Dear planet colonizers, just in time for the Steam Winter Sale we can offer you a very special update as the new illustrator’s character design has been finalized and successfully integrated into Imagine Earh – Planetary Colonization. Please help us by testing the new features and give feedback into the Steam forum. If you like what we are doing think about reviewing the game on steam – this will help the project a lot!
New Factions and Campaign Characters
You’ll see them everywhere once you start the game. Design wise it’s another evolutionary step forward to the finishing line for version 1.0. Because these people are more likely to be taken serious and showing authentic emotions throughout the campaign.
Whenever there is danger in the air you will now also be able to hear it. When asteroids are raining down on your colonies or Xrathul aliens are closing in to feast on your colonies special tension tracks will be played that reflect these threats in the music of the game.
On the CPU side of the game calculations the code has been enhanced and cleaned up for multi threading. That enhances the game speed quite a lot – especially for systems that have a slow CPU.
Load Planet Dialogs
These screens finally show all the information you need to know when loading a planet in competitions or in the workshop.
Game Pad UI Optimized
All interfaces for game pad controls have once again been overhauled to make it a joy using game pad controllers as well. The game features on Steam are now officially set to full game pad support. Since we haven’t received a lot of feedback on this yet, we’d be happy if you have a try and tell us what you think.
The list of Buildings has been redesigned to make mass repairs, cleaning and upgrading of infrastructure in your colonies a piece of cake.
Hide build menu info when cursor hovers planet behind it
Hide buildings list until first city is built
Reformatted descriptions in victory points overview
Building list notifications centered between bookmarks and factions panels
New startup logo
Fixed campaign research counter
Fixed build panel still shows selected item, when another category is selected
Sound volume should not affect music volume
AI keeps asking for alliance
Icon shown in wrong height over asteroids with rare resources
Most of this winter’s update 62 for Imagine happens under the surface or in the controls and interfaces. There is a lot of fine-tuning to optimize the general usability of the game with gamepad and mouse alike. We also worked on the Xbox implementation and the translation. Yes, the characters in the game will soon not only look completely different, they will speak to you! But according to the season there are also some improvements on the ice planets, a new soundtrack and much more…
A simple and effective optical innovation is that the cursor now emits a light on the night side of planets. As half of the planet is logically in the dark and the landscape there is not very impressive without shadows from the sunlight, this light brings life to the dark. Water surface reflections and also gold, metal and crystals sparkle exactly where you look and act on the planet.
Heat Radius of Volcanoes Increased
Dormant volcanoes can be awakened with ideon bombs and thus heat up the landscape in order to be able to better grow food on icy planets, for example. For a while now, this can also be achieved with thermal generators. It was urgently necessary to increase the heat range of a volcano compared to that of a generator.
Brand New Ring Styles
The style of the construction and tool rings was adapted to each other and visualized in a cooler way. The information about the tools no longer overlays the navigation in the ring but is clearly arranged on the right side.
The snow-covered landscape was optimized and embellished. Small but fine adjustments ensure that the landscape is still visible under the snow cover and that the structure of the surface is seen. Thus the snow cover also makes houses and plants even more recognizable.
New Character Design
Just to get you used to this quantum leap in character design, here is a preview of what the next update will bring. We found a talented illustrator and he redesigned all the characters and taught them how to talk in elaborate animations. We believe this will give a fundamentally new feeling to playing Imagine Earth.
Keyboard and Mouse Controls Info Optimized
We have also optimized the control display for mouse & keyboard control. On top of that there are a few handy new shortcuts.
Another new track has been added to the Imagine Earth soundtrack. Making the whole atmosphere of Imagine Earth more rich, symphonic and diverse.
We added community translations for Polish and Japanese language. If you happen to speak one these languages please let us know how the quality is because we can’t check it ourselves.
Autumn Sale – 35% off now!
