About the Game
This game is still in development! Please buy it only if you want to support the development and provide detailed bug reports and feedback to help make it a masterpiece it deserves to be. The development is slow and steady, which means there can be long delays between updates
Screenshots
19 images
Version Information
Steam Patch Notes
Official update history
Added/changed:
- Minor UI improvements
- New building: Firewood stall
https://clan.akamai.steamstatic.com/images//35574224/cb1cbdb825d26b643e3b9909e0c4247c3e9a9d9f.jpg - Added a few more personal log entry types
- Local market info overlay now excludes reserved resources (more informative this way)
Fixed:
- Some textures were missing in the last update
- Barber's kids could still secretly work there after marrying a widow/er
- Could demolish cart parking with carts still in it (regression a few updates ago)
- A small memory leak
- Water platforms falsely reported blocked entrance in some cases
Thanks for reading. As a bonus for those who reached this far, here's a bunch free-form farm fields from the upcoming Alpha 6:
https://clan.akamai.steamstatic.com/images//35574224/bd5305d9e210fcf9d38be9ec9548ef4749fdfe17.jpg
Fixed:
- "Looking for job" numbers were inconsistent
- Rare crash related to fulling mill
- Visual artifacts on fences with multisampling disabled
- A few cases of wrongfully blocked path in coastal buildings
- Sub-optimal pigs slaughtering in some cases
- Wrong apartment numbering in wealth overlay
- A crash related to cancelled demolishing buildings with chimneys
- Wrong nutrient amounts on some new fields
Fixed:
- Pavement around buildings disapeared in the last update
In Alpha 5 some buildings could be given any form as long as it has 4 sides and stays convex. Getting rid of that limitation sounds as simple as just adding more points, but in reality a lot of optimizations and code simplifications relied on that. Convex shapes math is much more simple than concave.
Take pavement for example, as it's the simplest case. Graphically it is straightforward: you generate a quad of two triangles, render them to texture map and use this map in terrain fragment shader to apply cobblestone texture where needed. To support more advanced concave polygonal forms you only need to add actual triangulation (converting the polygon to a set of triangles usable by GPU) to the mix and proceed the same as before.
But then it gets a bit more complicated. Buildings can be selected by the player and need to look selected. Previously you relied on a simple check in a fragment shader which did a nice rounded outline on the ground around the building based on 4 points you supply.
https://clan.akamai.steamstatic.com/images//35574224/d5b34b532d6223ee7f02ce3713c9ae7587173def.jpg
But performing that check for a complex polygon with arbitrary number of sides in fragment shader quickly becomes a performance disaster, especially on lower-end GPUs.
So now you need to provide an alternative selection which relies on a separate set of triangles for transparent fill and elevation-adjusted strips for edges. You even add circles on each point to imitate rounding. It may even look almost as good as the original:
https://clan.akamai.steamstatic.com/images//35574224/79541e41c49c5072dc77cffc2948402ab8a41354.jpg
Also it turns out that your picking system relied on convex shapes to determine on which building the player clicked. It is actually related to the system which checks if a building the player is trying to place is overlapping with any of the other buildings. So the whole thing needs to be refactored to support concave shapes too. Once you did that you notice the new code is not so fast due to more complex checks, so you add bounding boxes for each shape and first check bounding boxes (cheaper test) before checking polygons.
But that still isn't the hard part. Since pavement in Ostriv is not just painted, but built part-by-part, we also need construction workers to walk from stone stack position to each point inside the area. It was quite simple with 4-sided convex shapes: you generate a grid of points and stack is connected directly to each one of them with a straight line, reducing load on pathfinding system (there can be hundreds of grid points). With concave shapes there's no guarantee that the line is not obstructed by some other building. So now you need to add a micro-level pathfinding for pavement construction.
Did I mention those little flags around construction site? Previously they we generated as a convex hull around building. This obviously needs to be changed too.
I'm not even sure I remembered everything, but you get the idea of how much more work a simple task of adding a few more points to the shape can create.
Now looking forward to working on the house yards next.
Meanwhile, here's what we have now:
Added/changed:
- Can now hold Shift to order all carts/ploughs/wagons/etc.
