Imagine Earth Demo Changelog

What's new in Imagine Earth Demo Alpha 50

Feb 7, 2019
  • Don’t wait for more until the game is finished ;). We are accompanying this sale with an update release that brings you much more than redesigned game characters and a classic strategy game styled build menu for advanced gameplay…
  • Please note that we are looking for beta-testers who can check on our new update releases days earlier than other players, please mail us if you happen to be that enthusiastic about getting your fingers early on new updates of Imagine Earth!
  • Meet the New Crew:
  • The old avatars of the main crew members in the campaign are some years old by now and we always knew we’d have to give these guys a makeup someday. Nothing is a better way of showing how this game has grown up over the years than the evolution of Limas character. It goes all the way back when it was a casual game idea with comic characters. Maybe we should not have opened this old box 😉 but with the final release coming in 2019 this nostalgic flashback came over Jens..
  • The Brand New Control Menu:
  • A new build menu on the left side of the interface will keep you informed about all your build options. Coolest thing about it is that this menu also shows your inventory and on top the craftable items. It has a category for all your gaia forces and shows if they are fully loaded. You won’t have to visit a workshop anymore to craft your stuff. It comes in addition to the classic build ring, so nothing changes, you just get more options.
  • World Visualizations:
  • The control menu also offers a set of visualization tools. you can highlight fields that are threatened by rising sea-level caused by global warming. You can highlight rare resources, fertility, ground pollution, construct types and colony areas.
  • Standalone Diplomacy & Trade Panels:
  • If you open a trade or a crafting panel it will be centered on screen from now on. The background is blurred out and playtime is paused, so you can concentrate on deals and negotiations with factions and traders.
  • Drone Reconfiguration:
  • We are currently experimenting with how the drones are working. We decided to limit the city centers drones to one per level – so you are starting now with one instead of two. This makes it more important to level your city.
  • The maintenance station no longer comes with a build drone. Instead it comes with a repair drone that only does repair jobs and will automatically do this in the range of the building. As before it can be upgraded with a fire station.
  • Same goes for the remediation center. It now has a special remediation drones instead of a build drone
  • Gaia & UI Balancing:
  • Based on feedback and the experiences we received from Wuik in the steam forums, we had another look at the Gaia balancing. The following changes have been done:
  • Doubled Gaia production:
  • Reduced price of Gaia container
  • Display correctly how much Gaia is available in a temple
  • In addition display how fast Gaia is created and how this is influenced by the nearby population

New in Imagine Earth Demo Alpha 45 (Aug 6, 2018)

  • Beware the Space Pirates:
  • These nasty creatures land a strange kind of unknown flying object right over your warehouse to plunder it with their tractor beam. Simultaneously they start firing their board cannon to vandalize your base.
  • You can helplessly sit back and relax until they have stolen enough and loose interest. Or, you can choose to pay a ransom or install an energy shield onto a tower to block the guys off from your warehouses. In later missions you might as well develop lasers or pulse canons to give them a warm welcome if they ever return…
  • New Item: Resource Piracy:
  • These pirates are not only a threat that randomly happens. You can also craft a landing control to send them upon one of your opponents. Sweet addition: You get half of what their ship can steal.
  • Unique Landing Ships:
  • We are proudly presenting individual colony landing ships for all eight corporations.
  • After having introduced the individual factions last update now you can tell the difference between them by looking at their landing ship, which is automatically expanded into the main city tower after landing.
  • Three Specialized Traders:
  • They come around with awesome looking new space ships amazing landing animations ;-). And they are specialized to trade either wares, items and tech, or rare resources.
  • Resource Trading Partners and Auto-Trade:
  • The resource panel has been split into a money and a resources part. This helps to put the four basic resource classes and their storing and trading issues directly into the middle of your attention.
  • It now also shows you if there is another colony or trader able and willing to sell a certain resource to you when you need it (e.g for crafting).
  • You can also activate the automatic purchase and sale of resources. Note that this involves trading with every potential trading partner – regardless of whether the price is fair or not.
  • Emission Trade and Visualization:
  • The emission levy now always must be payed as soon, as a company on the planet has a negative emission balance. Environmentally friendly corporations get emission trade payouts if there is a company that pays in.
  • The global emission balance is now visualized with positive values when the world’s climate is OK. It’s represented with negative red numbers when climate balance is going bad. Much more intuitive isn’t it?
  • More New Features:
  • Now you get written info on all construct upgrades left to the tool ring.
  • The field info panel with details on deposits, pollution and other values of a single field is now also visible in navigation mode.
  • The probability of occurrence of riots and epidemics was too low. it has been increased by about 40%.
  • When using the seed bomb or nitro-skirlide seeds you can now see how well the plants will grow in that area.
  • There’s now a countdown for competitors coming down and landing their capsules. This puts you a bit under time pressure to find the best place for the base.
  • You can buy landing permits in missions as soon as you got the second city center. Good news in case a city is burning down.
  • Temples can now be repaired.
  • Trading panel improvements
  • Fixes:
  • Rewritten – Hypergate Ideon Objective – the vendor states out more clearly have to find and also sell the ideon crystal to him to open hyperspace gate into Udoxia Galaxy.
  • Rebalanced – Higher runtime costs for remediation centers
  • Fixed – Temples are no longer charging themselves apparently by surrounding nature or stuff
  • Fixed – Rocks had a shimmering on the surface as if they where rare resources
  • Fixed – A city center landing is now final – no more abort and vanishing of the landing capsule
  • Fixed – Background of colony value
  • Changed – Loading screens animations
  • Fixed – Many particle emitter problems
  • Fixed – Warehouse Upgrades couldn’t be activated in the tech-panel
  • Fixed – Cure goal bar looked finished after half of the task
  • Fixed – Savegame buttons in sandbox mode or messed up
  • Highscore background bar is reworked
  • Fixes for Rounos mission: Joe story plot does not wait for clicking the quest icons anymore.
  • Tornado fix – still visible in navigation when multiple tornados in one field.
  • Midras Extractor Temple has model and animation fixes
  • Midras Digger fixed model and particle system. Dust when drilling.
  • Spaceport fixes

New in Imagine Earth Demo Alpha 44 (Aug 1, 2018)

  • Items for Special Buildings:
  • You can now craft construction kits and landing controls for special buildings like the temple, pyramid, assimilator, Midras digger and the extractor and then place these units where and when ever you need them.
  • The extractor can only be build on an asteroid of course. Assimilator and digger can only be build outside the base. In rare cases traders will ship these items.
  • New Rare Resource: Artifacts:
  • These artifacts are parts of ancient alien technology which enable you to use the Gaian energy force fields of the planet. They are used to craft all the special constructions mentioned above.
  • To gain artifacts you can now plunder temple ruins and wracked assimilators using drones. In addition they are produced by natives and can by bought from them (as long as you have a friendly relationship).
  • Special Abilities in Research:
  • We have thrown the standard tools like claim and clean out of the research panel ( they’re all available by default now ) to make place for eleven new research options. They are very powerful general improvements for your colony management system.
  • Options vary from „-10% construct costs“ or „-20% percent emissions“ to lower consumption of food or goods and so on. Only difficulty: You need to research a whole research sector line to unlock them on the end.
  • Individual Corporations:
  • There are now eight different corporations in the game with individual setup of technologies, startup icons and special abilities. In free play and competition mode you can choose one of these parties. The unlocked technologies of each faction also includes research of the upgrades. So each company has its own preset of research points to start with in the research system.
  • New Faction: Nootilas:
  • Check out the two totally new factions to get a sense of how their individual possibilities are set up! We are actually still working on this and try to balance the factions. Please tell us what you experience throughout the gameplay
  • New Faction: Privateers:
  • These corporations come with an individual background story as well which will be reflected in a kind of personal agenda as developments continues. This agenda will define how the company operates when they are you’re AI controlled opponents if you chose them for a colonization match.
  • New Frontier Visualization:
  • To get rid of these edgy triangle borders we made the visualization of the borders much more discreet and subtile.
  • New UI for Build Ring:
  • Last update we integrated infos about a working construct into its ring so you can understand in detail what influences production and mood.
  • Now we have also added all the general values and information on buildings into the build ring to make the different constructs comparable. In this context the descriptions of all buildings have been revised.
  • Global Warehouse Storage:
  • There is a global storage system now. The resources will be shared between all your warehouses. Whenever a warehouse gets lost, broken or taken over by an opponent, your precious resources will be shipped to other facilities through an underground tunnel system to ensure nothing gets lost.
  • Each warehouse now also has two slots for energy, food and goods each by default.
  • Translation to Simplified Chinese:
  • Well yeah, Imagine Earth is available in Simplified Chinese now. All of a sudden deloquac popped up with a complete translation of our game. Thank you so much deloquac, this really helps us out and we’ll mention you in the games credits!
  • New Savegame Menu:
  • We have implemented a new approach to the savegame menu as well. You can now see more structured information and a small close up screenshot to pick the right savegame.
  • UI & Graphics:
  • Load campaign planets directly from campaign screen
  • When placing a building show icons on fields that positively influence the building
  • Xrathul particle effects working again
  • Replaced € icon with the games currency symbol (
  • Show claim tool option on all unowned fields (as a hint that it exists)
  • Increase visibility of tooltip window arrow
  • Improved store visualization of not available resources and items
  • Improved speaker voice quality
  • Jump to other faction city by clicking the according goals panel icon (free play)
  • Rotate and tilt camera with pressed middle mouse or G key
  • Don’t show harvest dust for forests before harvesting has started
  • Improved quality of small icons in the world and UI
  • New player profile icon
  • Construction site is no longer displayed with transparency
  • Fixes & Improvements:
  • AI now uses cannons and ideon bomb to defend against assimilators
  • Population should always slowly grow when capacity is free and they aren’t starving
  • Chemical plants are now available in all later campaign missions
  • Clean tool didn’t show on the correct field when occupied by a multi-field building
  • Share trading should always be allowed
  • Increased likelyhood of incidents for intact buildings
  • Renamed Saw mill to Wood factory
  • Harvesting any forest type now will always „produce“ timber
  • Forests shrink slower when negative factors reduce their maximum size
  • Temples charge with Gaia twice as fast
  • Lorian Mission:
  • Oil pests now take much longer before they disperse
  • Reduced fertility and starting area
  • Increased likelyhood of meteor showes
  • Fixed unclear and wrong parts in space market quest
  • Rounos Mission:
  • Joe race goal didn’t properly show population count
  • Native quest explains in more details how treaties are working
  • Decreased Joe’s expansion speed a bit
  • Magni Mission:
  • Xrathul no longer leave without you doing anything. They no loner harvest rocks and forests and only take very few fossil resources.
  • You can use rare resources now to „donate“ them to the Xrathul

