Presskit

 

YMIR PRESS KIT

Fact Sheet

  • Developer: Thibaud Michaud, based in Toulouse (FRANCE)
  • Release Date: undefined
  • Price: undefined
  • DLC Content: potentially : additionnal cosmetic architectural styles
  • Platform Pages: Steam Greenlight
  • Website: ymir-online.com
  • Availability: Steam (planned)
  • Press Contact: michaud.thibaud@gmail.com
  • Social: SteamFacebook, YouTube, Forum

 

Description

Ymir is a 4X multiplayer strategy game combined with a city builder where each player develops a civilization of pigmen starting at the stone age.
The game is divided in 2 main interfaces : a worldmap view and a region view. Each world tile matches a unique procedurally generated isometric zone that can be explored, settled and built on by players. In each one players can find random resources such as ores , animals or plants depending on the climate, relief and vegetation of the region.

King's council

Features

  • Pigs with clothes.
  • Mutiplayer on local or persistant servers.
  • Complex socio-economic simulator for a chalenging city-building experience on its own.
  • Fully procedural worlds where each region is unique.
  • 7 biomes, each one with its own specific ressources to favor player-trading.
  • Custom settings control to setup real-time or 24/7 games.
  • WILL remain free of any pay-to-win .
  • Advanced diplomatic tools to setup flexible alliances or treaty-binded trade routes between players.
  • Wars and battles that can be witnessed in real-time.

          Focus on Economy

  • No direct control over population and economy. They breed, age, work and buy things according to the simulation.
  • Population divided in social classes with specific incomes, purchasing power and revenues
  • Dynamic resources prices based on supply/demand, rarity and production costs
  • Real economic controls where things like the “sales tax” or “income tax” are actually applied and not just a name representing an abstract gamedesigned rule.
  • Even player consummed resources are taken into account: materials for buildings have to be bough at the market prices, generating incomes to the producers and affecting the economy.
  • A simulator instead of a set of independent game rules : all variables and actions influence each other in a sometimes unpredictible way that makes it frustratingly challenging.
  • Producing too much can be as damaging as not enough, making the logic of the game quite different from classic management games. ( ex: instead of having positive effects, distributing a new ressource can actually unbalance and crash your economy if you’re not carefull )

History

Independent game developer with 3 years of experience in AAA video games studio at The Creative Assembly working on the Total War franchise (was lead environment on Attila Total War). After working on it for 3 years as a hobby, I’m now developping Ymir in full-time since January 2015 with the help of Remi Paul for graphical assets.

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Images

scirie_etapesBattleymir (69)screenshot_29biomes_0003_Layer 15biomes_0006_Layer 6

 

Videos

 Ymir presentation

Biomes 2015 update

Logos

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