Build 25400574

build

Eden Universe Playtest · public · first seen

PICS live
1
Branches
1
Depots changed
—
Download delta
22:03 UTC
Time · UTC
Major update · published by the developer

Eden Universe Alpha-0.1.5 - Eden is Awakening!

On Steam

This update marks one of the largest steps forward in the development of the game so far.

Over the past weeks, Eden Universe has received major changes to its world simulation, settlement systems, construction, God AI, miracles, economy, armies, interface, exploration and underlying technology.

The world is becoming larger, more reactive and increasingly alive.

Eden is awakening.


A much larger world

The world of Eden has undergone a significant expansion.

The global world map has increased from:

20 × 14 segments → 30 × 20 segments

This means the number of world segments has grown from:

280 → 600

The playable area has also been significantly expanded, giving settlements, armies and gods considerably more space to develop, migrate, explore and eventually clash with one another.

Two additional community-created lands have also been introduced:

  • Land17

  • Land18

The natural environment received another major expansion as well.

The game now includes:

  • 60 additional tree variants

  • 24 new shrub and flower clusters

  • new environmental decorations

  • additional terrain variety

  • significantly expanded vegetation distribution


Tall Grass System

One of the newest additions to Eden is a completely dynamic Tall Grass System.

Tall grass is no longer simply part of the terrain.

It physically reacts to the world around it.

Grass now responds to:

  • the Divine Hand

  • wind

  • the Water Miracle

  • nearby world interactions

Wind can move entire areas of grass, while moving the hand through vegetation causes nearby blades to bend dynamically.

The Water Miracle can now affect an entire area rather than only a single point, allowing vegetation within its radius to react simultaneously.

Tall grass can also be enabled or disabled through the game settings.

This system is designed to make Eden's landscapes feel less static and considerably more responsive to the player's presence.


New Gods

Two additional gods have entered the world of Eden.

Muntasir

A new God AI capable of developing settlements, expanding influence, using miracles and commanding armies.

Lordo

Another new god has also been introduced, bringing a different presence and development style to the world.

Their introduction further expands the foundation for conflicts involving several independent gods operating simultaneously across Eden.


A new type of God AI — NEUTRAL

A completely new God AI archetype has also been created.

Neutral gods behave very differently from traditional opponents.

They will normally remain peaceful until they or their followers are attacked.

Provocation can include both:

  • physical attacks

  • spiritual attacks against their settlements

Once provoked, however, a Neutral God can become an extremely persistent opponent.

Neutral gods are designed to:

  • remember hostile actions

  • react to aggression

  • adapt to the player's behavior

  • change their priorities when threatened

  • become increasingly dangerous when repeatedly attacked

In other words, not every god you encounter in Eden necessarily begins as your enemy.

Your actions can create one.


God AI has become far more controllable

The underlying God AI system has received extensive new functionality.

Gods can now be configured with different development priorities including:

  • Splendor

  • Army

  • Faith

  • Satisfaction

  • Fear

  • Balanced development

  • No specific priority

A new Fair Play behavior option has also been introduced.

When enabled, an AI God must respect normal construction progression and development rules instead of bypassing them.

God AI systems can also be independently enabled or disabled for story purposes.

Individual systems include:

  • autonomous construction

  • autonomous miracle usage

  • military transfers

  • god manifestation movement

  • map claiming

  • settlement capturing

Gods can also be completely frozen during scripted sequences without permanently changing their configuration.


Story-controlled God AI

Story events can now directly control AI Gods.

New systems allow story sequences to force a god to:

  • manifest at a specific location

  • construct a specific building

  • transfer military forces

  • attack a selected settlement

Story events can also temporarily prevent specific world segments from being claimed.

These tools significantly expand what will be possible during campaign missions and scripted encounters.


New Miracles

Alpha-0.1.5 introduces several new divine powers.

Divine Shield

Gods can now create a protective Divine Shield.