New in Imagine Earth Demo Alpha 43 (Jun 30, 2018)

  • Display info icons during colony placement
  • Trade discounts and surcharges
  • Ocean district
  • UI improvements for research, colony shares and workshop
  • List of gameplay improvements
  • New rendering system for buildings and world objects
  • Colony Placement:
  • Placing a new colony or frontier building now displays icons on the surrounding fields. The represent the quality of the area by highlighting deserts, fields with high fertility, fossil or rare resources and more.
  • Trade Discounts:
  • The price of resources and items always depends on who you are trading with. Space merchants and tech traders will charge a fee that makes buying more expensive and selling less lucrative. Natives and midras on the other side don’t know a lot about space market prices and often sell stuff very cheap.
  • Other colonists, finally, link their pricing to your diplomatic relation. This means it can be very powerful to have a good relation towards another company
  • Ocean District:
  • This new district is now made available in the Lorian mission.
  • The ocean district can be built on coast fields and the open sea. Districts have to be linked to others who connect with the shore.
  • Microplastic collectors clean the seas and recover goods by filtering floating plastic, other waste and impurities from the water.
  • Ocean thermal energy conversion uses the temperature difference between cooler deep sea and warmer surface water to meet part of the energy demand.
  • UI Improvements:
  • Research:
  • Only display elements of buildings that are already available (the buildings don’t have to be licensed, though)
  • Highlight research options by improved category: energy, food, goods, income, emissions
  • Colony Share Trading:
  • Take-over of a city no longer needs at least 50% of shares
  • Clearly display the player’s stake in another colony
  • Tooltip with transaction fee and expected dividend
  • Workshop:
  • Unite different item categories in single panel with scroll bars
  • Other UI Stuff:
  • Added „mission failed“ dialog to competitions
  • Highlight when an opposing faction is almost winning the competition
  • „Back“ buttons in game are now called „resume game“ to make it more clear
  • Infrastructure buildings now have gray icons
  • Gameplay:
  • In competition and free play other factions will no longer wait until you have placed your first city center
  • Forests and other plants regrow much faster now after being harvested or burning
  • Nitroskirlid-pumpkins grow bigger in most areas now
  • Increased number of default tech licenses in competition and free play
  • Graphics & Tech:
  • We have completely rewritten our rendering system for buildings and other world objects
  • Improved render performance
  • Much nicer animations
  • More powerful particle effects

New in Imagine Earth Demo Alpha 39 (Dec 20, 2017)

  • Thera – a Planet Like Earth:
  • The latest planet that you can unlock in the bonus galaxy is Thera. It might remind you of another planet you left long ago, right where you grew up before you joined the colonization business and started building a better future in space. Make sure that history wont repeat itself on this planet…
  • Organic Flora:
  • We added some edge modells to forests so they look more organic and more round than triangle. As simply as this is said as astonishing it does look in the game.
  • Upgrade Balancing:
  • All the upgrades in the game have been revisited and rebalanced. We mostly made them cheaper and more powerful to increase their strategic value.
  • Furthermore the visualization has been improved so you can see the most important numbers at a glimpse.
  • Resource Simulation:
  • In order to make the upgrades more significant, we also had to adjust the complete resource simulation.
  • Let’s have a look at the most important change: The production and consumption values of all buildings are now per space minute instead of per space second.
  • For example the tax value of a district now represents what is collected within a full space minute. 1/60 of the amount will be added to your budget ervery space second.
  • If your colony makes a profit of +300€, it will take one space minute until the full amount is added to your budget. This equals +5€ per space second.
  • This allowed us to increase the production and consumption values of all buildings which makes them easier to read and compare.
  • Money related values have been increased by factor 10. Energy, food, goods and rare resources have been increased by factor 2-4. The same goes for emissions and field pollution.
  • In addition it allowed us to halve prices and money budget and to reduce the size of a resource cargo from from 1.000 to 100 units. These values are now easier to read and compare with the production as well.
  • Assimilators & Xrathul Harvester Interaction:
  • These flying enemies are now attackable with ideon bombs and explosive devices, which will be thrown on them by your drones.
  • To do so you can simply hover and click the flying enemy unit and pick the item of your choice. Thisway you also get a context info about their motives and vulnerabilities.
  • More Stuff:
  • The inventory is now accessible through the tool ring for fields where it makes sense to use items. In addition you can open the construct ring with a right click any time.
  • Tower upgrades are also constructable through the tool ring when you have bought the corresponding item from a trader.
  • No distorting ringing sound for infos anymore.
  • Joe’s 50k Sales Goal on Mission Joma is only triggered when Joe was not already fired by the boss… oups, that was a spoiler ;D
  • On Planet Iqunox you have to craft medicine now instead of just selling medical substence harvested from corals.
  • Rounos Native Quest now tells you to build towers to repress uprisings of angry natives.
  • Mission Joma: We added a „Buy Scanner“ goal to make more clear how to proceed in the mission.
  • Grafix:
  • The fieldmarker was redesigned to look better!
  • Tons of forest models have been optimized and graphics reworked.
  • Underwater build animation got fixed.
  • Hospital icon fixed, pumpkin shadow fixed.
  • Rooftop of the saw mill construct fixed.
  • Palms bigger and bump map fixed.
  • Reconstruct icon fixed.

New in Imagine Earth Demo Alpha 38 (Nov 8, 2017)

  • Mushroom Vegetation:
  • Maybe you where one of those who perceived our planets as a bit too normal and not very alien-like. We had the same feeling for some time and saw chance to try something new in terms of vegetation. The whole set of forests (8 bioms + 1 underwater) is now being replaced on two of the six campaign planets to make their themes more diversified. It also triggered us to do another set of vegetation besides trees and mushrooms. Could be giant ferns or totally alienated, glowing crystal plants. Any ideas?
  • Epic Background Story:
  • We heard it from time to time and felt the same way. The campaign was lacking a bigger context for the story. We have added this now in the form of cut scenes told in the campaign screen. This links all the missions to a big picture and a real goal that is followed by you and the other companies.
  • Resource Storage:
  • A minimum of 10% goods will always be put into storage if you prioritize a certain resource. That keeps you from waiting for a resource package you wanted to store when the production value of the resource is low.
  • No More Fake AI on Rounos:
  • On the Rounos mission we had a scripted enemy which could finally be replaced by our AI. In addition we have polished the mission on planet Rounos. There were serious balancing issues that are hopefully working out much better now.
  • New Flashy Quest Icons:
  • You can recognize much easier when there are important events somewhere on the planet. Quest icons have pulsing markers around themselves. In addition these quests are arranged in an own line in the bookmark panel. You can jump to these Events simply by pressing TAB.
  • New Features:
  • New resource warning icons
  • Achieved goals will be shown and highlighted in cut scenes
  • AI cares about food & goods diversity
  • Traders will trade craftable Icons only occasionally
  • Fires won’t spread so fast anymore
  • Fixed Bugs:
  • Forest had plus on themselves
  • pollution effects were to high
  • Improved pest and epidemic particle effects
  • AI relied too much on oil platforms
  • No AI enemies where spawning in competition mode
  • Natives mood and goods usage
  • Native camp model had reflected surfaces
  • Fishery reduced its own productivity
  • Game crashes with access denied folders

New in Imagine Earth Demo Alpha 37 (Sep 22, 2017)

  • Joma Extended & „Healing“ for Temples:
  • It’s now possible to donate items and resources to other colonies. For now this has only relevance for the missions, but in the near future we will be working on a diplomacy system.
  • We have extended the Joma mission to make use of this feature with respect to the epidemics and Birons. This gives you the chance to take a decision at one point that will have influence to a later part of the mission.
  • The cure spell that is now available in temples neutralizes pathogens that can pose a threat to more complex forms of life on site – in other words, you can use it to heal epidemics.
  • Fusion Reactor:
  • This new building is introduced in the Rounos mission.
  • The fusion reactor generates thermonuclear energy of nuclear fusion. Lithium is needed as a raw material, which can be extracted from asteroids on most planets. There is only relatively little radioactive waste and the reaction can be aborted safely at any time.
  • The „divertors“ upgrade improves binding of impurities from the plasma and reduce maintenance and disposal costs. The „reactor extension“ upgrade expands the reactor so that additional energy can be produced.
  • This building most likely will need some additional balancing, since it’s the first time a building consumed rare resources.
  • Fire Station:
  • The fire station is an upgrade for city districts and the logistics center. It ensures that fires in the vicinity are automatically extinguished by a drone. In addition, the probability of forest and building fires is halved.
  • Money and Tax Balancing:
  • Currently you always have loads of money in the long term. We are trying to improve the balancing of this a bit. In the first step we have increased the start budget and decreased tax income. At the same time we have increased the tax bonus you receive when your people have a high quality of life.
  • New UI for Details on Productivity and Quality of Life:
  • Over the course of the last years Imagine Earth has become a quite complex game. A part of this complexity is how productivity is influenced by nearby buildings and local factors like ground fertility.
  • With this update we are introducing a new info panel that is shown when a building is clicked. It sums up the productivity and lists all the influencing factors and their strength. This will make it a lot easier for you to understand what is going on and how to increase the production output of your colony.
  • The second part of this is how the quality of life in cities is influenced. A high quality of life will give you a tax bonus and a low quality will decrease your income.
  • Buildings like the park district, health district and campus district increase the quality of life in surrounding districts. Other factors will decrease it. The new info panel lists the details on this, so you always know what’s going on.
  • Finally the former building info panel in the bottom left of the UI is replaced with a minimal version that shows the building’s / object’s name for the selected field and its production value / remaining resources.
  • Other improvements:
  • You can open the build ring by right-clicking on any field now
  • Added explanations for epidemics
  • Bookmark panel no longer „clicks through“
  • Research and development panels no longer change the planet zoom level
  • Visualization for items received during the mission
  • Changed influence area visualization for cannons, shield, fire stations and more
  • Fixed city car animation problem

New in Imagine Earth Demo Alpha 36 (Aug 29, 2017)

