Laysara: Summit Kingdom
by Quite OK Games · 10 Apr, 2024
29 downloads
About the Game
BUILD ON A MOUNTAIN
Each mountain comes with a new set of challenges. Mounts differ in shapes, vegetation zone layouts, resource availability and weather conditions. Sometimes you will have plenty of room for farming in green lowlands, sometimes you will need to rely on breeding and extracting valuable minerals from regions dangerously close to peak glaciers. If you find yourself in dire need of a certain resource, you can always try to establish a trading route with another town.
DEAL WITH AVALANCHES
One of the ever-present dangers you will have to deal with are mighty avalanches. You can’t stop them, but you can take precautions and be prepared. Afforest the key areas to create natural barriers, build artificial ones to redirect rushing masses of snow, or trigger the avalanche early, while it’s still manageable. Create a deliberate and reliable strategy and you might even be able to use the power of snow to your advantage; fail to do so and find your city buried and devastated!
CRAFT A TRANSPORT NETWORK
So, transporting goods is easy, right? Well, not if your destination lies on the other side of the mountain, a few hundred meters higher, behind cliffs, ridges, canyons and rivers. You will need to create a vast, complex transport network consisting of roads, bridges and shafts to ensure reliable delivery chains. As demand for resources will grow alongside the town’s population, always look for opportunities to optimise your transportation network, be it by building paved roads, using more advanced lifting constructions, or aiding your carriers with glamorous yaks.
RAISE A SUMMIT TEMPLE
If you manage to endure all mountain dangers, build a network of efficient production chains and satisfy all needs of your people, there is only one more thing to be done: conquering the mountain peak! To succeed in this great endeavour you’ll need to reach the summit and establish safe routes for your carriers to bring in enormous amounts of building resources, but beware! Weather at this height is as deadly as ever. The final effect is well worth the effort though, as raising the summit temple is an act of total triumph of human courage (and your logistics skills!) over the elements.
Final note: the game is a pure city building experience solely focused on the economy, resource management and surviving despite the inhospitable environment. Therefore, the game doesn’t feature combat or any other military aspects.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Hello!
We're thrilled to tell you that a Steam Deck-friendly version of the game is finally available for everyone! We don't have the "Deck certified" badge just yet, but we're working on it :)
You don't have to do anything - from now on, when you launch the game on Deck, Steam will make sure it is the version with gamepad controls.
[img src="{STEAM_CLAN_IMAGE}/41623538/6e7b96821fb93849e3f706b1abfc222e65da1559.png"]
It is possible that some weird resolution / aspect ratio issues may occur - in that case, please launch the game using Proton 7.
Game in library -> Properties -> Compatibility -> Force Proton 7.
Manually changing game version
If, for any reason, you would like to play a gamepad version of the game on PC, or a K&M version on Deck, no worries, we've got you covered!
Go to your Steam library, click "Properties" on Laysara, and in the "Game Versions & Betas" tab, select gamepad or keyboard_and_mouse game version. This will force the selected input scheme, no matter if played on PC or Deck.
Have fun & cheers!
Quite OK Team
Full patch notes:
The gamepad version of the game is now available on Steam Deck
"Infinite carriers / resources" bug fixed by not allowing for sending resources from a Tunnel to a Post that is sending resources to a Tunnel again
Added more debug info to help investigate some rare crashes
A few tweaks in Polish texts
Hotifx (ID 17635) is now live!
Patch notes:
When a campaign mission cannot be completed due to missing Summit Temple resources, showing what resources are lacking (in the tooltip for the "Finish mission" button)
Bugfix: objectives about exporting goods no longer require a positive money balance to get completed
Showing UI panel reminding about the Summit Temples global research boost in campaign mission 10, where it's mandatory for progressing
A few more tiles marked as "below the snow cap" (so, possible to build Snow Compressor on them) on Mount Plenty
To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Hotifx (ID 17627) is now live!
