Foundation is a grid-less, sprawling medieval city building simulation with a heavy focus on organic development, monument construction and resource management.
The game features in-depth resource management akin to the Anno (Dawn of Discovery) series, expertly mixed with city building elements from Settlers, SimCity, and Pharaoh all topped with narrative encounters inspired by Crusader Kings II to create the ultimate medieval ant-farm simulation!
In this strategy city-builder economy simulation game, players must create a prosperous settlement as the newly appointed lord of a region untouched by man.
Setting to redefine the city-builder genre, Foundation puts the emphasis on the organic aspects of urbanism in the cities of old, powered by Polymorph Games’ in-house game engine, Hurricane, which allows for full mod support and is optimized for the thousands of moving parts that come with building humongous cities.
Among other things, the engine provides the player with robust building tools to create countless unique monuments that can then integrated into your settlement.
With medieval architecture and urbanism at the forefront of its design, Foundation’s vision is to allow players to recreate cities of that period as they envision them or even as they really were.
Grow your untapped land into a great sprawling kingdom as you appease the political factions of your area, all while listening to a beautiful original soundtrack by the veteran composers who’ve created music for Paradox Interactive’s Crusader Kings II, Europa Universalis IV and The Guild 2-3!
Too often city-builders generate squarish cities that seem to be designed by a soviet urbanist of the 20th century or are trying to emulate modern grid-like cities similar to Manhattan.
Foundation aims to break that mold by offering organically sprawling cities much closer to how cities actually grew in the middle ages.
In other words, where most city-builders give you the possibility to create squarish cities on a predefined grid, Foundation’s custom AI and procedural placement will create buildings through a zoning system that is much more representative of what urban landscapes were really like in medieval times!
Buildings back then were constructed by individuals, not architects, they were placed messily and close to each other to reuse existing walls, to confuse invading enemies and to save time walking from one place to another.
As the appointed lord, you will use a “painting-tool” to create zones and then determine which of these zones are residential, resource extraction zones, cultivated lands, forbidden lands, etc.
The AI will then begin building within those parameters and you can watch your peasantry get to work as your city will organically begin growing!
This organic growth is the leitmotiv of our design and transpires in many ways throughout the game.
For example, when a building needs to be constructed between two existing structures that are not perpendicular to each other, the newest structure will morph into the required shape and clip into the void in-between the existing structures like builders would have done back in the cities of old.
Another great manifestation of our organic growth is how the roads are generated in the game. Your inhabitants will travel from one points of interests to another as they carry out various tasks, back and forth from the field to the windmill for example. As they walk on the same patch of land over and over again, a pathway will be created in a winding and zigzagging pattern following their footsteps.
In Foundation, you start by selecting an area to settle your newly appointed estate in a land untouched by man.
Just like players have come to expect from staple games of the city-building genre, your starting area determines the resources available to you.
On the other hand, your settlers have skills that can be used to extract or transform resources, create buildings, etc. They also have needs that must be satisfied in order for them to level up their skills.
Thirdly, players must unlock and build different buildings to either meet their inhabitants needs, like lodging, or to be able to transform resources, like with the windmill.
A big part of the game is juggling this precarious equilibrium between skills, needs, resources availability, building requirements, and resource transformation. Players who are experienced with the Anno (Dawn of discovery) series will feel right at home.
Foundation is meant to be played as Sandbox game with procedurally generated quests and narrative-driven events punctuating the experience. This style of gameplay will be familiar to players of the Paradox Interactive titles, such as the Crusader Kings and Europa Universalis series.
Player’s actions and decisions must carry weight and consequences. As such, one of our main ways to deliver this in Foundation is the Lord Traits mechanic. Depending on the kind of buildings you construct and how you react to events, your relationship with the Clergy, the Nobility, and the Peasantry will be affected.
For example, having a high Piety score could unlock new buildings like the winery, the monastery, or the cheese maker while a high Fealty score would allow you to build keeps, dungeons, and execution stands.
Another crucial aspect of the middle-ages was the unique architectural landmarks of the different kingdoms. To relive this reality in Foundation, we’ve built a creation tool that allows players to conceptualize unique buildings that we call “Monuments”.
These creations have a multitude of prefabricated parts that can be placed, shaped, attached and resized in any way you’d like, allowing for a multitude of different possibilities.
These handcrafted monuments, combined with the organic sprawling urbanism, make Foundation a fresh new take on the city-building genre.
There is no limit to the monuments you can make with this tool. By using expandable textures and node based attachment points, you can easily create whatever you can think of.
Design castles, monasteries, cathedrals, houses and much more, then show your friends and share them with the community!
We believe community-driven content is a must for this type of game, as it adds a ton of creativity and replay value.
Thus, in Foundation you will be able to create your own characters, buildings, quests, scenarios and events through our modding system before sharing them with the rest of the world.
Many of the engine’s tools are already up and running and as our new tools get built we will always be thinking of adding mod support for them. We want our players to be able to let their creativity free and for them to have a platform with which they can share that creativity with the world. All of that begins with mod support.
Most notably, the community will be able to create and import:
- Buildings and characters
- Jobs and Behaviors
- Quests and events
- Objectives and scenarios
- Different topological maps (Stretch Goal)
- And more!