  • Birons on Joma:
  • The Joma mission was last mission from the old days of Imagine Earth. We decided to rework it and add some new goals and story to it, to make it more interesting. All the new features mentioned below are introduced in the mission.
  • The Birons are a new race that are introduced on Joma and are the first contact with another colony on a planet in the course of the campaign. They build small colonies and are focused on producing resources and items and trade these things.
  • Trade with other colonies:
  • Other colonies are now ready to trade overproduced resources, harvested rare resources and items with you. They pay less than the merchant would, but are willing to trade any time.
  • Warehouse level 2:
  • The warehouse can now be upgraded to level 2, after this has been unlocked in the research system. It doubles the storage for rare resources and adds a second harvester drone to the warehouse.
  • Epidemics, medicine and health district:
  • Epidemics are a new threat that can occur anytime. The probability is increased by local pollution, high temperatures and buildings like the cattle breeding or chemical plant and mushroom forests.
  • You can cure the epidemic with the new item „Medicine“. It can either be crafted using chemicals and corals or bought from the trader.
  • The new health district improves the quality of life of the surrounding districts. In addition, the spread of epidemics is prevented and the probability of an outbreak is halved.
  • It’s medical lab doubles population growth in surrounding districts and the university hospital increases the radius of the health center in which epidemics are prevented, the quality of life is improved and medical laboratory affects population growth.
  • Chemical plant:
  • The chemical plant produces all the chemicals needed in society. Production is increased by gas deposits as well as neighboring chemical plants. Inconspicuous, for example, for medicine and fertilizer production.
  • Fiber-reinforced plastic reduces the maintenance cost and risk of an incident by using fiber-reinforced plastic instead of metal. This avoids corrosion. Laboratory optimizes the production process and reduces quality-related production losses.
  • Meteor shower (new threat):
  • Meteor showers are a new force of nature. They come down as a burst of 3 to 6 small meteors that cause about 40% damage to normal buildings.
  • Single meteors can be shot by laser and pulse cannons or stopped by a city center or frontier tower with shield generator.
  • Worker drones:
  • All basic maintenance and incident works are now done by worker drones. This includes shipping the construction site for a new building, relocating existing buildings, repairing damaged buildings, extinguishing fires and dropping items like explosive device or seed bomb.
  • To make sure you always have enough worker drones available, the logistics center comes with an additional drone.
  • Seed bombs:
  • The seed bomb is a new item that grows the optimal forest on any field. This field can be located within or near your colony. The item can be crafted using nitrokirlide and timber.
  • New AI features and other improvements:
  • New outro soundtrack
  • Mouse-wheel zoom now also rotates the planet towards a selected field
  • Research: Frontier tower level 2
  • Fixed quickload/-save (F4 and F5)
  • Ocean now starts to rise at 25% global warming (previously at 50%)
  • Colorize buildings by their type (navigation menu)
  • New animation for constructed buildings
  • Improved ideon crystal graphic
  • AI: Use cannon and shield to defend against Xrathul harvesters
  • AI: Craft items if needed or resources available
  • AI: Buy tech license if needed

New in Imagine Earth Demo Alpha 35 (Jul 18, 2017)

  • TL;DR:
  • Atmospheric scattering shader
  • Hover cars add some life to cities
  • More variety for assimilator battles
  • Reworked and extended mission on Bora
  • Outro
  • Temple sacrifice logic changed
  • Loads of detail improvements
  • Atmospheric Scattering Shader:
  • This release is foremost a beauty and game atmosphere update.
  • We have implemented a new atmospheric scattering shader that puts every planet into a unique light color situation.
  • Hover Cars:
  • Hover cars fly through the skyscraper canyons of your cities and show how full districts are. They bring some visual life into the so far empty city districts and the whole colony environment at all
  • This is only the beginning – we plan to have cars driving to all of the supply buildings as well.
  • Bora Mission & Assimilator:
  • It got totally reworked to make the end boss more understandable and assailable. The robotic entity is now attackable not only with astroid strikes but also with gaian fire, volcano eruptions from the temple and bombs as well.
  • The companions are constantly giving you tips how to attack the assimilators.
  • In addition we put a lot of work into rounding up the storytelling of the mission. Plus there is now a proper outro sequence thanking you for your great efforts to make it this far
  • Temple Changes:
  • We also had to redesign how temples work. Spells are now available from the beginning as you have to sacrifice anyway to get the construct loaded with gaian energy.
  • You can now queue sacrifices and load up to four tons of gifts into it that will slowly be turned into gaia one after the other. This makes spells much more accessible and the temples therefor much more use- and powerful.
  • More Improvements:
  • Tutorial now points out the hotkeys and control hint panel that you activate by pressing F1
  • Build shortcuts are working again: Q,W,E,A,D,Y,X,C will directly take you into the several building categories
  • Fixed overlapping button icons in sandbox mode
  • Stoniness will no longer be seen in the navigation view options as it is a thing that is changing the landscape only visually and indirectly influences the fertility of a field.
  • Corals and seegras will no longer burn.
  • You can again save your self-made planets from the sandbox mode.
  • No more sounds looping when game is minimized
  • Merchant was given more importance by letting him sell landing permits and development licenses exclusively
  • Midras: Item and resource availability and food demand have been optimized in their visualization.
  • Illuminati now sell gaian containers
  • Claiming land costs less next to towers
  • Cannons on frontier towers will no longer shoot each other
  • Fixed AI behavior in case of climate change
  • Smart styled mailing list form: http://eepurl.com/3w7iH
  • Mission, info and housing icons reworked
  • Fixed company score calculation
  • Fishing boats float on the surface of the ocean again
  • Editor: special field types can be overwritten again

New in Imagine Earth Demo Alpha 34 (Jun 8, 2017)

  • Assimilator Drone:
  • This first point is partly a spoiler. So jump right over it, if you haven’t played the Bora mission yet.
  • As you know the Bora mission introduces a threat that is kind of an end boss for the campaign. This „Assimilator“ (previously „Electronic Employee“) spreads its cables from field to field to reach your City Center in order to assimilate it.
  • The assimilator now comes with a floating drone monstrosity that increases it’s territory field by field. You can use frontier towers with laser or pulse cannons to defend against it.
  • Be careful though – the assimilator drone will fight back with a small laser cannon and thus might destroy your defense. And your cannons will only allow you to stop the assimilator from expanding. Meanwhile costing money and your precious attention.
  • There are several ways to get rid of it. Use asteroid strikes or volcano eruptions. Or expand your territory and apply explosive devices or an ideon bomb.
  • Laser and Pulse Cannon:
  • The laser and pulse cannon now attack all enemies and dangers that approach you. We have change the values for fire and reload duration and damage and defined how each cannon interacts with the different targets.
  • E.g. the laser will do triple damage to asteroids and thus destroy it with one shot – just because it is optimized for this purpose.
  • Towers no longer take fire when being damaged and health is over 25%. You can repair them and they go on shooting.
  • Ideon Bomb and Explosive Device:
  • We have put some work into improving our blasting items. Both are now dropped by one of the drones starting from the City Center.
  • The Explosive Device allows the immediate blasting of mountains, rocks, buildings and ruins in your area and on all fields directly adjacent to it – the later one is especially helpful to defend yourself against Assimilator.
  • The Ideon Bomb has multiple times the effect of an explosive device on an area of four fields. It also disintegrates big mountains and wakes up sleeping volcanoes.
  • Blasting single field and big mountains will leave the fields with rocks that may contain the rare resources gold and titanium.
  • Ice Planet Iqunox & Sleeping Volcanoes:
  • We have added the third bonus mission to our campaign.
  • Since the outbreak of the pan-galactic plaque in this sector of the Udoxia Galaxy the demand for an antidote has skyrocketed.
  • On planet Iqunox which was known only for its cold and miserable living conditions, giant coral deposits have been discovered.
  • You will be one of three contractors who are send to extract the coral antidote for the U.S.U.
  • Sleeping volcanoes are spread all over the planet. You can use Ideon bombs to wake them up and increase the temperate on surrounding fields a few degrees – enough to get rid of the snow and grow food more effectively.
  • The Iqunox mission also adds the „Emission balance“ as a new victory point type: It starts tracking from 20:00 onward. The leader needs to surpass others by at least 40.
  • Rare Resource Goal on Tuto:
  • Planetary colonization is foremost about making a backup of humanity and populating new worlds. But there is another important goal: Exploiting resources!
  • To reflect this point we have added a second main objective to the first mission on planet Tuto. It introduces all the recently added gameplay mechanisms for rare resource harvesting, item crafting and blasting mountains.
  • Electronics Factory:
  • The Electronics Factory replaces the existing Mall. It produces complex electronics and needs trained staff. For that reason it is more efficient next to city parts and research districts. It features „Chemical Filters“ and „Entertainment Devices“ as upgrades.
  • The Factory has been renamed to Machine Factory to make it easier distinguishable.
  • Other:
  • Fixed a hovering problem of the bookmark panel
  • Storage upgrades for warehouse have been removed from the research system
  • Removed asteroid explosion graphic bugs on start of freeplay and competition matches
  • Show asteroids in bookmark panel (top right of the screen)
  • Reduced price for asteroid strikes to 65.000€

New in Imagine Earth Demo Alpha 33 (May 17, 2017)

