Ahoy Survivors, Humanities future survival is yours to shape. Create a new, livable world with a group of survivors, where the one we know has literally perished due to human negligence and a series of climate change events! Until July 13th, you can buy this fascinating scenario,
Ahoy Survivors, Humanities future survival is yours to shape. Create a new, livable world with a group of survivors, where the one we know has literally perished due to human negligence and a series of climate change events!
Until July 13th, you can buy this fascinating scenario, including the struggle for peace between the different factions, at an incredible discount of 60%!
Embark on a journey of discovery to "what the hell happened?" as your small band of survivors settles, begins to cultivate, and reshape society from the flooded remains of the old world.
You'll meet other disparate groups, each with their own world view and talents. Fold them into your new civilization and reap the potential rewards or consequences.
Will you cling to the stability and traditions of the old world or the ideals and potentials of the new?
Greetings survivors, Another quick Hotfix here to solve your most reported issues. Today we've fixed: Saved Game Auto-Fix of remaining corrupted save game files not loading - now they do without problems. Do try again. Fixed issues Dropdown menu optimization - now opening works s
Greetings survivors,
Another quick Hotfix here to solve your most reported issues.
Today we've fixed:
Saved Game
Auto-Fix of remaining corrupted save game files not loading - now they do without problems.
Do try again.
Fixed issues
Dropdown menu optimization - now opening works smoother and faster.
Fixed remaining instances whereby auto-collecting and visualization of leftover heaps after deconstruction resulted in empty spaces with missing key information.
This relates to build number: 1.3.22354
Remember we also have a "low performance/stability guide" for you:
We'll be constantly optimizing the game in the following updates of which this is the 2nd.
The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).
We would also like to remind players of the spec requirements: MINIMUM (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i5-4460 or AMD equivalent Memory: 8 GB RAM Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
RECOMMENDED (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i7 8700k or AMD equivalent Memory: 16 GB RAM Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
There are multiple ways to contact us for support regarding game issues. Here they are listed in order of how successful we are at quickly resolving your issue:
Create a ticket using our Discord bot here Join our server here
and click “open a ticket” from the left hand menu
Greetings survivors, A quick Hotfix here to get on top of the most common issues we've seen after the release of Update 1.2. We know we have a great game concept here and, with your help, we can make as smooth and enjoyable experince as possible. Today we've fixed: Saved Game Fix
Greetings survivors,
A quick Hotfix here to get on top of the most common issues we've seen after the release of Update 1.2. We know we have a great game concept here and, with your help, we can make as smooth and enjoyable experince as possible. Today we've fixed:
Saved Game
Fixed some instances whereby save game files wouldn't load. Next week we will have an update that fixes the remaining cases of this issue.
Fixed issues
Optimization of refreshing resources UI which improves the game performance
Partially fixed instances whereby auto-collecting and visualization of leftover heaps after deconstruction resulted in empty spaces with missing key information. The remaining instance of this will be fixed next week.
Fix of a few elements located on the Airport Island, allowing to build on them and
collect the resources.
Fixed problem with crashes experienced during pathfinder camp relocation
This relates to build number: 1.2.22346
Remember we also have a "low performance/stability guide" for you:
We'll be constantly optimizing the game in the following updates of which this is the 2nd.
The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).
We would also like to remind players of the spec requirements: MINIMUM (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i5-4460 or AMD equivalent Memory: 8 GB RAM Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
RECOMMENDED (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i7 8700k or AMD equivalent Memory: 16 GB RAM Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
There are multiple ways to contact us for support regarding game issues. Here they are listed in order of how successful we are at quickly resolving your issue:
Create a ticket using our Discord bot here Join our server here
and click “open a ticket” from the left hand menu
Greetings survivor, Rumors of our drowning have been greatly exaggerated With focus, we set to task New opportunities now abound Since returning from the winter holidays, we’ve harvested player’s feedback to better guide our development. Far from abandoned, we’ve been feverishly
Greetings survivor,
Rumors of our drowning have been greatly exaggerated With focus, we set to task New opportunities now abound
Since returning from the winter holidays, we’ve harvested player’s feedback to better guide our development. Far from abandoned, we’ve been feverishly working in the background of Floodland knowing that the concepts, design and feel of the game resonate with many.
Now we’re ready to unleash a spring tide of new content and fixes.
Warning, you may need to start a new playthrough to get the new content and fixes.
Let’s start our deep dive with the fun stuff!
All these new free features and content are aimed at one thing, adding depth and replayability to your Floodland experience. We’ve added:
From out there among the drowned ruins of old comes word of eight new clans to be discovered. Four can be selected as a starter clan when you begin a new game and four are out there, surviving. Each represents a binding ideology that has kept them alive this far. Fronted by a leader who will express the clan's story and the different traits the clan possesses.
How will you incorporate them into your society? Can you afford to?
While the shape of the island you start on remains the same, it is not unchanged. Four layouts are now available, which will spice each play through. Resources and important buildings will be distributed differently. Furthermore, when venturing out, you will discover new islands in the mix of those randomly generated with each play-through.
Floodland offers a rich world and a lore for those who uncover remnants of the old world. We won’t spoil them here, but there are around 20 new notes to find for those who enjoy a deep dive.
As your society develops you’ll encounter up to 10 new events. The decisions you make as leader will define how your fledgling community grows. Some of them offer some assuming twists to look out for.
