Latest Comments by zegenie
Steam's City Builder & Colony Sims Fest is live now
24 Mar 2025 at 8:56 pm UTC Likes: 1
24 Mar 2025 at 8:56 pm UTC Likes: 1
Just FYI, Folklands also has a Steam native version, and is part of the event :)
Relaxing settlement builder with simulated citizens Folklands now has a demo
28 Jan 2024 at 9:50 pm UTC Likes: 1
28 Jan 2024 at 9:50 pm UTC Likes: 1
Quoting: GetBeanedThat's awesome, I'm glad to hear that it works well on the Steam Deck. Linux playability in general is really important to us, but without a proper Steam Deck to test on (yet) we're dependant on feedback like this!Quoting: constI'd really like to play a good city builder on the Deck. Did any of you have a good experience with one in portable mode?I tested it for 15 minutes last night on the Deck and it ran absolutely fine, though obviously I don't know what it's like as your town gets bigger. Controls were fine too, just mapped zooming out to the triggers, but by default moving the camera with the left stick and mouse control with the right trackpad worked perfectly.
Relaxing settlement builder with simulated citizens Folklands now has a demo
27 Jan 2024 at 3:25 pm UTC Likes: 3
27 Jan 2024 at 3:25 pm UTC Likes: 3
Quoting: constI'd really like to play a good city builder on the Deck. Did any of you have a good experience with one in portable mode?Not sure if this was directed at this game, specifically, but we've had test users running the game on the Steam Deck with great success, so this demo should run very well on the Deck :)
Relaxing settlement builder with simulated citizens Folklands now has a demo
27 Jan 2024 at 7:55 am UTC Likes: 8
Both Banished and Settlement Survival have explored these ideas briefly and in different ways, with Banished probably being the most known. Neither oftthem not so much with the research and qualitative improvement part, but definitely in terms of moving past just "the basics" in the resource and production chains.
Anyways, thanks for sharing!
27 Jan 2024 at 7:55 am UTC Likes: 8
Quoting: Purple Library GuyOne of these days I'd like to see one of these where some of the basics go away. Like, it assumes the people know how to build a farm so there are automatically enough subsistence farms (or, huts and rudimentary fishing boats) for the population. And so what they need you for is things like building a mill or a smithy, developing new crops, arranging for defence, storing extra grain in case of famine and such.Hey, main dev here! Amazing ideas, and something we've been discussing a lot on the team. The game we're making now has a very specific scope and set of functionality, being a "love letter" of sorts to an old genre. Ideas like the ones you mentioned, as well as different types of survival options, crops, research, etc. are things we're considering should a sequel ever be possible.
Both Banished and Settlement Survival have explored these ideas briefly and in different ways, with Banished probably being the most known. Neither oftthem not so much with the research and qualitative improvement part, but definitely in terms of moving past just "the basics" in the resource and production chains.
Anyways, thanks for sharing!
Fantasy themed tactical card game 'Dragon Evo' enters Early Access
2 Mar 2022 at 11:51 pm UTC Likes: 2
2 Mar 2022 at 11:51 pm UTC Likes: 2
Quoting: scaineThis looks superb, but I'm not sure how much single-player content there is. I'm not really interested in the multi-player aspects.Totally valid concern, tons of games like these are mostly MP focused. We've put a lot of single player content in for an early access release, and we're putting more in every week. The game is made to be equally enjoyable whether you prefer SP or MP, so we think and hope you'd enjoy it!
Early Access arrives soon for the fantasy competitive card battler Dragon Evo
10 Nov 2021 at 7:04 am UTC Likes: 3
Monetization is always hard, and to be honest we haven't yet fully decided on whether to go free-to-play with all its "baggage" or premium with the challenges linked to that.
Regardless of the model we choose, we think there could (and should) be "something in between". Most free-to-play games are designed to steer you towards and make you use money on IAP, more so than encouraging you to play the game. The game is merely the vessel used to generate IAPs. If we choose IAPs it will be to allow players to exchange playtime for cash but only out of respect for players' time. Not everyone have time to play, but still want to experience the content. That doesn't mean developers (or publishers) *have to* set the grind play time ridiculously high, it's just that many do. It's all a scheme.
Lots of words with little content perhaps, but for us, this is probably the hardest part of monetization altogether. We're gamers ourselves and mobile+IAP has pretty much destroyed everyone's expectations of what a grind should be. We want our game to have a progression "grind" that feels like true progression, not an artificial pay wall.
Our Discord server is a great place to talk about these things, too, so feel free to join there!