The shield establishes a protected area capable of interfering with hostile divine activity within its radius.

The visual appearance of the shield reflects the color of the god who created it.


Meteor Strike

A devastating new offensive miracle designed for warfare and the destruction of concentrated enemy forces.


Lightning

A new direct offensive divine ability.


Stone

Another miracle has been added to the growing selection of divine powers available to gods.


Happiness

Gods can now directly influence the emotional state of their followers using the Happiness Miracle.


Water Miracle improvements

The Water Miracle now supports an area-of-effect interaction.

Instead of affecting only a single point, water can influence a larger section of the environment.


Storm Miracle improvements

The Storm Miracle has also been significantly improved.

Wind now affects the direction of the storm itself, making its behavior more dynamic.

Its visual presentation has also been substantially improved.


Airflow fixes

Several problems affecting the Airflow Miracle have been corrected.

An issue where the miracle could fail completely has been fixed.

Wind effects will also no longer disappear when the minimap is hidden.


Settlement prayer and Totem system

Village prayer has received a major redesign inspired by the physical interaction systems of classic god games.

Each village has a central Totem located on its Agora.

The player can physically raise or lower the Totem.

The higher the Totem is raised, the more villagers will be called to worship.

This creates a direct relationship between:

population → worship → divine power

However, prayer comes with consequences.

Villagers participating in worship are temporarily removed from normal settlement labor.

They also require food to be delivered to the temple.

This means that generating large amounts of divine power can place significant pressure on a settlement's economy.


Inspired Worshippers

Inspired Worshippers have also been expanded.

They generate significantly more divine power than ordinary followers.

Unlike ordinary villagers called by the Totem, Inspired Worshippers can generate power passively and do not need to abandon their current activity every time worship is requested.

Their greater spiritual strength comes at a cost, however.

Inspired followers also have greater needs.


Villager needs expanded

The settlement simulation continues to become considerably deeper.

Villagers can now communicate a growing number of needs, including:

  • wood

  • wheat

  • stone

  • iron

  • gold

  • new buildings

  • children

  • rest

  • protection

  • expansion

  • army support

  • Splendor

  • mercy

  • prayer fatigue

Needs can influence the overall state and development priorities of a settlement.

The balance of several villager needs has also been adjusted.


Army needs

Military forces are no longer completely disconnected from the economy.

Armies now have their own supply requirements.

This creates an additional logistical layer when maintaining larger military forces and encourages players to prepare their economy before committing to extended campaigns.


Inspired Carpenters

Inspired Carpenters now accelerate the production of scaffolding inside settlements.

This strengthens the relationship between spiritual development and economic productivity.


Completely reworked construction system

One of the largest changes introduced during the Alpha-0.1.5 development cycle is the new construction system.

Buildings are no longer completed instantly.

Construction now happens gradually.

Each building can define its own construction duration.

Villagers assigned to construction can accelerate the process, while each structure can also define the maximum number of builders capable of working on it.

Resources must now be physically delivered to construction sites.

Buildings under construction receive visible scaffolding which gradually disappears as construction progresses.

This makes settlement expansion a much more physical and observable process.


Road removal

A new eraser tool has been introduced.

Previously constructed roads can now be removed instead of permanently remaining part of the settlement.


New buildings and settlement objects

A large number of additional structures have been introduced.

New construction options include:

  • Hut III

  • Hut IV

  • House I

  • House II

  • Mine

  • Smelter

  • Blacksmith Workshop

  • Jeweler's Workshop

  • Sawmill

  • Weaving Workshop

  • Tailor Workshop

  • Mill

  • Bakery

  • Apiary

  • Skyscraper

  • Left Direction Sign

  • Right Direction Sign

  • Colored Panels with 32 available colors

  • Wooden Spikes

  • Heads on Stakes

  • Fountain I

  • Fountain II

  • Large Lavender Garden

  • Small Lavender Garden

  • Market Stall decorations

  • Barracks

  • Ranged Barracks

Several existing buildings have also had their construction costs adjusted.

