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A member registered Dec 01, 2017 · View creator page →

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Really like the look of this. I'll check if it works for the current version.

Don't know if this is in the Full Version or not, but could there be an endless mode for people who are just obsessed with optimization?

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Simple Mod for building half as effective buildings using the normal resource, that can go anywhere. 

(Everything looks the same)

Download it Here


Great game. Took a while to figure it out, then really enjoyed it.

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I figured it out. The file that you download contains the "Merfolk" file that contains the actual mod. Bronze Age needs the folder in the mod folder to contain the information.

Edit: The Canals aren't working, even though in the xml file they're set to swimmable. The game isn't identifying them as adjacent swimmable for some reason, and I can't chain them on land. Aside from that, great job.


I haven't tried, but I don't know why I would. All the built-in mods are in zip files anyway, so clearly that doesn't effect usability.

Does it work for you?

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Having difficulty playing so far - Took the files out of the internal folder and right into the zip file didn't help, Game still doesn't recognize the mod. I'll try in some other versions.

Was this designed for a certain version?

Ooh, I may have found it. Or just something else.

    "m_u_settlers.xml" for the Merfolk Settlers shares it's name with the Maskling Settlers. But I still don't think that would stop it from recognizing the mod.

HA! YES! Pig Chariots to kill everything!

Also, small bug where a bowman was chasing my slinger, then ran into melee range and stopped without attacking.

Would love a pause button and/or a save. Very Good.

I more meant for it to be that once they've stolen advanced resources, they can learn to replicate them using said resources. They'll still have to steal resources to get to this point however, and it would take a long time for them to begin producing even a small amount themselves.

Could you make the masklings be able to build lumperyards and stone mines, but only once they get the special resources you give them, so they can become self sufficient?


I'm wondering how to put something into a new AI behavior script that essentially makes it so the admin centre just "exists" and, as population increases, offloads them as settlers (It's for a Zombie Mod). I'm just asking how to boot out the settlers. but any extra advice would be appreciated (I'm not the best with JavaScript).

There's a terrain art glitch for the pods. Only noticed when I turned off hex borders, so not a big deal.

        Also - What are the plans for reworking the Twelpster?

Thanks Shawn.

Due to the new storage values, you need to have at least 3 spaceports to stock up enough metals to bribe the pirates. Maybe there should be some lower metal costs for the pirates, or a higher storage space for your settlement.

Very Cool. A bit difficult to get started, due to the complexity of production chains, but really enjoyable once you're on your feet.

Small Bug: An Abandoned Mill still gives a bonus.

Yes! Downloading as I type. So glad I went on to check.

I do think that would be nice, but a problem might be building placement. The arrow keys probably couldn't handle hexes, and it would mean that building placement itself would require the mouse.

Although I do think a few more hotkeys are possible.

Looks Great!

By the way, what kind of expansions are planned for this? I'd love more spacefaring races.

Found a Bug:

I think you forgot to remove the "No Structure" Build requirement from the upgraded plasma turret, because it says I need an empty hex to upgrade.

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(I think I may even prefer it to the original.)

Thanks. I was just wondering about it being in one larger file.

Looking forward to the new update.

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Sorry, I was a bit vague with that one.

When trading, the ships or wagons have to go to either the admin centre or a trade dock, or a Tradehouse. I just thought the Warehouse could double as a way to receive resources from the coast without having boats or putting your admin centre on the shoreline, or as a way to receive resources from anywhere on your borders without having a massive surplus of people with wagons.

Thanks Shawn.

(P.S. is there a more multi-mod compatible way to add resources to the game, like through mutators?)

I have 2 questions about item capacity and trading. 

1 - Could you make the item storage count less abstract? I'm talking about how the amount of an item a settlement can hold is based upon the production. It's a bit unrealistic for a settlement to store more wood because they produce more. Essentially I'm looking for some kind of Warehouse-like building that increases item storage.

2 - And could it be a trade checkpoint too?

Thanks Shawn.

Interesting. Also, if you can make peace with the masklings, perhaps Giant Rats could be the domestic creature link between pigs and horses.

I too have found a few forms of continental islands where even in Unfair difficulty the landmasses are too small for masklings

This is a lot of stuff! Looks awesome so far, very civ-like graphic style.

A more scaled-down riot could be resource debuffs.

   For example;

100%+ happiness - all is well.

75%-99% happiness - 25% less resource production.

50%-74% happiness - 50% less production.

Under 50% - riots.

The current enemies, the masklings, are a very simple enemy designed to add some challenge to the game. Eventually there will be rival humans with ships of their own, and possibly several different races.

But for now, deep water is an obstacle only you can cross.

Thanks Shawn.

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Ok, it's good. But the graphics don't look the best, compared to the 2.3 ones.

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Maybe you could introduce a charcoal smelter? It could convert 5 wood into 15 fuel, or some other sort of large output item. You could have to use the fuel for upgraded bakeries and smelters, as a price for their superiority. There could also be a coal resource scattered about that would work also.

I was originally intending for them to be a good scouting unit, but for the speed I gave them it was kind of insane how overpowered they were. As long as you started in a mountain region, all you needed was some stone and wood and you could defend your citizens and keep them happy with 1 or 2 intelligence organizations. I'm hoping to make it a little more balanced.