Why Early Access?

Endciv is a complex project and we want to ask for support on our journey. A game of such scope requires a lot of testing and adjustments and having a supportive community provides many benefits for our small team. Furthermore, with an extended budget we can speed up the development process and offer more content beyond the core concept.

What can I expect from the game now?

You do not have the ability to save or load the game and the playtime is only 1-2 hours for one match. You can enjoy the very basics of base building and the game will guide you. It is possible to gather a lot of resources, store them and eventually trade with others to get other rare goods. You can hunt and plant crops to survive for a longer period. Nevertheless, there is a solid basis underneath which lets us add content and functionality in a good pace. Read more at the FAQs.

How long will the game stay in Early Access?

Endciv is fairly early in development and in order to complete the Core functionality of the game we need at least one year of development. Once we reach this milestone we will add additional functionality and polish the game even more. We can’t determine for sure how long the game will stay in Early Access but it will likely be two years or more.

What do the statuses mean?

Completed The feature was completely implemented and tested.
Partially implemented This feature includes missing or broken components.
Simplified The feature is implemented in a simplified way. Depth or complexity is missing but it is enough to receive an impression of how the feature affects gameplay.
In Progress This feature is currently in development.
Pending This feature is planned to be implemented in the future.
Suggested This feature is only suggested and will be discussed with the community. The feature might never be implemented.
Critical This feature is not easy to implement or to maintain and it might never be included. Still the idea is listed because it is part of our vision and to provide you a better insight of the development process.

Info

More detailed information about each component will be filled in during development. Also there will be related discussion topics on the development forum.

- Last update: 14:25 GMT 04 Jun, 2016

The circles above are indicators of how complete the game is in these categories.

Building

Construction and city building aspects. The number and variation of buildings and objects will be constantly increased during development and it will become more challenging for you to build more advanced buildings.

Economy

The economy of the game is our highest priority at the moment. This includes the number of different goods and production facilities but also how trading and resource management performs. We constantly improve and adjust balancing.

Combat

Combat features are a low priority and will be implemented once the economy and building features are more solidly implemented.

Immersion

The last aspect describes the emotional and ethical aspects of the game. We want to provide a grungy post-civilization scenario and believable events in the game. This also describes how detailed the game will be. The full potential of this aspect can only be achieved towards the end of development.


Core

Windows Support

Yes

MAC Support

Pending

Linux Support

Pending

Tutorial and Guide

Simplified

An ingame guide for most of the current features is available.
Next up: We will change this to a modular system which will show you a sequence of message boxes and add a few animated images to showcase the usage of the game.

Keyboard Shortcuts

Partially Implemented

A keyboard and input system is in place and a bunch of shortcuts are defined. We have to display these shortcuts in the game and you will be able to customize these.

Game Settings

Simplified

A bunch of Graphic Settings are in place and you can adjust various Audio Channels

Languages

7%

Only English at this point.

Savegames

Pending

Savegames will be added later durign development. A specific Deadline is not defined. We are aware that most people are waiting for this feature and we will add it once we think Endciv is ready for a wider audience.

Engine and Systems

Minimap

Partially Implemented

A basic minimap is implemented. It shows camera location, FOW and you can click on it to move the camera.

Fog of War

Simplified

A basic FOW system is implemented which is shown on the map and it hides objects technically for the player.
The FOW system has to include more aspects such as line of Sight which will come with the combat mechanics. Also some more performance optimizations can be done.

Weather System

Partially Implemented

Complete Daytime and Season system. Rain is generated randomly.
The game starts in Spring but we plan to make this customizable.
Todo: Temperature has to be implemented in game mechanics and the winter scenario requires some more work.

Worldmap

Suggested

A world map which lets you discover and trade with other settlements outside of the game map.

Energy distribution

Pending

We will implement a simplified solution soon in development. But first of all we want to focus on the natural resources and fuels like combustion.

Simulation of pollution

Simplified

Polluted areas are distributed on the map. Toilets and waste creates pollution.

Simulation of fertility of the land

Suggested

A more detailed simulated fertility of land. Such a simulation might be redundant but can be discussed.

World Generation

Environmental Objects

2%

The amount of environmental objects is very limited. It is enough to show the very basic flow of the game but in order to achieve variety we have to produce way more environmental objects.

