a multiplayer game of parenting and civilization building
You are not logged in.

As a mini-update before I start my much-needed family vacation, I give you pumpkin pie and wine.
Have a great Thanksgiving, everyone!
Sadly, feasts didn't make it in before I left for vacation.
Next week, though.
For now, you just have a nice-looking empty table to build!
Not sure what you guys want here....
I've made wine from scratch in real life, and I made it just like it's made in the game, using a clay crock and glass bottles. I didn't use a funnel, because I had a pyrex measuring cup with a spout that I used to fill the bottles. More advanced than a glass funnel.
People have been asking for glass blowing and bottles forever.
The bottles will be used for other stuff besides wine in the future, like storing multiple bowls of salt, vinegar, palm oil, etc.
If you've been playing this game for a while, I hope you've come to notice and appreciate the somewhat realistic "maker" aesthetic in this game, where making something in-game feels somewhat akin to making something in real life. This is unlike other crafting games where you take X wood and Y stone to make an axe. In this game, you actually build the axe from scratch, step by step.
So I'm not sure how you were expecting to grow grapes and make bottles of wine in such a context. Obviously, it was going to take dozens of new steps.
Same for pumpkin pie. Were you expecting me to phone it in and just have PUMPKIN + PIE CRUST?
Surely you're joking, Mr. Tipy. You have to cook the custard first, and it's going to require sugar.
Yes, this is a bug. Will fix!
The collective is comprised of individuals, of course.
This is the primary tension of civilization.
There is no guarantee that dumping all resources in a communal pile and saying, "go for it, everyone" is what's best for the collective. In fact, historical examples tend to run contrary to that notion, like the body count of 30 million laid at the feet of the Great Leap Forward.
Private property, which is present in some form in every modern human society that I'm aware of (even the collective ones) may be the "default" because it works so well. The efficiency and motivational gains may make up for whatever inherent injustices private property entails. The contrast between 30 million people starving to death and no one at all starving to death is pretty stark.
That said, I'm not convince that private property inside the game is the most efficient mechanism for organizing in-game society. There are a bunch of different forces at work in-game.
But in a village that is looking low on food (every berry bush empty), if I want to ensure that all of my children live to 60, having a bit of private food production infrastructure doesn't sound like a terrible idea.

This week's update focuses on new ways to find each other, in light of the fact that you now need each other for long-term survival.
First, there's a new tool in place for sharing long-distance navigation, and for helping people find your village. Way stones were inspired by forum member SirCaio's suggestion. They act like permanent maps that anyone can use simply by touching them. If you're looking to interact with foreign explorers, you can make your village easier to find by planting way stones in a radius around it. Just like maps, way stones can have long titles, which means they also can function as informative sign posts. Way stones can also be used to duplicate maps, but they can also be used in village center to make sure that important destinations are known to future generations---no chance of the map getting lost if it's literally etched in stone.
And now, when you pick up a map or touch a way stone, your character speaks a distance estimate along with the title. No more wandering in a vague map direction and figuring out that it's actually too far away.
Next, rideable objects, like horses and cars, protect you from the effects of bad biomes. No more long, circuitous routes. If you're riding, you can plow right through.
Along with these exploration updates, there have also been huge improvements to wall-building.
First, pine walls now require a lot less resources, and pine floors are possible, making them viable for early-stage camps. Being indoors adds a huge reduction to your food consumption rate, so building a few primitive buildings might be worth considering as part of your bootstrapping.
Next, all walls now auto-orient, freeing you from the tedium of cycling through the various wall orientations when building. You can put walls down wherever, and your building will look nicely connected, guaranteed. Fences also auto-orient, even relative to walls.
Finally, springy doors now open automatically when you pass through, and they don't interfere with path-finding. Being indoors is no longer a navigation inconvenience.
Beyond those content changes, a bunch of bugs have been fixed, and an exploit in the fitness score system has been cleared up. Committing suicide when young no longer allows you to reap a score benefit from a long-lived mother. Your mother and grandmother still count toward your score, but only if you live longer than they do.
Even with this exploit removed, some rather high scores are possible, and such scores make the tool slot limitations irrelevant. I've updated the mapping formula to a sigmoid, as shown in the following graph:

