Category Archives: Blog

Games Week Berlin 2017

Dear Space Colonists, the Serious Brothers will be present at the Games Week Berlin and showing ImagineEarth on serveral Events. Indie Game Expos at Quo vadis and Making Games Festival on Mo – We and at the A Maze Festival on Friday. See you in Berlin next week! Also the German Computer Games Award will be presented in Berlin at a festive gala event this week. Imagine Earth was nominated for Best Game Design 2 years ago. With prize money totaling 550,000 euros, it is the most important sponsorship prize for the German games industry.

As a small feature addon we have lately fixed a long time overseen graphics problem concerning texture mipmapping. The whole planet with all the stuff on it should have higher resolution by now!

Alpha 32 “Sea Farms & Drones”

We present you the greater changes of the April release #32 in a short video on YT. It’s definitely an experiment we wanted to try. Hope you like it:

TL;DR

  • The sea farm is a new food producing building.
  • Forest, rocks and rare resources are now harvested with drones that are stationed at your warehouses.
  • Researched items can now be reset in the campaign screen.
  • We have updated the official trailer. Check it out here.
  • Midras and natives now trade with gold instead of money.
  • Land claiming and tower claim visualizations have been optimized.
  • Day & night lighting improved.
  • Fixed a lot of small problems and balancing stuff in the Tuto, Magni and Bora missions

Sea Farms

Building of the month is the new construct called sea farm. It can be build on coast fields and sea fields adjacent to land (called “near-shore”). It works as port logistics for offshore fishing boats and the building can also breed shellfish to intensify food production for higher pollution values. The smokehouse upgrades makes its food production more durable, but comes with higher running costs.

Harvest Drones

Little drones that fly around and actually harvest the stuff you ordered to crop or gather. They are stationed on the warehouse and limit the number of crop actions that you can make. But most of all they are pretty good looking and the AI uses them too.

Reset Research

You can now reset your research decisions and strategy in the campaign screen.

New Official Trailer

The Trailer was reworked to show some more actual footage from the game. It has grown old as i had no time to change the video material for nearly two years. Really ;D Check it out here.

New Construction Site

The construction site model is more advanced now. In the next version we want to add individual build and landing animations, also for space ships to make everything a bit more cinematic…

Tower Range Visualization Changed

From now on if you construct, deconstruct or relocate towers you see a red visualization for the land you loose and blue marks on the field you claim. Expensive Upgrades will be relocated as well.

Planet Day & Night Lighting

The Planet was always too dark and contrast less on the night side. With the new moon light night shifts now have become much easier.

Gold Trading

Some NPCs like Natives & Midras will no longer trade for the universal currency of the galaxy. They stick to the gold standard and you can buy gold from merchants or dig it out yourself. These guys will also pay you for certain resources they’re interested in with gold, so you can gather exchange values this way as well.

Special Upgrade Items in the Shop

Laser, Pulse & Shield Upgrades Items can now be bought from traders. This is especially helpful in the Lorian and Magni missions. So if you do not research you can still defend yourself against alien threats and stuff.

Land Claims Repriced

This tool just got more cost intensive as well. It’s price depends on the distance to the outer radius of your city center. This means the price gets higher the farer away you claim land from your city.

Mission Improvements

Excessive bugfixes and roundups for the missions on Tuto, Magni and Bora.

Other stuff

  • Bookmark panel shows twisters and Xrathul harvesters
  • Several editor fixes
  • Improved animation quality for drones
  • Fixed game-speed dependent particle generation
  • Improved city level up animation
  • Reduced forest’s sensitivity to temperature and fertility
  • Renamed meteoroid to asteroid to better reflect size relations and impact
  • Cursor shows progress ring when tooltips are coming up
  • Fixed sandbox menu
  • Improved hyperspace gate menu

Alpha 31 “Land Claims”

Dear colony managers! You have given us a lot of detailed feedback. With this release we are trying to answer a big part of it – especially the balancing of building upgrades.