  • TL;DR:
  • Crafting Items in the Workshop
  • Nitro Pumpkins
  • Midras Resources & Resource Storage
  • Texture Size Doubled
  • Breaking Waves at the Sea Shore
  • Independent Frontier Towers
  • New Item: Hacking Kit
  • Share System & City Takeover Improvements
  • AI Territory Logic
  • Temperatures and Global Warming
  • Quo Vadis Conference and Amaze Festival
  • 9 More Things
  • Crafting Items in the Workshop:
  • One of the main new features that come with this release. In the workshop you get a list of special items that you can craft yourself instead of buying them. They are listed with up to 3 resources that you need for the generation of a certain item and it also shows if these are available or not. This will enhance the trading system as well because you can buy most needed resources from other factions. In the future it might become necessary to buy new construction plans or recipes from your trading partners. But for now we have a basic set of strategic things that we will try to balance out.
  • Nitro Pumpkins:
  • This plant is a new rare resource used to craft the fertilizer and explosive device items, because it enriches nitrogen and salts. It can be found in mires and cold but fertile biomes – and was also added to the campaign planets.
  • Midras Resources & Resource Storage:
  • The Midras are selling more rare resources as they are now needed for many crafting issues. For crafting it was also necessary that goods, energy and food that you particularly chose to lay in and reserve space will no longer be consumed by your personnel in times of shortage. That change was made as well because you couldn’t sell stored things when they are always eaten up by hungry colonists.
  • Texture Size Doubled:
  • We have lately fixed a long time overseen graphics problem concerning texture mipmapping. The whole planet with all the stuff on it should have much higher resolution by now!
  • Breaking Waves at the Sea Shore:
  • Beautiful waves and a soft and organic water line on the beaches improve the look and feel off our oceans now.
  • Independent Frontier Towers:
  • Towers do no longer need a field connection to the city center, the land claimed by your towers and therefor the towers them-self remain yours even when your city center is lost.
  • New item: The Hacking Kit:
  • Buy this item from the tech trader to hack and take over an adjoining tower of another faction. They can defend themselves by use of such a Hacking Kit as well. so it makes sense to keep one in your inventory just for security reasons. The AI will also make use of this, once they feel like this is a good decision.
  • Share System & City Takeover Improvements:
  • From now on you can always repurchase your shares for twice the price if somebody else owns them. The shares will be taken from the company owning the most of your shares.
  • You do no longer have to obtain over 50% off an opponents shares to take over a city that is smaller than 50%. The take over fee has been reduced to 8.000 space coins.
  • AI Territory Logic:
  • Our AI companies can now use the land claim feature to obtain fields adjoining their build radius. They will eventually use the hacking tool to take over your towers – take care!
  • Temperatures and Global Warming:
  • There is a new variable range of global planetary temperature that can be defined when creating a new planet for competition mode or free play. The global temperature is raising up to 10 degree until the final climate collapse happens.
  • This is also important for the health of local flora. Some sorts of trees and plants will not stand a chance in snowland anymore but they will regrow leaves as soon as the temperature raises to positive numbers again. Water temperature is limited down to minus 2 degree Celsius.
  • You will be able to experience this phenomena particularly well on the new ice planet we are currently working on.
  • Quo Vadis Conference and Amaze Festival:
  • Serious Brothers where present at the international Games Week Berlin and showing Imagine Earth on several Events. Indie Game Expos at Quo vadis and Making Games Festival on Mo – We and at the A Maze Festival on Friday.
  • 9 More Things:
  • Fix: fish, fertile and desert on generated planets
  • Highlighted field colors show the best and worst placement choices directly when you are setting up a new building!
  • Italian language goes official
  • Rewritten game info in steam store and website
  • Better handling for long names in the info panel
  • Fixed problem with the emission goal on Rounos
  • New icon for iron deposits
  • Position fix for infrastructure buildings in dev panel
  • Switched mouse buttons fix for left-hander
  • The competition panel shows the winner more clearly

New in Imagine Earth Demo Alpha 32 (Apr 7, 2017)

  • Sea Farms:
  • Building of the month is the new construct called sea farm. It can be build on coast fields and sea fields adjacent to land (called „near-shore“). It works as port logistics for offshore fishing boats and the building can also breed shellfish to intensify food production for higher pollution values. The smokehouse upgrades makes its food production more durable, but comes with higher running costs.
  • Harvest Drones:
  • Little drones that fly around and actually harvest the stuff you ordered to crop or gather. They are stationed on the warehouse and limit the number of crop actions that you can make. But most of all they are pretty good looking and the AI uses them too.
  • Reset Research:
  • You can now reset your research decisions and strategy in the campaign screen.
  • New Official Trailer:
  • The Trailer was reworked to show some more actual footage from the game. It has grown old as i had no time to change the video material for nearly two years. Really ;D Check it out here.
  • New Construction Site:
  • The construction site model is more advanced now. In the next version we want to add individual build and landing animations, also for space ships to make everything a bit more cinematic…
  • Tower Range Visualization Changed:
  • From now on if you construct, deconstruct or relocate towers you see a red visualization for the land you loose and blue marks on the field you claim. Expensive Upgrades will be relocated as well.
  • Planet Day & Night Lighting:
  • The Planet was always too dark and contrast less on the night side. With the new moon light night shifts now have become much easier.
  • Gold Trading:
  • Some NPCs like Natives & Midras will no longer trade for the universal currency of the galaxy. They stick to the gold standard and you can buy gold from merchants or dig it out yourself. These guys will also pay you for certain resources they’re interested in with gold, so you can gather exchange values this way as well.
  • Special Upgrade Items in the Shop:
  • Laser, Pulse & Shield Upgrades Items can now be bought from traders. This is especially helpful in the Lorian and Magni missions. So if you do not research you can still defend yourself against alien threats and stuff.
  • Land Claims Repriced:
  • This tool just got more cost intensive as well. It’s price depends on the distance to the outer radius of your city center. This means the price gets higher the farer away you claim land from your city.
  • Mission Improvements:
  • Excessive bugfixes and roundups for the missions on Tuto, Magni and Bora.
  • Other stuff:
  • Bookmark panel shows twisters and Xrathul harvesters
  • Several editor fixes
  • Improved animation quality for drones
  • Fixed game-speed dependent particle generation
  • Improved city level up animation
  • Reduced forest’s sensitivity to temperature and fertility
  • Renamed meteoroid to asteroid to better reflect size relations and impact
  • Cursor shows progress ring when tooltips are coming up
  • Fixed sandbox menu
  • Improved hyperspace gate menu

New in Imagine Earth Demo Alpha 31 (Mar 7, 2017)

  • TL;DR:
  • You can now claim new territory with money – a new approach to free expansion.
  • The bookmark panel shows what events and threats are taking place in your cities and allow you to jump to any place directly.
  • Gaian energy from temples can now be collected and sold in containers. These containers can as well be bought to charge your temples.
  • Upgrade balancing.
  • Community translations for Italian and Spanish are complete.
  • Campaign: Joma, Lorian, Rounos received several improvements and corrections.
  • Lots of other fixes and changes.
  • Preview: Harvester drones will collect resources and drop them into the warehouses.
  • Claim Land:
  • A small feature that might turn out as a real game changer got implemented right now. Did you ever feel upset for having an interesting resource field, some crystals or a strategic construct directly in front of you but on the other side of the build radius border? Now you can easily claim ownership of adjacent fields.
  • Please be aware, that this land is not protected by city center or tower radius. It can be grabbed by other companies right away. This way of expanding your territory allows you to increase your reach onto something of interest besides the city upgrade logic. Note that you can no longer build buoys or towers outside of your build radius. The „claim land“ tool must be research as well and until further testing it stays pretty expensive.
  • Bookmark Panel:
  • This might not look like much at first sight, but the new bookmarks panel on the top right of the interface are a very powerful tool. It shows all your city centers and important constructs or events around them. For example the space ports you got and if there is a trader or merchant on-site at the moment. It indicates problems and events like low productivity, low building health or incidents, incoming meteorites, wildfires and other threats to your colony. Best thing is, you can directly click each icon to jump to the event immediately.
  • You can also create your own custom bookmarks of any field by holding a certain number key for a second while hovering the intended field.
  • Gaian Energy Container:
  • The container is charged with gaian energy. This special form of power agglomeration emerges in intensive spheres of lively flora and fauna. Containers can be used to charge temples where gaian energy unleashes specific supernatural forces or they get sold as an invaluable tradable ware.
  • Generated gaian energy from temples can also be condensed into containers. The process is lossy and two energy charges of a temple result in only one charged container. With these containers gaian energy becomes a tradable and costly ware and can be used to charge other temples.
  • Balancing of Upgrades:
  • Prices fell significantly – mostly into the range of 500 to 800€. For upgrades that increase the production we have made sure that the production to price ratio is slightly better than the one of the original building.
  • The efficiency (production to maintenance costs ratio) is now also slightly better than the building’s original efficiency. For fossil power plants it is in the upper-mid of the „no to full fossils“ range.
  • In addition to this some upgrades have received additional bonuses. E.g. nuclear reprocessing now gives a bonus on produced energy to reflect what is extracted from the reprocessed material.
  • Community Translation:
  • This is working out much better than we expected.
  • We got some great fans out there who were so kind and excited to translate Imagine Earth into Italian and Spanish language. Thanks a lot to Capybara Localizations and Laura Alba for the awesome work!
  • In addition there’s a huge rework of the English version going on as well – done by Andrew „Althis“ Quadro and Arthur „Skirlasvoud“ van der Burgh 🙂
  • If you find a typo or a some mistakes in texts or dialogs it’s now pretty easy to report them. Just open the „Last Message“ panel (left icon at the bottom) and you can see the name of the dialog in the lower right corner of the dialog.
  • Mission Improvements:
  • JOMA:
  • Many small improvements to goal and mission design.
  • LORIAN:
  • The side quest introducing the Midras race is working again.
  • The side quest about the oil spills in slick bay is back in game.
  • New Mission Icons will guide to objects and buildings when the bonus or mission goal is connected to any units on the planet.
  • Main mission growth goal reduced to 2.5. million people.
  • ROUNOS:
  • Fixed: In some cases Joe wasn’t reaching the 2 million people growth goal at all. The goal is reduced to 1.8 million people.
  • Fixed: The Natives where not selling their ideon treasure maps correctly.
  • Further fine tuning to the mission script
  • Graphics Improvements:
  • Construction Drones now have contrails and jet sounds
  • Some nicer trees
  • Added some wonderful planet textures
  • Other stuff:
  • Hovering a laser now highlights the complete area protected by laser cannons. Same for pulse cannon and shield
  • Stone quarry now also gets a bonus form nearby mountains
  • Fixed wrong numbers in rare resource production statistics
  • Fixed Inventory ring graphic problems
  • Fixed inconsistent icon colors for upgrades, buildings and research
  • (hopefully) fixed sound noise problems
  • Fixed city naming dialog cancel problem
  • Fixed planet texturing problems in medium shader quality
  • Fixed „more than max ideon“ problem

New in Imagine Earth Demo Alpha 30 (Feb 6, 2017)