Gamepad cursor with action icon for tool
Delete mode für Editor planets
Briefing/Goals/Planet info buttons
Refined control of factions panel (bottom right)
Refined gamepad control of button selection
Directly close build ring
UI problem in Inventory ring description
Refined generation of fossils and resources on planets
Fixed mood influence range of health district upgrade
Fixed buildings sometimes showing with a delay after camera jumps
Increased heating range of volcanoes in cold areas
Build panel now shows building descriptions when no upgrade is hovered
Reduced Xrathul bait crafting resources to three
Improved AI abilities to defned against Assimilators and Xrathul
Friends of planetary colonization, finally a new update is ready and delivers a big chunk of improvements. One of special importance is the integration of the gamepad control, for us the opportunity for a major overhaul of the whole interface. Controller support is important for the XBox version but would you use it on PC? Tell us how you think about it and what else could be tuned. Have fun reading and trying it out, here’s the direct link to the feedback forum.
Research System changed
No more research budgets are required to research in campaign. After the system of tokens and budgets was already switched off for other game modes, you can now finally do research in the campaign without having to wait for another budget. All you need are research facilities to drive the process forward. City centers also come with a built in research unit. Of course you can still buy and sell budgets, they are now called licenses and activate researchable options directly.
We installed a new sound system to bring atmosphere and plausible sound backgrounds to the planets, so that the environment feels acoustically richer. First there is an ocean sound, which now increases in volume the more oceanic fields are nearby. Next, we will apply this to city and forest sounds, for example.
Gamepad Control Prototype
We have invested an amazing amount of work in the implementation of a game pad control system so that the game can be released on the Xbox console at the end of January. Because of the use of rings and radial menus from the beginning, the whole thing turned out to be very intuitive and if you know the right places, it works surprisingly faster than the mouse control. But as the headline makes clear, this is all prototype. We would like to hear your opinion about how the game pad control feels in this first version.
New menu button font
One advantage of the whole game pad conversion was that we redesigned a lot of buttons and menu structures to be more readable and accessible. For example we found old load game menus that were long forgotten over time.
Tool Tips in Tool Rings
Previous tool tips have often covered the control ring half or almost completely. Therefore, the tools with name, price and description have been moved to the far right.
Three new synphonically composed music pieces underline the flow of Imagine Earth in the new version. It is remarkable how much the music adds to the overall atmosphere of the game.
Colony Rating Revised
The dustiest menu of this upgrade was the Colony Rating, so it really deserves an all around makeup. New colors and functions. A division is now called „Commodities and Capital“ and counts the liquid capital of a company and also the market values of its buildings there and includes them appropriately in the share value.
Joma Mission refurbished
What should not be missing in the game development is that one of the missions of the story-based campaign needs an update as game features and controls have evolved. This is always a great way to give the mission a refreshing touch.
Buildings List Panel
We delivered this area with a small but crucial weakness in the last update. You couldn’t click on the upgrade buttons and couldn’t jump directly to the buildings. This is now history and the control has been optimized a lot. The tab for dirt and the condition of the buildings has been split into two separate tabs where you can now also directly initiate a repair or a cleaning.
Buildings List Button
This button now makes the total number of pollution, building demolitions, incidents with poor quality of life and loss of productivity visible and allows you to jump there directly.
Game Setup Revised
Creating a new game has now become even more goal-oriented and handsome. Some inconsistencies have been fixed and the menu as a whole has been made more attractive.
Now the achievable goals are also visualized on planets. This makes it a visible challenge to drive the success of the missions to perfection.