TL;DR

  • You can now claim new territory with money – a new approach to free expansion.
  • The bookmark panel shows what events and threats are taking place in your cities and allow you to jump to any place directly.
  • Gaian energy from temples can now be collected and sold in containers. These containers can as well be bought to charge your temples.
  • Upgrade balancing.
  • Community translations for Italian and Spanish are complete.
  • Campaign: Joma, Lorian, Rounos received several improvements and corrections.
  • Lots of other fixes and changes.
  • Preview: Harvester drones will collect resources and drop them into the warehouses.

Claim Land

A small feature that might turn out as a real game changer got implemented right now. Did you ever feel upset for having an interesting resource field, some crystals or a strategic construct directly in front of you but on the other side of the build radius border? Now you can easily claim ownership of adjacent fields.

Please be aware, that this land is not protected by city center or tower radius. It can be grabbed by other companies right away. This way of expanding your territory allows you to increase your reach onto something of interest besides the city upgrade logic. Note that you can no longer build buoys or towers outside of your build radius. The “claim land” tool must be research as well and until further testing it stays pretty expensive.

Bookmark Panel

This might not look like much at first sight, but the new bookmarks panel on the top right of the interface are a very powerful tool. It shows all your city centers and important constructs or events around them. For example the space ports you got and if there is a trader or merchant on-site at the moment. It indicates problems and events like low productivity, low building health or incidents, incoming meteorites, wildfires and other threats to your colony. Best thing is, you can directly click each icon to jump to the event immediately.

You can also create your own custom bookmarks of any field by holding a certain number key for a second while hovering the intended field.

Gaian Energy Container

The container is charged with gaian energy. This special form of power agglomeration emerges in intensive spheres of lively flora and fauna. Containers can be used to charge temples where gaian energy unleashes specific supernatural forces or they get sold as an invaluable tradable ware.

Generated gaian energy from temples can also be condensed into containers. The process is lossy and two energy charges of a temple result in only one charged container. With these containers gaian energy becomes a tradable and costly ware and can be used to charge other temples.

Balancing of Upgrades

Prices fell significantly – mostly into the range of 500 to 800€. For upgrades that increase the production we have made sure that the production to price ratio is slightly better than the one of the original building.

The efficiency (production to maintenance costs ratio) is now also slightly better than the building’s original efficiency. For fossil power plants it is in the upper-mid of the “no to full fossils” range.

In addition to this some upgrades have received additional bonuses. E.g. nuclear reprocessing now gives a bonus on produced energy to reflect what is extracted from the reprocessed material.

Community Translation

This is working out much better than we expected.

We got some great fans out there who were so kind and excited to translate Imagine Earth into Italian and Spanish language. Thanks a lot to Capybara Localizations and Laura Alba for the awesome work!

In addition there’s a huge rework of the English version going on as well – done by Andrew “Althis” Quadro and Arthur “Skirlasvoud” van der Burgh 🙂

If you find a typo or a some mistakes in texts or dialogs it’s now pretty easy to report them. Just open the “Last Message” panel (left icon at the bottom) and you can see the name of the dialog in the lower right corner of the dialog.

Mission Improvements

JOMA

  • Many small improvements to goal and mission design.

LORIAN

  • The side quest introducing the Midras race is working again.
  • The side quest about the oil spills in slick bay is back in game.
  • New Mission Icons will guide to objects and buildings when the bonus or mission goal is connected to any units on the planet.
  • Main mission growth goal reduced to 2.5. million people.

ROUNOS

  • Fixed: In some cases Joe wasn’t reaching the 2 million people growth goal at all. The goal is reduced to 1.8 million people.
  • Fixed: The Natives where not selling their ideon treasure maps correctly.
  • Further fine tuning to the mission script

Graphics Improvements

  • Construction Drones now have contrails and jet sounds
  • Some nicer trees
  • Added some wonderful planet textures

Other stuff

  • Hovering a laser now highlights the complete area protected by laser cannons. Same for pulse cannon and shield
  • Stone quarry now also gets a bonus form nearby mountains
  • Fixed wrong numbers in rare resource production statistics
  • Fixed Inventory ring graphic problems
  • Fixed inconsistent icon colors for upgrades, buildings and research
  • (hopefully) fixed sound noise problems
  • Fixed city naming dialog cancel problem
  • Fixed planet texturing problems in medium shader quality
  • Fixed “more than max ideon” problem

Harvester Drones

To thank you for your interest in our update and reading all the way down here, we wanna give a short glimpse into future development. Here you can see harvester drones that will pick up all the stuff in the future. You can staple them on your warehouses which are used as the drone’s home base.