Besides smaller tweaks & fixes, this Hotfix introduces a highly requested quality of life feature: the possibility to transfer transport routes between Posts!
[img src="{STEAM_CLAN_IMAGE}/41623538/820c3eed1ee855cb0939fbdb9f09e0ffcbaa4b9a.png"]
If you have a complicated setup of transport routes in, let's say, a Cart Post, and you want to upgrade it to a Yak Post, you no longer have to recreate all those transport routes manually! Just place a Yak Post and use its "Transfer transport routes from..." button to do this in two clicks :)
Patch notes:
Transferring transport routes introduced
Potential fix for a bug with a negative money balance on loading a save game from the start of the 8th campaign mission
Minor language tweaks
To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Hotifx (ID 17615) is now live!
Patch notes:
Mr. Plow construction cost: 120 -> 60
Mr. Plow upkeep: 25 -> 15
Mr. Plow required yaks: 6 -> 4
Mr. Plow required Lowlanders: 18 -> 10
Trading Post required yaks: 6 -> 5
Trading Post required Artisans: 15 -> 11
Mint required Artisans number: 18 -> 12
Inlay Manufacturer (Ornamented Cedar producer) required Monks number: 32 -> 18
Summit Temple's requirement for Incense in the last campaign mission decreased from 30 to 15
The required value in the second money objective in the last campaign mission decreased from +4000 to +2800
Weather breakdowns will no longer happen during campaign missions 3, 4, 5, and 10
Added some more debug info to help investigate a crash when demolishing/moving buildings near walls
(Values for buildings scale with difficulty, those are for Professional)
To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Hotifx (ID 17603) is now live!
Patch notes:
Added info about which resources and in what quantity are missing in the "Missing previously exported resources" error
"Missing previously exported resources" error now prevents completing any objective, so you can realise quicker that there is an issue to fix
Showing shortcut keys in button tooltips (Demolish Tool, Moving Tool, Duplicate Tool, placing Roads, enabling/disabling building)
Fixed a crash on loading the game with a lot of walls and gates near the shaft/bridge entries
Added some debug info to help investigate a crash when demolishing/moving buildings near walls
A few minor grammar tweaks in English texts
To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Hi folks!
Thanks for playing Laysara over the weekend :) As one might expect, with so many players tuning in, some bugs started to pop out - this hotfix aims to get rid of the nastiest ones, and also tweak/fix a few smaller things, which were easy to do.
Patch notes for Hotifx (ID 17588):
The game should no longer crash on transitioning from the second to the third campaign mission
The game should no longer crash when skipping the tutorial with a negative money balance
Fixed an issue with the trading balance UI on World Map showing info from previous playthroughs
The Czech language can now be selected from the language menu in Gameplay Settings
Fixed a few texts in the German version of the game when the phrase {Ressourcen} was displayed instead of a resource name
Fixed granting the Follower achievement (Raise a Summit Temple in campaign) - if you are after the 6th campaign mission, just load the save "6th mission completed", click "Finnish mission" and wait a second, you should get the achievement
A few minor grammar tweaks in English texts
To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Hello everyone!
The day has come! Today, Laysara finishes its Early Access period and launches in version 1.0!
[img src="{STEAM_CLAN_IMAGE}/41623538/6d4d93f6939e443a0cf95d4e4b520e9c7a500662.png"]
You can find the full patch notes at the bottom of this post, but the most important thing is, of course, the campaign! We’ve been working on it for quite some time, and now we’re delighted to finally put it into your hands!
While most of its 15 missions are designed as a challenge to make you crack your head in a way that only Laysara does, the beginning of the campaign serves as a smooth introduction to the game, with a reworked, polished, and better-paced tutorial. So, if you have been waiting to try your luck in the kingdom of Laysara, wait no more! With a huge discount for the occasion, there won’t be a better time to conquer the mountains.