  • Udoxia Galaxy:
  • The gate leads into a new galaxy that contains new planets and missions.
  • Edora:
  • Edora is the first planet in the Udoxia Galaxy. A small planet with giant icebergs at its polar caps. The low valleys of this planet will be flooded immediately by the melt of global warming.
  • The planet offers a predefined expansion competition against two opposing fractions. This world is also the experimental test ground to establish and improve AI battles in the game. Please give your feed back on how we could improve the interaction with other factions.
  • Having predefined competitions with a general comparable highscore might be the main concept of the missions in this galaxy. It adds playable content and challenging competition with some additional extra goals to master. This reduces the necessity of story filled scripted missions that need endless balancing.
  • New alien race: Minas:
  • This short-lived race of typhers and diggers builds giants machines to rummage through entire solar systems searching for rare earths and noble metals. Even though they totally ignore money they are valuable trading partners. They produce rare items and exchange them for raw materials. You will meet these dudes for the first time in a reworked Lorian mission… and they will occur eventually on all following planets.
  • New terrain texturing algorithm:
  • We have put some additional work into our terrain texturing algorithm to make sure the characteristics of each field are visualized in a clear way. This includes the fertility, temperature and rockiness. In addition fields that might be flooded by rising sea levels have a more sandy or stony look. The transition from one characteristic to another used to be quite blurred. The new shader uses material based alpha blending to enhance this. For example you will see little green spots on terrain, when it becomes more fertile.
  • Brush sizes:
  • Choose four different brush sizes when drawing height, fertility, temperature, rockiness, forests and bioms.
  • Editing local temperature is now clamped between +/-20°C
  • Forest brush:
  • The brandnew „Forest brush“ places forests that match the local field types and ground conditions. That’s good, because the plants need certain climate conditions to prosper and grow.
  • Improved forests:
  • The updated use of transparency for deciduous and acacia forests, mushrooms and palm trees shows a great way to revolutionize the overall look of Imagine Earth’s flora.
  • Titanite:
  • Deposits of this new rare metalic resource can be found primarily in the dryland biom which are infertile areas with medium temperature. Titanite is so far just costly and exchangable with bombs at the Minas store.
  • Campaign translation possible:
  • For those in our community who are interested in translating the game. It is finally possible to do translation of the mission scripts as well. Now it is possible to translate every single written word in Imagine Earth. All details are explained in the community translations section of the forums.
  • New item: Rocket kit:
  • As rockets are now at the end of the research chain. Luckily you can buy rocket building sets from our latest alien race, the Minas.
  • Construction drones:
  • We have implemented flying construction drones. They lift off and land in a new hangar at the city center tower. It’s an early version but its already fun to see them being busy to set up new constructs. Future implementations might include harvester drones for resources that start and land on warehouses or automated repair drones on the repair units. Currently the city center has one drone per city level.
  • Other stuff:
  • Traders leave when spaceport is destroyed
  • Terrain height is visualized with height lines
  • Fixed „no sound“ problem
  • Improved „white screen on startup“ problem
  • Big Illuminati temples are no longer destroyable
  • Activating the shield on Bora needs a single completely loaded big Illuminati temple
  • Free Play: Renamed threats to events and added the miner, tech trader and merchant
  • Improved „earth over“ messages
  • Meteorite metal is now called crytanite
  • Display status timer ring for crashing meteorites

New in Imagine Earth Demo Alpha 29 (Dec 19, 2016)

  • Hexa Style Research:
  • You can now do cross research: Licensing one research option will unlock all its neighbors. We are about to install a simple system that delivers a function to highlight groups like upgrades, tools, improvements and special functions with different colors.
  • Indie of the Year AwardsIndie of 2016:
  • We are in the Top 100 on IndieDB and one of 4 finalists in Genre „Futuristic Sim“. Please support Imagine Earth for indie of the year 2016. Just follow this link and click the vote button. Thx!
  • Tech Menu: Auto-Build Upgrades:
  • Upgrades that have been researched can now be selected in the development panel. When activated they are built together with the construct they belong to. This immediately rises the functionality of the building and spares you a lot of extra click-work.
  • The tech panel is now the perfect place to get and compare all information about the available constructs. You can click on developed buildings here to build them directly: The menu automatically closes and you place the chosen structure in your build radius.
  • Upgrade Balancing:
  • The prices for installing researched upgrades on buildings are now massively discounted and rebalanced. We made it cheaper because the building space is much easier to obtain these days and it’s less important that you can make one field unit produce more.
  • Play-On Campaign Missions:
  • You can now play along on a campaign planet after finishing it’s mission. Continue expanding your cities find all the Ideon around and finish some bonus mission goals or just go on to expand your colony as much as you like
  • Other stuff:
  • Changed layout of research, tech and landing permit panels
  • Ground type fertile now also visible in cold regions
  • Cultivation unit does not longer depend on ground fertility
  • Show production values of a building during build process
  • Fixed problems with Xrathul ships in Magni mission
  • Fixed problems with AI players in Bora mission

New in Imagine Earth Demo Alpha 28 (Dec 5, 2016)

  • 9 different biome types to classify different areas on each planet
  • Planet texturing based on biomes
  • Planet generator based on biomes
  • Biome editor in sandbox mode
  • New forest type Acacia
  • New food producing building Cultivation Unit
  • First version of Spanish community translation
  • Balancing of forests and buildings
  • Biomes:
  • This is a fundamental new (and really awesome) gameplay element. Biomes classify the average temperature and fertility of a small planet area. Each comes with an individual type of forest and graphics for the ground, rocks and mountains.
  • Summed up: It’s much easier to just see how well a certain area on the planet fits the needs of your colony. Here is a short description of all 9 biomes:
  • Rainforest: Hot and very fertile area where palm trees grow.
  • Savanna: Hot area of medium fertility where acacia grow.
  • Desert: Hot and barren area where cacti grow.
  • Subtrope: Fertile area where thick bamboo forests grow.
  • Temperate zone: Area with moderate fertility and temperatures, in which a lot of deciduous forest grows.
  • Drylands: Infertile area in the medium temperature range.
  • Mires: Cold but fertile area in which mushroom forest grows.
  • Taiga: Cold area of medium fertility with a lot of coniferous forest.
  • Mountain: Cold area of high elevation, which is mostly barren. Thinly populated with coniferous forest.
  • In addition Illuminati temples and camps are placed in the hot biomes rainforest, savanna and desert. Other temples and native camps are used in the moderate temperature areas of the subtrope biome, temperate zone and drylands.
  • Since this is a completely new game element we still have to figure out a few details. Please let us know what you think about the biomes!
  • Biome based planet generator:
  • Those biomes are perfect to generate different types of planets.
  • As shown above the planet generator now allows you to define the biome distribution on the planet.
  • Each planet themes also come with a predefined configuration. E.g. Bora is a very fertile planet that mainly comes with the fertile biomes Rainforest, Subtrope and Mires, but also some areas of Savanna, Temperate zone and Taiga.
  • Biome sandbox editor:
  • In the sandbox editor you can use the biomes to paint the planet with regions of different temperature, fertility, fossils, forests, rocks, rare resources and temples.
  • Cultivation Unit:
  • This new building is made available in the Joma mission. It breeds and harvests crops that thrive in symbiosis with the local flora. Therefore, each adjacent forest piece increases the yield of berries and herbs.
  • The upgrade „bio lab“ reduces the costs of the cultivation program by genetic adaptation of the seedlings to local conditions.
  • The upgrade „external herb beds“ enables the cultivation of valuable herbs and grasses on areas that can not be used for other plants.
  • Acacia:
  • A new type of forest that is very robust against drought and mainly spread in the savanna biome.
  • Community Translation:
  • Alpha 28 comes with the first version of a Spanish translation that has been written by Purple Sister. THANKS A LOT! In addition a french translation is in progress.
  • If you are also working on a translation or would like to contribute, please let us know in the community translation thread in the forums.
  • We have updated the Imagine Earth fonts with a few new letters (for czech). In addition the many UI elements now automatically make sure the text fits into the available space.
  • The next big step here for us is to make missions translatable.
  • Balancing:
  • Frontier tower is now available starting with the Joma mission
  • Relocation tool now also relocated upgrades
  • Explosive device now completely blasts rocks (instead of only 50%)
  • Forest growth calculation has been updated based on the new biomes
  • Mine produces more at lower cost
  • Recycling factory produces more goods
  • Sorting system no longer causes increased ground pollution
  • Fishing port upgrades require less energy and money
  • Cattle farm needs less energy and money
  • Waterworks has greater dependence on fertility
  • Special thanks to Justice for writing a very detailed balancing feedback on this!
  • Other stuff:
  • Completely pause the game
  • New ideon goal in Joma mission (5th bonus goal)
  • Pulse cannon is available for defense against first Xrathul wave on Magni
  • Orientation of particle effects for better engine exhaust graphics
  • New animation for fishing port graphics
  • New colorization and icons for rare resources
  • Big Illuminati temple has now up to 8 gaian power slots
  • Graphics setting „Shader quality“ allows disabling normals maps for more performance
  • New neutral smiley icon when when city is unpopulated
  • Number of available items sold be the tech trader is now shown as bars

New in Imagine Earth Demo Alpha 27 (Nov 8, 2016)

  • Community translation:
  • Imagine Earth is ready to be translated into other languages. The game now comes with a directory that contains the internationalization data. You can access it to translate Imagine Earth into your own language. Read all the details about this in the translation section of the forums.
  • New construct – Glassworks:
  • The glassworks produces windows, lenses and glass containers. For this purpose particularly fine sand is used. So desert fields increase the productivity of the factory.
  • The glassworks is introduced in the Rounos mission.
  • Tech trader:
  • A tech dealer sells special items to you. In addition, he also re-purchases unused ones and is buying rare resources.
  • The tech trader is introduced in the Joma mission – so this is worth being played again.
  • New Items:
  • Alpha 27 comes with three new items that are sold by the Tech Trader. All items are introduced in the Joma mission.
  • City expansion kit:
  • This technology enables you to expand a city district that has not reached the necessary infrastructure level in surrounding districts.
  • Not applicable to city centers.
  • Land reclamation:
  • Let an ocean or coastal field will become land.
  • The field has to be adjacent to another land field.
  • Explosive device:
  • Enables the blasting of buildings, forests and rocks in your area and on all fields directly adjacent to it. In buildings, the ruin can be removed with a second blast.
  • Sign treaty with natives
  • The interaction with native camps has been adjusted a bit:
  • You can now sign a treaty with the tribe. As the „diplomacy“ tool did before, this allows you to trade with them and to use the surrounding land of all the camps of the tribe. In exchange, you provide all the camps with a small amount of goods.
  • Climate countdown:
  • Once the climate balance goes into negative you can hover the climate information area to see how much time remains to rescue the planet. This is calculated based on the current level of global warming and emissions.
  • Time based auto-save:
  • The game now automatically saves your state of the game every 15 minutes. In the game options you can also disable this or set it to 30, 45 or 60 minutes.
  • Spaceport upgrade: Rocket terminal:
  • In order to be able to build rockets to send resources into space you now have to research and build the spaceport upgrade „rocket terminal“.
  • Additional changes:
  • The merchant is now part of the Tuto mission
  • Destroy Xrtahul harvester ships with meteorites
  • Ideon deposits contain either a lot of ideon or a very small amount
  • Adjusted mission briefing layout
  • Fixed orientation of huge mountains and volcanoes