Let us know what you think about the new stuff and if you have any feature requests. You’re welcome to share your ideas for the project in the Imagine Earth forum on steam! Regards, Martin & Jens

Alpha 30 “Hyperspace Gate”

Welcome to the hyperspace! We are starting to extend the campaign with bonus planets you can access using a hyperspace gate. This gate is being build by Moax the tech trader, who will be able to complete his construction if you find and deliver him enough ideon crystals during the campaign missions.

Udoxia Galaxy

The gate leads into a new galaxy that contains new planets and missions.

Edora

Edora is the first planet in the Udoxia Galaxy. A small planet with giant icebergs at its polar caps. The low valleys of this planet will be flooded immediately by the melt of global warming.

The planet offers a predefined expansion competition against two opposing fractions. This world is also the experimental test ground to establish and improve AI battles in the game. Please give your feed back on how we could improve the interaction with other factions.

Having predefined competitions with a general comparable highscore might be the main concept of the missions in this galaxy. It adds playable content and challenging competition with some additional extra goals to master. This reduces the necessity of story filled scripted missions that need endless balancing.

New alien race: Minas

This short-lived race of typhers and diggers builds giants machines to rummage through entire solar systems searching for rare earths and noble metals. Even though they totally ignore money they are valuable trading partners. They produce rare items and exchange them for raw materials. You will meet these dudes for the first time in a reworked Lorian mission… and they will occur eventually on all following planets.

New terrain texturing algorithm

We have put some additional work into our terrain texturing algorithm to make sure the characteristics of each field are visualized in a clear way. This includes the fertility, temperature and rockiness. In addition fields that might be flooded by rising sea levels have a more sandy or stony look. The transition from one characteristic to another used to be quite blurred. The new shader uses material based alpha blending to enhance this. For example you will see little green spots on terrain, when it becomes more fertile.

Brush sizes

Choose four different brush sizes when drawing height, fertility, temperature, rockiness, forests and bioms.

Editing local temperature is now clamped between +/-20°C

Forest brush

The brandnew “Forest brush” places forests that match the local field types and ground conditions. That’s good, because the plants need certain climate conditions to prosper and grow.

Improved forests

The updated use of transparency for deciduous and acacia forests, mushrooms and palm trees shows a great way to revolutionize the overall look of Imagine Earth’s flora.

Titanite

Deposits of this new rare metalic resource can be found primarily in the dryland biom which are infertile areas with medium temperature. Titanite is so far just costly and exchangable with bombs at the Minas store.

Campaign translation possible

For those in our community who are interested in translating the game. It is finally possible to do translation of the mission scripts as well. Now it is possible to translate every single written word in Imagine Earth. All details are explained in the community translations section of the forums.

New item: Rocket kit

As rockets are now at the end of the research chain. Luckily you can buy rocket building sets from our latest alien race, the Minas.

Construction drones

We have implemented flying construction drones. They lift off and land in a new hangar at the city center tower. It’s an early version but its already fun to see them being busy to set up new constructs. Future implementations might include harvester drones for resources that start and land on warehouses or automated repair drones on the repair units. Currently the city center has one drone per city level.

Other stuff

  • Traders leave when spaceport is destroyed
  • Terrain height is visualized with height lines
  • Fixed “no sound” problem
  • Improved “white screen on startup” problem
  • Big Illuminati temples are no longer destroyable
  • Activating the shield on Bora needs a single completely loaded big Illuminati temple
  • Free Play: Renamed threats to events and added the miner, tech trader and merchant
  • Improved “earth over” messages
  • Meteorite metal is now called crytanite
  • Display status timer ring for crashing meteorites

PS: Thanks to all of you who voted us in the indie of the year competition. We made it into the overall top 100 and the top 4 of futuristic sims – next to Space Engineers, Empyrion and RimWorld!