UI & Other Improvements
Renamed free play to endless game and sandbox to editor
Better descriptions in endless and competition game
Crafting and trading panel highlight selection
Red popup dialog when deleting savegames and profiles
Fixed load screen
Revised layout of money, emissions and population panels
New menu headers when starting a game
Revised layout and background of profile screen
Reduced size of forest graphics
Reduced runtime memory consumption and number of triggered garbage collections
We are very excited to share this happy announcement with you today. Imagine Earth now has Turkish interface and Turkish subtitle support! We value our Turkish fans and believe that playing the game in their own language will give them a better experience. We would like to thank Plus Localization for the excellent job they have done translating the game. We hope that strategy and simulation fans in Turkey are going to love Imagine Earth. Thank you to the Turkish players for the support you have given us so far and your support from now on…
Size bugün bu mutluluk verici duyuruyu paylaşmaktan oldukça heyecan duyuyorum. Imagine Earth artık Türkçe Arayüz ve Türkçe Altyazı desteğine sahip! Türk hayranlarımıza değer veriyoruz ve oyunu kendi dillerinde oynamalarının onlara daha iyi bir deneyim sunacağına inanıyoruz. Türkçe çeviriyi mükemmel bir şekilde gerçekleştiren Plus Localization’a bu mükemmel iş için teşekkür ediyoruz. Strateji ve simülasyon hayranı Türk oyuncuların, oyunumuzdan keyif alacağını ve Türkçe Dil Desteği sayesinde oyunun Türkiye’de bir satış başarısı yakalayacağını umuyoruz. Bize bugüne kadar verdiğiniz destek ve bundan sonrasında vereceğiniz destek için Türk oyunculara teşekkür ederiz…
Hey, welcome, everybody! Finally another juicy release #60 has been finished and look what a catchy title it has! If you want to read more about the new traveling back in time laws in our „Imagine Universe“ you should scroll down to „Planet Time Lines“ in the Update Release Post. Eye candy of the month are the first scribbles of the brand new character redesign that has just begun. Apart from that a lot has happened under the hood again and in terms of game system optimizations and balancing. We always count on you when it comes to testing the new features in practical implementation. Try everything and tell us your opinion. We are happy to take up your wishes and ideas, what do you think Imagine Earth is missing most of all? But for now please enjoy Update #60,
Martin & Jens | Serious Bros.
The selection of difficulty levels has been given an epic pop-up panel that clearly breaks down the characteristics of each level and also tells you what the positive effects it has on your high score.
Improved Buildings List
The new list of buildings from last update, still needed some adjustments to make it nail down its universal usability. The menu and the listing of functions, tabs and options are now rearranged and also visualized more stylishly.
This is something that we have just started to consistently work on, until the final release of the game. With the new release we have tried to identify the biggest performance killers related to special units, e.g. like Assimilators or a lot of Xrathul ships.
Planet Time Lines
If you load an old savegame or restart the planet and then save it, all savegames who are lying in the future on that planet’s time line will be revoked as you obviously changed the past. This automatically prevents savegames with parallel time lines for the same planet from being created and cleanly breaks everthing down to one single, unique time line. No parallel universes or messy stuff like that.
If you are wondering now what this complex change is supposed to be good for at all, the following should be said. We wanted to make sure that the fate of a planet would play an important role, and that the player would always be able to return to the current state of the planet in order to develop their civilization or repair the environmental damage. At the same time, we didn’t want to trample on the luxurious freedom that a flexible savegame system provides. Don’t even try to guess how long we discussed to come up with this linear solution.
Progress Info in Campaign Screen
The new Progress completion box in the campaign galaxy map is more stylish and also contains the finished research as an achievable goal. Further exciting challenges will follow. For example, the mastered difficulty levels on the different planets will be counted from the next version on and will contribute to complete the overall score in the campaign.
Info Panel for Empty Fields
Even this feature might seem so trivial that one wonders why it is mentioned here. That’s also why it took us so long to realize that it’s missing. From now on a howered empty field gets an info panel as well as one with buildings or objects on it. Simply because there are so many interesting values that can be displayed to it. For example, raw and fossil material deposits were previously shown with field graphics, but these were never explained in words.
User Interface Optimizations
Also rotate planet when dragging outside of the planet area
Consistent UI back navigation
Reworked pause visualization for icons
Increased size of quest icons
Display quest icons of progress icon
Hide still active goals in quest goal overview
Something is happening on this design front, I can only say. If you look at the picture above you might recognize the Midras aliens from the game and you have a look at how they might look like in the future. With the help of our new illustrator we are developing an amazingly vivid fresh style, which will be a quantum leap for the immersive look of the game.
Mechanics & Balancing
Smoothened seismic activity of volcanoes and made it a bit more likely for some to erupt
Forbid building city centers on asteroid impact fields
No longer allow interaction with Illuminati camps after they have been destroyed
Coming Soon: Gamepad Support
Besides that we are currently preparing gamepad support for the game to properly support steam big picture and at some point also game consoles.
Greatings, space colony managers! We have a fine small update ready for you. Even though Martin is on parental leave at the moment and our new third man Rico is still in the getting into things, we were able to put some nice gameplay updates together for you. If you are still thinking about picking up Imagine Earth you can get it for 35% off at the Steam Summer Sale right now. As always we’d love to get your feedback on the new stuff and wanna know how the latest features work out.
