Prosperity
by Unknown
★ 71%
Price
$9.99
Avg Players
0
Reviews
101
Released
May 28, 2018
CasualCity BuilderClickerEarly Access
What players are saying
▼ Not recommended
26 hrs
There is a very solid foundation of a game here, but the developer has been silent for over a year now. You're better off playing the free web version, which has significantly more progress. This is yet another Early Access game that has been abandoned and will never be finished, which is a shame.
▲ Recommended
35 hrs
I'm not sure where to start so I will start with a bit about my history w/ city builders. While my gaming interests are wide ranging, builders were my first love and remain to this day my passion. From the early Sierra games through the Anno series, to Banished, to various other iterations of the classic builders, I've played and enjoyed them all to a lesser or greater extend.
Prosperity is STUNNING. I had early reservations about a text based game with no visual representation/stimuli/cue system. About 20 minutes in, those reservations were washed away in the intricacy and minutae of what this game has to offer. The game literally has EVERYTHING if you are a fan of builder/economic sims/society builders....and the presentation, from music to the soft subtle UI, to the intuitive layout and set up, really does allow me to get lost in what I'm creating. Basically, while some sort of visual representation is always nice, I can SEE MY VILLAGE in my own head. My imagination knows what it looks like, knows where it has been and knows where it is going.
I'm blown away.
I've just touched on the depth of this game...it cannot be explained...you have to play it to feel that 'surprise' of 'oh heck yes i can do THAT now' or sit there, game paused and wonder, for like 15 minutes...what tech to unlock next! These hare the things that harken back to old school builder/sims...this game makes me feel like i'm playing Patrician w/out the ships, where I only have my one town to worry about and I can micro-manage the heck out of it!
I'm blown away. My wife loves the music. So that's a plus :)
I'm blown away. I'm not sure what more the devs are adding to this but I can tell you know, i've ALREADY experience way more than I paid for. For me, everything else is just added bonus.
Well done folks, well done...and old school builders...you will LOVE this, at least I think you will :)
later, pat! (pad11 / Emma!)
▲ Recommended
15 hrs
This is an incremental game at its roots - think a mix of an idle game and city/resource management game.
It gives off strong reminescing feelings of flash games - just more fleshed out.
Considering the content and that it is early access - it seems like a good buy if its the genre you enjoy even now. The price is cheap and if it continues to get fleshed out over time, i can see it just getting better.
Basically - if you like incremental style games - its a nice example of it.
Reviews are by Steam users, hosted on Steam.
Latest updates
Prosperity wants to be an experience shared by all sorts of people. One of the advantages of being text based is that those who have trouble seeing and require screen readers can play them. Unfortunately, Prosperity isn't 100% of the way there, but this update brings it up to say... 60%, I hope? After speaking with some blind gamers, I decided to shift my focus on this update from features to QoL improvements, so here they are. * Massive changes to the structure of the game code so that it is screen-reader friendly * Styling changes to make it easier for people with light sensitivity (aka, game is now dark mode) * Ambience audio channel is now split between Ambience and UI. UI channel provides audio cues to things happening on the screen such as tab changes and popups. UI audio is a work in progress, there is still a lot missing but better than before. * Fixed a number of bugs that affected building effects (warehouse capacity doesn't update right away), statistics labeling (foodCapacity instead of Food Capacity), and pages that incorrectly reset state when you move away from them * Started working on a new mechanic called Market Upgrades. This new feature will have a few upgrades for the time being and more to be added later * Started implementing a "Market Reserve" feature. To move goods to the "Market Reserve", open up the contracts widget (not the trading page), and if you have active contracts there will be an option to move the goods into the reserve. Goods in the reserve are used first when a contract shipment is expected, and cannot be moved out. More features to be added to the Market Reserve. * Changes to the district zones algorithm to avoid district slots that cannot eventually build Road to Capital due to impossible pre-requisites. Hope to put in some more time on fixing accessibility issues. Cheers! dSolver
Hello everyone, Thank you for being so patient with this latest update. After taking a short break, we: the game testers and I noticed many more areas to improve. So, here we are. This update is an important milestone, we are closer now to having a fleshed out Culture system, which we promised would be the first victory condition. With that in mind, let's look at what is new, what got fixed, and what we are working towards. New Features ================== District Specializations: Once a district has Road to Capital built, you may choose to specialize the district. There are three specializations: Research, Resource, and Culture. Each unlocks unique improvements to that district. For the time being, the cultural and reserach improvements are for show only, while we work on finalizing the effect they have on the capital. Improved Contracts: The contracts system was adjusted so that the number of long term contracts are reduced, and we also introduced a new toggle on a resource so you can mark it as not for trade with trading guilds. Improved Resource Management: ctrl + click on a resource in the Warehouse/Granary pins it (green background), but now it will stay visible even when the granary/warehouse has been collapsed so you see only what you want to see. Additionally, clicking on a resource will now provide additional details that you may find useful. Note this is also a quick way to sell resources once you have your own trading guild established. Beginner Quests: Starting the game can be very challenging, one of the biggest complaints we receive is that people don't know what to do. To address this, we created a small series of "quests" that give incentives/rewards. Let us know what you think of this system, we may expand it! Culture Level: One of the "victory points" is culture. We will be describing the culture system in more detail later, but in a nut shell, culture is your way to influence other towns. On the map there are multiple points of interest, some of ...
Hello everyone, Thank you for being so patient with our new update - we have a lot of cool new stuff this time, and will be rolling out additional content that takes advantage of the new systems in the coming weeks, based on feedback! * Weather system * Seasonal effects of weather on productivity, farm bonuses * New ambience sound effects from weather * New Experts system - Artists * Hire artists from the Experts panel in City View * Artists create works of art - which adds to Aesthetics {STEAM_CLAN_IMAGE}/32788321/5b785f6858e62bbd329b7bc2bf88cf8383380c3c.png * New Global Settings control - control display mode and zoom level * New Special Projects panel, replaces individual project panels {STEAM_CLAN_IMAGE}/32788321/e26e12efa3e81e4ec7d5f86ea74f34991dd67dd0.png * New story - Mason Marky * Bug Fixes: * Double counting on building instances * Fixed issue with performance when there are too many buildings in building queue * Fixes bug with volume slider not always working * QoL: * Some tutorial hints early game * Wording changes based on feedback of various UI and dialog * Drastically reduced size of assets Hope you enjoy it! dSolver
Posts come from Steam's official announcements feed.