If food be the food of love, eat on! Many ask for more options to efficiently feed their settlement and so we’ve added the Mushroom pickers hut. Survivors can’t be picky, except when they can. This increases the reach of the mushroom gatherers, which may not sound hugely important but to your settlers, it’s a big deal because it greatly increases their strategic options regarding sourcing food as Mushrooms used to be underpowered.
Three new laws With these extra laws you’ll be able to make the most of your community and focus their development towards your goals.
Many reviews and comments told us that, while people love the ideas and feels of Floodland, they were disappointed by technical difficulties. So firstly, we have fixed the most pressing issues that players told us about. This includes, but are far from limited to:
Endgame objective: The last objective has been fixed to improve the end game experience. For spoilers about this objective see this Steam forum link https://steamcommunity.com/app/1336180/discussions/0/3824162683805694613/
Stability and performance: Crashes should be significantly reduced. Of course, we can’t account for all system configurations. The late game has been significantly optimized. Caping menu FPS to 60 makes the game work much smoother. We’ve also made many memory fixes that previously promoted crash problems.
Survivors pathing issues: We have improved the scheduling of tasks which had knock on effects that led to issues, for example: people being stuck on boats and piers and resources not seemingly being transported.
Shacks won't always upgrade to houses: Now they do!
District Autonomy Law flaws: This law is now clearly described in game so that the expectation of the mechanic can be easily understood.
Game events repeating: While some events are intended to repeat, their frequency has been significantly increased. Especially in regards to crises events.
Save game load issues: Should be fixed, but some rare cases may not be and so please contact us via Discord and we can try to fix your game files.
Here are all the murky details about the fixes we’ve been working on the past 4 months:
Quality of life changes:
Preferred clan mechanics in Study is now more intuitive
A maximum level of experience added
Clarified information in a few tooltips
Notifications rework to help players understand better what’s going on
More detailed information about citizens not working due to illness
Progress of work done in the building is not canceled during operation mode change
Many traits fixes
Fixes in throw-away resources mechanics
New features for modders - some simplifications and new options
Multiple fixes to certain tutorials not showing up properly
The Electrified modes of certain buildings now correctly affect the number of work posts
Graphic changes:
Tweaks in the animations of citizens and birds
Buildings placed on the curved surface are not hanging in mid-air
Electricity visualization in a few Adaptable Buildings
Visual adjustments to infections in expedition return panel
UI clarifications
Better view of the line connecting citizens with workplace and home
New information in Technology Development showing details on building costs of Pathway on Shallow Water node
Some fixes of inconsistent placement of elements on different UI scales
Minor fixes to resource limits on the global resource panel - now data updates when the storage type building is deconstructed
Visual adjustments to the left side panel with quests visited Ruins and Reclaims, etc.
New UI dedicated to crises
Added Clan’s in-game notification about Influence rise
Electricity buildings in Technology Development show production outcomes
Other changes & fixes:
New data is included in the endgame panel, showing more diverse information about your playthrough
New ambient sounds and music pieces have been added
Rain frequency change
Small fixes of keyboard control
Pathfinder Camp building relocation interruption was facilitated
Fixes for players that can’t accidentally turn off various panels (ex. Technology Development) during tutorials
Paths refreshment after map changes - now citizens do not avoid buildings that no longer exist
Citizens animation fixes
Level Design fixes
Localization fixes based on internal and external LQA
Problematic effects of merging clans fixed
Facilitation of blocking pier problem that sometimes happens
Fixed problem with clan members that continue consuming Textbooks even if the clan has reached the maximum level
Same-Sex Marriage, Fish Farm and Mushrooming Regulations laws tweaks
This all relates to build v.1.2.22330
We’ve been continually thrilled to see that many consider the music and art of Floodland to be its real highlight. With our Relics of the Old DLC, you can now digitally own the music here: https://store.steampowered.com/app/2218170/Floodland_Soundtrack/ As well as artbook and background stories here: https://store.steampowered.com/app/2218180/Floodland_Stories_and_Art/
Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here: Twitter Facebook Discord Instagram
Thank you for your support and patience while we prepared this mammoth update. We hope you enjoy and happy surviving, - Your Floodland Team
Greetings survivor Rumors of our drowning have been greatly exaggerated With focus, we set to task New opportunities now abound Since returning from the winter holidays, we have harvested player’s feedback to better guide our development. Far from abandoned, we’ve been feverishly
Greetings survivor
Rumors of our drowning have been greatly exaggerated With focus, we set to task New opportunities now abound
Since returning from the winter holidays, we have harvested player’s feedback to better guide our development. Far from abandoned, we’ve been feverishly working in the background of Floodland knowing that the concepts, design and feel of the game resonate with many.
We’re sorry for our focused silence, however, we are now excited and ready to reveal what is coming next on May 10th. Let’s dive in!
Many reviews and comments told us that while people love the ideas and feels of Floodland, they were disappointed by technical difficulties. So firstly, we have fixed the most pressing issues that players told us about. This includes, but is far from limited to:
Stability and performance: Crashes should be significantly reduced. Of course, we can’t account for all system configurations.
Survivors pathing issues: We have improved the schedule of tasking which had knock on effects that lead to issues for example: people being stuck on boats and piers and resources not seemingly being transported.
Shacks won't upgrade to houses: Now they do!