No matter how high your genetic fitness score goes, you'll never have more than 19 tool slots.
The recent Steam sale brought in a lot of new players. I'm deeply grateful to the existing players for helping all of these new people to learn the ropes.
There will be one more content update on Monday, and then I'm on vacation for Thanksgiving.
Farming was already blocked in the arctic.... there was just a glitch that allowed deep tilled row to be made from a whole huge soil pile (a waste of soil, right?)
Yeah, the window is a good idea!
That was always a bug, though, and it makes walls insecure (which fights locks).
There could be some other kind of "insulated shelf" added in the future to make up for this.
As far as evaluating only recent lives... hmm.... that's definitely possible.
That would prevent scores from ever getting too high. It's an interesting idea.
The fitness server currently keeps your last 25 lives and offspring in the database, and flushes the rest.
What if, to compute your current score, it starts from 30 and then adds in the effect of JUST these most recent lives and offspring? In the client, these are the ones that are shown to you..... so you could look there, and see the ENTIRE history (25 offspring and lives) that made up your current score.
So then the game becomes this:
Have the BEST recent 25 lives and offspring possible.
Instead of climbing, it's about perfecting. Playing more would still be necessary sometimes, like if you had a bad offspring in the middle weighing you down.
This is a very weird idea... I'm not sure about it
I think that players would find it random and frustrating, though.
Yeah, I can just have a non-curve factor in there. If you go negative, you lose a slot right away, and then if you go below 40, you lose 2.
Also, it's not totally unreasonable to use a lookup table for this instead of a math curve. I could just hard-code some ranges that make sense to me. But the curve is good for now.
For reference, the above curve is:
15 / (1 + 1.03^-(x - 100)) + 4.258One thing that's a little weird is the negative end of this curve, which looks like this when rounded:

So it docks you one tool slot after you go below -40, but never gets worse than that.
People haven't gone negative at all yet, so this is probably not an issue.
Also, this new curve will have to be adjusted based on the scores people actually get, given that the SIDs exploit has been closed.
And regarding playing more... I hear you on that.
I'm not sure what to do there.
One idea is to reduce the score gain from each subsequent game you play in a 24-hour period. But if you had played 10 games, and were considering number 11, that would be demotivating, right?
And here it is showing the rounding that will convert it to an integer number of tool slots:

Okay, here's a new possible sigmoid curve:

Here's the current curve:

Yeah... I do worry about infinite too slots swamping the game....
I think it should be a different curve. Working on that. Will post some curves in a second.
Also, game-wide, the lowest score is currently 11, so no one is negative yet.
New Eve is spawned if:
1. We ever get more than 13 people per fam, on average.
2. There's ever more than 1 helpless BB per fertile mother on average.
I'm pretty sure 2 is causing the extra families currently. I may need to adjust it to 1.5. I think we had it at 2 for a while, and mothers still felt overloaded.
I'm still working on things that will make buildings:
1. More necessary/helpful for long-term survival
2. Easier to build.
3. Easier to live in.
This update (today) addresses both issues somewhat.
First, pine walls and floors have become MUCH cheaper (and there's also essentially free snow walls for gingers, from last update).
Second, walls now auto-orient when you place them, so you don't need to fiddle around and waste so much time when building something.
Third, (from previous updates, now refined), there's a very clear indoor bonus to your hunger timer (mouse over your temp meter to see the info). This bonus is based on how insulating the room is that you're standing in. But it can dramatically reduce your food consumption rate. Thus, building some pine rooms, even for an Eve camp, might be an optimal strategy... (not sure about that, but it's no longer obviously sub-optimal).
Fourth, doors are less of a pain to use now. We have snow doors from last update, but this update introduces auto-opening spring doors that don't affect path-finding.
Experimented with marked-births long ago. It didn't work on its own. You know, if 8+ people cursed you within the last few hours, you were born with black speech bubbles.
All it takes is one mother to keep such a baby, and then the same griefer is right back in your village. There was some interesting emergent story stuff around protecting a cursed child...
Anyway, after that didn't really work, Donkey Town was invented.
Then later, personal curses, with D-town only if you are cursed out of every available birth location.
Imprisonment is interesting.... it may be do-able with the current engine. Imagine a baton that slows you down more than normal if you're acting alone, but if people join your posse, you speed up. So griefers can't use the baton very easily.
The baton could inflict a wound that prevents motion, sorta like fishing prevents motion.
But then what? You'd really want to move the person to the prison somehow, and I'm not sure how to do this....
I mean, picking up another adult person is gonna look weird, there's no to ways about it... Though maybe the humor of picking them up as if they were a baby would be worth it. I'd have to experiment with that.
I'm wondering if there's some way to "knock" someone from one tile to another, and then you could push them into jail.
I'm closing an exploit that allowed such ridiculously high scores.
We're all starting over at 30 tomorrow.
Okay, when this goes live tomorrow, I'll bring everyone back to 30.
Old way:
--propose a property fence, wait 3 minutes until approved, then make it shaky
--after 20 minutes of shaky, becomes permanent
--Total time: 23 minutes (more than 40% of productive life)
--Elder + helper could remove fence with 10 minute waiting period
New way:
--propose a property fence, wait 3 minutes until approved, then make it shaky
--after 5 minutes of shaky, becomes permanent
--Total time: 8 minutes (14% of productive life)
--Elder + helper can remove fence with 10 minute waiting period
Reasoning:
Fences took a long time to cure before, because there was no way to remove them. Later on, an elder fence removal procedure was added, making them non-permanent for an elder with a helper, assuming no one cares about the fence to interrupt the process. But the fence cure time was not adjusted to reflect the possibility of removal.
Well, you can still kill people, right?
I mean, I guess beheading people could have its place....
Cursing is actually a metaphysical act (it affects future births).