- 2024 Glory Edition Update - 1 May 2024
A Glorious Update I've been busy working on a heap of changes to the game and today It's finally ready. With this new update I'm calling the Glory Edition, I've gone through the game from top to bottom and improved almost every UI, interaction and system in the game. These quality of life improvements I feel have added another level of polish to the game and overall improve the gameplay experience. Tweaked all UI elements to improve their design, animation, sound, interactivity and usefulness Added new data-rich UI's to give you more insight into your settlement (resource generation, population breakdown, financial information) Revised gameplay mechanics, giving you more control over how your dwellings collect resources and upgrade Improved settings, giving you more control over how the game performs Updated sound design, with more intuitive feedback when using the UI / interacting with…
- Achievement Update / Hotfix - 11 January 2023
Hey guy This quick update today addresses some issues with Steam Achievements. After looking through the system that handles the unlocking of achievements I've found a few bugs that were preventing the following achievements from unlocking reliably Campaign Grand Income Stream (4000 denari a month income) Exceptional Income Streams (7000 denari a month income) A Watchful Eye (50+ Roman security civic service buildings in total) Sandbox Sandbox Adventure (15m playtime in sandbox) Advanced Sandbox Play-through (30mplaytime in sandbox) Sandbox Empire (45m+ playtime in sandbox) Financial Preparation (50,000+ denari reserves) Advanced Finances (100,000+ denari reserves) All of these achievements should now be unlock-able and should happen naturally during your campaign or sandbox play-throughs. I'm always on the lookout for BUGS so feel free to start a new thread in the Discussion Forum if y…
- Upcoming Content Update - 17 May 2022
Hey everyone I just wanted to put out a quick update about the game and how it's coming along I've been working on a range of updated systems and buildings and the plan is to provide a more detailed update in the next few months with my progress. I wanted to push out additional content sooner but I've been dealing with health issues that I'm trying to resolve. I'll be trying to stick to the yearly roadmap but things may be slower as I work through my recovery. As usual though, if you have issues or run into bugs please create a ticket on the Steam general discussion forum and I'll look into it. I'm pretty confident that I've squashed a heap of bugs across the campaigns and it should be playable end to end! I check this forum generally once a day so feel free to reach out! Cheers
- Upgrading Glory of Rome (32 bit to 64 bit) - 18 March 2022
Hey everyone Currently the game is running as a Windows 32 bit application via Steam. While that's worked for a vast majority of the users, I've still had reports that some people are running into memory issues. Originally I thought the 4GB ram limit for 32 bit applications would be fine, however as you play into the late game, the app I've noticed can get very close to the 4GB limit. Even when you finish one scenario and move on to the next, there is still an increasing memory overhead. Going forward I'm going to be transitioning the app to a 64 bit release. This will remove the memory constraints and make it much less likely to crash. This will be happening sometime over the next few weeks. It will also make it much easier for me to maintain memory wise as I've had to re-design several key systems to keep within the 4GB memory limit. I've looked into the user numbers and an overwhelmi…
- Introducing Grand Civic Projects! - 17 March 2022
Hey everyone With todays update comes a brand new building type for the game. The introduction of Grand Civic Projects. These multi-stage development projects require you to leverage the collective skills and resources of your settlement to see them to completion. Grand Civic Projects These new buildings are massive multi-stage constructions that require a range of workers, resources and dependent buildings to operate. Throughout the Roman campaign you'll be tasked with the development of a series these projects, each of which will see you create a glorious monument to the Empire. How do they operate? Unlike other buildings you're familiar with, these projects aren't just set and forget. You'll need to place the foundations of the project and work through multiple stages of construction. With each stage of development the civic project requires an ever expanding list of resources, worke…
- Camera Perspective Mode, Performance Improvements and new Settings - 31 January 2022
Hey guys I've been busy behind the scenes further refining the game. With this update I've introduced a series of new changes and optimisations that are worth highlighting Foreground Item Detail Setting In the previous update I added a setting to let you control the number of items that appear in the background. With this update I've added another one to control the foreground items. With this setting (under display > performance) you can control the amount of detail the foreground has. You can use this setting in combination with the background setting to greatly improve performance. Setting your foreground detail to medium or lower can help you boost performance Camera Perspective I've been working on adjusting the camera so now you can either set to Side Perspective (the default 45 degree angle) or Top Down Perspective (a semi 2D top down view). You'll be able to switch to either mod…
- Graphical Settings & Performance Overhaul - 27 January 2022
Hey everyone I've decided to bring forward some performance optimisations and new settings. I've been looking at ways to further optimise the game and starting with this update, you'll have a few more tools at your disposal. Some people that they've had issues with late game performance in some of the end game scenarios. While my recent update helped to improve RAM usage across the game, these new optimisations today should provide you several ways to customise your performance. New Graphical / Performance Settings The settings menu (now accessible mid-game and on the home screen) will give you a range of new options to customise how the game operates. Background Item Detail This setting adjusts how many items are used in the background of the game map. These include trees, bushes, grass and other set dressings used to make the background more lively. Changing this will hide a portion o…