[img src="{STEAM_CLAN_IMAGE}/41623538/2a19ecb33ffc234712760be189e1fd2232abc01e.gif"]
And now, let us take you on a sentimental journey and show you how far Laysara has come until this day, starting from the very, very beginning…
Humble beginnings
It all started back in the final months of 2019 - I had just left my job in a gamedev studio because I was tired of following someone’s vision. Having some savings, I decided it’d be a perfectly fine idea to spend it all on making my own game. How hard can it be?!
The game I used to play like a maniac when I was a child was Zeus: Master of Olympus. I quickly decided to make a city-building game that would be heavily inspired by Zeus, but with modern design decisions. I wanted to recreate the feeling of having a beautiful, colourful, and lively city that works like a well-oiled machine, with districts fulfilling different functions in a huge and complicated, but reliable, network of production and transportation.
With that direction in mind, I set out into the unknown and started working. After some time, I had something like this:
[img src="{STEAM_CLAN_IMAGE}/41623538/7908299121aabcde0a8813404b2f8fe9f43f7a3f.png"]
Well, I’m sure you won’t be able to tell, but I’m not an artist. This was a pretty bare-bones, but functional technical prototype of a city-building game. It had mechanics like resource production, transportation, and distribution to citizens living in houses. It also had an element of verticality: at some point, I thought it’d be cool if you could build on multiple levels, because why not?
So, it worked, but it looked like crap. It was about time to bring an artist on board. When I showed Michał, aka Pirat, my prototype, at first he was nice. He told me that he’d try to think of a setting and art direction that could work.
But after a short internal fight, Pirat decided that if we were to work together, sugar-coating wouldn’t do. He patiently explained to me one of the fundamentals of designing basically anything: if you have something that is random and makes no sense, and try to beautify it, it’ll still be bad. If you put a bunch of glitter on a pile of poo, it may glitter, but it’s still poop.
I love working with Pirat.
So, at the start of 2021, we went back to the drawing board with a very precise goal: to find a visual identity for the game. We liked the genre, we liked the vertical elements, but other than that, everything was on the table. So we brainstormed: Cities of the Incas? Pre-industrial Alaska? Circles of Hell? Balloonpunk? The immune system of the human body? There are no stupid ideas during a brainstorm, they say.
But once I saw this picture, in the back of my head I already knew what we would choose.
[img src="{STEAM_CLAN_IMAGE}/41623538/4f8bbf6fad81266a2a83e779d14a95ff2d1a8af4.jpg"]
And that’s how we decided on the game’s visual identity: we just fell in love with the aesthetics of the architecture of the region and how well it supports verticality in gameplay. And, of course, the yaks <3 The concept of a mountain city builder was born.
The real work starts
To verify if this idea was as good in reality as it was in our minds, we did a few mockups: no gameplay, just some low-quality assets arranged in a rough diorama to illustrate the concept.
[img src="{STEAM_CLAN_IMAGE}/41623538/e12aee89e6d89f01dc1390e811d93256f640f297.png"]
And something on a larger scale (yes, placing every single building on the slopes without any helper tools was as tedious as you think it was):
[img src="{STEAM_CLAN_IMAGE}/41623538/deba4c7452f73c45296e97216717b0224e7b7152.png"]
Those images guided us through the whole development process, so we wouldn’t forget what the core idea was and what we wanted to achieve. Spoiler: we did end up pretty damn close!
[img src="{STEAM_CLAN_IMAGE}/41623538/156edec83a780ece05d6daaa80825070f792ca31.jpg"]
Around that time, we also commissioned our key art to reinforce our vision even more and to do some initial work on figuring out the colour palette for the game. We ended up using this image absolutely everywhere - we love it so much!
[img src="{STEAM_CLAN_IMAGE}/41623538/7e61258d97c715f14b25284996fb426c80fc7a97.jpg"]
With that established, it was time to start the grind: while Pirat worked on the first, simplified versions of the 3D assets, I adjusted my technical prototype to support building on multiple, angled slopes. Things were starting to come together: you could actually play the game on a mountain, for the very first time! We were figuring out things like the caste system, what buildings we needed in the game, what resources they were producing or processing, etc. The game was slowly but surely taking shape.