New in Imagine Earth Demo Alpha 26 (Oct 10, 2016)

  • Victory Points Panel:
  • From now on you’ll find all factions in a competition game in the victory points panel to the lower right. Ranked and easily comparable! Click on any player to jump to it’s next city.
  • Special Offer: Ideon Scanner:
  • We are starting to equip the space traders store with more interesting tactical items. After being bought they go into your inventory and can be used any time you need.
  • The Ideon scanner for example reveals the size of an Ideon deposit far away from your base. This is interesting as well in the context that rare resources will now be visible from the distance but it remains unclear how much of a special substance or mineral is actually in the pile of rocks and it will only be revealed by the scanner or by getting that deposit in your building range.
  • Special Item: Super Fertiliser:
  • Fertilizer can be bought in the shop for 2.500 and raise the fertility by 25% on all fields but deserts. This of course is beneficial for farms and forests.
  • Population Statistic Panel
  • It took a long time but now they are ready: Statistics about the life quality of your colony’s inhabitants and the overall housing space.
  • Rounos & Magni Improved:
  • Both missions are now much better balanced in terms of money available, global climate and difficulty level of the goals. In addition we have replaced some lame goals with more interesting ones and we have done a ton of fine-tuning!
  • Optimized Storage System:
  • The storing of resources needed a make up. The system is now automatically configured to complete packages of certain resources and specially the ones which where prioritized by you. It even pauses the mining of rare resources to ensure there is enough place for prioritized ones. This way you will very likely end up with ready-to-sell resource packages when the traders is passing by.
  • Trade Faster: Sell All:
  • Pretty clear what this function does, isn’t it? If you’re tired of selling your stuff one by one, you can stuff the trader with all you get by the click of one button or ring key shortcut.
  • New Graphics Models:
  • …and so we added some big mountain models that meet the theme of planet Joma. The big deal about this is that we now got some sets of dependencies like woods fitting to rocks fitting to mountains fitting to big mountains. Themes that would work to create unique styled islands on greater generated planets an the type of rocks or mountains might even indicate which one of the fossils resources you find under them as we develop this further.
  • You might as well enjoy the redesigned theme of Magni
  • And the new cursor graphics for tools and items
  • Other stuff:
  • Sandbox: Terrain tools show values of each field (e.g. temperature, height, etc.)
  • Sandbox: Temperature tool modifies whole region instead of single fields
  • Balancing of emission values for goods producing buildings
  • Free play Rules : Receive city centers for growing population
  • Planet rotation in main menu
  • Animation for quest icons
  • Speaker icons over other player’s cities
  • Loads of UI fixes
  • Loose game when all cities are taken or destroyed
  • Firework goes on during end of mission slides

New in Imagine Earth Demo Alpha 25 (Aug 12, 2016)

  • Terrain tools – temperature, fertility and height:
  • With the tools shown in the image above you can apply regional modifications to the height, temperature, fertility and pollution of every field.
  • Cragginess of terrain:
  • High terrain and areas around mountains are more craggy and less fertile. In addition we changed terrain texturing. Areas around fertile fields and desserts become more green or brown due to their actual fertility level.
  • Research budget for expansions:
  • We tried a messed up science point system and now replaced it with a simple district expansion logic that offers fresh research budgets in an easier way than ever before. You can still get these budgets from the space trader and it feels good to have these function sorted out of the mission goal system on the lower right of the UI.
  • New UI for technology licenses:
  • Constantly repeating reward mechanisms, like those for technology licenses, have a new place in the upper left corner of the screen. The company is supporting the growth your colony if you manage to push up your colony value.
  • New rare resource: Corals:
  • Another precious resource that you can harvest from the depth of the sea. Corals can be harvested for medical substances. This brings us closer to having a great variety of individual resources that are specially made for trade. Corals are the first rare resource that regrows.
  • AI improvements:
  • AI now puts more effort into building the cities in a way that allows to expand them as much as possible.
  • AI is building a warehouse and harvests rare resources.
  • AI opponents are building spaceports and sell resources to the space merchants.
  • Colony value:
  • Here’s the inconspicuous big move of release 25 because the colony value is an all over indicator for the wealth of your colony.
  • This colony value now defines how much money you get if sell shares of your colony and how their price is going through the roof in further development. That’s possible because every factor is directly converted into capital ( the official currency in all known space so far. )
  • It has integrate all mayor factors beginning with the population and the worth of your constructions and their productivity. It also includes the size of occupied land, the quality of life and the count of installed upgrades. And at least it substracts emissions and pollution.
  • High score revolution:
  • The high score ( now colony score ) is also depending on your reached colony value. But you will only get as much score as you have kept your shares own colony shares. If you sold 50% of them for cheap credit you halved your final score as well…
  • Still worth noticing that reachable scores skyrocketed with this upgrade and your chance to reach one of the first places is better than ever.
  • Other stuff:
  • Meteorites take longer to drop (50 seconds). In addition lasers are now built 50% faster. Thisway, it should be much easier to deal with the meteorite shower on Lorian.
  • It’s possible to start building directly from the technology menu
  • New Upgrade graphics for park district and financial district
  • Planet generator makes sure there is enough space between volcanoes, huge mountains, temples and natives
  • Fixed screenshot light problems
  • Streets fade in and out while building or destructing

New in Imagine Earth Demo Alpha 24 (Jul 1, 2016)

  • Rare Resources: Gold, Ideon & Meteorite Metal:
  • We have added a new category of resources to the game. Rare resources are not consumed by your people. Instead they can be used for trading and since they are precious you can make a lot of money by selling them.
  • Important: Ideon is now revealed whenever it’s rock field becomes part of your territory. You no longer need to mine rocks to find out if there is some Ideon hidden within.
  • When your warehouse storage is full, the mining process will be paused which is visualized by a fading icon.
  • Warehouse:
  • Mining gold or other rare resources requires a warehouse. By default a single warehouse can store up to 2,000 resource units (used to be 1,000) which equals 2 trade packages.
  • You can also upgrade the warehouse with a storage for goods and other resources. Please note that the these upgrades now have to be researched first.
  • Merchant on Spaceport:
  • Instead of landing somewhere on the planet (forcing you to search him) the merchant now lands on the spaceport. As soon as you have built one, you can open it to see when the next merchant will arrive. In addition you can also pay a bonus to the merchant to make sure he doesn’t stop at other planets and comes directly to you.
  • You can still send up resources on your own by building a spaceship. If you spaceport is blocked by a merchant you can send him away anytime.
  • Trade User Interface:
  • We have created a new user interface for the trade system. So you no longer need to click through multiple layers in the ring menu to find a resource to buy or sell. The interface gives a complete overview of things you can buy and sell and everything is reachable with a single click.
  • The same interface is also used when sacrificing at temples or „negotiating“ with natives and Xrathul.
  • Trading with Natives:
  • As soon as you have negotiated a partnership with a native tribe they start to sell native food to you. With the new release the natives now also sell treasure maps that reveal locations of Ideon. This is useful for the Rounos mission, but also important whenever you need to decide on a good spot for the next city landing capsule.
  • Tuto & Joma Reworked:
  • All the changes describe above need a proper integration and explanation in the game. To assure you understand how to use everything we have modified the Tuto and Joma missions. Especially the latter one is worth playing it again, because there are new goals and things to do.
  • Miscellaneous:
  • Credits now properly show the list of our crowdfunding supporters again
  • Increased city tax revenue a bit
  • Competition AI is now capable to make more than 7 victory points
  • New graphics for city protection shield
  • Free play and competition: Other companies land with 15 seconds delay
  • New laser cool-down animation
  • Xrathul harvester ships can now be focused by multiple lasers at the same time
  • New icon for negative growth influence on forest
  • Fixed message panel layout

New in Imagine Earth Demo Alpha 23 (Jun 3, 2016)

  • This release comes with the following new content, gameplay features and UI improvements:
  • Snow graphics
  • Laser and pulse cannon for frontier tower and buoy station
  • New building: Logistics center
  • Colony shares section in resources user interface
  • Changed research system
  • New bottom (messages) and time UI
  • List of cities and bookmarks
  • MonoGame technology
  • More (see end of post)
  • Laser, Pulse Cannon and Shield for Frontier Tower:
  • There are three things we have done here. First, we have made the laser upgrades available for frontier buildings (tower and buoy). That allows you to defend against meteorites and Xrathul without having to build a research district somewhere outside your cities.
  • Second, the frontier buildings now also have the shield generator upgrade. It allows you to protect the surrounding fields from tornadoes and volcanic eruptions.
  • Third, the „Anti-Xrathul Laser“ is now called „Pulse Cannon“ and received some new visuals as you can see in the following screenshot.
  • Logistics Center:
  • The logistics center is a complete new building. It optimizes the production and transport of goods and food. The performance of every neighboring construct producing these resource types is increased.
  • The center can be equipped with auto repair and remediation upgrades (at the same time). Both upgrades are no longer available for frontier tower and buoy station.
  • There is a new „Infrastructure“ category in the build ring which is also visible in the technology menu.
  • Snow:
  • The last releases have added things like ground fertility and temperature to the game. A local temperature of under -5°C is now visualized by a decent snow cover on the planet, trees and buildings. This is especially important for farms, because their productivity is much lower in cold regions.
  • Colony Shares:
  • Selling colony shares allows you to increase your capital. In addition you are able to take over cities of other players, by owning 50% of their shares (free play and competition).
  • This is obviously a very important feature that was not well represented in the user interface. We have added a new slot to the resource bar that gives you quick access to the shares options and shows how much shares you currently own.
  • PS: Note that you have to pay a dividend to the owners of sold shares. If you buy shares from other companies, you get paid a dividend.
  • Research:
  • We have decided to increase the total number of research points you can earn in the missions. This means tools and upgrades are no longer unlocked in groups of two. This change also gives us more freedom in terms of adding new stuff to the research.
  • The migration logic should automatically make sure you keep the things you have researched.
  • Bottom UI:
  • The user interface at the middle bottom of the screen has received some polishing. All options (previous messages, navigation mode, victory points, statistics and menu) are visible at any time.
  • Time UI:
  • Time is now visualized in a way that makes it easier to recognize the numbers. For example „34:06“ is 34 space minutes and 06 seconds which is comparable to 5 and a half years on earth (one space second is round about a day).
  • TimeSpeedIconsThe speed of time is still controllable in 5 steps ranging from one-quarter speed to four times the speed.
  • List of Cities and Bookmarks:
  • Last but not least a new „power feature“. You can use the numbers keys to bookmark specific fields and jump to them by clicking the number or the new user interface elements at the top right of the screen.
  • To create a bookmark simply hover a field with the cursor and press the number key for a few seconds. New built cities are automatically added to your list of bookmarks, but you can also use this feature for quick jumps to an enemy colony, a temple or another interesting region on the planet.
  • MonoGame:
  • 2016-06-02 MonoGameWith this release we switch our underlying technology from XNA (DirectX 9) to MonoGame (DirectX 11). This makes it a lot easier for us to find bugs and enhance the performance of Imagine Earth. We have tested the MonoGame version a lot, but it’s still possible that some of you are having problems. Please send an email to [email protected].
  • Miscellaneous:
  • reduced start money for most missions
  • camera can zoom closer to the terrain
  • price for harvesting forest and rocks is no longer payed upfront, but during the process
  • smaller world icons with less object overlap
  • tree are slowly moving in the win
  • Xrathul ships no longer intersect with the terrain
  • player’s laser cannons no longer attack meteorite that targets electronic employee
  • AI saves money and buys meteorite to attack electronic employee
  • climate levy balancing
  • fixed vanishing oil pests on Lorian
  • optimized visuals in tool ring
  • global warming replaced with player’s emission balance in the stats
  • loads of detail improvements