- Minor UI changes
- The church will now keep records of all christenings, marriages and burials
https://clan.akamai.steamstatic.com/images//35574224/b4fdcacec19e4fe5f32abe1b7f74f6c429c6a913.jpg - The town hall will keep records of arrival and departure of citizens
Fixed:
- The crops gone invisible in December if not harvested
- Supply options numbers didn't save on lost focus
- Supply sources "Add" button didn't show after deleting a source
- Stores and market stalls didn't quite work well with specified supply sources
- "Replant automatically" was always on, no matter the setting
- Crash related to fences and blocked way
- Wrongfully exhausted soil on new field in some cases
- Stone stack wasn't visible during pavement construction
- Mouse cursors could reset while dragging animals or vehicles
- Treasury stats didn't update buttons' tooltips properly
https://clan.akamai.steamstatic.com/images//35574224/a3e70a0957d3873584a4a03e54edf933314893e1.jpg
Since the current system only supports convex shapes with 4 corners, some substantial refactorings were required so as the new functionality wouldn't have negative impact on performance. A route for ploughing fields, for example, was much simpler until now. The new system will try to cover the most area while minimizing the ploughing time, no matter what crazy shape you throw on it.
https://clan.akamai.steamstatic.com/images//35574224/6827b7ee531ded9c1188d5b5005d2b5e3f3ddd7a.jpg
There was also some progress on the new starting options system. Here's a small peek on some of it:
https://clan.akamai.steamstatic.com/images//35574224/95e915d956d3770e8f921d6cfaa84265b09aa21b.jpg
Meanwhile, here's what we have now:
Added/changed:
- Can now copy trees with eyedropper tool
- Optimized construction flags rendering, improved their visibility
Fixed:
- Flipped buildings didn't have pavement around them
- It was possible to block water platform entrance
- Added visuals for a field which has been plowed, but was already used after that
https://clan.akamai.steamstatic.com/images//35574224/0358df9b6db5e5066ecd2371b26150e02b430f94.jpg - Farm storage capacity increased from 10000 to 15000
- Added "Go to blocked" button to see which entrance the building blocks
- Added an option to show start game tips
- Some minor optimizations for big towns
- Added statistics of salaries for workers/managers/laborers additionally to total salaries
https://clan.akamai.steamstatic.com/images//35574224/dd425b20144f9eca8f3b430ae0d4f150c7d523ad.jpg
Fixed:
- Barley threshing was always prioritized over wheat
- Plowing was skipped before winter crops if planted after summer crop
- Ordering and cancelling quicklime delivery from lime kiln could trigger next batch leading to resource waste
- The oldest person in town didn't show in population age breakdown
- Stable field could get stuck "in season"
- Tree planting stopped if no trees left on the map
- Crash in a combination of village house copying and demolishing
- Stable pasture didn't automatically link to stable
Added/changed:
- Water supply will now happen even if both "by hand" options are disabled
- Barbers will now wear a nice little accessory when they visit patients
https://clan.akamai.steamstatic.com/images//35574224/c7df8cfde8ed1944057a6d10c4c268aead15a866.jpg
Fixed:
- Minor UI corrections
- Crash on placing fences in some cases
- Crash on start in some cases
- Crash related to trade transport animals
- Crash on autosave in some cases
- Added a notification if a tavern serves no alcohol
- Added "Reached a yearly supply limit on water" notification on livestock buildings
- Warnings on livestock feed supply problems now heed yearly limits
- Some more minor optimizations
- The game can now open save files from your file manager (if you use "open with")
- Updated wagon shed help page
- Added resource stats categories description in help
- Added some text formatting in help pages
https://clan.akamai.steamstatic.com/images//35574224/37f9965f9de1af96d7f3ec745901bcbe133658ee.jpg - Now constructed building's properties highlight builders working on this specific building
https://clan.akamai.steamstatic.com/images//35574224/052ea1b0af40f64157be3d0310db3a109d60c962.jpg - Added builder statuses clarifying which building they are working on (if building is selected)
- Added tooltip "Can't change without town hall built" in control panel when appropriate
Fixed:
- Crash on town hall relocation
- Rowhouse, tavern and barber surgery residents didn't use firewood
- Snow had choppy animation in some cases
- Could demolish a field while animals head towards it (lead to crash on arrival)
- Minor UI corrections
- List of builders in construction properties wasn't always shown when appropritate
Fixed:
- Wrong text color in migration status
- Orchard trees were not chopped when needed
Added/changed:
- Optimized info overlays rendering
- Added status "Resources are on the way" for construction
Fixed:
- Workers overlay didn't show teachers
- Minor UI corrections
- Crash on load in some cases
- Mysterious symbols on number inputs
- Construction workers were a bit too chaotic
- Fallow field could be still plown from last year in spring
- Cartwrights could steal horses from saltworks
Current Release
14062023
Uploaded Nov 28, 2023
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System Requirements
How to Install
ostriv.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
462 MB
14062023
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View AllDownload Ostriv for PC with a direct link or via torrent. Get the full version of Ostriv for free. Ostriv is a Indie released by yevhen8.