Development update: working on a new quest system

We are currently working on a new quest system for Myriads: Renaissance. The quests will be divided into 2 categories: main and tutorial related.

The main quests will mostly be related to the enemy’s waves and the endgame. They won’t be available in the demo as it only covers the early game in which these quests are not relevant.

The tutorial related quests will help the player going through the game, especially helping him to settle and understand the game mechanics. Indeed some people pointed out that, in the current demo, it feels like the tutorial pages pop out oftenly at the wrong time, either too early or too late with respect to the time the player actually needs them. Adding such kinds of quests, we make sure the player’s mind is focused on the point we are explaining when the tutorial pops out.

As our game is divided into 2 parts, the city-builder and the worldmap, and these 2 parts are supposed to be played in parallel, the tutorial quests will be divided in the same way. There will never be 2 quests of the same type available at the same time to avoid the player’s mind to lose focus. Hence, at any time, there will always be, at best, 3 quests ongoing for the player: main, city-builder related and worldmap related.

That’s all for this development update! We will probably post on twitter new screenshots during the development of this new feature. If you are interested follow us on twitter: @MyriadsRGame.

If you did not try the demo yet and are interested in, it is available on:

Steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Itchio: https://sleepingeightstudio.itch.io/myriads-renaissance

IndieDB: https://www.indiedb.com/games/myriads-renaissance

Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.

And if you liked the demo, please wishlist our game on steam!

Download the demo now!

After years of development, we’re happy to share the first trailer and the new demo of Myriads: Renaissance with you!

You can download the demo on steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

And Itch.io: https://sleepingeightstudio.itch.io/myriads-renaissance

In this demo, you will be in charge of a capital-island. Manage its resources and population, and develop it by aggregating island’s shards of various biomes and sizes. Explore a procedurally generated world made of archipelagos of floating islands and expand your kingdom.

The game is still under development and the demo only covers the early game. The demo is limited to 80 turns which represent about 2 hours of gameplay.

Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub. And if you liked the demo, please wishlist our game on steam!

Development update: comeback

Hello everyone!

We are finally back after 2 years! We did not stop developing Myriads, we stopped showing our progress (on twitter or elsewhere) because we don’t like to share something preliminary. And as we are only two people working on the game, things take time. We actually worked very hard implementing the second part of the game, the worldmap, and we will soon be ready to share a new demo version.

The demo will cover the early game stage of the game and will be limited to 80 turns (about 2 hours of gameplay). If you are curious and can’t wait for it to be released, here is a 5 min gameplay footage video.

Many things have changed since the release of the first demo 2 years ago. We won’t list all the changes as it would be far too long but here is a list of the most important game-design related ones:

*a simplified population and resource system for the capital island city-building.

*a whole new procedurally generated worldmap to explore, featuring archipelagos of floating islands.

*a colony system allowing to produce resources outside of the player’s capital island adding a new way to deal with the lack of space.

*enemies for the player to deal with using the ships he built on the capital island or defense towers built at strategic locations.

*a research tree divided into 3 eras (only the first one is available in the demo).

*a new tutorial.

In addition we added many animations to make the game more lively and appealing (clouds, flying ships of various sizes, lighthouses, islands/buildings pop, …). We also added music to the game using a procedurally generated music asset developed by marma music (check out his work at https://www.marmamusic.com/) and completed the sound design (mostly using the sound assets of cafofo: https://cafofomusic.com).

We are currently polishing the new demo. Once everything is ready we will release the demo on itch.io and steam. In the meantime, please continue to follow us and we hope you will enjoy what’s coming next.

Development Update: demo feedback

Three months ago, we have released a pre-alpha demo version of Myriads: Renaissance on various platforms (IndieDB, Itch.io, GameJolt) and forums (CanardPC) in order to get the very first feedback about the game. This version of the game was only covering the city-building and management part and large parts of the game are still under development. If you are curious, here is a 5 min gameplay footage video which illustrates what this version is about.

It’s now time to take stock of this “release”. Most feedback were positive saying that the game looks “promising”. All of them pointed out that the concept of making your own land from “shards” works really well. On the other hand, they also pointed out that it’s hard to understand what the game is about and what it will look like at the end as large parts of the gameplay are still missing.

In the meantime, we also came to the conclusion that we absolutely need a trailer. Our website homepage is not enough anymore. On platforms such as Itch.io or GameJolt, a short video explaining what the game is about is really missing. However, to do so, we need to show what the player will be able to do on the worldmap, not only the city-building like the demo.

These are the reasons why we have decided to focus now on the development of the worldmap. And that’s why we have been a bit silent recently on social media. As we don’t like to share things which are too preliminary, it’s recently hard to find something to post (unless you want to see boring screenshots of lines of code in C#). But we will try share with you some work in progress, even if it looks a bit “rough” to us, it can be actually interesting for those of you who are interested in game development.

To conclude, we will later release another free version of the game which will include the worldmap and its main features. However, for now, we have no way to tell you when we it will be released. Once it’s more clear for us, we will update our roadmap and make a new announcement.

Finally, we would like to thank you all for your feedback. Please continue to follow us, we hope you will enjoy what’s coming next.

Demo is out!

demo

Myriads: Renaissance first DEMO

After months of development, we’re happy to share the first demo of Myriads: Renaissance with you!

The game is still under development and the demo only covers the city building and management part. You will be in charge of a capital-island. Manage its resources and population, and develop it by aggregating island’s shards of various biomes and sizes.

If you have any kind of critic, advice or if you find a bug, please contact us or leave a comment on IndieDB. All feedback are welcome!

IndieDB

We have setted up an IndieDB page. For now there is only a single article introducing the game but we hope to feed it more frequently with some progress reports and articles describing the game mechanics. And a demo version of course…

If you are curious, click here or on the logo below.
Myriads: Renaissance Windows game