District Autonomy Law flaws: This law is now clearly described in game so that the expectation of the mechanic easily understood
Game events repeating: While some events are intended to repeat their frequency has been significantly reduced. Especially in regards to crises events
Save game load issues: Should be, but some cases may not contact us via Discord and we can try to fix these rare cases
Endgame objective: Improved end game experience. For spoiler details about this objective see this Steam forum thread: https://steamcommunity.com/app/1336180/discussions/0/3824162683805694613/
Our Update on May 10th will bring a host of new free content and features that will add depth and replayability to the game. We’ll be detailing these and showing you more in the next DevBlog, but for now they are:
Eight new leaders and clans
New starting island layouts
New map islands
Three new laws
Around 20 new worldbuilding notes
Around 10 new events
New building: mushroom pickers hut
Fair warning, you may need to start a new playthrough to get all the new content and fixes.
We’ve been continually thrilled to see that many consider the music and art of Floodland to be its real highlight. With our Relics of the Old DLC, you can now digitally own the music here: https://store.steampowered.com/app/2218170/Floodland_Soundtrack/ As well as artbook and background stories here: https://store.steampowered.com/app/2218180/Floodland_Stories_and_Art/
Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here: Twitter Facebook Discord Instagram Happy surviving, - Your Floodland Team
Greetings survivors, Another artifact arises from the ruined depths to offer insights into how Floodland is developing. Our next update will offer more replayability with new free content such as new clans and important game fixes. See previous debris notes for more info. Here we
Greetings survivors,
Another artifact arises from the ruined depths to offer insights into how Floodland is developing. Our next update will offer more replayability with new free content such as new clans and important game fixes. See previous debris notes for more info.
Here we tease the new and reworked islands coming to Floodland in our next update.
While the shape of the island you start on remains the same, it's content changes. Four layouts are now available, which will spice up each play through as you discover that resources and important buildings will be distributed differently.
When you are ready to venture out from your first island, and grow your settlement across floodland, you’ll discover new islands. This ruined airport above, is an example for you to colonize, discover new resources and challenges. Now all that Duty Free will finally be yours to loot :D
Until then, happy surviving. - Your Floodland Team
Greetings survivors, Another quick note has washed up on your flooded shores. Eight new clans will be available for you to discover and potentially incorporate into your fledgling society. Each will represent another surviving world view and its members will possess various trait
Greetings survivors, Another quick note has washed up on your flooded shores.
Eight new clans will be available for you to discover and potentially incorporate into your fledgling society. Each will represent another surviving world view and its members will possess various traits. Four of these will be available as starter clans when you begin a new game while four more will be out there, waiting ot be discovered in the flooded ruins, eeking out a living.
We are hoping to deliver this and much more in early May. Stay tuned as we’ll be excitingly telling you more as it is confirmed. Until then. happy surviving. - Your Floodland Team
Greetings survivors, Here’s a quick note that’s washed up amongst the debris. We’ve been focused on the technical difficulties that have disappointed some players and prevented them from immersing themselves fully in the brutally gorgeous world of Floodland. We want you to know m
Greetings survivors, Here’s a quick note that’s washed up amongst the debris. We’ve been focused on the technical difficulties that have disappointed some players and prevented them from immersing themselves fully in the brutally gorgeous world of Floodland.
We want you to know many fixes are on the horizon especially to issues players found most concerning:
- Endgame objective: Improved end game experience by clarifying and simplifying the last objective. We won’t spoil it here but more details will follow.
- Stability and performance: Crashes should be significantly reduced. Of course, we can’t account for all system configurations, but optimization has improved
- Survivors pathing issues: We have improved the schedule of tasking which had knock on effects that lead to issues. For example: people being stuck on boats and piers and resources not seemingly being transported.
- Shacks won't upgrade to houses: They will!
- District Autonomy Law flaws: This law will be clearly described in game so that the expectation of the mechanic can be easily understood.
- Game events repeating: While some events are intended to repeat, their frequency has been significantly reduced. Especially, in regards to crises events.
- Save game load issues: Should be addressed, but some edge cases may exist Please contact us via. Discord and send us your save game files and we can try to fix these rare cases individually.
We are hoping to deliver this and much more in April. Before then we’ll be detailing the “much more” which includes free new content!
Until then, happy surviving. - Your Floodland Team
Ahoy Survivors, Take matters into your own hands and create a new, livable world with a group of survivors, where the one we know has literally perished due to human negligence and a series of climate change events! Until March 23rd, you can buy this fascinating scenario, includi
Ahoy Survivors, Take matters into your own hands and create a new, livable world with a group of survivors, where the one we know has literally perished due to human negligence and a series of climate change events!
Until March 23rd, you can buy this fascinating scenario, including the struggle for peace between the different factions, at an incredible discount of 50%!
Embark on a journey of discovery to "what the hell happened?" as your small band of survivors settles, begins to cultivate, and reshape society from the flooded remains of the old world.
You'll meet other disparate groups, each with their own world view and talents. Fold them into your new civilization and reap the potential rewards or consequences.
Will you cling to the stability and traditions of the old world or the ideals and potentials of the new?
Ahoy Survivors, Floodland, its artbook and soundtrack, are all available to you for 50% less until March 9th 2023 Embark on a journey of discovery to "what the hell happened?" as your small band of survivors settles, begins to cultivate, and reshape society from the flooded remai
Ahoy Survivors,
Floodland, its artbook and soundtrack, are all available to you for 50% less until March 9th 2023
Embark on a journey of discovery to "what the hell happened?" as your small band of survivors settles, begins to cultivate, and reshape society from the flooded remains of the old world.
You'll meet other disparate groups, each with their own world view and talents. Fold them into your new civilization and reap the potential rewards or consequences.
Will you cling to the stability and traditions of the old world or the ideals and potentials of the new?