- Upgraded Performance & Optimised RAM Usage - 17 January 2022
Hey everyone I've been following up on some reports of crashes and decided I'd bring forward some performance optimisations that I've been planning. Basically as you build larger cities you'll notice that the performance can dip. There's a lot of factors involved here but here's a quick summary Additional GPU load as hundreds of people and thousands of items are drawn on the screen (even if they're low-poly there can be thousands of things shown at once) CPU usage caused by the citizens of the city and the coordination of their tasks. Memory usage, as the scene gets bigger more things need to be stored in memory All of those combined can negatively impact the performance. Released today is a series of performance optimisations targeting RAM usage. While not the most exciting thing, this update drastically reduces the amount of RAM the game requires and that should help address some of t…
- Full Game Release / 2022 Content Roadmap - 7 January 2022
Hey everyone, I hope you're all doing well. I wanted to outline my plans for Glory of Rome in 2022. I've transitioned out of early access and into a full release. I've been really grateful for all of the people who've reached out and provided feedback and support since going into early access. Since releasing the game initially I've managed to flesh it out considerably, releasing the African and Gaul campaigns, along with a whole host of other quality of life features. Full Game Release As part of the roadmap I've switched the game into a full release. It's gotten to the point where I'm really happy with the game and how it plays overall. I'll be able to market the game more efficiently now and hopefully bring in some more players. 2022 Content Plan I've got a range of content that I'm really excited to release for you guys. Even though the main Roman, African and Gaulish campaigns are…
- Steam Leaderboard Support - 5 January 2022
Hi everyone Coming in todays release is the integration of leaderboards into the game. Leaderboards With this latest update comes a range of new leaderboards for you to view. This initial release comes with 5 leaderboards , but now that the framework has been laid I'll be looking into introducing more of them as I introduce new content and modes. You can access the leaderboards, along with the achievements here: Click to view leader-boards I've ran into a few times where updates to the leaderboards were either slow or didn't come through. I'll be monitoring this and checking new scores as they come in. Hopefully this is just a temporary issue. Total Citizens This leaderboard tracks the number of citizens you have in your current settlement. As you grow larger and larger settlements you'll eventually get to 400, 500 or even 600 citizens. Theoretically there's no limit to the number of ci…
- Steam Achievements Re-design - 30 December 2021
Hey everyone As part of the transition to a full release I've been looking into the achievements system and how I'm going to handle it going forward. Because of the 100 achievement limit on Steam I've had to change the way some of these were implemented. Some achievements will be removed, while others will be slightly changed and range of new ones introduced. I know how annoying it is to have achievements updated or reset but I need to structure these correctly so going forward once the game is released there will be minimal changes. Here's a summary of the changes Achievements that tracked a specific resource (e.g amount of bread created) will be removed and replaced with achievements that represent a category e.g Collect 500 raw agricultural resources (wheat, millet, barley etc) The achievements for specific scenarios will be addressed. Currently they refer to the number of the scenar…
- Massive Roman Campaign Overhaul - 22 December 2021
Hey everyone. I've been really busy the past few month working on a massive update of the game, focusing primarily on the Roman Campaign. I've polished up a whole heaps of systems and mechanics, each of which should make your gameplay feel more balanced and rewarding Rewritten Roman Campaign I've started from scratch and rewritten all 12 scenarios in the campaign. The original scenarios I felt had poor balance, and un-even scaling with difficulty. They just didn't feel rewarding. These scenarios now follow a more balanced difficult scaling, the first few missions start by getting you used to the systems and buildings. As you progress they get increasingly more difficult, requiring you to create more resources, have a higher population and increase the density of your residences. I've adjusted the deadlines for all of these missions, giving you more time for each. This should make each s…
- Roman Re-Design Update - 22 November 2021
Hey everyone, It's been a few weeks since I've last posted and update and I wanted to share with you how the game is going. After releasing the Gaul campaign earlier in the year and the updated African campaign recently. I've been looking at the original Roman campaign and looking into how I can improve and update the design, balance and gameplay to bring it in-line with the other campaigns. Re-designed Buildings The original design had everything in a low poly style. Over time however, with the African and Gaul cultures, I've created more detailed buildings and structures. When you compare these buildings to the old Roman ones you can clearly see a difference. Part of this update will be upgrading these old building stylistically so that they feel more detailed and polished. Food Storage Yard A good example of these changes are in the Food Storage yard which now has updated colours, an…
- African Kingdom Major Redesign - 26 September 2021
