Path to Prosperity
Last seen
0Sampled 3 hours ago · not a live figure
—of peak
All-time peak
3Oct 2020
Last seen
0Sampled 3 hours ago · not a live figure
All-time peak
3Oct 2020
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Update 225 – Long Pause, Warehouse Upgrade, and Visible Inventory Hi everyone, First of all, my apologies for the LONG time since the last post and update. As I finally found some time to work on the game and post again, I have some balancing changes, a new warehouse model, and a new upgrade to the inventory system I want to talk about. Starting with the long pause, as I had mentioned last year, I am trying to wrap up a very long-term project, so I have more… | — | |
| In-game event | Update 224 - Unity Vulnerability, Commander’s House, and Research Hi everyone, It’s been a while since the last post, but many things have happened in the development, and there are new versions of the game both on the regular and on the experimental branches. First off, the game has been upgraded to a much newer version of Unity to address the Unity vulnerability recently found - I am sure by now you have read about this in the various blogs of half the game… | — | |
| In-game event | Update 223 - The Return of Consumption Buildings Hi everyone, I have been insanely busy with my regular work, but also made really good progress on Path to Prosperity. I have implemented a lot of new mechanics, including a new version of consumption buildings, so today I’ll talk a little about that. Before I go into the details, let me get back to something I mentioned before: Now that plant clusters are the main source of seeds and are rando… | — | |
| In-game event | Update 222 - Displaying Ranges, Grid Corners, and Map Fixes Hi everyone, I have managed to get a decent bit of work done on the settlements, but for now, I want to talk about some of the smaller changes I made (and uploaded) along the way. First of all, with all of the changes to the settlements, warehouses are now the main center of the village, which means that all buildings need to be placed within range of a warehouse, rather than a market. This jus… | — | |
| In-game event | Update 221 - Dynamic Loot Respawning, Optimisation, and Pirate Plans Hi everyone, It has been a little while since my last post - there have been many non-game related deadlines and challenges, but I finally have a bit more time to spend on the game, so I was able to finish a small update earlier this week. As a smaller part of this update, I was able to optimise the terrain rendering a little, which should help with performance. This does not yet fix the bigger… | — | |
| In-game event | Update 220 - Contracts and Multiplayer Fixes Hi everyone, Much of the last few weeks have been spent in the ever more convoluted maze of trying to fix multiplayer issues, but today’s update should get that back to (mostly) working. I also want to introduce the more interested new contracts to you. First of all, let me get some of the fixes out of the way: I both managed to optimise the game a little more to make up for the instancing issu… | — | |
| In-game event | Update 219 - Building Upgrades, Pirate Upgrades, Medicine, and More Hi everyone, Again, a lot has changed since my last post, so I will have to cram quite a few things into this one. It seems that my goal of writing these posts once I’ve made enough progress to write one is not going too well - as I keep getting distracted from posts by additional development. Starting with the “easy” one, it is now possible to upgrade buildings after they are placed. For now,… | — | |
| Game update | Patch 0.8.1.17 - Added gatherable resource clusters - Added seed gathering mechanic - Changed linen maker to being a processing building - Added flax, medicinal tonics, and medicine to the game - Changed respawn mechanic to requiring medicine - Added new pirate camps to early Pirates Peak area - Added linen as a construction resource - Added building upgrading - Fix for tutorial getting stuck in chapter 2. -… | 18331957 | |
| In-game event | Update 218 - Seed Gathering and a new Market Hi everyone, A lot has changed since my last post, so I will have to cram quite a few things into this one. The biggest changes are that seed gathering has now been added to the game, and that the seed market in the port has changed a lot. Starting with a follow-up on the last post, I finished the wild clusters for all current plants, and I have added them into the game (their spawn-chances are… | — | |
| In-game event | Update 217 - Gatherable Resources Hi everyone, I’ve used the few weeks since my last update to upgrade the gathering system and have started implementing linen as a construction resource, so I want to talk to you about that today. First of all: My apologies for the time since the last update. Between various work streams, I have been using all my spare time for actual development, so it has once again taken me a little while to… | — | |
| In-game event | Update 216 - Building Variants Hi everyone, It has been a little while since the last post, but not for a lack of progress: Over the break, I was able to make a lot of progress on the new building script, which is now set up to run in parallel with the existing building construction system, meaning that I will be able to update the game as I switch the system over, rather than having to wait until I have fully made the switc… | — | |
| In-game event | Update 215 - Model Creation Streamlining Hi everyone, Following the creation of the windmill model, I finally decided to automate parts of the model creation process to make things just a little quicker for the next models - so I’ll use this post to explain in a little more detail. First of all, let me go over some parts of the process I use to create new models: A little while ago, I created some basic building blocks for the various… | — | |
| In-game event | Update 214 - The New Windmill Model Hi everyone, Between Thanksgiving and some travelling, my work over the last weeks has been fairly slow. However, I just finished the new model for the windmill (see today’s image), so let me walk you through it. The previous windmill was one of the few buildings that I had actually added a small animation to already (the rotating blades), so of course the new one also has rotating blades. Howe… | — | |