There was only one problem: you remember the “some savings” I mentioned earlier? Well, they were long gone at this point. I borrowed money from my friends and family to keep this endeavour going. Looking back, I have to say it was pretty intense. I remember going to a gas station, putting in whatever I could afford at the moment, and having the reserve light still on when driving out of the station. However, we truly believed that we had something special on our hands, and that kept us going.
It became clear we wouldn’t be able to finish this project on our own, though. We needed support, and to get it, we needed to reveal the game to the world. So, we put up a simple trailer and, in December 2021, showcased Laysara for the very first time. A few screenshots from that time:
[img src="{STEAM_CLAN_IMAGE}/41623538/920e9cb437f0aca8ed8756d1967c34fab073f016.jpg"]
[img src="{STEAM_CLAN_IMAGE}/41623538/63898b46a4885b9db5fc30ef64f0401f9cdd4979.jpg"]
[img src="{STEAM_CLAN_IMAGE}/41623538/74b602d979b40901e07846a08d7c28a432acb0c1.jpg"]
Our reveal got some attention, but it wasn’t like all major sites were writing piece after piece about Laysara. No, things were developing rather slowly, but then we had a breakthrough: despite a rather crooked and cringey title - 100% true, though - our Reddit post got catapulted to the front page of Reddit with 74k upvotes (I wonder how many of you are here because of it :) Let me know in the comments!). That really put us in another league in terms of discoverability and recognition.
[img src="{STEAM_CLAN_IMAGE}/41623538/9d27a338206e256ebe4e16d905c2a023e4751bf4.png"]
https://www.reddit.com/r/gaming/comments/rrbkqs/i_spent_a_whole_year_and_all_my_personal_savings/
The response was overwhelmingly positive, but it’s Reddit, so we also got our share of… scepticism. Some of those comments I cherish in my heart to this very day.
[img src="{STEAM_CLAN_IMAGE}/41623538/f0371d6856507b4868789540601471748c5b35cc.png"]
Besides gathering a ton of wishlists, the Reddit effect also had another result: publishers started showing interest in working with us! We took our sweet time to figure out who would be the best fit for us, passed on a few pretty big names, and finally signed a contract with Future Friends Games - a small publisher who, just like us, don’t really care about corporate processes and facade, but just getting things done. With their support, we could focus on what we do best: developing the game!
The grind continues
I won’t go into detail describing the next 2.5 years it took us to release the game into Early Access, because this post would have to become a book - let’s just say, it was quite a ride. And, as with every ride, it had its ups and downs.
There were moments of doubt, moments of excitement, moments of despair, moments of joy, and a lot, lot of work. Turns out, in gamedev, you very rarely hit the mark on your first try. You do the first version, and then you iterate. You must not get discouraged when your first try results in this:
[img src="{STEAM_CLAN_IMAGE}/41623538/db4359b81782ed9865665306edf48167602001e9.png"]
But gradually turn it into this:
[img src="{STEAM_CLAN_IMAGE}/41623538/5cbf3db52014395f3482d271ab53c96e574643b7.png"]
And then this:
[img src="{STEAM_CLAN_IMAGE}/41623538/49bd8daab95bcfef6319b39c3ba1bbe701bb7c7a.png"]
And, finally, into this:
[img src="{STEAM_CLAN_IMAGE}/41623538/1357b9a9e54fc5dae2dea60dd402792e655667ce.png"]
It was the same story with building models: start with basic shapes, check if they work, and gradually increase their quality, making sure all the visuals across the game stay coherent.