New in Imagine Earth Demo Alpha 22 (May 3, 2016)

  • Emission Levy:
  • The emission levy (as shown in the image above) is a new rule introduced to add some fairness to the aspect of global pollution. Once the climate balance of the planet falls into negative, the companies with high emissions have to pay charges to the companies whose emissions are below the average. A good incentive to reduce emissions.
  • New Take Over Rules:
  • The last alpha version 21 introduced to possibility to take over opponent cities by buying 50% or more of their taxes. We have collected your feedback and added our own ideas to further refine this.
  • The value of a colony itself is now much higher to make sure freshly build colonies are worth more than 5-10% shares. Additionally we changed the rules for watchtowers (!)
  • A watchtower that has no connection to a colony center will be lost. This can happen when (A) an opponent takes over a colony or (B) a connecting watchtower is destroyed.
  • Watchtowers that have no owner and are adjacent to your colony can now be taken over by paying some money.
  • This makes the whole process of taking over opponent colonies a bit more interesting and challenging.
  • New Preview in Tech Menu:
  • All buildings and their upgrades have received new preview images that are show when hovering them in the tech menu.
  • Harvesting Forests & Mining Rocks:
  • With the new version you no longer earn money when harvesting forests. Instead you receive goods every tick until you cancel the harvest process or the forest is uprooted.
  • This is also the case for rocks. Mining them now also gives you goods that can be used by your population.
  • Important: Harvesting forests with the chainsaw tool and blasting rocks will give you only a part of the goods and you will need a storage to keep them, because everything is earned at once.
  • Influences of Temperature:
  • The temperature of a planet field is shown at the bottom left of the screen in the field info panel. Farms and some forest types are affected by cold temperatures. The following screenshots shows an industrial farm that was build on a field with a temperature of -8°C. This extremely reduces the amount of food produced, as shown in the message panel.
  • Changes to Savegame Directory Structure:
  • We have simplified the directory structure of savegames (left old, right new). When you start the new released version of Imagine Earth everything should be changed automatically. However, it’s always possible that something goes wrong. If savegames are missing please check the directory structure and write a support request to [email protected].
  • MonoGame Portation:
  • Imagine Earth has been developed using Microsoft XNA – an easy game framework that is no longer in active development. Luckily members of the XNA community started to develop MonoGame which now can be used as an open source replacement. This makes it a lot easier for us to find bugs and enhance the performance of Imagine Earth (e.g. by using DirectX 11). In addition it enables us to port Imagine Earth to other platforms, though this is not something we plan to do at the moment.

New in Imagine Earth Demo Alpha 21 (Mar 25, 2016)

  • Take over colonies of other companies:
  • You can now take over your opponent’s cities in free play and competition mode one by one. All you need is 50% of their shares. When taking over a city you give up shares with the same value as the city and you have to pay some additional money. And then… it’s all yours! A new economic way to world domination.
  • Bloom & Blur:
  • We added some up to date visual effects, namely bloom and blur to the game. See how beautiful the sunlight is now reflected on ocean water and the shiny metal roofs of your colonies, as well as bonfires, cities lights and crystals are glowing in the dark.
  • In addition the research, technology and stats screens received a smooth blur effect in the background.
  • New Info Panel:
  • Long since there was more to be know about the ground types and fields on “Imagine Earth” than the old info panel could visualize. So here’s the new one with less bars and a fixed window position. Fertility, pollution and temperature are very important factors that now each have their own slot and are readable in a clear way.
  • With this interface change made we also decided to let the fertility of a field influence the food production. This means the bonus on a fertile field now depends on the exact fertility and the handicap on a desert field depends on how much desert-like the field really is. As a result it’s now much easier to find an acceptable field for a farm – and it feels less like a puzzle game.
  • Multiple Fossils & Ore:
  • With the new Info Panel there are now up to three different fossil resources in one field. We therefor removed the general fossil type because it was confusing. Now every fossil production building (e.g. coal power plant) will only be influenced by it’s corresponding fossil resources (e.g. coal).
  • Ideon Bomb & Item menu:
  • The second items in the merchants shop are ideon bombs. As powerful as they are expensive, but finally a way to blast the small mountains out of your way that are hindering the expansion of your colony.
  • New Research: Blast:
  • You can now research the blasting of rocks. This helps you to get rid of them much faster. It’s more cost intensive but time is money, isn’t it?
  • Earn Research Budget with Science Points:
  • Leveled city districts have a new very important function in the free play and competition game modes. They add to your amount of science points. This amount will unlock new research budget which allows you to unlock the blessings of latest technology achievements for your colonies. In addition you can also get some research budget at the merchant – for a lot of money.
  • Victory Point Notification:
  • In the competition mode you will now be notified whenever you or a concurrent company earns a victory point.
  • Changed Victory Point Rules:
  • To make sure the „highest …“ victory points don’t jump around between the players we added a small change of rules to the victory points for quality of life, productivity and ground pollution
  • When a player has received the victory point you need to exceed that player by 5% in order to take the victory point away.
  • New Communication Interface Graphics:
  • Still needs some fine tuning… but much better than when these guys where just hanging behind the text boxes. If you ask me.

New in Imagine Earth Demo Alpha 20 (Feb 29, 2016)

  • New Free Play & Competition Menu:
  • This had to be done once and for all. Here’s the brand new game setup screen that brings all the features for „Free play“ and „Competition“ together in a consistent and intuitive interface. This setup has everything there is in the game so far and it lets you customize it in your own way.
  • Victory Point System:
  • So, here’s the first version of a victory point system that shell make competitive game play much more interesting. Why don’t you give it a try and tell us you’re ideas about what might be fun to compete for against Ai opponents.
  • One victory point per 500,000 people.
  • Used to be per 250,000 people
  • One victory point for most city centers level 4.
  • In case of a tie, all get a point.
  • One victory point for the highest quality of life.
  • Counts only from 1 million inhabitants.
  • One victory point for the largest colony of at least 100 fields.
  • One victory point for the best productivity of at least 80%.
  • Starts counting from round 500.
  • One victory point for the lowest soil pollution.
  • Starts counting from round 1000.
  • One victory point for the owner of most stocks over 100%.
  • Victory points that were purchased from the merchant.
  • Seagrass:
  • Seagrass is a new underwater plant that grows near the coast. It compensates greenhouse emissions without claiming landmass and provides a habitat for fish, increasing the catch of nearby fisheries.
  • Seagrass also helped us to balance the Rounos mission and make sure it’s a bit easier and less disastrous to deal with Joe’s expansion.
  • Streets & Buildings:
  • The streets textures have been updated so finally form a grid that’s really connects the buildings to each other. Almost every construct has now modernized models and textures. Latest renovations are mine, mall, green house, and recycling factory.
  • Fossil Resources:
  • We changed how fossil power plants are simulated. Their productivity now significantly drop when the fossil resources at their location are depleted and the depletion itself happens faster. How strong this factor is depends on the level of difficulty you choose. When the productivity of a buildings falls under 50% a warning is displayed above it.
  • Wildfire & Tornado Logic Reworked:
  • The balancing of wildfires and tornadoes needed some rework. With global warming rising they became very omnipresent and made it nearly impossible to deal with the situation. Without global warming they didn’t occur at all.
  • Now we have a new logic: Both wildfires and twisters are now based on multiple factors. In general they will occur approximately every 1000 rounds. This regularity is influenced by the intensity you choose in free play and competition modes, the size of the planet and the state of global warming. Tornadoes mostly start in high temperature regions and near the coast. Wildfires are at risk in high temperature areas with environmental pollution.
  • Wind Lense Upgrade:
  • The wind park got a new technology upgrade. The wind lens is increasing energy output by creating a low pressure zone behind the turbine blades.
  • More:
  • Ai climate concerns – Ai builds and plants trees at a certain point of climate change.
  • Warning for buildings with under 50% productivity
  • Icon positions over buildings fixed
  • Mountains and other huge structures adjust themselves to the planet shape
  • Menu odds and ends
  • Fixed problems in planet screenshot light settings
  • Warehouse upgrades no longer need to be researched
  • Fixed mixed up audio channels
  • Fixed too small start locations on planet Magni

New in Imagine Earth Demo Alpha 19 (Feb 2, 2016)

