solo indie game developer has fulfilled. So, this week’s changelog is going to be really big
Now I can finally work on the game while I’m waiting for some legal steps to happen. We did a first playtest in a while, the last one was 1.5 months ago. A fresh look (sort of), allowed me to get lots and lots of new ideas and usability improvements, but I started to implement only some of them, because my main task now is working on a public demo. There was a demo long ago, but I want this…
This month there were no updates because these terrifying events happened. A full scale russian invasion beginned with series of rocket strikes on my beloved Kyiv. I’m not a soldier, so I left Ukraine after 10 days and now only participating in the information war. 
 As I settled after a very long path through Europe, I could make some tiny updates to the game as a rest activity. Long…
This week I’ve been mostly working on fixing bugs: I got rid of a lot of them, but there are a lot more. Besides from that, I’ve done quite many small improvements and additions. Most important one, I think, is an improvement of melee battle movement algorithm. I showed how it works in this tweet . With latest improvements, creature are more likely to form lines, while not missing an…
Time for a new changelog update! I’m returning to pre-covid efficiency (got sick in January), though, it’s hard to say if I done less when I was sick, because I was making a Steam page and finishing a trailer. By the way, that kind of work is much harder than programming! 
 This week I conquered a subreddit with one post, Characteristics in /r/magicbuilding. Also, I fixed quite big…

 
 
 
 

 Here is this week’s changelog. It includes important improvements for next turn prediction visualization, making it much more responsive. Since this game has simultaneous turns, this visualization greatly improves quality of life and makes player’s actions more deterministic. There were also some atmospheric changes. 
 I also updated the trailer…
Yesterday was an important day, I announced the trailer and published a Steam page, got some questions and discussions. I’m especially happy about my post on /r/4Xgaming gaining a lot of upvotes and making on top of their main page. I will be thankful if you retweet this . 
 Back to the main topic, it’s really inspiring to write changelogs, so I’ll post them periodically.…
Out of the mist of The Infinite Ocean, we finally reveal announcement trailer for Colossal Citadels! Here you can watch the bits of gameplay for the first time: 

 
	 

 This is a development blog, and all published in-game materials are subject of change 
 Some more important news: Steam Store page is set up. You can wishlist the game now here:…
COLOSSAL CITADELS uses triangular grid instead of common hex or square grids. 

 
	 

 This is a development blog, and all published in-game materials are subject of change 
 I will give you some implementations of most used computations on triangular grid. I recommend to come up with this by yourself, but if you’re in hurry, you can just copy from this article or…
Hello! 
 I’m launching this website and blog now. I’m loving that night camp scene video background, even though chromium eats the whole CPU while playing that. 
 Later I will unlock more info here, as soon as I finish working on the trailer and announce the game. It’s going to be awesome! I’ve already published some footage of visual style and music on social…
Consisting of… 
 A solo developer, Vsevolod Kvachev. 
 I am a C++ Software Engineer. I’m working on Colossal Citadels in my free time for quite a while. I also do most of 3D models, UI and graphic design, all the music, and worldbuilding for the game. I use paid assets for some animations and some characters, however, I usually heavily modify them to make them match the…