The Bakery and Mill were moved from the Colonial Age to the Settler Age.

The Watchtower was also moved from the Tribal Age to the Settlement Age.


Splendor System

Settlements now possess a dedicated Splendor system.

Splendor represents the visual and cultural development of a town and can influence the direction in which both players and AI Gods develop their settlements.

This also provides another long-term development path beyond pure population growth or military strength.


New resources

Several new resources have entered the economy:

  • Raspberries

  • Blackberries

  • Bananas

  • Mint

  • Aloe

The resource descriptions of several existing items have also been corrected and improved.


Mining and exploration improvements

Miners and stonemasons have received a significant redesign.

Villagers can now actively search for resource deposits.

They gradually explore mountains and surrounding areas looking for valuable minerals.

Production lines related to minerals and valuable ores can become available as exploration progresses.

This gives geological exploration a more meaningful role in settlement development.


New civilization — Romans

The Roman civilization has been added to Eden Universe.

This expands the growing selection of cultures available for settlements and future campaigns.


New civilization — Egyptians

The Egyptian civilization has also joined Eden Universe in Alpha-0.1.5.


Horses

Horses have now been introduced into the game.

This lays another foundation for the future development of military and civilian units.


New unit type — Hero

A completely new military unit category has been introduced:

Hero

Heroes are intended to represent especially powerful or important military units that stand above ordinary troops.


Improved village conquest

Capturing a settlement now triggers a dedicated fireworks effect.

The Agora has also received a new visual indicator showing which god is currently attempting to gain control over the settlement.

Colored particles above the Agora represent competing divine influence.

The particle closest to the center indicates which god is currently closest to taking control.


New Statistics panel

A completely new statistics interface is now available from the ESC menu.

The statistics panel provides information about:

  • settlements

  • followers

  • miracles

  • armies

  • Avatar-related statistics

This gives players a much clearer overview of the current state of their world.


Game Profile Management

A dedicated game profile management panel has been added.

This creates a stronger foundation for storing player-specific configuration and game preferences.


Control settings expanded

The ESC menu now contains a dedicated control settings section.

Additional descriptions have been added to explain available controls directly inside the game.


Left-handed mode

Players can now flip the Divine Hand orientation.

A dedicated setting has been introduced for left-handed players.


Minimap improvements

The minimap has received a new option:

Show / Hide Influence

This allows players to control whether god influence areas are displayed.

Several minimap-related issues affecting wind effects were also corrected.


World map system

A dedicated map system has been added.

Players can now use:

  • world map navigation

  • map markers

  • segment navigation shortcuts

Moving through the increasingly large world should now be considerably easier.


Construction interface improvements

The construction panel now remembers the last category used.

Previously the panel always returned to the first construction tab.

The interface now reopens directly on the player's previously selected category.


Notes system

A new Notes system has been added.

It supports:

  • advanced text formatting

  • timed reminders

This will also be used increasingly by story and quest systems.


Narrator system

A narrator has been introduced to announce the miracle currently held by the player.

Players who prefer not to use this feature can disable the narrator in the settings.


Settlement creation tools

The internal settlement systems have undergone major expansion.

New tools allow settlements to be dynamically created during gameplay.

A new settlement can define the positions of:

  • the town center

  • storehouse

  • workshop

before the final layout is confirmed.

Settlements can also now be completely destroyed through story events, including their associated buildings, influence, miracle data, Totem and settlement information.


Civilization control systems

Story events can now:

  • open the civilization selection screen

  • lock individual civilizations

  • unlock individual civilizations

  • assign civilizations to settlements

  • assign civilization data to maps

This will be especially important for future campaign progression.


Quest and world scripting systems

A significant amount of work has also gone into the systems operating behind the visible game world.

