Bugfixes
You know the drill.
You know the drill.

You know the drill.
You know the drill.
More bugfixes. If you send them to me, I will fix them.
More bugfixes. If you send them to me, I will fix them.
Just a minor bugfix in this one.
Just a minor bugfix in this one.
There are just some minor bugfixes in this one. Please keep sending me bugs so that I can fix them.
There are just some minor bugfixes in this one. Please keep sending me bugs so that I can fix them.
No major changes in this, just some bonus facts to discover!
No major changes in this, just some bonus facts to discover!
Some minor tutorial updates from player feedback.
Some minor tutorial updates from player feedback.
Just a couple of minor bugfixes in this one.
Just a couple of minor bugfixes in this one.
Nikhil Murthy's Syphilisation is a "postcolonial 4X game", which might sound like a contradiction in terms. While approaches to 4X and grand strategy vary hugely between games, factions and players, the genre as a whole is firmly wedded to imperial conquest, both structurally and
Nikhil Murthy's Syphilisation is a "postcolonial 4X game", which might sound like a contradiction in terms. While approaches to 4X and grand strategy vary hugely between games, factions and players, the genre as a whole is firmly wedded to imperial conquest, both structurally and at the level of narrative aspects and set-dressing. Many 4X games are triumphal re-enactments of specific periods of colonial settlement and expansion. All of which is to say that Syphilisation is fascinating. It's a reworking of the genre which dismantles and reconstructs concepts such as diplomacy, research and production. It's also just left early access - find more details and a playthrough video below.
Syphilisation, a postcolonial 4X game in which you play a student doing a group report on Gandhi, Churchill and the Raj, is now out of early access! What is this? Syphilisation is a postcolonial 4X game. In this game, I went through the standard patterns of 4X games and devised p
Syphilisation, a postcolonial 4X game in which you play a student doing a group report on Gandhi, Churchill and the Raj, is now out of early access!
Syphilisation is a postcolonial 4X game. In this game, I went through the standard patterns of 4X games and devised postcolonial alternatives. In particular, I try to show that the ideas of winner-take-all and growth-for-the-sake-of-growth that underpin most of the genre have viable alternatives. It's a game that allows you to try empathy.
In practical terms, this resulted in the following features:
Syphilisation is a game with a lot of ideas for new things to try in the genre and new spaces to explore. I hope you give it a try.
Here's a sneak peek at the 1.0 release. This only has minor changes, most notably a buff to delivering fabric to quests and a minimap tweak. Syphilisation is getting out of Early Access in September 1st and so I'm putting the final build live a bit early to test it out a bit.
Here's a sneak peek at the 1.0 release. This only has minor changes, most notably a buff to delivering fabric to quests and a minimap tweak. Syphilisation is getting out of Early Access in September 1st and so I'm putting the final build live a bit early to test it out a bit.
I just put in achievements for completing views. Good luck getting all of them. I also updated conversations so that both players get the results. It should be easier now to have other players generating quiet if you're trying to avoid climate change. You can also inspire on a sa
I just put in achievements for completing views. Good luck getting all of them.
I also updated conversations so that both players get the results. It should be easier now to have other players generating quiet if you're trying to avoid climate change. You can also inspire on a sanctum to get and complete new quests. There are a few other minor fixes in this update.
We're in the final stretch before release right now. The only planned features left are all infrastructure stuff like achievements and save sharing. If you have any feedback or anything you want changed, now is the best time to tell me. This update is also mostly playability fixe
We're in the final stretch before release right now. The only planned features left are all infrastructure stuff like achievements and save sharing. If you have any feedback or anything you want changed, now is the best time to tell me.
This update is also mostly playability fixes but the quiet path is much more viable now than before. It might take a couple of things breaking your way, but you should find it very doable now. It plays very differently, so check it out!
Bug fixes, flow changes and UI improvements.
Bug fixes, flow changes and UI improvements.
- More tutorializing - Better Combat AI - Pollution fixes. - Minor streamlining.
- More tutorializing
- Better Combat AI
- Pollution fixes.
- Minor streamlining.
- Lots of fixes to the flow. The game moves much faster now. - Major fixes to the fabric economy. You should be able to generate fabric as you need now. - QoL fixes across the board.
- Lots of fixes to the flow. The game moves much faster now.
- Major fixes to the fabric economy. You should be able to generate fabric as you need now.
- QoL fixes across the board.
I tuned a lot of the numbers of the game, cut out some of the pieces that didn't do as much as I wanted and cleaned up some of the UI for this update. Pollution is no longer back-breaking and you should be able to get to the end of the game without losing to it as long as you pay
I tuned a lot of the numbers of the game, cut out some of the pieces that didn't do as much as I wanted and cleaned up some of the UI for this update. Pollution is no longer back-breaking and you should be able to get to the end of the game without losing to it as long as you pay some attention to the systems. I've pruned the campaigns as well and the currency economy is also more permissive now. All in all, it should be a quicker, easier play than it was before.
This continues the streamlining work of the previous updates. The stickiness of the early game is now gone. I dramatically trimmed the tech tree to keep it from being overwhelming. I also updated the relationship flow to smoothen that out and make it easier to approach and unders
This continues the streamlining work of the previous updates. The stickiness of the early game is now gone. I dramatically trimmed the tech tree to keep it from being overwhelming. I also updated the relationship flow to smoothen that out and make it easier to approach and understand. There are a lot of small flow updates in this as well. I'm still working on making the game more approachable so please tell me if there's anywhere that you feel stuck.
This is just a quick update with some bugfixes but I was working on a larger update that streamlines a lot of the content, so a lot of that is in here too. Have fun!
This is just a quick update with some bugfixes but I was working on a larger update that streamlines a lot of the content, so a lot of that is in here too. Have fun!
I put in a number of small changes to make mechanics clearer and the early game easier to get into. I've got a big parameter change on deck to make it less overwhelming as well. If you find yourself stuck with anything or any unclear mechanics, please tell me and I'll streamline
I put in a number of small changes to make mechanics clearer and the early game easier to get into. I've got a big parameter change on deck to make it less overwhelming as well. If you find yourself stuck with anything or any unclear mechanics, please tell me and I'll streamline it for the next update.
I've made a lot of changes to the combat systems and params. I still have a lot of tweaks to add to it but I wanted to put up something to try out in the meantime.
I've made a lot of changes to the combat systems and params. I still have a lot of tweaks to add to it but I wanted to put up something to try out in the meantime.