There are now glaring light effects during spaceship landings, construction campaigns, demolition lasers and impulse cannons. But also repair actions, harvesting operations and for example rioting aliens cause colorfully illuminated buildings and areas in their vicinity. Of course, these are particularly impressive at night. Don’t worry, you can deactivate them in the options if it gets too much for your eyes.
New Storage Management
We have reorganized the organization of the stored resources. There are now clearer displays of how much storage space has been reserved for different things and how full the storage rooms actually are. The new structure of the buttons and bars also makes this much easier to understand.
To make the development of your company even more of a challenge, you will now compete in the ranking against 20 major corporations that you might know from well-known science fiction stories. This is only a prelude to the leaderboards soon to be completely renewed. And to make them more readable. They belong to the oldest menus in the game and should be able to show even more rankings.
Improved visualization by coloring the fields for buildings with improved performance through optimal placement
Redesigned user interface with new titles a uniform position for the back button and more consitent menus.
Optimized Building Panel
An optimized building panel gives you more overview and control over all your colony buildings and enables you to bulk upgrade, clean and repair the most urgent cases.
Fixed fade to black transparency problems for panels and tooltips
We fixed a rare bug that prevented you from getting a 2nd landing permission in the first mission.
Wow, update 58 was a tough nut to crack. We did so many things that were not precisely fun to do but necessary for you to have more fun with our global civilization builder. There are also some rather fresh and action packed new features waiting for you. We hope you enjoy and please let us know what you think about the changes to Imagine Earth. Best, Jens & Martin
Galaxy Map for the Hyperspace
The overview of colonizable galaxies is now even more impressive. In the meantime we had moved the additional galaxy with the competition missions into the game mode „competition“, but we now prefer to visualize it as part of the clear part story based campaign. Of course we hope that there will be more galaxies at some point maybe with community generated planets from the workshop.
The Xrathul Bait
The new Xrathul Bait item can be crafted and used to distract invading Xrathul from your base or to directly send them to opposing factions. The honeypot attracts Xrathul who are on the planet. It also increases the probability of new Xrathul coming to the planet by 50%. It spreads Xrathul pheromones and is therefore an irresistible magnet for Xrathul ships, but can of course be destroyed.
Asteroids vs. Space Invaders
Well, you can now throw asteroids on Xrathul ships to totally wreck them. This method or using bombs and ideon bombs to finish them will now result in the giant ship crashing to the ground where you can harvest valuable artifacts from it.
Automation of the Workshop Crafting
Equipment can now be produced automatically as soon as all necessary resources are available. All you have to do is click on the button on the left side of the workshop screen. Automation just rules. The item of which you have the least copies in stock is always prioritized.
Drone Flight Characteristics
Build drones and harvest drones already had a lively way of gathering resources or knocking buildings out of the ground. But their flight behavior was an abandoned construction site for what there was always too little time over several updates. Now they glide wonderfully smooth onto their landing pads and launch pirouettes without any bizarre aerobatics.
You can now win a competition game by gaining a victory point for taking over a city of other factions. This move is enabled when you buy sufficient shares in an opposing company. We also refined the victory points panel to be more visually appealing on this occasion and it was a good reason to revise the stock market design as well as you will learn here in the following.
Share Market Panel
The stock market is such an important panel for strategic gameplay and still it took us some time to realize we were hiding it in the upper left corner of the user interface too deeply. We have now put the panel on par with the research menu and the development screen. The big button shows how many shares you still own from your colony.
Finish Side Quests Later
You can now finish bonus and ideon goals after the mission is accomplished unfinished bonus quests will not fail any longer. For quite some time already you can visit planets that you built up throughout the mission and will find the goals still active so there’s such much to do when you return to your colonies after a while.
Refined Magni Mission
A new sub quest to obtain the Xrathul Bait item. Several improvements make it now better understandable what needs to be done to succeed the mission tasks.
