
The Socialiskigrad Playtest has now come to an end, and first of all, I would like to thank everyone who took part.
A special thank you also goes to all the players who took the time to report bugs, issues, and suggestions. Your feedback has been extremely useful in helping me understand which aspects of the game still need work.
I am happy to say that all the bugs reported to me during the Playtest have now been fixed.
One thing that clearly emerged from the feedback is that several players expected Socialiskigrad to be something very similar to Workers & Resources: Soviet Republic.
I completely understand why the comparison was made, especially considering the setting and genre, but I would like to clarify one important point: Socialiskigrad is not a clone of Workers & Resources, nor is it intended to be one.
The two games share some superficial similarities, but Socialiskigrad is an independent game, with different mechanics, objectives, and a different gameplay philosophy. My goal is to continue developing Socialiskigrad in the direction I originally envisioned, rather than trying to turn it into another game.
Another very common request was the ability to build roads directly.
At the moment, this feature is not available in the game, but I am working on finding out if and how it could be implemented.
I don't want to promise a feature before I am sure that it can be properly integrated into the current building system, but I am seriously considering adding it.
Another issue reported by several players was the difficulty of understanding which buildings can be constructed on specific tiles.
Some buildings can only be constructed on specific types of tiles, and during the Playtest it was not always immediately clear which ones they were.
For this reason, I have added a new help feature:
you can now activate real-time tips.
When this feature is enabled, hovering the mouse over a tile will show the special buildings that can be constructed on that tile.
I hope this makes the building system more intuitive without completely removing the need to explore and learn the characteristics of the map.
The Playtest has been very important for the development of Socialiskigrad. Even when feedback was critical, it helped me better understand what works, what doesn't, and which aspects of the game need to be improved.
Thank you to everyone who participated, played, reported bugs, and shared their opinions.
Socialiskigrad is still in development, and I will continue working to make it better.