Floodland is 20% off, but when bundled with Frostpunk you'll receive a further 15%! We at Vile Monarch we are huge fans of Frostpunk, as many of you have already noticed, the inspirations are strong. Vile Monarchs founders, Kacper & Grzegorz, are old 11 Bit members, and while
Floodland is 20% off, but when bundled with Frostpunk you'll receive a further 15%!
We at Vile Monarch we are huge fans of Frostpunk, as many of you have already noticed, the inspirations are strong. Vile Monarchs founders, Kacper & Grzegorz, are old 11 Bit members, and while they didn’t work directly on Frostpunk, and both development teams still maintain friendly relations. We’ve been cheering on each other's games and exchanging know-how.
We won't hide that Frostpunk was one of the biggest influences on Floodland. We were looking for a post-apocalyptic setting that's defined by a single, standing-out trait. While Frostpunk is cold, the world of Floodland is warm, wet and closer to a future reality. We also went for a more open and and sand-box like game experience in exchange for Frostpunk's more tightly directed scenario.
The result of all this is two games that we think complement each other greatly and a fan of the city builder genre should check out both of them and make the most of this sale bundle.
This special deal is in celebration of Steam's City-builder week and so will last until Jan 30th 18:00 GMT
“Greetings survivor” This flooded world is so vivid and unreal, Was it always so, or it is just a flawed memory Remember, guitars float. Trombones, not so much Welcome to Floodland, “Soak in the sights and sounds” If there is one thing we've heard overwhelmingly in the feedback s
“Greetings survivor”
This flooded world is so vivid and unreal, Was it always so, or it is just a flawed memory Remember, guitars float. Trombones, not so much
Welcome to Floodland, “Soak in the sights and sounds”
If there is one thing we've heard overwhelmingly in the feedback since releasing Floodland, it is how much players enjoy the visuals and music of our game. We are very proud of this and the “feels” of Floodland are truly one of the game's highlights. This is why we are excited today to be releasing the Digital Artbook and Soundtrack for you to own.
Here's the track list:
Literally, the 1st thing people asked for after release, and now you can own the files and sing along with the survivors.
You'll also find it on Spotify here: https://open.spotify.com/album/4RKLtAO6yxx2N4MjDpfqPa
You can now download our extensive artbook full of concept art and background lore and stories for Floodland and its clans. There is no better way to immerse yourself in our world in all its washed out grime and glimmer of hope.
You can get the Soundtrack and Artbook together in our Relics of the Old bundle and enjoy Floodland for 20% left until January 5th. If you want to hear more from the Devs about Floodlands music and art, check out this video:
As always we continue to digest your feedback and work to improve the game. Today we updated the game with the latest fixes which include:
Optimization of paths taken by citizen and improved management of their journeys
Optimization of stored pathways
Optimization of how citizens choose their activities and how they walk to make those activities happen, for example citizen belonging to a clan that does not like some activities will avoid its building
Time manager optimization improves the allocation of in game time
Improved grouping for citizens activities, making them perform faster.
Optimization of terrain around areas where the elevation of the ground changes
Fixed an image processing operation used to create the illusion of color depth in images with a limited color palette
Light VFX flickering no longer occurs when enabling Water Reflections Quality and FX Quality in video settings
Exploration flags optimization
Fixed and issue whereby memory leaks were created after a save games load upon initialization of the birds work
This all relates to build number 1.0.21378
Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here: Twitter Facebook Discord Instagram
We wish you the most enjoyable of holiday seasons with the game. Enjoy the extensive artbook, immersive in the sounds of the soundtrack and take advantage of our sale. We'll see you in the new year for more improvements and fixes, until then, Happy gaming. - Your Floodland Team
“Greetings survivor” Welcome to Floodland, Seeing as it is the holiday season we are offering Floodland for 20% less. This also include the recently released Artbook and Soundtrack. With all we have done since last months release, now is an excellent time to lead the survivors of
“Greetings survivor”
Welcome to Floodland, Seeing as it is the holiday season we are offering Floodland for 20% less. This also include the recently released Artbook and Soundtrack. With all we have done since last months release, now is an excellent time to lead the survivors of Floodland into, hopefully, a better tomorrow.
Literally, the 1st thing people asked for after release, and now you can own the files and sing along with the survivors.
You can now download our extensive artbook full of concept art and background lore and stories for Floodland and its clans. There is no better way to immerse yourself in our world in all its washed out grime and glimmer of hope.
If you want to hear more from the Devs about Floodlands music and art, check out this video:
As always we continue to digest your feedback and work to improve the game. we have also released our 4th hotfix with the latest fixes which include:
Optimization of paths taken by citizen and improved management of their journeys
Optimization of stored pathways
Optimization of how citizens choose their activities and how they walk to make those activities happen, for example citizen belonging to a clan that does not like some activities will avoid its building
Time manager optimization improves the allocation of in game time
Improved grouping for citizens activities, making them perform faster.
Optimization of terrain around areas where the elevation of the ground changes
Fixed an image processing operation used to create the illusion of color depth in images with a limited color palette
Light VFX flickering no longer occurs when enabling Water Reflections Quality and FX Quality in video settings
Exploration flags optimization
Fixed and issue whereby memory leaks were created after a save games load upon initialization of the birds work
This all relates to build number 1.0.xxxxx
Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here: Twitter Facebook Discord Instagram
We wish you the most enjoyable of holiday seasons with the game. Enjoy the extensive artbook, immersive in the sounds of the soundtrack and take advantage of our sale. We'll see you in the new year for more improvements and fixes, until then, Happy gaming. - Your Floodland Team
“Greetings survivor” We’ve banded together for survival, Around the campfire we have shared, Stories told and the leaders have listened, Now we implement a better tomorrow. Welcome to Floodland, “Here’s more!” It’s been a delight since we released mid-November watching plays surv
“Greetings survivor”
We’ve banded together for survival, Around the campfire we have shared, Stories told and the leaders have listened, Now we implement a better tomorrow.