Alpha 29 “Hexa Style”

The December release brings you a little research revolution. As you can see we finally turned the research system into something that offers you freedom of choice on how to develop and enables strategic decisions.

Hexa Style Research

You can now do cross research: Licensing one research option will unlock all its neighbors. We are about to install a simple system that delivers a function to highlight groups like upgrades, tools, improvements and special functions with different colors.

Indie of the Year AwardsIndie of 2016

We are in the Top 100 on IndieDB and one of 4 finalists in Genre “Futuristic Sim”. Please support Imagine Earth for indie of the year 2016. Just follow this link and click the vote button. Thx!

Tech Menu: Auto-Build Upgrades

Upgrades that have been researched can now be selected in the development panel. When activated they are built together with the construct they belong to. This immediately rises the functionality of the building and spares you a lot of extra click-work.

The tech panel is now the perfect place to get and compare all information about the available constructs. You can click on developed buildings here to build them directly: The menu automatically closes and you place the chosen structure in your build radius.

Upgrade Balancing

The prices for installing researched upgrades on buildings are now massively discounted and rebalanced. We made it cheaper because the building space is much easier to obtain these days and it’s less important that you can make one field unit produce more.

Play-On Campaign Missions

You can now play along on a campaign planet after finishing it’s mission. Continue expanding your cities find all the Ideon around and finish some bonus mission goals or just go on to expand your colony as much as you like.

Other stuff

  • Changed layout of research, tech and landing permit panels
  • Ground type fertile now also visible in cold regions
  • Cultivation unit does not longer depend on ground fertility
  • Show production values of a building during build process
  • Fixed problems with Xrathul ships in Magni mission
  • Fixed problems with AI players in Bora mission

Alpha 28 “Biomes”

  • 9 different biome types to classify different areas on each planet
  • Planet texturing based on biomes
  • Planet generator based on biomes
  • Biome editor in sandbox mode
  • New forest type Acacia
  • New food producing building Cultivation Unit
  • First version of Spanish community translation
  • Balancing of forests and buildings

Biomes

This is a fundamental new (and really awesome) gameplay element. Biomes classify the average temperature and fertility of a small planet area. Each comes with an individual type of forest and graphics for the ground, rocks and mountains.

2016-12-03-biomescompare

Summed up: It’s much easier to just see how well a certain area on the planet fits the needs of your colony. Here is a short description of all 9 biomes:

  • Rainforest: Hot and very fertile area where palm trees grow.
  • Savanna: Hot area of medium fertility where acacia grow.
  • Desert: Hot and barren area where cacti grow.
  • Subtrope: Fertile area where thick bamboo forests grow.
  • Temperate zone: Area with moderate fertility and temperatures, in which a lot of deciduous forest grows.
  • Drylands: Infertile area in the medium temperature range.
  • Mires: Cold but fertile area in which mushroom forest grows.
  • Taiga: Cold area of medium fertility with a lot of coniferous forest.
  • Mountain: Cold area of high elevation, which is mostly barren. Thinly populated with coniferous forest.

In addition Illuminati temples and camps are placed in the hot biomes rainforest, savanna and desert. Other temples and native camps are used in the moderate temperature areas of the subtrope biome, temperate zone and drylands.

Since this is a completely new game element we still have to figure out a few details. Please let us know what you think about the biomes!

Biome based planet generator

Those biomes are perfect to generate different types of planets.

2016-12-03-biomegenerator

As shown above the planet generator now allows you to define the biome distribution on the planet.

Each planet themes also come with a predefined configuration. E.g. Bora is a very fertile planet that mainly comes with the fertile biomes Rainforest, Subtrope and Mires, but also some areas of Savanna, Temperate zone and Taiga.

Biome sandbox editor

In the sandbox editor you can use the biomes to paint the planet with regions of different temperature, fertility, fossils, forests, rocks, rare resources and temples.

