Happy New Year to all! After nearly two years of development, we have finally reached the end of the game’s early access-development phase. I want to thank you all for all the patients you have shown during this development process. Game development begins at the first lockdown, and as the start of the new year we are now entering another. I am hoping this will be the last one.
With this latest update for early access, we’ve completed our checklist of the features we promised. From now on, updates will be minor polishes or bugfixes coming from players. The base mechanism should not change at all.
Early Access, Final Updates New viruses have been introduced.
All disease parameters are adjusted as close as possible to actual diseases. However, the difficulty is determined by the simulation of the reproduction mechanism of the game. In an average city, we simulated without player interaction and measured how long society will be collapsed with the disease. At the end of simulations we have 3 cluster of viruses according to their difficulty,
Easy, Influenza, Society collapsed in 300 days with no player interruption
Difficult, sars, covid, smallpox, ebola , Society collapsed in 190-210 days with no player interruption
Extreme difficulty, polio and measles , society collapsed in 110 days with no player interruption
The mutation mechanism is introduced.
The mutation frequency will depend on the virus selected. Covid and polio have high mutation rates, while others have mid or low rates.
The amount of infected patients acts as a multiplier of mutation rates. When there is more ifected population, chance of mutation increases
All Mutations will make the virus harder to eradicate.
Each mutation affects one feature of the virus;
efficacy of vaccines,
natural immunity (immunity gained by previously recovering from virus)
basic reproductive number.
Game Balance is updated.
Now society’s failure depends solely on,
Social stability, %40
Panic level, %40
Political credibility %20
Death rates as penalty (depends on mortality rates of virus, up to -20 %)
Inability to eradicate virus for longer periods (effect stars appear after 400 days, penalty is up to -20%)
The economic level and the level of disinformation are not taken into account in the calculation as these factors are already reflected in social and political stability.
All advisors are unlocked,
Each selected advisor gives a 15% bonus in their area of expertise.
Pedestrian and vehicular traffic is introduced. According to the infection rates, sick patients appear on the streets. Character and vehicle variations and density according to lockdowns are in progress . Infected isolation minigame included, Case isolation bonus is given when sick patients are caught in the map view. Case isolation helps suppress the reproduction of diseases. Quarantine game balanced, Fewer patients are born and game occurs less often. Fixed bug with symptomatic patients, temperature controls. Random events (monthly, economic, and fake news events) are less frequent and have more severe results. Social support packages (unemployment support, health support and universal basic income) are now controlled by sliders instead of technology actions and take immediate effect. Fixed bugs with socio-economic packages. Increased cost of treatment of infected patients SoundFx and music toggle buttons introduced
Quarantine Control Game & New maps introduced Border protection now depends on the performance of players in the quarantine game. The player can choose to quarantine or pass the arriving passenger based on the documents they provide, what they say, or temperature checks. The success rate is used as input for infectious travelers arriving in the city.
Vaccination will be one of the mini games that support activities such as vaccine development, vaccination, curfew control, etc.
The event is triggered when the vaccine is developed and approved. It is expected that the vaccines will be given in accordance with the appropriate timing, age and occupational groups. The percentage of vaccine distribution is increased for each suitable vaccinated character.
The game repeats itself until all vaccines are distributed to the willing population. Number of vaccination depends on players performance, Time between each vaccination depends of lab upgrades.
Game winning and losing status now depends on the overall performance of the player. The game continues until the player scores less than 25 points. When the number of newly exposed patients falls below a certain threshold, the suppression counter for the win condition starts for one month.
General performance calculation method is as follows,
Base points (100 points)
social performance (40 %)
panic performance (20 %)
political Performance (15 %)
disinformation performance (15 %)
ecoPerformance (10 %)
Disease difficulty (up to 10 points)
Country difficulty (up to 20 points)
Death penalty (up to -20 points)
Duration penalty (up to -10 points)
New custom game mode included.
Now player can create city with custom difficulty,
gdp per capita
trust to science
icu capacity / population ratio
The main menu button is included in game panel.
Time control improved.
Game balance improvement (unit costs and timings).
A team of advisors tracks the players’ progress on game and alert areas requiring attention. Listening to advisors will help players to find potential issues before they become chronic. The leading advisor (selected at the beginning of the game) gives a bonus according to their expertise area.