Welcome to Floodland, “Here’s more!”
It’s been a delight since we released mid-November watching plays surviving and even flourishing in our world of Floodland. Along with our hotfixes, which were mainly aimed at fixing performance and stability issues, we have been working hard on more fixes as well as some new features, such as:
Spot the difference! We take it as a good sign that many have asked for greater replayability features and this starts with, well, the starter Island.
While its geography is largely the same to keep it identifiable, you’ll find a greater variety in the location and abundance of resources and its features with each play-through. For example look closely and you’ll find the radio and water tower are different.
We also heard from intrepid survivors that the need to create a 2nd storage and the importance of adapting buildings wasn’t clear to them. Therefore, to aid in this “tutorialization” we now made the ruined building on the 1st island more easily identifiable as reclaimable and on the new 2nd starter map it is adaptable into a 2nd storage.
Working towards greater optimization continues and we’ve made the following improvements:
The depth of field - Objects closer to the camera appear in focus, and objects farther are less detailed, and now games work faster on computers with lower specs.
Volumetric - Optimization of volume rendering which creates a 2D projection from a 3D data set.
Optimized some building models.
Memory heavy and non-interactive sections of the map edge have been removed to lower the strain on memory usage.
Flags are now hidden behind the buildings/map elements
Rafts now move close to each other, not through each other
Small storage was visibly offset - now fixed
Now the Grain Mill and Advanced Grain Mill building models don’t have electricity pillars upon being built if they’re not electrified.
Water balance now includes water use by farms.
Sorting Station: Electrified Rubble Mode and Electrified Scrap Mode names are now referring to the correct resources.
Fixed issue: Electrified Scrap Mode unexpectedly no longer adds an additional Unskilled workpost in the Sorting Station building.
Risky Food balance display now includes that which is consumed by kitchens.
Clicked Pathfinder Camp shows a range similar to that shown with a Storage.
Differentiation between active and inactive Storage range - if there are no workers in the Storage the range is shown in a different way than when workers are in the Storage.
The long road between home and workplace has been fixed concerning Storage Workers living in tents near a Storage building.
Balanced Work Schedule law effect is now included in Max Satisfaction value in the Bonfire and Canteen recreational buildings.
District view fixes - the “murders” are now properly called “injuries”.
After being developed, certain upgrades now change the number of work posts for their respective buildings in Technology Development and Building Panel.
Fixed the rare occurrence of the "infinity" icon that was presented for Rubble on the scavenge area panel (this issue occurred at a specific spot near Radio Tower on the starting island).
The battery was unnecessarily shown in the Radio Tower as a resource in the building tasklist.
The Study, Research Facility and Research Institute now are showing experience produced in the Technology Development screen.
Buildings' production modes now unlock consistently.
Fish School Spotting is now shown as a building, not a trait.
Fixed the yellow dot showing the possible new building to be researched in Technology Development.
Night Shift’s effect is now added to the balance in the resource bar at the top of the screen.
The yellow dot in Technology Development shows the category with possible new buildings to research.
The Pathway on Shallow Water in Technology Development now shows their costs.
The amount of fish was sometimes wrongly shown when three schools of fish were taken into account.
New notification with information for the player showing that the Night Shift law needs to be used manually.
The tooltip for the “Academy“ word now clearly shows the tooltip of Academy, not Self Learning.
Prepare for a looming fish crisis - the crisis’s objective now has a proper tooltip.
The Meat Prohibition law's description now mentions that it affects Pool Shellfish Farm and Adapted Fisherman’s Hut buildings.
The Industrial Baking trait’s description is consistent with its effect.
Meat Prohibition Trait is now present in the Farm type buildings after establishing the respective law.
Fixed an inconsistency with “The Law” saying it should only take 15% more time for people to get better, but Medical Tent says 18%.
The “Centralized Health Services” law now consistently affects the number of patients in Hospitals and Clinics.
The Autopsy law now mentions that it affects the Clinic building.
Clan Satisfaction in buildings is more clearly shown.
Information now clearly shows on the building panel the excess limit of resources or too small amount of resources.
Oakhill Survivors’ Perk Ascetic is now included in the food balance.
“Academic Debate” mode of the Study building (and its upgrades) is now called “Scholars’ Debate” so it’s not confused with “Academy” mode.
Electrifying production is now more effective than the standard mode in Farmstead, Steelworks, Blacksmith, Lumber.
Small Farm is now more effective (with all work posts manned) after upgrading to Farm, as originally intended.
The adaptable Herbalist House is less effective now, as it was overpowered in comparison to the similar buildings.
Rubble and Scrap deposits now contain more resources.
The chance of contracting the disease in some of the buildings searched has increased.
The ruins on the starting island now contain more relics, so it's less likely to get stuck with Research early in the game.
Reduced effects of some of the crises, so they're less likely to break the whole economy.
Changes in thefts: The theft values are now more reasonable, with a low crime rate they are low and with a high one they are high and coincide with the percentages displayed in the U.I.
Clans now have less Recreation activities that they disapprove of, so it's a bit easier to set up Recreation for many clans.
Mushroom Regulation and Fish Farm Regulation laws are now consistently improving Mushroom Cluster and Fish School production.