[img src="{STEAM_CLAN_IMAGE}/41623538/e75f02a21a9a2bbeeb2e3386160f5cb00ff4eb89.gif"]
The big moments for us were closed pre-alpha tests, which we did through our Discord server (high-five, folks! Thanks for your help!), and then Steam Next Fest, when our demo was in the top 50 most-played demos. We used those opportunities to check if the gameplay was coming together as we envisioned, and of course, to listen to players' feedback. Fortunately, the huge majority of it made sense to us, and we were going to implement such features and improvements either way, so that worked out well!
During this time, we also welcomed the third member of our team - programmer Paweł - to help speed things up. I’m quite sure it was a really good decision, and only thanks to him did we have to delay the game’s release date 3 times, not 10 or 20. Yeah, we absolutely suck at planning, but when you’re making your first game on your own, it’s really hard to get it right. We’ll do better with the next one!
And speaking of team members… did you know that we tried to do a motion capture session with a yak to get top-quality animations? It didn’t work, but we have no idea why.
[img src="{STEAM_CLAN_IMAGE}/41623538/51a387c8c4ae7272cba33b6fde0a2e91f8bf04c1.png"]
Early Access
Finally, in April 2024, we managed to release Laysara in EA! We crunched like crazy for the last few months to do it before Manor Lords launch, which was probably a necessary decision, but it really took a toll on us. That’s the reason the first content updates didn’t appear as quickly as we’d have liked, but at that point, it wasn’t a matter of deciding whether to take a break or not - the break just happened, regardless of how we felt about it. You can only push so much before you reach your limits, both physically and mentally. I really advise slowing down before hitting the wall - it wasn’t a fun experience at all.
However, after a few slower months, we recovered and got back on track with expanding the game with the features it needed to become a complete, fulfilling experience. We started with Ice Altars: a way to boost the production of already set-up production buildings and districts, which added another layer of strategy to maximising efficiency - something Laysara is all about.
[img src="{STEAM_CLAN_IMAGE}/41623538/17d40b2b4063dd12be5e43a5084b30950ff29e21.gif"]
Then we introduced a Sandbox Mode, in which your playthrough is no longer contained to a single mountain: you create a trade network between multiple mountains, freely switching between towns. It allows you to focus on specialisation even more: not only can you have specialised districts on a mountain, but a whole mountain itself can be dedicated to a specific purpose.
[img src="{STEAM_CLAN_IMAGE}/41623538/fccf31a52a5bea739fcf4d70f828f864b1f07eba.jpg"]
And last but not least, the Tunnels: the most advanced method of goods transportation within a single mountain. Yet again, we wanted to add another tool to players’ belts so they can create even more efficient city layouts and complicated transportation networks.
[img src="{STEAM_CLAN_IMAGE}/41623538/5279d103ff27dfe452f0cbe9cbdc46744c761d8a.gif"]
Of course, during the EA period, we also fixed a ton of bugs and introduced a huge number of bigger and smaller quality-of-life tweaks and improvements. It was really great having players constantly test out the newest versions of the game and getting feedback almost instantaneously. We spent a lot of time discussing various elements of the game on our Discord server, which was both helpful for development and very rewarding for us as developers.
The game was missing its key component all this time, though, and that is the Campaign mode. Today, as Laysara launches in 1.0, we’re finally putting into your hands this last piece of the puzzle!
The game, therefore, is now complete. Of course, that doesn’t mean we won’t be maintaining it, supporting you, and adding more content - we will! These won’t be things that substantially change the experience, though, unlike the major content updates throughout EA. Laysara has finally reached the shape we wanted it to have from the moment we came up with the vertical city builder theme.
What more can I say - thank you for sticking with us! We wouldn’t have been able to make this game and live our dream without you :) You’re the best!
And now, go! The Kingdom of Laysara won’t save itself!
[img src="{STEAM_CLAN_IMAGE}/41623538/910a25d13c499860dccee47402ecf1bebe9fefd6.png"]
Full patch notes:
Main changes:
Campaign mode introduced!