As veteran developers, we worked with many different game engines over the years. We also worked both on titles that were developed with in-house engines and “traditional” or “generic” engines like Unreal 4 or Unity3D. Truth be told, with our strong technical backgrounds, we simply prefer the flexibility and the creativity offered by an in-house custom built engine.
Created in C++, specifically for the needs of Foundation, the Hurricane Engine carries full mod support, has very unique city-building tools and is fully optimized to allow thousands of moving pieces to work seamlessly together as your growing empire takes the land by storm!
We decided to create our own game engine, the Hurricane Engine, to help us iterate as fast as possible with a small but dedicated core team. Fast loading, ultra-simple serialization process, in-game C++ hot-reload, and a bunch of other tools are at our disposal. There’s also time to be gained by working with a tech you know in its finest details.
On top of the optimization, creating our own engine allowed us to build specialized tools dedicated to taking city-building to a whole new level, such as the “Monument” creation tool and there are many more of these tools coming in our development pipeline.
We envision Foundation as the kind of game you can get lost into. Building an extensive settlement from the first stone all the way to a sprawling, living ecosystem is a grand scale endeavor that is a perfect fit for a suiting and immersive soundtrack.
As part of our Community Achievement Rewards, we've revealed the first "Soundscape" track from Foundation's Original OST :
Hence, we are delighted to have our talented friends over at Audinity taking care of the music for the game. They’ve established themselves as skilled veterans of the genre on big franchise games like Crusader Kings II, Europa Universalis IV and The Guild 3.
Want to learn more about the Audinity Team and their past projects? Visit their official website by clicking right here!
Polymorph Games is a Quebec City based indie development studio with a team of veteran developers for PC, console, and mobile. The team previously delivered a dozen projects on various engines like Unity 3D and Unreal 4, as well as custom game engines.
The studio was founded by Philippe Dion and Léo Carnaut-Delord who worked together at Frima Studio in Quebec. Philippe Dion is actually the creator of the original idea that became the critically acclaimed indie game Chariot while Léo was the leading game engine and technology developer on the project.
United by a common vision and the desire to make it a reality, they started their own studio with the objective of creating their dream game. In early 2017, Polymorph Games won the third edition of the Catapult program, a program supported by Beenox and Ubisoft to support promising emerging studios.
During the development months, the team grew as new talents were added and even more skilled collaborators started gravitating around the game.
Pretty cool, huh? You can discover more of Andreas' amazing works by checking out his ArtStation Profile here.
To hear more of Jonathan Grover's work, please visit his official website over at: www.thegrove.audio!
Preview the Windmill in 3D!
Simply play the video below and you'll be able to rotate and zoom the Windmill's 3D model to discover all its details!
Because it’s precisely the right time to do so!
We could've come to Kickstarter sooner with our game idea, but then, our team would have needed to ask for a huge amount of money with no prototype to prove our ability to deliver upon our promises. On the other hand, we did not want to come to Kickstarter with a completed game, since this would've prevented us to address backer feedback and incorporate it into the final product.
We strongly feel that both these approaches spoil the most bountiful fruits of such a campaign: building communication channels with the most dedicated players and early adopters, in order to implement community feedback in a project that already has substance and something to show for!
Foundation is exactly in the middle of that spectrum and is just ripe for a crowdfunding campaign. We are working on a project we strongly believe in and we already invested a tremendous amount of time, energy, and our own resources to create a fully playable technical proof of concept we are coming to you with today.
Here's a summary of the project's past, current and future road-map milestones :
Foundation’s current game development process is sufficiently advanced to showcase our ability to create what we’re proposing, while leaving enough to be done that backers’ feedback and ideas can easily find their way into the final product.
We’re exactly where we want to be at this point, and the next step is gathering like-minded players to help us polish this diamond in the rough so it can shine as bright as we know it can!
To everyone of you, we want to express our most sincere appreciation. Putting together a development team to create a game we are so passionate about is an exhilarating experience and a nerve racking one for sure.
We are pouring everything we have into this project and we believe it has the potential to become something quite special. Still, without you to back this project and play the game, the entire endeavor would become meaningless.
Only when a game is experienced by players does it come to life, and being able to share our vision with like-minded players is the main reason we do what we do.
So to everyone making this incredible ride possible, we humbly and sincerely want to say: thank you so much, you’re amazing!!
Risks and challenges
This project shares mostly the same risk and challenges inherent to any software development process. We are also creating our own tech and we are a small indie development team.
However, we already have put together the technical proof that we can create the game and the features we are setting to build. We also have a strong background, working on multiple commercialized indie and AAA titles.
At this point, we are focusing on gathering motivated players around Foundation to help us bring it to the next level.
Finally, if there was one risk to underline, it would probably be the full release date. We want to iterate with you guys on the game until it fits our vision. Since we want to be able to include player feedback and implement new features, and plenty of polish, we cannot say with certainty when the game will be fully done. That being said, we will make the game available to backers, and eventually other players, before the game is fully released.
We can’t wait to get back to it with you great folks by our side!Learn about accountability on Kickstarter
- (30 days)