2016-12-03-biomeeditor

Cultivation Unit

This new building is made available in the Joma mission. It breeds and harvests crops that thrive in symbiosis with the local flora. Therefore, each adjacent forest piece  increases the yield of berries and herbs.

2016-12-03-cultivationunit

The upgrade “bio lab” reduces the costs of the cultivation program by genetic adaptation of the seedlings to local conditions.

The upgrade “external herb beds” enables the cultivation of valuable herbs and grasses on areas that can not be used for other plants.

Acacia

A new type of forest that is very robust against drought and mainly spread in the savanna biome.

2016-12-03-acacia

Community Translation

Alpha 28 comes with the first version of a Spanish translation that has been written by Purple Sister. THANKS A LOT! In addition a french translation is in progress.

If you are also working on a translation or would like to contribute, please let us know in the community translation thread in the forums.

2016-12-03-translation

We have updated the Imagine Earth fonts with a few new letters (for czech). In addition the many UI elements now automatically make sure the text fits into the available space.

The next big step here for us is to make missions translatable.

Balancing

  • Frontier tower is now available starting with the Joma mission
  • Relocation tool now also relocated upgrades
  • Explosive device now completely blasts rocks (instead of only 50%)
  • Forest growth calculation has been updated based on the new biomes
  • Mine produces more at lower cost
  • Recycling factory produces more goods
  • Sorting system no longer causes increased ground pollution
  • Fishing port upgrades require less energy and money
  • Cattle farm needs less energy and money
  • Waterworks has greater dependence on fertility

Special thanks to Justice for writing a very detailed balancing feedback on this!

Other stuff

  • Completely pause the game
  • New ideon goal in Joma mission (5th bonus goal)
  • Pulse cannon is available for defense against first Xrathul wave on Magni
  • Orientation of particle effects for better engine exhaust graphics
  • New animation for fishing port graphics
  • New colorization and icons for rare resources
  • Big Illuminati temple has now up to 8 gaian power slots
  • Graphics setting “Shader quality” allows disabling normals maps for more performance
  • New neutral smiley icon when when city is unpopulated
  • Number of available items sold be the tech trader is now shown as bars

Indie of the Year Award

Help us win the Indie of the Year AwardIndie of the Year Awards

Alpha 27 “Tech Trader & Translation”

We are approaching the cold time of the year – at least here in Germany. This means we have even more time to build great stuff and here is the content of our latest release:

  • Imagine Earth is ready for community translation
  • New construct – Glassworks
  • Tech trader
  • 3 new items: City expansion kit, Land reclamation, Explosive device
  • Sign treaty with natives
  • Climate countdown
  • Time based auto-save
  • Spaceport upgrade: Rocket terminal

Community translation

Imagine Earth is ready to be translated into other languages. The game now comes with a directory that contains the internationalization data. You can access it to translate Imagine Earth into your own language. Read all the details about this in the translation section of the forums.

New construct – Glassworks

The glassworks produces windows, lenses and glass containers. For this purpose particularly fine sand is used. So desert fields increase the productivity of the factory.

2016-11-07-glassworks

The glassworks is introduced in the Rounos mission.

Tech trader

A tech dealer sells special items to you. In addition, he also re-purchases unused ones and is buying rare resources.

2016-11-07-techtrader

The tech trader is introduced in the Joma mission – so this is worth being played again.

New Items

Alpha 27 comes with three new items that are sold by the Tech Trader. All items are introduced in the Joma mission.

2016-11-07-itemsoffers

City expansion kit

This technology enables you to expand a city district that has not reached the necessary infrastructure level in surrounding districts.
Not applicable to city centers.

Land reclamation

Let an ocean or coastal field will become land.
The field has to be adjacent to another land field.

Explosive device

Enables the blasting of buildings, forests and rocks in your area and on all fields directly adjacent to it. In buildings, the ruin can be removed with a second blast.

Sign treaty with natives

2016-11-05-signtreaty

The interaction with native camps has been adjusted a bit:
You can now sign a treaty with the tribe. As the “diplomacy” tool did before, this allows you to trade with them and to use the surrounding land of all the camps of the tribe. In exchange, you provide all the camps with a small amount of goods.

