Poly Universe

Pouchmouse

Released
Jul 20, 2018
Platforms
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

19 posts
  1. Developer post

    Version 0.9.4.21 is Live! -- Starmap and Interstellar Trade update

    This new update brings a complete overhaul to interplanetary trade: * You can now redirect trade ships to new planets if you decide they'd be more efficient there. Or if, you know, unexpected situations arise that make a planet need a little more help than usual. * Trade routes c

  2. Developer post

    Version 0.9.4.20 is now available in the Experimental Branch.

    Happy (pre)-Thanksgiving! I've just uploaded v0.9.4.2 to the Experimental branch. It features: * A brand new Galactic Map, which I think is a bit of an improvement over the previous one... * Improvements to Trade - You can now send more than three types of resources between plane

  3. Developer post

    Update 0.9.3.5

    Happy... Tuesday? Sorry, I meant to publish this on Sunday, but life got in the way. =) The 0.9.3.5 update is now live! And it introduces a raft of new research projects which will unlock new upgraded versions of the game's buildings. I've also refactored how the game handles nar

  4. Developer post

    Update 0.9.2.2

    Good morning folks, and happy Sunday! Before we get started, I want to mention that I also post updates on Twitter! So if you'd like to hear news about the game that way (or if you're interested in the other random prototypes and tutorials that I sometimes throw together), Follow

  5. Developer post

    Quick update (v. 0.9.2.1)

    So this was a bit of an oversight, but up until now I'd forgotten that you'd need a way to delete old save files.* This update fixes that. =) * Okay, I didn't actually forget. I just figured hey, making the UI is hard and if people want to delete saves they can always do it manua

  6. Developer post

    FX Update (v.0.9.2.0)

    Happy Thursday Everyone! Just a small update today, featuring new visual effects for rockets taking off, landing, crashing, and exploding. Plus new sounds for menu interactions and a subtle sound for when characters are speaking. Also a small but important optimization: The plane

  7. Developer post

    The 60-FPS New Years Update (0.9.1.9)

    Happy Saturday, Everyone! I dug into the game's rendering and discovered a lot of room for optimization. Many of the models in the game were being rendered individually instead of in batches, causing the game to waste time on unnecessary draw calls. To put the problem in perspect

  8. Developer post

    Christmas Update - 0.9.1.8

    Merry Christmas everyone! Version 0.9.1.8 is now live, and it introduces a couple new mechanics and features: * Roads and Bridges are back in the game! They'd been in a much earlier version, but hadn't affected gameplay much. Now they're back and buildings which are adjacent to a

  9. Developer post

    Weekend Update (0.9.1.5)

    Happy Sunday, everyone! I've spent the past two weeks attempting to track down the crashes that people have been experiencing. I found two places where the game was allocating new objects each frame, and I suspect these were causing the game to eventually run out of memory and cr

  10. Developer post

    Weekend Update (0.9.1.4)

    Happy Sunday Everyone- I've been experimenting with ways to improve the look of the ocean; trying to make it look more dynamic and wavy while still keeping to the game's polygonal art style. After a lot of experimentation with different shaders, I've finally arrived at something

  11. Developer post

    Weekend Update (0.9.1.3)

    And just like that, it was time for another weekend update! For the past few weeks I've been working on improving the game's art style. This has been a bit tricky for me because I want to achieve a consistent look -- where all the terrain, buildings, plants, and creatures feel li

  12. Developer post

    Weekend Update - (0.9.1.2)

    Good morning everyone and Happy Sunday! I've just uploaded a small update with two important changes: The UI for the Save and Load screens has been expanded, so if you gave your save files long, descriptive names they won't get cut off anymore. I hope. Unless you really wrote an

  13. Developer post

    Update 0.9.1.0 - Professions

    Morning, everyone! Version 0.9.1.0 adds a much needed change to how workers are assigned to buildings. The problem up until now was this: A building has an ideal number of workers that you have declared should work there. And it also has an actual number of workers, which can som

  14. Developer post

    Update! 0.9.0.3

    Hi all- Version 0.9.0.3 is live! This is a small update that addresses some of the suggestions folks had in the comments: * The Professions menu now shows advanced buildings that were missing from it before. * The Professions menu also correctly updates to reflect the latest worl

  15. Developer post

    Update 0.9.0.2

    Hi all- Version 0.9.0.2 is live, and it fixes a few important problems. For one, the movement speed of your citizens wasn't being initialized until you looked at the world they lived on. So if you loaded a game with multiple planets, Peabs on each planet would be stuck in place u

  16. Developer post

    January Update - Story Mode

    Hello everyone! I've just wrapped up a major update to Poly Universe, including a bunch of advanced resources, new building types, and a story/campaign mode. So here's what's in the latest build, which I'm affectionately referring to by its nickname "Version 0.9.0.0": * New advan

  17. Developer post

    Roadmap Update - Modding!

    It took a bit of work, but I've gotten Poly Universe to the point where much of the content is moddable and the process for modding is (hopefully!) quite easy. To create your own mod, you can start by downloading the sample here: Place that sample mod in your local mods directory

  18. Developer post

    Game Roadmap Update! (number 1 of many)

    I just realized I didn't really announce this in any 'official' capacity, but: Roads and Bridges have been added to the game! Roads and bridges can be found in their own tab on the central 'Build' menu, and come in two flavors. You can build stone roads, which let your Peabs move

  19. Rock, Paper, Shotgun

    Unknown Pleasures: Simply the Best Five New Indies on Steam

    The grim prospect of shopping for PC components looms over my August like a looming, grim prospect. God I love writing. You might be surprised how demanding indie games can be on a slightly creaky video card, and not always because of ongoing optimisation. Although admittedly it’