A new global quest timer system supports:

  • in-game hours

  • in-game days

  • checking whether timers are active

  • checking whether timers have expired

  • remaining time calculations

  • elapsed time calculations

  • timer reset and removal


World object detection

Story systems can now dynamically detect objects located on both the current map and remote maps.

The system can check:

  • whether an object exists

  • whether an object does not exist

  • how many objects exist

  • whether enough objects exist inside a defined radius

This allows quests to respond directly to changes made by the player inside the world.


Puzzle and action tracking

Additional systems now allow quests to keep track of player actions and object-based puzzle conditions.

Values can be:

  • created

  • increased

  • reduced

  • cleared

  • compared against required targets

This significantly expands the types of objectives that can be created without relying on traditional RPG-style event scripting.


Story Mode control systems

Story sequences have gained direct control over several gameplay mechanics.

Individual systems can now be enabled or disabled during missions, including:

  • village Totems

  • Multi-Pickup

  • Divine Gestures

  • expansion and claiming

This makes it possible for mechanics to be introduced gradually as the campaign progresses.


Multiplayer

Initial multiplayer functionality has also been added to Eden Universe.

This remains part of the game's ongoing experimental development and will continue to evolve alongside the core single-player simulation.


Altar of Incarnation

A new structure known as the Altar of Incarnation has been introduced.

It forms part of a larger system that will become increasingly important as development continues.


Stability and bug fixes

Alpha-0.1.5 contains a large number of fixes across the entire simulation.

Among them:

  • Fixed disappearing workshops on LAND2.

  • Fixed scaffolding being taken incorrectly during construction.

  • Fixed the incorrect Indigenous town center on Land 2.

  • Fixed the Airflow Miracle failing to work.

  • Fixed wind effects disappearing when hiding the minimap.

  • Fixed graphical issues affecting plantation fields.

  • Fixed the Divine Hand becoming stuck after placing scaffolding and picking up another object before placement was completed.

  • Fixed scaffolding duplication when moving between maps.

  • Fixed players being able to jump between world segments during cutscenes.

  • Fixed incorrect information displayed on Agoras.

  • Corrected Fear, Fanaticism and Satisfaction descriptions.

  • Fixed objects disappearing from the world.

  • Fixed scaffolding becoming permanently stuck when placed outside a valid settlement area.

  • Scaffolding is now returned correctly when construction cannot begin.

  • Fixed visual layering between villagers and plantation structures.

  • Fixed military groups being incorrectly classified as LOCAL or GLOBAL.

  • Fixed several incorrect resource descriptions.

  • Improved settlement construction costs and progression.

  • Improved villager routines.

  • Improved save-system handling for the growing number of gameplay parameters.


Performance and optimization

A substantial amount of work has also gone into optimization.

As Eden's world grows, increasingly large numbers of villagers, military units, settlements, environmental systems and AI decisions can exist simultaneously.

Several systems have therefore been reworked to reduce unnecessary processing and improve overall performance.

Optimization will remain an important focus as Eden Universe continues to expand.


Alpha-0.1.5 — Eden is Awakening

This update is not simply about adding more buildings or more miracles.

The systems behind Eden Universe are beginning to connect.

Villagers work.

Settlements grow.

Resources move.

Armies require support.

Gods develop their own cities.

Followers worship.

Miracles reshape the environment.

The world remembers what happens inside it.

And increasingly, different systems are able to influence one another.

There is still a lot of work ahead, and many systems will continue to change during development.

But Alpha-0.1.5 represents another major step toward the game Eden Universe is intended to become.

A living world.

A world shaped by gods.

A world shaped by you.

Eden is awakening.

Thank you to everyone participating in the Playtest, reporting bugs, sharing feedback and helping shape the project.

Every report, suggestion and test session genuinely helps move Eden Universe forward.

See you in Eden.

Per-depot manifest changes

Depot changes

All depots
DepotNew manifestPrevious manifest
20175015637415263801222073—