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The Resolve

The Resolve Steam news

Rus K | Coming soon | game

Coming Soon

GameSteam Store content

CasualSimulationEarly Access

  • Steam app typegame
  • Steam App ID1778020
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperRus K

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

  • Steam app typegame
  • Steam App ID1778020
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperRus K
  • PublisherRus K
  • Parent gameNot available

Genres: Casual, Simulation, Early Access

Company pages: Developer: Rus KPublisher: Rus K

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.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

The Resolve Steam news

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

Latest Steam announcements

  • The Great Delay & Progress Update - 31 January 2022

    Hey Everyone, It's been a while contrary to me saying that I'll try to keep updates consistent. I've had a struck of bad luck in terms of my health that has in return meant that I'd have to delay the game by a couple of months, there has been progress. But the progress has been slow. I'm speaking w/ Steam to try and get the date moved, I can't say when ATM because it's still in talks but It'll probably be later rather than sooner. I'm writing this with a massive migraine so please excuse the type. Lets jump into the update. New UI New Tiles Rework - Made the code my dynamic making it easier in the long run to have updates and new additions. Path Finding -> This is giving me the most greif. I dont want to implement standardised pathfinding as this would slow the computational nature of the game. I've gotten most of it figured out but there are just a few more bits left to do. Cars and AI…

  • Dev Blog [6] - A Restart & UI - 28 December 2021

    Hi Everyone, Apologise for the delay in posts, I've gotten a little burnt out on the project for a couple reasons; I didnt have a specific plan of action I didn't have a structure for the code so it became very complex I wasn't very happy with the look of the game Because I wasn't happy with the look, I wasn't sure on how to implement certain functionality without having to redo the whole game UI So what does that all mean? It mean's I restarted the game. I started from scratch and have focused on areas that I'm not very good at first; UI. Those are temporary however; I think they are more inline with the concept of what will allow the game to progress further. I've still got some experimenting to do in order to find the "sweet" spot with the UI, sizing. Colours, etc but definitely a good start. Plus I will be able to easily amend them as rather than importing PNG's, they are PDS (photo…

  • Dev Blog [5] - Neighbouring System - 15 November 2021

    Hi All! Not much this week unfortunately, I've been fairly busy with work meaning there that there hasn't been much time to work on the game, however, I spent some time yesterday creating a neighbour system, which will allow me to progress with 1). the road creation as if there is something blocking the location of the road, then we obviously don't want a road to be spawned there, and 2). it'll help with the new approach I'm taking with the road creation (which I'll discuss when I actually get it started/working). This is in the prototyping scene that I have, I haven't migrated any of the assets which is why it looks so boring and with only primitive objects (cubes): The little cubes surrounding the big cube are the neighbour objects (linking points) A gif to show the system in action: The neighbour system is all created procedurally. All thanks to the new grid system I've implemented,…

  • Dev Blog [4] - Road Pathfinding Experiments! - 30 October 2021

    Hi All, Hope you're having a great weekend! For the past week(2 actually) I've been banging my head over getting the car working correctly and I think looking back I was approaching this wrong, its not the car that should be getting the list of positions its able to move to, but there should be a manager (of sorts) that would provide the car with the information that it needs in order to be able to "properly" traverse and *hint hint* find its path. So, I'll quickly explain a couple things that I tried (encase you're curious to the process, if not, skip this) I tried to implement a parent/ child relationship between the spawned roads, e.g -> the starting road would essentially build the list of child roads, and then provide that list to the child nodes so they are aware of all the roads in the list this was.. functional but problematic.. if the road was straight : A ----- B, it worked fi…

  • Dev Blog [3] - Let there be roads! - 16 October 2021

    Hello! This week It's all about the road system! Update Comfort Mechanic Implemented fully! (Buildings/Roads Reduce comfort) I've started the development of the roads ( The main focus this week ) Have a look at how the roads look below (bare in mind, the quads are just a place holder) To give a quick explanation to how they work, very brief and quick -> A player places the road with the middle mouse button (if they have enough money), the road is placed and becomes aware of its surroundings say a radius of 1, if there is a tile within that radius, the placed tile is registered to its neighbour. I'm not entirely satisfied with this approach, firstly its slow, calling every frame to check for a collision is not really the best approach but it works, I have a solution in mind but It'll probably take a couple head bangs on the table to get right. Secondly, I'm not really sure how to get the…

  • Dev Blog [2] - New Buildings! - 8 October 2021

    Hello everyone! A quick update regarding week 2 of activities - I've booked some time off work so this allowed me to focus on the game a little more. https://media1.giphy.com/media/O7BtZQ0ceoVz4pDdC7/200.gif New Additions; I've refactored the core of the code to optimise the game and improve the quality of code (I kind of just threw everything together to get a MVP) I've added a couple new buildings which I think have greatly improved the look of the game and the actual world itself, have a look below. Update: Fully Configured Commercial Buildings I've started work on the new comfort mechanic of the game (read below) I've started playing around with the road system but there is still much to do (also read below) There's something that I've been considering though, I want a 50/50 split between comfort and regular buildings, I want the worlds to be beautiful; Greenery, Parks, all that sor…

  • Dev Blog [1] - The Beginning! - 2 October 2021

    We are live! The excitement that I am feeling is insane, but lets get it together and write a serious dev blog, the first one at that! https://media4.giphy.com/media/MCuXzay5gpEmWSGZ8Q/source.gif Expectation during the early access stage of this game; Frequent, Weekly /Bi Weekly (depending on progress) dev blogs to keep you updated to the status of the game. I will hold "scratch pads" with the community to see what YOU think I should implement into the game. Those are the two main points, they are set in stone. But there are a couple others things, once properly planned of course, which will be taken into effect. A little bit about the game; Its a procedurally generated, idle clicker/city builder. I started the development of this about 2/3 weeks ago as I wanted something more from idle clicker games (ironic really). I aim to implement quite a few different features, one of the main thi…

Patch notes and updates

S.noRelease datePatch nameGID number
128 December 2021Dev Blog [6] - A Restart & UI4224938027318079712

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