Game translated to Czech, Italian and Traditional Chinese
When moving a building, its range visualisation is now visible
When placing a building, its range visualisation is shown even if it's impossible to build it in the current location
Placing gates on roads right next to the shaft/bridge entry is now possible
Save files are now compressed (and have ~3% of the original disk size). This doesn't break save files compatibility.
Balance changes:
Balance: Mint building cost 200 -> 150
Balance: Compact Yak Breeder building cost 50 -> 80
Balance: Baths building cost 50 -> 80
(Values scale with difficulty, those are for Professional)
Tweaks:
If there are ad hoc workers, include them in "Total" info in workers tooltip (eg. "43 + 3", if there are 3 ad hoc workers)
Pressing Enter after typing a save name in "Save Game As" menu will ast as pressing the Save button
Tweak: Multiple small changes in texts in multiple languages
Bugfixes:
Bugfix: Selecting a building through the mountain is no longer possible
Bugfix: The game is not crashing anymore when recalculating the low morale penalty (after failed Weather Breakdown quest) with the World Map opened
Bugfix: Pause research level update if the World Map is opened to prevent a possible situation of switching mountains with a negative money balance (which is not allowed and would result in game crashing)
Bugfix: Don't show magnifying glass button in Shrine/Inn UI panels when there are no resources being sent to it
Bugfix: Multiple Mr. Plows can now properly work together, even if their ranged overlap
Bugfix: Properly saving Mr. Plows state into a save file
Bugfix: Don't show "Bought resources are not transported anywhere" warning if buying 0 units of a resource
Bugfix: Properly set view point for Lift Towers
Bugfix: Upkeep on gates fixed
Bugfix: Bridge models don't disappear anymore
Bugfix: A hole in the terrain fixed on Quartzfall mountain
Bugfix: Transport route visualisation lines are no longer clipping with the terrain
Bugfix: Carriers should no longer disappear after loading a game
Bugfix: Resource deposits UI panels no longer block the cursor on gameplay areas (that was a case with a few particular deposits)
Bugfix: In the objective regarding sending resources into the Tunnels, count resources being sent there, not available in the Tunnel system
Hotifx (ID 17523) is now live!
Patch notes:
Crash fix for Mr. Plow going rogue during a Summit Temple cinematic
Additional debug info to help investigate some rare crashes
To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Hotifx (ID 17501) is now live!
Patch notes:
Added a possibility to manually overwrite the display resolution outside of the game. To do this, open this config file in any text editor:
C:\\Users\\USERNAME\\AppData\\Local\\AS\\Saved\\Config\\WindowsNoEditor\\GameUserSettings.ini
And add this two lines just below the \[/Script/AS.ASGraphicsUserSettings] header:
NativeResolutionOverwriteX=RESX
NativeResolutionOverwriteY=RESYWhere RESX and RESY are your desired resolution. Delete these lines or use the "Reset to defaults" button in the game's graphics settings to revert this behaviour.
Trading prices in "Peace and profit" challenge adjusted after some previous rebalancing, so it's actually possible to beat this challenge again.
Updating research level now gets paused during the Summit Temple cinematic, to avoid potential bankruptcy during this time.
Fixed another crash on clicking a transport route's "Cancel" button very quickly two times.
Added more debug info to help investigate some rare crashes.
To see if you have the latest patch, check the ID of your current game version by holding Left Alt in the Main Menu. If it's not the latest ID, restart Steam - this will force it to detect the update.
Current Release
22296300
Uploaded Mar 20, 2026
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System Requirements
How to Install
Laysara.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.7 GB
22296300
1266BFAC
0d02b83d7c580a25b508c66f56272a3e27e01d0e4787d3cdaee0ea09ae2cbf2f
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View AllDownload Laysara: Summit Kingdom for PC with a direct link or via torrent. Get the full version of Laysara: Summit Kingdom for free. Laysara: Summit Kingdom is a Indie released by Quite OK Games.