  • Planet Generator Options:
  • You can now predefine many more things for a new planet you are creating. Especially interesting is the amount of polar ice on your planet and the general height of your terrain. So far the planet generation for the free play was a relatively restricted thing. Now you’ve got all the options from the editor to define what your planet and the starting conditions should be like and what kind of special structures (e.g. volcanoes and temples) you want to find on it. The different themes do now have individual models for small and big mountains.
  • Rules of the Game:
  • We also made some game rules customizable for you when starting a new round of free play or competition. With share trading for example comes the possibility to take over your opponents. Define your tech licenses and start budget and there is definitely more to come.
  • Savegames:
  • We reworked the savegame system and added an auto-mode. It will save the game before you build a new colony because this is one of the most important strategic decisions in gameplay. Additionally you are also asked to name your city. Use the option „Auto-chosse colony name“ if you don’t want to be asked again.
  • Warehouse Storage:
  • We put an end to irritations about our new storage system for resources. The warehouse is now available from the beginning of the campaign and you don’t have to pay a tech license for it. In addition we reduced it’s storage to a maximum of 1000 for each resource category and the City Center no longer comes with any storage. With the help of the warehouse you will no longer waste overproduced goods or food – instead you can use it for trading. Theses changes should also make the interaction with natives and Xrathul better understandable.
  • Graphics:
  • As you can see the solar farm has received new graphics. We plan to let these panels adjust themselves to the position of the sun to be more efficient
  • Additional Changes:
  • Like to the laser radius we added in 18.1 we now also visualize the radius of upgrade like repair station and the shield.
  • New resource field textures
  • Fixed daylight bug
  • Fixed global warming balancing problems
  • Enhanced texts and clarity for missions Tuto, Joma, Lorian and Rounos

New in Imagine Earth Demo Alpha 18.1 (Jan 11, 2016)

  • Enhanced resource statistics with more details on produced resources: Production costs, market price, supply and more
  • The radius of lasers is displayed when you hover the building
  • Buying colony shares of AI players will give you a share on their profits, too
  • A lot of small bugfixes – especially for the trade ring

New in Imagine Earth Demo Alpha 18 (Jan 4, 2016)

  • Building rockets at the Spaceport:
  • The spaceport is a new unit that gives you the ability to construct a spaceship. With this you can sell 5 packages of resources to intergalactic traders at any time (1000 resource units each package). This will give you better price conditions than trades with the merchant, but you will have to build a new ship every time which takes time and money.
  • New city graphics:
  • Jens did a rework of the city graphics. The new cities now match the futuristic style you would expect from a civilization that colonizes space.
  • Separate resources can be stored and sold:
  • So far our resource system knew only money and the three resources energy, food and goods. Adding more depth to this aspect of the game is something we have been discussing for months and now the time has come. The simulation of Imagine Earth now distinguishes between the following types of food: Grain, vegetables, salad, water, fish and meat. The same goes for energy and goods.
  • Global resource storage:
  • As the storage of resources now differentiates between the different resource types you can buy every type of food – even those you aren’t producing – and meet the needs of your people this way. As the screenshot shows you can also prioritize the storing of a specific resource. This might for example be a resource you want to make sure is available when the demand of your people rises.
  • Trading goods and resources:
  • The new trading mechanisms for diversified resources are introduced in the space merchant’s shop and the new unit spaceport. You can store overproduced resource types separately and sell the overproduction for profit. For each resource a market price is calculated based on the amount that was bought and sold during the game. In the future we want to enable you to trade this way with natives and other colonists, too. In addition you can still buy special items like research budgets and landing permits
  • New animation system for buildings:
  • We are now able to give the buildings more complex animations and have already started to use this for some buildings, for example the stone quarry. Some buildings like the gas turbine power plant have also been redesigned by Jens.
  • Buying colony shares of AI colonies:
  • Last release we gave you the ability to sell your colony shares to refinance your company. Now we expanded that feature of equity trading to your opponent colonies and you can do a hostile takeover if you buy all their shares. This is especially useful to deal with AI players that pose a threat against the climate on your planet. However this feature is still in development and will require some balancing and the addition of things like receiving a profit share from bought colonies.
  • New planets for Tuto and Joma:
  • These two planets now have twice as many fields and nicer textures. In addition the stone quarry now already becomes available on Tuto and warehouse and merchant are introduced on Joma (instead of Lorian).
  • More Changes:
  • Restart is now also working for free play and competition on generated planets
  • Polished research menu graphics
  • Changed vegetation of first start planet (Thera)
  • Updated old dialog graphics
  • City center now comes with a storage for 1000 food and goods
  • Balanced neighbor field influences for forestry and quarry
  • Sacrificing at a temple now takes some time
  • Volcano can new be examined again
  • Deleting profiles is working again
  • Fixed diverse Bugs

New in Imagine Earth Demo Alpha 17 (Nov 13, 2015)

  • Colony Shares:
  • This one is a very important change to the gameplay. Until now there is nothing you can do when your colony is out of money, except harvesting some forests. The money balancing was kind of bad, because we had to make sure a small colony generates enough taxes to fund it’s further expansion. Scaled to a big colony you always had more taxes than you could ever spend.
  • With the new release you are now able to sell colony shares. This is a great way to make some money whenever you need it. The worth of each share depends on the size of your colony. The disadvantage of this is that you will have to pay more money when you repurchase it at a later point of time. As the screenshot shows your buyers also demand and dividend so you have to distribute a fraction of your profit (when all shares are sold its 25% of your profit on normal difficulty).
  • New City Graphics:
  • Jens did a rework of the city graphics. The new cities match the the futuristic style you would expect from a civilization that colonizes space.
  • In addition they have been pimped with specular reflections on all the window faces. This gives your colony a complete new look, especially with the night lights that now are colorized in each player’s color.
  • Shadows:
  • The shadows really needed a filtering to make them less pixellated. For the technically interested: We are now using percentage closer filtering with 6 or 12 Poisson distributed and randomly rotated samples.
  • Production Statistics:
  • We have added more details to the production statistics.
  • When you hover a specific building type in the resource stats you can easily find out how much productivity is lost by things like pollution or negative influences by neighboring buildings. The example screenshot shows the stats for all fisheries. The last row is the amount of money the production of 100 fish costs.
  • Fertility and Temperature:
  • Fertility and temperature are two very important values for the local climate of a field.
  • As the screenshot shows these values can be visualized for the whole planet in the navigation view. Note the two red lines of unfertile area close to the equator. This happens on earth-like planets because most air with high humidity is being pulled towards the equator by the rising of hot air there.
  • Forests:
  • Based on fertility and temperature each type of forest now has areas where it grows best.
  • In addition all forests will become more dense when surrounded by other forests. The only exception to this are cacti. All other individual differences are explained in FReport #27.
  • New Sandbox Feature:
  • The sandbox editor now comes with add and remove buttons for every ground, deco and building type. As shown in the screenshot below you can select the wanted ground type and use the plus button to assign it to another random field. This makes it very easy to distribute fossils, gold, forests and other stuff.
  • Multi-Build:
  • Last but not lease you can now drag a building from the build ring to attach it to the mouse cursor and place it multiple times. Alternatively you can keep the shift key pressed. Both features also work for tools and allow for mass repair or remediation
  • Summed up we are very happy with the new release and now it’s time to take a break for some days. We hope you like the new features, too and would really like to hear your feedback. Some of the new features (like multi-build) go back to feedback from other players, so you can be sure we will read what you have to say.

New in Imagine Earth Demo Alpha 16 (Oct 9, 2015)

  • Magni:
  • The mission is added in between Rounos and Bora and continues the story after Lima and Twostone’s decision to form their own company. To make some money you will start your mission as a freelancer for the interstellar environment agency of the United Space Union (USU). The main unique element of this mission are the harvester ships sent by a race called Xrathul.
  • Xrathul Harvester:
  • Adding these guys to the game was a LOT more work than we expected it to be. They come with a simple logic that makes them harvest the planet from field to field in the direction of special targets like gold and city centers. You can „feed“ them with energy, food and goods to make them go away or use a special defense laser.
  • Shield Generator:
  • The shield generator is an upgrade that can only be added to a capital city (a city center level 4). It protects the city center from being damaged by twisters, volcanoes and … Xrathul harvesters. Note that this doesn’t protect the surrounding buildings and needs a lot of energy.
  • Construction Material Factory:
  • This new goods factory produces building materials from different layers of rock and metals in the soil. Additional building materials can be obtained in regions with rocks. They increase the productivity of the plant and are slowly degraded. It can be upgraded with the energy intensive recycling of materials and cement processing that increases the production.
  • Technology and Stats reworked:
  • The technology (used to be called „development“) panel and the stats screen received a slight redesign to better match the more futuristic style of the user interface.
  • In addition upgrades no longer have to be developed. This means a researched upgrade can always be applied to your existing buildings with having to buy a technology license for it.
  • New City Borders:
  • Currently the borders are standing upright like laser walls. Because of this it’s sometimes hard to see them looking top-down. We reworked them and put them onto the planet. Now they are much easier to see and better looking

New in Imagine Earth Demo Alpha 15 (Sep 11, 2015)

  • This Alpha release is a compromise. We really wanted to publish the new mission on Magni and already postponed the release one week. But we still didn't manage to finish it.
  • Nevertheless we felt that it's time to release all the other stuff we have added - the new research system, the field navigation and a lot of small enhancements. We will publish the next release as soon as Magni is ready. This will be the case in two to three weeks.
  • Magni (without mission):
  • The mission is not finished yet, but the planet itself is. So we made it available through the competition and free play modes. You need to finish the Bora mission to unlock it, though.
  • Research:
  • The new research system is grouped in 12 categories like infrastructure, agro technology and physics. Within these categories you can research 3-4 chunks that each cost a single fund. Some chunks only consist of researching a new tool (like mining) other chunks research technology that allow you to develop new upgrades for your buildings.
  • Important: Whenever you load an old savegame you will have to reselect the research. To make this a bit faster you can keep the mouse button pressed when clicking a chunk and release it on the okay button.
  • Field Navigation:
  • The navigation mode now comes with a tool to highlight different field types. Enter the navigation mode by selecting the compass icon on the bottom center or by pressing the space key. On the left site you can now select the different categories you now from the sandbox build ring. Choose a ground type or building type to highlight the according fields on the planet. In addition the total number of fields will be displayed.
  • Mouse Cursor:
  • Imagine Earth now uses a hardware cursor. This is a small enhancement, but it finally ends the feeling of the game being really slow at times.

New in Imagine Earth Demo Alpha 8.1 build 1302 (Feb 17, 2015)

  • It adds a "test-mode" button to the campaign screen. The test-mode allows you to play all available planets and missions without unlocking them. This also includes all constructs in the free play modus.
  • Additional changes:
  • Jens created a new galaxy for the campaign screen.
  • Improved the way underwater and coast textures are drawn near the poles so they don't look stretched anymore.
  • Ruins of Cite Centers can now be destructed.
  • City parts that don't grow because of mission resources or bad mood will show a small warning icon.
  • Changed the naming of our version so it's easier to use. Instead of 0.8.1.1302 it's now "Alpha 8.1 build 1302".