I'm happy to announce that the new changes to the African Kingdom expansion go live today. This update sees a re-work of the African culture and changes how the African Kingdom campaign will be played. Overview After completing the Tribes of Gaul campaign, I felt that the African Kingdom campaign was lacking. Where in the Gaul campaign you had a wide range of resources and buildings, the African campaign mostly used a mixture of Roman and African resources and buildings. It felt like the African campaign focused too much on Rome. While Rome is important and still plays a role in Africa, I wanted the African people, along with their buildings and resources to be the primary focus of the campaign. With these changes I'm very happy with how the campaign now plays (and I hope you will be too!) The Tribal Hunters With all of the new buildings and resources, it felt like the two original grou…
- Glory of Rome Development Timeline - 15 September 2021
Hey Everyone. With the Tribes of Gaul expansion finishing up a few weeks ago I've been planning the next few months of development and where the game is going. While I'll still be putting out releases every week or so for small changes (updates to the UI, bugfixes, balancing of buildings etc) I'm going to be focusing on these major upcoming changes Expanded African Kingdom Campaign - October The African campaign will be getting extended. Currently the gameplay revolves around an even mix of African and Roman buildings and objectives, this was done because of the relatively small amount of resources and buildings the Africans dealt with. New Resources I plan on introducing 10 new resources for the Africans. These will range from simple resources to multi-stage resources that require several steps of processing. New Buildings To facilitate these new resources will be the creation of new i…
- Performance Improvements & New Warning System - 8 September 2021
Building Warning System I've been continually improving the UI of the game to make it easier to determine exactly what's happening with your buildings. Currently there are two ways you can find out more about your buildings. Either hover over it to get a quick tooltip showing critical data, or select the building to view a more detailed breakdown. With this release there's now another way for you to see at a glace what's wrong with your buildings. When your building runs into an issue it will flag a warning icon right on top of it, signaling that there's an issue you need to address. How it works Every building in the game now performs a series of checks for common issues and when found will flag this icon. There's a whole range of conditions in which these warnings might be flagged, but here are some of the common reasons Dwellings - Not enough jobs (indicates there are not enough plac…
- New features and updated systems - 3 September 2021
Following off over the last few days of updates, I've pushed out a new release today with some features I'm excited to share with you all. Dwelling Information Browser One of the common issues I've found is that when you're building your dwellings, you don't get enough information about what resources you'll need to upgrade them, you have to select them to find out. In this update I've added a new UI that you can open for all dwellings. This UI shows all of the information you need to know to help upgrade your dwellings. Resources they require, civic services they need, along with taxation and population information. This UI should help give everyone a bit more information about these dwelling and what you need to do to help them upgrade. You can access it via a small "question-mark" icon when building dwellings. Further Game Help Updates Following on from the last few updates, this rel…
- Post Gaul Update - 30 August 2021
I've been busy since launching the Tribes of Gaul expansion. Today im releasing a few quality of life changes to the game and introducing a few new and adjusted features! Senate Missions Changes In the Grand Roman campaign, once you've started each scenario you have a chance to be sent a mission from the Senate, these missions have you collect resources, have a set number of citizens in your city or have a nominated amount of currency. In this update I've refined the system and it should be more fun and enjoyable now. For example Senate Missions will now only start when you've used up 25% of the scenarios time. This will make it easier to get your city up and running before being asked for additional things from the Senate. Also the logic has been adjusted so that each month that passes your likelihood to get a mission increases, until you receive a mission and this chance is reset. Sen…
- Tribes of Gaul Released! - 24 August 2021
It's been a long time coming, but the latest update is finally here. Take control of the northern expansion into the lands of the Gaulish people and build thriving, rich villages. New Society Introducing the Gauls, the tribal based culture situated in southern ancient France. These people are hearty, strong and robust. They have a culturally rich society and through a range of scenarios you'll learn what they require and how they play. Gaul Overview You'll play initially as the Gauls and become familiar with their people. You'll learn about their industries, religion and culture and grow vibrant trade centric villages. The Gauls produced a wide ranges of goods, trading extensively across local tribes and with Rome. The Gauls employ a series of deeply interconnected buildings to generate, refine and trade goods with others. Much like Rome, the Gauls created a series of raw resources and…
- Tribes of Gaul Update - 28 July 2021
Hey everyone. The Gaulish expansion is coming along exceedingly well. I've opted to expand upon my original designs and flesh out new buildings, resources and citizen types. Gaulish Citizens Previously the expansion was going to focus around two unique citizen types, similar to how it functioned in the African Kingdom campaign. however, because of several new resources and buildings, I've split one of the larger groups into two, so now you will balance three groups of citizens and their various needs. Kin - The lower ranks of Gaul society, primarily concerned with agriculture and industry Warriors - The battle hardened members of the tribe. These citizens focus on training, battle and war and their requirements are what you'd expect, they want weapons, armours, beer and will operate security based buildings Elites - The higher tiers of the society. These citizens will manage high level…