10 Nov 2021 at 7:04 am UTC Likes: 3
Quoting: CioranixWith it being free to play, the concern of course is 'will it be pay to win?' and it seems not. You can unlock card packs just by playing but they will also allow people to buy card packs as they explain "our card progression and level-up system is linked directly to played games, putting players on equal footing as spenders".Thanks for the feedback.
I really don't understand what this means. My fear is that it means the same as in GWENT or MTGA, that you have either to spend a lot of time playing or spend a lot of money, with nothing in between.
Monetization is always hard, and to be honest we haven't yet fully decided on whether to go free-to-play with all its "baggage" or premium with the challenges linked to that.
Regardless of the model we choose, we think there could (and should) be "something in between". Most free-to-play games are designed to steer you towards and make you use money on IAP, more so than encouraging you to play the game. The game is merely the vessel used to generate IAPs. If we choose IAPs it will be to allow players to exchange playtime for cash but only out of respect for players' time. Not everyone have time to play, but still want to experience the content. That doesn't mean developers (or publishers) *have to* set the grind play time ridiculously high, it's just that many do. It's all a scheme.
Lots of words with little content perhaps, but for us, this is probably the hardest part of monetization altogether. We're gamers ourselves and mobile+IAP has pretty much destroyed everyone's expectations of what a grind should be. We want our game to have a progression "grind" that feels like true progression, not an artificial pay wall.
Our Discord server is a great place to talk about these things, too, so feel free to join there!
Early Access arrives soon for the fantasy competitive card battler Dragon Evo
9 Nov 2021 at 6:49 pm UTC Likes: 3
One of the most important things to us is providing a great single player experience in addition to the pvp elements. While it's an online game with no offline component, we do provide a huge and (in our own not so humble opinion) engaging single player story, standalone adventures and lots of ways to engage with the game without having to play pvp - if that's what you prefer.
We're gamers ourselves and try to avoid some of the pitfalls and annoyances of modern IA-based gaming, so that's certainly an aspect we're very conscious of.
Anyways, thanks for commenting 👍
9 Nov 2021 at 6:49 pm UTC Likes: 3
Quoting: scaineI do love a deck builder, but I'm not a huge fan of online play sadly. For now, I think I'll be sticking with Roguebook runs and dipping into Dominion with my mates if I need a bit of online play (indeed, this is giving me some Dominion vibes).Disclaimer, Dragon Evo dev here. Really glad to get coverage like this, it means so much to us and getting exposure.
Looks great though. However, MtG kind of exhausted me on these games.
One of the most important things to us is providing a great single player experience in addition to the pvp elements. While it's an online game with no offline component, we do provide a huge and (in our own not so humble opinion) engaging single player story, standalone adventures and lots of ways to engage with the game without having to play pvp - if that's what you prefer.
We're gamers ourselves and try to avoid some of the pitfalls and annoyances of modern IA-based gaming, so that's certainly an aspect we're very conscious of.
Anyways, thanks for commenting 👍
Parkitect gains cross-platform online co-op in the latest update
21 Aug 2021 at 5:12 pm UTC Likes: 1
He's now 12 and still enjoys it ;)
21 Aug 2021 at 5:12 pm UTC Likes: 1
Quoting: einherjarIs that game playable for a 10 year old, or is it too complicated for kids at that age?Me and my (at the time) 10 yr old son have had a lot of fun building theme parks in Parkitect. Some of the mechanics might be a bit complicated, but with some hand-holding (great excuse to play yourself) it's super fun. 10/10 recommended.
He's now 12 and still enjoys it ;)
Free to play competitive deck-builder 'DragonEvo' now on itch.io and it had a big revamp
29 Apr 2020 at 3:45 pm UTC Likes: 1
29 Apr 2020 at 3:45 pm UTC Likes: 1
Quoting: BlooAlienalways nice when it can be done such that it avoids yet another new login/password entry in my password safe.Then I understand what you meant. Thanks for the feedback, we've already increased priority for adding this functionality.
Free to play competitive deck-builder 'DragonEvo' now on itch.io and it had a big revamp
29 Apr 2020 at 3:28 pm UTC Likes: 2
29 Apr 2020 at 3:28 pm UTC Likes: 2
Quoting: gustavoyaraujoIs this game truly free to play?Yes. We will keep content available to players free of charge, and at the same time allow for making money through non-essential purchases, such as avatars and deck art. We have some other monetization options planned, but we won't monetize actual gameplay or employ pay-to-play techniques such as other games.
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