
Haven
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Save a group of travelers by finding the ancient artifacts! Haven is a lightweight town-management sim, somewhere in between a non-spacial version of Dwarf Fortress/RimWorld and Civ Clicker. As more people join your haven, the more frantic it gets!
UPDATE December 6th:
I've added a "postcompo" version to the itch.io page. If you plan on rating the game, please play the original compo version first, otherwise, I recommend the updated version.
A changelog of the new features:
Changelog for the postcompo version:
- Added OpenGL 3.1 support, which means some people with very old intel GPUs can play.
- You can now resize the window! Sizes below 1280x720 are not guaranteed to be readable, though. The default screen width is now 1400x720, which solves a lot of text wrapping problems.
- Fixed and tweaked some transparency. Backgrounds should be darker now.
- Made buttons larger and added a rim. This should make it easier to identify and hit them.
- Added a list of changes to people (health, hunger, etc) at the end-of-day screen.
- Clarified some text with regard to traders.
- I think I fixed some of the weirdness with hunger that was happening, though maybe only I noticed that.
- Fixed some events that weren't working as indented.
- Tweaked the overall speed and balance of the game. The beginning is now much slower, green events occur more often, and buildings' work costs have been tweaked to be easier.
- Added a couple new events. Sometimes, builders and craftsmen will show up to help you, for a fee. People sometimes have rough days as well as happy ones.
- Added some colored text and animated effects to help draw attention to things: if there isn't a crafting/building job set, the job text for people working on that will be red; the message text in the beginning now moves to grab your attention; the tutorial text about crafting/building is now in green.
- Internally, I've split stuff up into multiple files and worked to compress some of the noisier code. It's much nicer to work on now.
Hopefully for those of you who enjoyed the compo version, the postcompo version is more fun to play. I'm working on a postmortem and kind of development philosophy now; maybe that'll be interesting for some of you too.
The game is written in C using SDL2.
Windows 64-bit only.
The game is played only with the mouse.
UPDATE December 6th:
I've added a "postcompo" version to the itch.io page. If you plan on rating the game, please play the original compo version first, otherwise, I recommend the updated version.
A changelog of the new features:
Changelog for the postcompo version:
- Added OpenGL 3.1 support, which means some people with very old intel GPUs can play.
- You can now resize the window! Sizes below 1280x720 are not guaranteed to be readable, though. The default screen width is now 1400x720, which solves a lot of text wrapping problems.
- Fixed and tweaked some transparency. Backgrounds should be darker now.
- Made buttons larger and added a rim. This should make it easier to identify and hit them.
- Added a list of changes to people (health, hunger, etc) at the end-of-day screen.
- Clarified some text with regard to traders.
- I think I fixed some of the weirdness with hunger that was happening, though maybe only I noticed that.
- Fixed some events that weren't working as indented.
- Tweaked the overall speed and balance of the game. The beginning is now much slower, green events occur more often, and buildings' work costs have been tweaked to be easier.
- Added a couple new events. Sometimes, builders and craftsmen will show up to help you, for a fee. People sometimes have rough days as well as happy ones.
- Added some colored text and animated effects to help draw attention to things: if there isn't a crafting/building job set, the job text for people working on that will be red; the message text in the beginning now moves to grab your attention; the tutorial text about crafting/building is now in green.
- Internally, I've split stuff up into multiple files and worked to compress some of the noisier code. It's much nicer to work on now.
Hopefully for those of you who enjoyed the compo version, the postcompo version is more fun to play. I'm working on a postmortem and kind of development philosophy now; maybe that'll be interesting for some of you too.
The game is written in C using SDL2.
Windows 64-bit only.
The game is played only with the mouse.