Some texts (Laws’, tooltips’ or buildings’ descriptions) are now clarified.
Better resources management of Pathfinder Camp due to the ability to now hold the mouse button to accelerates speed of adding and subtracting resources (+/-) as well as an added option to throw all resources.
mouse button hold accelerates speed of adding and subtracting resources (+/-)
Option added to throw all resources.
An issue with the Electrified modes of certain buildings unexpectedly affecting the number of work posts has now been fixed.
Deep water buildings don’t have a deconstruction option now. It was mistakenly present and the button didn’t work.
Fixed the green seal being displayed improperly after establishing the law and suspending it in quick succession.
U.I. fixes concerning long words in different languages, overlapping or corrupted icons, color corrections etc.
The "i" icon after objectives shown in the left part of the screen won't appear in a separate line.
Missing Keys error fixes - the “Missing Key” texts do not appear in the middle of other information.
The player is able to interact with save slots in the Save Game menu when saving the game.
Translation and localization completion - small amounts of texts were still in English and are now translated.
Leaders’ comments are fixed. Some comments were displayed at the wrong moment, were connected to the wrong leader or law, repeated too many times.
We’ve also added some new comments.
Events are now better balanced and generally polished.
Some events no longer pop up consecutively.
Events that were meant to generate Unrest now do.
Changed in the time of occurrence of certain events.
Quests fixed - some weren’t finished even though conditions have been met.
Songs with words are now playing till the end, not finishing in the middle.
Music mood now changes straight after the crisis finishes.
The campfire ambient sound is added when the campfire is present in the Encampments Model.
More songs are played during end game credits.
Ambient music and sounds now repeat less frequently.
"Live Long and Prosper" achievement now unlocks upon meeting the criteria.
“The Friends Will Be Friends” achievement unlocks consistently with its description.
The button setting up priority for derelicts is now disabled by design.
Fixed issues with keybindings.
The Forager with electrified mode now gathers herbs with relevant mode
Pathfinder Companies law fixes.
True full-screen mode added.
This all relates to build number 1.0.21270
Using the tech of the before-times, we’d love to build a community with you outside of the game too. You can follow us and join your fellow survivors here: Twitter Facebook Discord Instagram
Now it’s all down paper, that really is a lot of fixes. We do hope you notice an improvement in your game experience and please continue to let us know in your Steam Reviews. We continue to work on your feedback, but stay tuned for next week because we have fun and much requested additions to offer you. - Your Floodland Team
We've previously introduced you to the world of Floodland and the priorities you'll have in this flooded post-apocalypse. The game is out now on Steam and, for those brave enough to dive into what could be the Earth's future, here are some tips to help you build a thriving (or at
We've previously introduced you to the world of Floodland and the priorities you'll have in this flooded post-apocalypse. The game is out now on Steam and, for those brave enough to dive into what could be the Earth's future, here are some tips to help you build a thriving (or at least surviving) haven on the waves... Read more.
Greetings survivors, The team is working flat out and this is made much easier by the help from the community an your feedback. We have a larger update planned for late next week but for now we have our 4th hot fix ready: Performance/stability improvements, Texture optimizations,
Greetings survivors,
The team is working flat out and this is made much easier by the help from the community an your feedback. We have a larger update planned for late next week but for now we have our 4th hot fix ready:
Performance/stability improvements,
Texture optimizations, to put less load and strain on the graphics card
Game logic optimization, including calculating recreation and displayed resource balance, this also puts less load on the CPU and memory
Construction/deconstruction optimization
Shaders optimization
Tweaks for the level of detail settings of objects
Fixed issues
Important Relations fix! “Contact in Recreation Buildings” could have been much too low than intended (or even negative) due to an error. With the new fix you’ll notice that the more Recreation buildings you have and the more your people mingle there, the better for Relations.
An objective to place a Storage near a Turbine could never be completed in some cases
The objective to gather enough Influence could have shown a wrong value, so the objective wasn’t completed when the player expected.
Transfers through the pier could be blocked in several situations (e.g. deconstruction during transfer)
Some laws could have granted excessive resources (e.g. Protect the Family)
A Pathfinder Camp could have been blocked when someone starved during expedition
Issues with loading the list of save files
VFX for gathered resources could persist too long
Cluttered screen could lead to severe visual corruption
We’ve handled more instances of the game saving corrupted files that couldn’t be loaded later.
This fix made it less likely that new saves will have this error but won’t unstuck all of the old ones. If this happens, please reach out to us and we should be able to help (see the info below)
Tweaks and additions
Excess resources can now be removed from Stock
The Radio Tower now requires story progression to be unlocked, so it’s less likely for someone to be blocked due to unusual order of technology development
It is now possible to disable the FX in Video Settings
Exclusive Fullscreen option has been temporarily removed due to issues with it (we plan to bring it back soon, after more tests)
This relates to build number: 1.0.21120
In response to your feedback, next weeks update will likely include:
More variety on the game start, increasing replayability
Balance tweaks
Sound fx changes (yes, the bell sound as well)
Dozens of small clarity-related tweaks (more/better text information in various places)
Fixed missing and untranslated keys
Other small fixes and tweaks
Remember we also have a "low performance/stability guide" for you:
We'll be constantly optimizing the game in the following updates of which this is the 2nd.
The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).
We would also like to remind players of the spec requirements: MINIMUM (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i5-4460 or AMD equivalent Memory: 8 GB RAM Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
RECOMMENDED (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i7 8700k or AMD equivalent Memory: 16 GB RAM Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
There are multiple ways to contact us for support regarding game issues. Here they are listed in order of how successful we are at quickly resolving your issue:
Create a ticket using our Discord bot here Join our server here
and click “open a ticket” from the left hand menu
Important: Please be ready to provide the following files to help speed up a solution.
