Today we would like to take a moment to quickly update you all. We’ve been super busy working on some really cool content for Dawn of Andromeda.
First off, as we’ve announced previously we have another major update coming which hopefully should be worth the wait by itself. We won’t go over what’s in it just yet, but we’ll be posting a devlog with more details soon.
Secondly, we have a little surprise, if we could call it that, about something else really cool coming soon as well that’s been taking most of our time lately. We won’t say what it is just yet, but because we don’t want to leave with nothing, we’re throwing you a little something to wet your appetite:
We want to thank you for your continued feedback and support and we are looking forward to showing you more of what we have been working on.
So the day we hit 1.0 has come. First of all we want to thank the community for all the hard work you’ve all put into DoA, giving us so much valuable feedback, suggestions, sending bug reports and giving us so much support. This why we went into Early Access and we feel the game is in a much better place than it would be if we didn’t have the community backing us.
So again, thank you so much!
Rest assured however this is far from being the end of development. We will announce our plans for future updates very soon, so stay tuned. In the meantime, and as always we’ll be listening to feedback and keep working on improving the game like we’ve done so far.
It’s been two weeks since Dawn of Andromeda has been released into Steam Early access, and it’s about time we wrote a new Devlog.
This time around, instead of talking about specific features and game mechanics like we used to, we’re going to talk about what’s coming in the upcoming December content update.
The amount of feedback we received has been tremendous and most of the complaints we received revolved around the user interface so this is our main priority. Continue reading
Two weeks ago we talked about the various types of factions you can come across in Dawn of Andromeda. To commemorate our 10th Devlog, today we’re going to do not just talk about a specific area of the game as usual, but also make a small announcement.
One of the most important aspects in any 4X games is how you build and develop your colonies.
In Dawn of Andromeda we have streamlined this to make sure you still have all those important and interesting decisions to make when it comes to what the main purpose of your colony will be and how you want it to develop while at the same time not force the player to constantly micromanage each one, which can easily become a chore, especially my mid to late game when you have several colonies. Continue reading
Two weeks ago the subject of our devlog was Research and Projects, today we are shortly going over the different kind of races you can play with, encounter and even create in Dawn of Andromeda.
There are 8 main races in DOA, each one with different traits, personalities, playing styles and even their own technologies. However you can also create your own and customize them however you want.
Among other things, you can customize their appearance, their traits, as well as their ship style and their flags and conquer the galaxy with them, or play against them.
To make things even more interesting you can also start with randomly generated races, when you start a new game to maximize the element of surprise when exploring Andromeda.
Last week we spoke about the Emperor Log, Empire Policies and Government systems, and today we’re going over something related to the first. Today we’re quickly going over Research and Projects, what they are, and how it all works.
So your empire can move forward and gain an edge over the other factions making Andromeda their home, it’s necessary to research new technologies, and specially choose these wisely.
As you improve your research infrastructure, find specific artifacts or exploit certain anomalies to name a few examples, your research production will increase. The more research production the faster you can research new technologies.
Hello everyone !
First of all, sorry for the week long delay. Three weeks ago we introduced some concepts on Empire Management, namely your council, Prosperity and Approval. This time around we are quickly going over your Emperor Log, Empire Policies and Government systems.
When you start a new game, you already have a set of policies that have certain effects on your empire. For example, legalizing slavery will make infrastructure in your colonies to be built 10% faster, but approval will decrease 7%. Because policies are either conservative or liberal, and this one is a conservative policy, your government system will swing to the right. More policies can be researched, each with different effects. Continue reading
After talking about Diplomacy last week, this week we are going over Empire Management and how your Council plays into it. Because the former is a bigger topic than usual, we’re going to divide this in two parts, with the next one coming up in two weeks.
In Dawn of Andromeda one of your most important stats is Prosperity. A prosperous empire will generate more tax money, will be less corrupt and will have a more moralized military force and industry workforce. There are various ways to gain or lose Prosperity over time, or even instantly.
A bank going bust will immediately decrease your Prosperity, while being at war will gradually decrease it. On the other hand, having a happy population will improve it. Continue reading
Hello everyone !
We have just come back from Gamescom in Cologne where we had the pleasure to talk with the press, as well as drink a few beers with the lovely folks of the Iceberg crew as well as Sven, developer of Stars in Shadows and Anton of Empathy fame. Feedback was great and it was a truly delightful experience, but as we all know all good things come to an end and now we’re back at the shop adding more layers of polish to Dawn of Andromeda so that you guys can put your hands on it soon.
Today we are going to talk about Diplomacy, one of the cornerstones of 4X games and one of the most important aspects of Dawn of Andromeda.
As most of you aware, the game is an exclusively single player experience, which allowed us to create a deeper diplomacy system we couldn’t otherwise design because of the limitations imposed by having real players interact with each other.
First of all, sorry for the delay everyone ! It’s been 3 weeks since our last devlog, but we’ve got some interesting things to talk about today.
One of Dawn of Andromeda’s most important aspects is combat, and so we put a lot of work on making it deep, fun and accessible for everyone.
Combat in DOA is real time and non instanced, meaning you don’t go to a separate screen or vision when combat starts and it all occurs while the rest of the game is ongoing, similar to other RTS games like Age of Empires, Sins of a Solar Empire or Command & Conquer.
As in many other 4X games, you have the option to design your own ships, by equipping them with weapons, defence modules (such as shield generators or hull platting), engines and special modules.
There are three weapon types: Beams, Blasters and Missiles.
Beams are generally heavier, making ships slower but have a high damage output, Blasters tend to be lighter and have a more general use while Missiles have a larger range but lower damage.