LOT system

An internal system which will allow us to generate a variation of environmental lots. We can create different houses and fill these with various or random objects. This could be part of modding or community tools.

Residential Lots

4%

A few variations of the same house is spawned on the map.

Commercial Lots

Suggested

Industrial Lots

Suggested

Street and City Layout

Pending

Improved city generator such as streetlights, cars on streets and cable or power poles.

Special Locations

Critical

Very special locations. Critical only due to current scope and resources but in fact an easy task. This would extend the lots and map by special and unique locations which add strategical value to the game map. Examples: Big shopping mall, TV or Radio Station, Former Power Plant, crashed airplane or the like.

Balanced map generation

Pending

This describes how good the map generation is in order to generate the desired map with fair distribution and without crazy results. Currently we have a simple generation parameters which are very balenced but generic and repetitive.

Create NPC Settlements

Suggested

Fill the map and former residential houses with NPCs. NPCs can be friendly, you can trade with them or rob them. NPCs can also be aggressive and a thread you have to protect against.

Map generation Settings

Simplified

We have 3 simple parameters: Map size, starting conditions, Resoruce density.

World Settings and Scenarios

Critical

We will describe this later.

Resources and Items

Material

15%

Basic resources are in place and can be gathered.

Utilities

2%

Drinks

2%

Food

2%

Recipes

2%

Recipes are the rules of how a meal can be cooked and some of those have to be unlocked during game.

Tools

5%

Weapons

Simplified

At first release there only is a pistol which can be used for hunting. More weapons will come with the combat mechanics.

Ammunition

5%

Bullets for the pistol are available and can be found or traded.

Blueprints

2%

Blueprints are the rules of how an item can be crafted and some of those have to be unlocked during game by various ways such as research.

Constructions

Storages

10%

Production objects

2%

Structures Level 1

5%

Structures Level 2

Pending

Structures Level 3

Pending

Structures Level 4

Pending

Decoration

Pending

Furniture

Pending

Solar Power Facilities

Pending

Wind Power Facilities

Pending

Defensive facilities

Suggested

Settlement and Management

Job and Task management

In Progress

Will come soon. Ability to controll the tasks and jobs of individual citizens.

Collect resources

Partially Implemented

Storage maintenance

Simplified

Simple checkboxes to allow different types of resources for each storage.

Construction of objects

Partially Implemented

Individual objects can be placed. A tool to place fences is included. Demolish objects is implemented.

Production and Cooking

Partially Implemented

Agriculture: Crops

30%

Basic mechanics are implemented and working. You can plant potatos and herbs.

Agriculture: Livestock

Pending

Research and Technology

Pending

Trading with a foreign Market

Simplified

Trading with merchants

Pending

Caravan routes

Suggested

Units and Citizens

Needs

60%

All the basic needs are implemented and are working fine. Some secondary needs are not yet implemented.

Abilities

Suggested

Skills

Pending

Skills would increase with practice and would improve efficiency.

Characteristics

Suggested

Inventories

Simplified

A Basic inventory for units is available.
A better management window has to be implemented.

Manage equipment

In Progress

A simple equipment system is in progress.

Character models

Simplified

Modular character system

Pending

Animals

Dogs

Simplified

Dogs take resources from your storage.

Deer

Pending

Birds

Simplified

Pigs

Suggested

Cows

Suggested

Chicken

Suggested

Rats

Suggested

Combat

Hunting

Simplified

Animals and Humans can be shot if a weapon and ammunition is available. This is based on a simplified combat mechanic and the enemy doesn't respond.
Next Up: Animals will be scared by shooting and run a way. This makes the hunting task more difficult because ammunition is limited.

Combat mechanics

Pending

Field of View

Suggested

Covering

Pending

Tactical planning

Pending

Combat AI

Pending

Raid Events

Pending

NPCs

Merchants

Pending

Nomads

Simplified

At some point Strangers visit the town and those can be adopted. There can be a bug which prevents you from adopting more than one group.

Slaver

Suggested

Raiders and Bandits

Pending

Beggars

Suggested

Faction System

NPC Factions

Suggested

NPC Leader

Suggested

Faction designer

Suggested

Faction mechanics

Suggested

Faction relationships

Suggested