UI & Graphic Improvements
Centered resource and time panels on the top of the screen
Added construct preview images to the build menu
Improved journal layout
Increased visibility of limited city building area
New background for colony rating
Improved layout for victory points screen
Fixed lift animation on Tuto
Improved smoothness of camera animations
Fixed asteroid crater alpha problems
Polishing for fireworks
Added explanation popup for community translated languages
Other Improvements & Fixes
Keep F8 pressed to hide the UI when you want to create a screenshot
Reload after subscribing to new workshop planets
Keep predefined competitors when playing sandbox or workshop planets
Added more supply capsules to missions
Removed wind park life expectancy upgrade (in favor of new off-shore upgrade)
Fixed pirates getting stuck on unowned warehouses
Refined logic on when and where to display icons on the planet
Fixed fish and oil fields no being correctly displayed
Fixed duplicate impact of epidemics on districts
Improved texts that explain the relationship to other factions
We’ve made a few tweaks for you that improve terrain, interface and shadow calculation in our global civilization builder. Read news in full detail on the Steam page of Imagine Earth. There’s also 35% off weekend sale until monday…
HBAO – Ambient Occlusion
First of all, you should notice more beautiful shadows in the game, which give the constructs, forests and objects more depth and also connect them to the environment and connect them better with the terrain. We were really looking forward to this quite classic technique called Ambient Occlusion when we switched from our homemade engine to Unity, but even they still had to integrate it into their brand new Universal Renderline.
Blueshift in the User Interface
We set out to change from the turquoise UI design to a bluer layout and to unify and standardize the colors in it. This of course serves the purpose of making the Global Colony Management Interface visually less distracting and peaceful. Some game menu elements have already been adapted, but the process is still ongoing.
Planetary Terrain Textures
Fixed severe Icon Bug
Thanks to our new, automated bug tracking system, it was quickly noticed that many players experienced a bug related to interacting with the new clickable event icons that we have thrown out in the last major update. Problem solved.
35 % Sale until this Weekend
In case you haven’t noticed we have the biggest discount sale ongoing on Steam until Monday! Time to grab a unique game about economic growth and climate crisis. If you feel like spreading the news, here is how we put it when trying to describe Imagine Earth briefly in public. Thanks for your support.
Imagine Earth puts the player in the position of a global economic player. He has to build up and supply his civilization, produce and trade goods into space and compete against other corporations. In order to preserve the environmental quality of life for his inhabitants and to avoid a global climate crisis, he has to find a balance between growth and sustainability.
Thanks for your support! We hope you enjoy the changes to Imagine Earth and let us know your ideas about them in the forums.
Dear space colonists, today we present our latest update for Imagine Earth – Planetary Colonization. Many improvements to the global management system allow you to keep track and control your complex and full-grown colonies and optimize the daily colonizing work on new planets. We would be happy if you test the latest features and give us your feedback and that you come to the forums and put your most desired features on the wishlist. Best regards, Jens and Martin.
P.S: We hope that you and your beloved ones are and stay healthy. Take care!
Great List of Constructs
The new building list represents an almost too modest revolution for total control over your global colonies. Here you get an overview of all buildings in your colony. You can sort them by productivity and condition and have them equipped with upgrades, repaired or cleaned. There is also a list of all resources that are located in your area and can be mined directly. In the city list all districts are listed and can be checked for their quality of life.
What can I say, the veterans among you may already enjoy this as a running gag, but we have to postpone the final release of Imagine Earth 1.0 once again. We ask for your patience and understanding, as it is our main effort to make Imagine Earth really good and a smooth experience. The port to the Unity Engine went relatively well and was worth the work in every respect, but still took twice as much time as we had hoped for. As is often the case, the devil is in the details and there are a lot of game features that need to be balanced and interlinked.
Long story short: We postpone the release until September 2020. It is of course also in the true nature of this project that a global build-up game with economic strategy and authentic planet and climate simulation is a bit oversized for two developers. But we never lost motivation or faith in the core idea and the idealism that made this project so special for ourselves as well. The new date gives us a very generous amount of time to do fine tuning and add some final features. Of course you will always be able to play all finished progress immediately in early access and we will keep you informed on everything…
Remediation and Maintenance
You wished that we introduce the possibility of automatic cleaning of dirt and automatic building repair earlier in the game. The boss will always bring some construction kits for the cleaning center and the maintenance station at the end of the first missions. So they will also be better introduced by the story.
New Item: Propaganda Hack
With the new Propaganda Hack Item you can get the colonists of another faction to revolt. Using the hack will start an uprising in the selected district. This will cause a classic loss of tax revenue and spread to other parts of the city.