Output logs can be found at: %AppData%\..\LocalLow\Vile Monarch\Floodland
Save game files from before and after the bug occurred are found in Documents\Floodland
Here are some known issues you may still encounter which we are already working on a fix for:
Important! On some system configurations the game can freeze/crash. While we’re working on a permanent fix, it’s advised to keep plenty of free storage space (see the SYSTEM REQUIREMENTS) for the system to cache data more efficiently. Also, try lowering down graphics settings if this happens to you.
In rare cases autosave can not work. Try turning it off and on again in the settings.
Framerate still isn’t ideal, it’ll be improved in the coming patches
Turning off shadows in the Settings may make them unable to turn on again, despite clicking the option in the menu. Clicking different shadow options back and forth should fix the problem.
Pathfinder Camp occasionally does not allow the expedition to come back home. This issue is extremely rare but unfortunately can make the game unplayable after that (loading an earlier save state is advised)
Very few bits of text were not translated
Visual issue - fishing boats may sail on the land in some specific cases
In rare scenarios, survivors may choose a shelter that is too far from their workplace. This will result in the in-game 'long way from home' warning messages
Specific antivirus/firewall software may occasionally block access to save data files
In rare cases, when expeditors in Pathfinder Camp die, they might not properly leave the remains
Ferries traveling between Districts can occasionally go through buildings (visual issue)
Not all achievements work as expected
Our social community of survivors is growing nicely, so join us here for all things Floodland. Twitter Facebook Discord Instagram
Floodland, in a lot of ways, is an epilogue to the traditional city builder. Civilisation is in ruins as a result of climate change, and now you have to rebuild with the flotsam and jetsam we left behind. There’s no lush, untouched meadow to stick a motorway on, as in Cities Skyl
Floodland, in a lot of ways, is an epilogue to the traditional city builder. Civilisation is in ruins as a result of climate change, and now you have to rebuild with the flotsam and jetsam we left behind. There’s no lush, untouched meadow to stick a motorway on, as in Cities Skylines. There are a lot of smashed-up cars and collapsing houses, rotting boats and wonky skyscrapers. You’ll plunder all of these to rebuild society, for good or ill... Read more.
Greetings survivors, Thank you to everyone who is baring with us as we tackle these performance and stability issues. The team is working flat out and this is made much easier by the help from the community. We now have our 3rd hot fix ready: Performance-related changes Small opt
Greetings survivors,
Thank you to everyone who is baring with us as we tackle these performance and stability issues. The team is working flat out and this is made much easier by the help from the community. We now have our 3rd hot fix ready: Performance-related changes
Small optimization tweaks, more coming soon:
“Exclusive Full Screen” mode can now be toggled
Additional graphics options for fine-tuning settings to a given machine (in practice, the game can now work on lower system specifications than in previous versions)
Fixed issues
In some cases, upgrading a Storage could result in locking the ability to add workers, which might made the game unplayable
Expeditions/Pathfinder Camps could have got stuck, which might made the game unplayable
We’ve handled instances of the game saving corrupted files that couldn’t be loaded later.
This fix makes it less likely that new saves will have this error but won’t unstuck all of the old ones. If this happens, please reach out to us and we should be able to help (see the info below)
In some cases, connecting rooftops made it unable to build on them.
In rare cases, the number of Clans in the community could have exceeded the limit (which is 5)
This relates to build number: 1.0.20970
Remember we also have a "low performance/stability guide" for you:
We'll be constantly optimizing the game in the following updates of which this is the 2nd.
The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).
We would also like to remind players of the spec requirements: MINIMUM (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i5-4460 or AMD equivalent Memory: 8 GB RAM Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
RECOMMENDED (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i7 8700k or AMD equivalent Memory: 16 GB RAM Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 30 GB available space
There are multiple ways to contact us for support regarding game issues. Here they are listed in order of how successful we are at quickly resolving your issue:
Create a ticket using our Discord bot here Join our server here
and click “open a ticket” from the left hand menu
Important: Please be ready to provide the following files to help speed up a solution.
Output logs can be found at: %AppData%\..\LocalLow\Vile Monarch\Floodland
Save game files from before and after the bug occurred are found in Documents\Floodland
Here are some known issues you may still encounter which we are already working on a fix for:
Important! On some system configurations the game can freeze/crash. While we’re working on a permanent fix, it’s advised to keep plenty of free storage space (see the SYSTEM REQUIREMENTS) for the system to cache data more efficiently.
In rare cases autosave can not work. Try turning it off and on again in the settings.
On some monitor setups, Exclusive Fullscreen mode can act unexpectedly if you’re playing in non-native resolution and restart the game. It should work properly if you switch to the native resolution and then back to the one you wanted to use.
Framerate still isn’t ideal, it’ll be improved in the coming patches
Contact in Recreation Buildings may be miscalculated in some cases, resulting in negative Relations numbers.
Turning off shadows in the Settings may make them unable to turn on again, despite clicking the option in the menu. Clicking different shadow options back and forth should fix the problem.
“Protect The Family” law can sometimes take too much resources and return even more when suspended.
