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Peasant Simulator

Peasant Simulator Steam news

NACorp | Coming soon | game

Coming Soon

GameSteam Store content

ActionAdventureIndieRPGSimulation

  • Steam app typegame
  • Steam App ID1459700
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperNACorp

Peasant Simulator news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID1459700
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperNACorp
  • PublisherNACorp
  • Parent gameNot available

Genres: Action, Adventure, Indie, RPG, Simulation

Company pages: Developer: NACorpPublisher: NACorp

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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Peasant Simulator Steam news

Peasant Simulator news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • DevUpdate #8: 64x64 KM Gameworld - 18 April 2025

    Discord: Join the Discord! Steam Wishlist: Wishlist Peasant Simulator on Steam! Bluesky: Follow on Bluesky! Build #205 Much of the recent work has focused on developing the game's underlying framework, with Build #205 specifically emphasizing improvements to level generation creation systems, streaming, and authentication. The size of the Sandbox I can now confidently confirm that the final game world will span at least 64×64 km! https://i.imgur.com/OmAlPR7.png This screenshot shows a sky-level top-down view of a 32 km terrain bridge I've built to test the map's scale. What you're seeing represents just one quarter of the final game world, which will extend to at least 64×64 km. Achieving this scale required significant testing and fundamental changes to how world modifications are created. The solution boils down to: Tracking the location of anything "Removed from the Base World" - In…

  • DevUpdate #7: Cooking, Crafting, Fire, Kingdoms. - 7 April 2025

    Discord: Join the Discord! Steam Wishlist: Wishlist Peasant Simulator on Steam! Bluesky: Follow on Bluesky! Build #157 Big post, lots of changes. Fire Propagation Fire is something I've wanted in the game, and I've started including it into the background sim. It behaves about as you would expect, the fire searches for nearby entities, checks if they are flamable, and if so, lights them on fire - repeating recursively. Interestingly this has helped highlight some other performance issues I was having, and have since cleaned up! As a result, crops now are 13x more efficient then they were before! Which is great, because the game world needs to support hundreds of thousands of them. Fire hasn't been added in a general case yet, its just something I'm testing in the editor - but as a proof of concept it does work. Fire represents unique challenges to the games design, and in a PvP sandbox…

  • DevUpdate #6: Rot, Construction, and Farming - 30 March 2025

    Howdy again! Feel free to Join the Discord! if you wish to follow the development more closely, and if you want to help the game succeed, feel free to and Wishlist Peasant Simulator on Steam!. Thank you. Build #148 Rather than including the change list at the bottom of every post, I think it would be more prudent to simply include the current build of the game at the top. This is currently the 148th Steam build. Farming Benchmarking. https://i.imgur.com/cngMUT7.png I recently conducted a farming Benchmarking test with a three players total, and the systems seemed to scale very well! We created a plot of several thousand tilled soil patches, and the game / server didn't blink. So performance is looking good! It will be exciting to see large groups of players coordinating to farm large swathes of land. https://i.imgur.com/D5WqrW1.png The cool part about this is that you need to move all o…

  • DevUpdate #5: The Background Simulation. - 23 March 2025

    Background Simulation Devlog Howdy again! Feel free to Join the Discord! to follow the dev more closely. If you know anyone who likes to read technical game dev blog posts like these, feel free to shoot them a link, I'd appreciate it. Patch #138! I just wanted to take a moment to celebrate the 138th Steam Upload to the game since its inception. https://i.imgur.com/FTZ1fiY.png It's really surreal to see this number slowly tick up day by day. It will still take thousands of updates yet, but the game is slowly taking shape. "The Background Sim" Over the last two weeks or so, I've done a mountain of work to move my logic out of Unreals standard framework, and into a "ECS" centric framework, with FLECS. One of the primary goals of Peasant Simulator is to let players live out their medieval lives in a world full of "things". A "Thing" can be really anything interactable. A tree, a bush, an ap…

  • DevUpdate #4: Fishing - 10 March 2025

    Hello again! Join the Discord! to follow updates as they happen and be part of the community. Fishing Fishing is now making its way into the game as a fully interactive system. Bodies of water now support fish populations, with fish visibly swimming across the surface. Additionally these surfaces will LOD down to no fish when the player leaves the area, when the player re-enters the area. Eventually the same fish will respawn, but for now its random. Players can cast a lure into the game world with a simple click. When the lure lands, it generates a noise visualized by a white sphere. Fish within range of the noise will be startled and quickly swim away. Retrieving the lure also creates noise, making careful timing important. Once in the water, the lure drifts along its cast trajectory and is gradually influenced by wind direction. The lure periodically checks for nearby fish — the even…

  • DevUpdate #3: A world of lootable items. - 5 March 2025

    Hello again! Join the Discord! to follow updates as they happen and be part of the community. Technical Update! Over 50 000 networked, placeable, lootable, destroyable items spread out throughout the game world. In Peasant simulator, the world will be filled with interactive items. Not only that, but players will be able to place and customize their spaces, potentially creating thousands of props in their villages. This is a technical post that is going to explain how I pulled this off. These changes will underpin all of the gathering, building, and networking systems throughout Peasant Simulator. This post is going to have a lot of jargon in it, so I apologize in advance. Gathering from the world How hard can cutting a down a tree or picking up an item be, really? You just look at the thing, left click, and either you loot the apple or the tree falls down ... Can't be that hard right?…

  • DevUpdate #2: Farming! - 28 February 2025

    Hello again! Join the Discord! to see updates as they happen. So since restarting the games development, I've actually managed to put a good chunk of work into it, and I've gotten a lot done, and I want to write some dev blogs about it, so over the coming weeks I'm going to be retroactively talking about the content I've added in periodic dev updates. So in this post we're going to talk about farming and items. Items Items are interesting in games because pretty much every game has them but no two implementations are the same. In Peasant Simulator, I've implemented what I'm calling "partial items" - meaning that instead of 1x Raw Meat, you have 1.25lb's of Raw Meat. If a recipe calls for 0.2lbs of Raw Meat to create some Jerky for instance, you would be able to create many bits of jerky from a single item of 1.25lbs of Raw Meat. Farming items are treated the exact same way. When you fil…

  • DevUpdate #1: Dev Resumed and new name! - 26 February 2025

    Hello again! It's been a few years, but work has resumed on the game. The current state of the game prototype! I'm currently changing the name and branding of the game to "Peasant Simulator". Don't be concerned though, the essence of the game hasn't changed, I just prefer the name and imagery. New Discord! If you want to follow along with the games progress and/or gain access the CICD branch, feel free to Join the Discord!. Chickens! New Development Process Going forward, I'm going to change how the development on this game is structured, and how updates are delivered to the player. I don't want this game to sit in the dark forever. I want players to gain access to the game as it's being created. This is Early Access after all! Going forward, players will be able to immediately access all updates to the game as they happen. Want to know more? Read on. CICD For anyone not in the know, CI…

  • DevUpdate: Biomes - 6 September 2021

    Howdy everyone! For the last few days I've been working on setting up our games biomes and some basic biome interaction, check out the following WIP images of our biomes so far! Biome spawning and layout To spawn the biomes into the game world, I've taken a "temperature" + "wetness" approach so far, and its giving quite decent results. Basically, the further from the equator of the map you are, the colder the temperature gets, and the further inland you are, the dryer the map gets - multiplying these two together allows us to determine which biome you're in. The biome layout, their flora, and fauna all spawn procedurally, and so will be totally different based on your map seed. Right now this map seed isn't exposed to the player - but we see no reason why not to expose that in the future :) My goal is to hopefully ensure that pretty much every map seed has a good variation and scatterin…

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