Need new challenges playing Imagine Earth? No problem, we have added three new achievements for you to earn. You can complete the mission on Udion Torix or win three competitions on Workshop Planets. One achievement can only be unlocked by building your own planet in sandbox mode.
Interact with Status Icons
This feature is a really practical thing. In the event of a fire, riot, incident or damaged building, you will now have a corresponding icon displayed above the building and you can click directly on it to perform the necessary action such as extinguish or repair. We’ve also unified how the icons above the buildings and units are displayed in the game.
Revised Gaia Graphics and Story
We have rewritten a part of the background story of Imagine Earth. Whenever you discover one of the Gaianic terraforming constructs like a temple or the citadel, the story of the Gaians continues to be told – an ancient race who were able to use and change the planetary force fields. As the game progresses, we will learn why they have left behind their advanced terraforming technology on so many newly discovered planets. Note: In the preview version this is work in progress.
No More Research Limitations
Correctly read, we recently realized that we have long since developed our research system so comprehensively that we only need research budgets as a limiting factor in the campaign missions. From now on you can freely research what you need in freeplay and in competition mode. By building City Centers and Research Districts you can increase the efficiency of your research.
One of those options where you wonder why they have not always been there. When all of your harvesting drones are busy, you can use this simple button to specify that the targeted resource be mined with priority, then a drone is removed from the most worthless resource that is currently being mined.
Jump to Native Twin Camps
As you probably know, the Rounosian Natives always live in twin camps. With this new button you can jump between them.
Switch Upgrades of Towers
Finally, it is also possible to convert the upgrades of towers, frontier buoys and research centers. So depending on the threat situation, energy shields, lasers or pulse cannons can be installed.
You can now also win a competition when all other companies give up their colonies or are taken over.
Allow to use piracy item on all opponent fields (not only warehouse)
Allow to hack stock shares of competitors that are hold by other competitors
Increased rocks, rare resources and deco elements for barren biome type
Send drone to rebuild constructs
Terraforming can make volcanoes erupt
Allow spaceships (e.g. uplink) to land on forests
Territory of other companies taken over by native camps is no longer considered an offensive act
Finally! There it is, the new version of Imagine Earth using the Unity graphics engine. It took us a while to port all visualizations and UI elements, but the result it totally worth it – especially because we can move much faster now based on a modern graphics engine with a lot of tools and features that make the live a lot easier for us.
Full savegame compatibility
Before we have a look into what is new, we want to point out that your existing savegames will still work. If you experience any problems related to that, please note that we lately moved the savegames to a new directory:
If you want to try out the old version again after tomorrow afternoon on for comparison, you can do so with the following instructions:
Right-click Imagine Earth in your Steam Library. Under „Properties…“ click „Betas„ Enter the password „oldgameengine„
A good example for these beautiful opportunities is the new ocean shader that comes with refraction effects for objects that are under water.
Physics based materials & new lightning
The unity engine made it a lot easier for us to add beautiful visual effects. We use physics based rendering for all buildings and world objects, which for example gives rare resource deposits metallic reflections in the sun.
Also each planet theme now has a much stronger colorization and individual look.
The game now makes use of an improved bloom post-processing effect and a depth of field filter, as shown in the image below. There is also an exposure filter that lights the scene up on the night side of the planet.
Finally we have a working solution for the 3D sounds in the world. This feels especially great with the new landing sounds of the trader space ships.
This is the new style for the planetary shield generated by the great pyramids. The triangle elements randomly move and make it look very organic.
I picture says more than a thousand words…
The thunderstorm has a completely new visualization and each lightning strike puts the scene into a bright light.
Pollution, snow and more particles
Snow areas now look more natural and sometimes have a decent snow particle effect.
We have also used particle effects and the new building shader to intensify the pollution visualization. Thus it’s now easier to see which fields have a high pollution and need cleaning.
Trees in forest now move independently from each other in the wind. Also we have added basic shadows that make the forests easier to see on the night side of the planet.
Improved video quality and playback.
„Building menu“ title on the building ring to make it better distinguishable from the tool ring
Consistent usage of fertility icon
Volcano and other big objects: The tool ring is now positioned over the clicked field instead of the center of the object