Greetings 🧐,
I’m presenting you the final major update to Farlanders before the release. We have 1 more major update planned which will introduce Daily Challenge & Sandbox game modes but that’s after the release.
My main focus in this update was the campaign. This means implementing the story and working on actual missions. That’s a huge challenge to make missions not only interesting and diverse but also with the right difficulty and learning curve.

We will have 7 missions in the campaign, currently, 3 are available (I’ll be adding the rest soon). It would be the good old “desktoppunk” (my invention 😛) that you had a chance to experience in Farlanders: Prologue but this time with:
Not sure why I decided to present info in this section as it is some kind of an ad, but I believe that’s a huge step forward to what was done in Prologue, and you will enjoy the story. And btw, some of the media would have a voiceover.
A lot of work was done on the game sound. So now we have a complete soundtrack and sound design, by which I mean:
That’s the first time I’m putting so much effort into game sound, but it seems it was worth it and I’m proud of the result. All credits to Danil Dunets and Ivan Turmenko! Ah, and you can check the game sound yourself in the video below.
I decided to go back to the old building upgrade mechanic. This means that instead of gradual growth (wait for a few turns for the building to develop) buildings will be developed immediately if conditions are met. It just feels better and fits the nature of the game which is about direct dependencies between terrains and buildings.
But it’s not a simple revert to the old mechanic. First, we have a new animation for buildings upgrades.

And second, we took the good part from the old-new mechanic. Buildings might have more different bonuses from various types of buildings. For example, Greenhouse gets bonuses from both Greenhouses and Food silos, although Food silos give fewer points. This creates more possible interactions between buildings which leads to more possible game scenarios. Imagine you need to build a Spices greenhouse for which you need to have Greenhouse level 3. You can achieve level 3 by constructing 3 greenhouses nearby, but that might be tricky, so instead, you can build 2 greenhouses + 2 food silos nearby.

As the game gets closer to the release we get more and more tasks in the polishing area. I’ll try to mention the most important changes from what come to my mind:

I’ll be honest with you I feel burned out and tired of working on this game for so long. That’s mostly because the game scope become too big. Now I understand that it was too ambitious for the budget and experience that I had. When I started working on Farlanders I never thought that the game would grow so much. But my conscience is clear, I think currently every game mechanic is in its place. And we got the most out of the original concept.
As for the release date, it will be announced after:
Also, I made a feedback and bug report thread on our forums. They would especially make sense after we release a new demo. And as always, join our discord.
Thank you for following and #standwithukraine!
Andriy