I’ve been working an update so big I’m calling it the Total Overhaul update. It’s been brewing for about six weeks now and I’m very proud of how it turned out.
This new update overhauls literally every part of the game. Up to now, I’ve been working on getting all the systems up and running, like a leaderboard, synergies, achievements, branching paths, and way more) so it was finally time to carve out a more satisfying game. I’ve reset the leaderboards and savefiles for everyone, so it’s a clean start.
Anyway, here’s a breakdown of some of 100+ changes big and small that made it into this update:
Progression ReworkFirst and foremost, what I want to absolutely nail in Build Up The Base, is the fun of unlocking and discovering new things you can do. This is key in other incrementals, like Cookie Clicker and Trimps, that I wanted to make sure that that was done exceptionally well in Build Up. Before this update, everything unlocked too quickly, or started out already unlocked, meaning within a few minutes of playing, you had already run out of new things to do or fresh systems to play with. Now, buildings are unlocked at a more reasonable pace, in order to let them breathe, and to make sure you can learn the ins and outs of the buildings before you move on and build yourself into a corner.
Of course, with more time between unlocking new buildings, I had the chance to add way more features to each of them without a player blowing past them and missing out. That brings me to the first new feature, Alchemy:
New Feature: AlchemyPreviously, you were only able to generate a resource, called City Investment (which you can spend on various parts of your base, whether it’s raising the storage size, speeding up production, or a few other important but secret things), by scrapping and breaking down the items you found at The Dump.
But with the Total Overhaul update, you’re able to generate way more resources, and now you can use Alchemy to convert the excess Flesh or Souls, or whatever you’ve got laying around, into CI to spend at your leisure. There’s a number of related upgrades to be found within as you progress through it, so it’s constantly evolving throughout the game, alongside your base.
New Feature: BakersAs you may or may not know, you can a variety of upgrades with coins earned from selling resouces, but once unlocked, you can use The Workshop to craft new technology directly with resources, like weakening the enemies at The Arena, or feeding your salesmen so that they work harder for you.
A lot of the constructive feedback I’ve gotten was about the amount of steps required in crafting all technology, so I’ve added Bakers to the game, who take Grain and create Bread for you, a common ingredient required in a lot of the recipes. On top of that, I made the prompts that show up when you’re crafting Bread and other technologies stick around, saving you the trouble of reopening them over and over.
New Feature: Arena GraduationWhen you’re fighting in The Arena, against the hordes of strange-looking humanoids, you’re capturing their Souls, upgrading your sword or equipping new ones you’ve found, but part of the struggle was that at a certain point, the cost for upgrading became prohibitively high, leading into you to run into a brickwall unless you spec’ed your build properly.
Now, granted you’ve killed enough enemies, you’re able to graduate, reducing the costs for the upgrades and boosting the amount of Souls you collect per kill. This means the more you fight, the faster and faster it’ll be. I’ve also added more visuals, like floating numbers, red streaks and a flash to help visualize the damage you’re doing.
New graphicsSomething I think is very important to a good game, let alone an incremental game, is making sure that each action you take, the game reacts in a fun way. Think of the quiet pop in Cookie Clicker, or the intensity of anything in Zombidle, or the hundreds of little particle effects whenever anything happens in Hearthstone.
Seeing as I’m just one dude, I have to make due with what I’ve got so I’ve added a number of effects for tapping the menu buttons, or little flies coming out of The Dump, a little screenshake when you’re laying rails through the mines, tiny pieces of wheat going flying through the air as you harvest at The Farm
Tons of small features and quality of life changesSo many little changes (over a hundred changes and tweaks across 300 commits) that I can’t possibly list them all here, but you can lower prices of harvesters, you can raise prices of certain resources via blood contracts and blood diamonds. You don’t need a username to show up in the leaderboards. I’ve added highlighted text to the tutorial and other places, to make reading them quicker and easier. You can now see levels of your upgrades, so you’re not guessing how many times you’ve upgraded. Tweaked text in a bunch of places to show you exactly what it does instead of approximating it. I’ve optimized the game so even a potato could run it at 60fps (but if its not smooth for you, please message me and I’ll debug it), you can pause salesmen, stopping them from selling temporarily. I’ve added a smaller more compact ‘sell all’ menu to make it easier to sell resources quickly. The list goes on. I wrote out a bigger list on the game’s subreddit, /r/BuildUpTheBase.
What’s next?Ongoing support for bug fixing, but more importantly, I want to get some actual art in the game. Most icons and art are handmade by me, but I know having quality art would go a long way. I also need to round out the end game, I plan on making it so you can have multiple bases and have them interact with each other, but we’ll see how that goes. Either way I’m excited to see where it will go!
tl;dr I’ve just uploaded the lastest and greatest version of Build Up The Base yet to the
Play Store and would love to hear what you think. Get in on the action here, and tell me what you think I could make better. I’m specifically interested in whether you feel like you’re advancing too quickly or not.