Climate countdown

2016-11-05-climatetimeremaining

Once the climate balance goes into negative you can hover the climate information area to see how much time remains to rescue the planet. This is calculated based on the current level of global warming and emissions.

Time based auto-save

2016-11-05-autosavetime

The game now automatically saves your state of the game every 15 minutes. In the game options you can also disable this or set it to 30, 45 or 60 minutes.

Spaceport upgrade: Rocket terminal

2016-11-05-spaceportterminal

In order to be able to build rockets to send resources into space you now have to research and build the spaceport upgrade “rocket terminal”.

Additional changes

  • The merchant is now part of the Tuto mission
  • Destroy Xrtahul harvester ships with meteorites
  • Ideon deposits contain either a lot of ideon or a very small amount
  • Adjusted mission briefing layout
  • Fixed orientation of huge mountains and volcanoes

That’s it! And again: Please remember that you can take part in the community translation of Imagine Earth in the translation section of the forums.

Alpha 26 “Fine-tuning”

After a great holiday season we are back with a bunch of enhancements and a lot of fine-tuning:

  • victory points panel for competition mode
  • special offer: ideon scanner
  • new item: super fertiliser
  • population statistics panel
  • Rounos & Magni missions improved
  • optimized storage system
  • “Sell all” trading feature
  • New graphic models – especially for rocks and mountains
  • ….

Let’s get into the details.

Victory Points Panel

victory-point-darstellung

From now on you’ll find all factions in a competition game in the victory points panel to the lower right. Ranked and easily comparable! Click on any player to jump to it’s next city.

Special Offer: Ideon Scanner

ideon-scan

We are starting to equip the space traders store with more interesting tactical items. After being bought they go into your inventory and can be used any time you need.

The Ideon scanner for example reveals the size of an Ideon deposit far away from your base. This is interesting as well in the context that rare resources will now be visible from the distance but it remains unclear how much of a special substance or mineral is actually in the pile of rocks and it will only be revealed by the scanner or by getting that deposit in your building range.

rare-resources

Special Item: Super Fertiliser

Fertilizer can be bought in the shop for 2.500 and raise the fertility by 25% on all fields but deserts. This of course is beneficial for farms and forests.

Population Statistic Panel

mood

It took a long time but now they are ready: Statistics about the life quality of your colony’s inhabitants and the overall housing space.

Rounos & Magni Improved

Both missions are now much better balanced in terms of money available, global climate and difficulty level of the goals. In addition we have replaced some lame goals with more interesting ones and we have done a ton of fine-tuning!

2016-10-08-magni

Optimized Storage System

The storing of resources needed a make up. The system is now automatically configured to complete packages of certain resources and specially the ones which where prioritized by you.  It even pauses the mining of rare resources to ensure there is enough place for prioritized ones. This way you will very likely end up with ready-to-sell resource packages when the traders is passing by.

Trade Faster: Sell All

trading-faster

Pretty clear what this function does, isn’t it? If you’re tired of selling your stuff one by one, you can stuff the trader with all you get by the click of one button or ring key shortcut.

New Graphics Models

joma

…and so we added some big mountain models that meet the theme of planet Joma. The big deal about this is that we now got some sets of dependencies like woods fitting to rocks fitting to mountains fitting to big mountains. Themes that would work to create unique styled islands on greater generated planets an the type of rocks or mountains might even indicate which one of the fossils resources you find under them as we develop this further.

  • You might as well enjoy the redesigned theme of Magni
  • And the new cursor graphics for tools and items

Other stuff

  • Sandbox: Terrain tools show values of each field (e.g. temperature, height, etc.)
  • Sandbox: Temperature tool modifies whole region instead of single fields
  • Balancing of emission values for goods producing buildings
  • Free play Rules : Receive city centers for growing population
  • Planet rotation in main menu
  • Animation for quest icons
  • Speaker icons over other player’s cities
  • Loads of UI fixes
  • Loose game when all cities are taken or destroyed
  • Firework goes on during end of mission slides