Pathfinder Camp occasionally does not allow the expedition to come back home. This issue is extremely rare but unfortunately can make the game unplayable after that (loading an earlier save state is advised)
Very few bits of text were not translated
Visual issue - fishing boats may sail on the land in some specific cases
In rare scenarios, survivors may choose a shelter that is too far from their workplace. This will result in the in-game 'long way from home' warning messages
Specific antivirus/firewall software may occasionally block access to save data files
In rare cases, when expeditors in Pathfinder Camp die, they might not properly leave the remains
Ferries traveling between Districts can occasionally go through buildings (visual issue)
Not all achievements work as expected
Our social community of survivors is growing nicely, so join us here for all things Floodland. Twitter Facebook Discord Instagram
Greetings survivors, Again, a huge thank you for all those giving us feedback now the game is out in the wild. Our 1st Hotfix improved performance issues, but we can do better. Therefore, we've released another hotfix that includes the following: Performance and stability improve
Greetings survivors, Again, a huge thank you for all those giving us feedback now the game is out in the wild. Our 1st Hotfix improved performance issues, but we can do better. Therefore, we've released another hotfix that includes the following:
Performance and stability improvements, including:
Smoother gameplay during the late-game and fast forward
Level of Detail refinements
Responsiveness tweaks in Technology Development and Law Committee views
Reduced memory usage (which fixes some of the crashes)
Shorter save game time
Fixed issues
Mouse scroll doesn’t work for zoom-in/zoom-out after the game is started with skip prologue and tutorial turned on
During story events, when the cursor hovers on choices for the first time, it tends to show wrong suggestions
Large UI.. scaling issues
Electronic chips could be produced far beyond the storage capacity limit, resulting in a potential progression blocker
Having saved games from the demo on the drive occasionally crashed the full version of the game
Autosaves could have been more frequent than the set number
People were taking paths that were too long to get ot the Canteens, sometimes resulting in disturbed productivity
Tweaks/additions
Bad Relations now affect Unrest less harshly
System profiler which sets up settings based on player’s computer specs.
Weather effects now have different quality levels, which affects performance.
This relates to build number: 1.0.20915
Remember we also have a "low performance/stability guide" for you:
We'll be constantly optimizing the game in the following updates of which this is the 2nd.
The risk of corrupted saves should be far lower now. Plus autosaves were too frequent in earlier builds. We suggest saving frequently and make backups of the saves from time to time
In fairness, please don't expect miracles - if you have a low-end machine, play at lower resolution and reduce visual effects. Please check the suggested specs below.
Our "Painterly" art style doesn't automatically mean it's "cheaper" performance-wise. There's plenty of detail, lighting and effects that will keep the GPU busy.
The game's complexity also naturally means that the more buildings/people you have, the more power it demands, which is especially visible on fast forward (more calculations in a time frame).
We would also like to remind players of the spec requirements: MINIMUM (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i5-4460 or AMD equivalent Memory: 8 GB RAM Graphics: GeForce GTX 1060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 6 GB available space
RECOMMENDED (1920x1080, Video Settings 'HIGH'): Requires a 64-bit processor and operating system OS: Windows 10 x64 Processor: Intel(R) Core(TM) i7 8700k or AMD equivalent Memory: 16 GB RAM Graphics: GeForce RTX 2060 or AMD equivalent, 6 GB VRAM DirectX: Version 11 Storage: 6 GB available space
There are multiple ways to contact us for support regarding game issues. Here they are listed in order of how successful we are at quickly resolving your issue:
Create a ticket using our Discord bot here Join our server here
and click “open a ticket” from the left hand menu
Important: Please be ready to provide the following files to help speed up a solution.
Output logs can be found at: %AppData%\..\LocalLow\Vile Monarch\Floodland
Save game files from before and after the bug occurred are found in Documents\Floodland
Here are some known issues you may still encounter which we are already working on a fix for:
Framerate still isn’t ideal, it’ll be improved in the coming patches
In some cases, upgrading a Storage can result in locking the ability to add workers, which may make the game unplayable - it’s advised to load a save state from before it.
Contact in Recreation Buildings may be miscalculated in some cases, resulting in negative Relations numbers.
Turning off shadows in the Settings may make them unable to turn on again, despite clicking the option in the menu. Clicking different shadow options back and forth should fix the problem.
“Protect The Family” law can sometimes take too much resources and return even more when suspended.
In rare cases, the number of Clans can exceed the limit (which is 5)
Pathfinder Camp occasionally does not allow the expedition to come back home. This issue is extremely rare but unfortunately can make the game unplayable after that (loading an earlier save state is advised)
Very few bits of text were not translated
Visual issue - fishing boats may sail on the land in some specific cases
In rare scenarios, survivors may choose a shelter that is too far from their workplace. This will result in the in-game 'long way from home' warning messages
Specific antivirus/firewall software may occasionally block access to save data files
In rare cases, when expeditors in Pathfinder Camp die, they might not properly leave the remains
Ferries traveling between Districts can occasionally go through buildings (visual issue)
Not all achievements work as expected
Our social community of survivors is growing nicely, so join us here for all things Floodland. Twitter Facebook Discord Instagram
Post-apocalyptic city builder Floodland arrives November 15 on Steam , tasking you with rebuilding society after the catastrophic effects of global flooding. Each playthrough is randomly generated and, as you begin constructing a new kind of life in this harsh environment, age-ol
Post-apocalyptic city builder Floodland arrives November 15 on Steam, tasking you with rebuilding society after the catastrophic effects of global flooding. Each playthrough is randomly generated and, as you begin constructing a new kind of life in this harsh environment, age-old problems begin to rear their head. Even in such dire circumstances, can humanity co-operate for the greater good: or are we doomed to division and isolation?.. Read more.