| In-game event | Update 213 - New Outlines Hi everyone, Lots of work has happened in the past two weeks, and I finally also have something that makes for a decent picture to show. As I explained last time, the last two weeks were spent primarily on building models and the building model script. This came with a needed change I had been wanting to make for a while now: a new highlight shader for buildings. The previous shader simply set… | — | |
| In-game event | Weekly Update 212 - Taking Stock (Year 4) Hi everyone, As usual, I am going to take this roughly 4th year interval to give you a broad overview of where the game is at the moment and where it is going over the next year. What happened this year? As 0.8 was out on the experimental branch, there was a big focus on bug fixes as bug reports came in, as well as a bunch of quality of life updates that addressed various concerns and suggestio… | — | |
| In-game event | Weekly Update 211 - Farm Upgrades Hi everyone, As promised, I have been working to make up for the missed development time while I had no internet, so today I can tell you about upgrades to the farm I worked on. I had mentioned before that the farm is one of the last buildings that are placed A LOT, while being one of the older models. As such, I first of all decided to upgrade the farm model. The model is now in the style of a… | — | |
| In-game event | Weekly Update 210 - Intermission Hi everyone, I travelled with largely no internet over the past 2 weeks, so my apologies for the delayed post. I will try to catch up on development (and missed out posts) over the next 2 weeks! Until next week! | — | |
| In-game event | Weekly Update 209 - Small Fixes Hi everyone, Last week was a little chaotic, so my apologies for the delayed post. I have however updated the game with some fixes based on your feedback, so let me go through some of them. First of all, I fixed a number of texture issues that somehow crept into the game. Some of them affected all games, others only a few. In either case, all of the ones that were reported to me should be fixed… | — | |
| In-game event | Weekly Update 208 - Intermission Hi everyone, First of all, thank you very much for all of the feedback last week, it was very helpful to hear all of your thoughts on 0.8! Unfortunately I am travelling this weekend, so I will give a more detailed update next week. In response to all of your comments, I have already made some changes to the game, and will upload a new version during the week. This will not yet address all of th… | — | |
| Major update | Weekly Update 207 - Release of Version 0.8 Hi everyone, Today, I am finally releasing version 0.8 to the stable branch, so I will walk you through some of the changes made since 0.7! The first big change that comes to mind is about the maps and scouts. Having working maps and scouts in the game was a big goal even before the release of 0.7, and was originally my only goal for 0.8. Getting this right was going to be important for players… | 15678970 | |
| In-game event | Weekly Update 206 - Solutions and Release Hi everyone, In my last post, I mentioned some issues with the pathfinding solution, which I am happy to report as being resolved. Additionally, I think that nothing is standing in the way of fully releasing version 0.8 to the main branch, so I’m going to set the release date for next Thursday, the 12th of September. First up, let me give some of my findings regarding the pathfinding solution.… | — | |
| In-game event | Weekly Update 205 - Experiments and Mysteries Hi everyone, Last week I ran into a completely new problem, which may be interesting to mention here. As part of development, I have always had a number of additional Unity projects for experimentation. Trying things in isolation usually means that A) I can assess a new system or function by itself first, which tends to be easier to implement and shows me how it would work without competing mec… | — | |
| In-game event | Weekly Update 204 - Harvestable Plants for 0.9 Hi everyone, With today’s update, I should be all caught up on the posts I missed. So let’s jump straight into it. As I had mentioned before, one of the first things I will update after 0.8 will be the building script, allowing the updating of buildings and generally more flexibility for how buildings may look. After that, however, I am planning to focus on creating the new harvestables across… | — | |
| In-game event | Weekly Update 203 - The New Trailer Hi everyone, As promised, I am trying to make up for my lack of posts last week, and will give you another update this week. Specifically, I want to mention that I have finished the new trailer and updated the materials on the steam store. Considering the various changes of the game between 0.7 and 0.8, as well as the changed direction (and completed promises), I felt that it was necessary to g… | — | |
| In-game event | Weekly Update 202 - Updating the Farm Hi everyone, My apologies for the delay on the last posts, I was travelling and didn’t manage to get anything out - so I will try to make up for it this week. One of my current projects is to update the model of the farm, which is another building that occurs very frequently, and still has a very old model. I am planning to release this new building model with the building model script as the f… | — | |
| In-game event | Weekly Update 201 - Terrain Clearance Hi everyone, I added a few minor things this week, including the ability to clear ground cover in your villages. The ground cover clearance will show up in the construction tab of the building book, and you can select it like you are constructing any other building, but selecting it is free. Once selected, you will see an outline on the ground (see today's image), which will remove any grass/st… | — | |
| In-game event | Weekly Update 200 - 0.8 Preview on Stable Branch Hi everyone, Last week, I decided to move the latest preview build of 0.8 onto the stable branch. I also finished the upgrade of the medium house, as you can see in the screenshot. Moving the latest preview build onto the stable branch mostly reflects that the build is sufficiently bug-free at this point to be played broadly, and I am looking forward to getting some more feedback on it. There w… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.