Greetings Comrades of the Soviet Republic, we passed through another week and now we can report you more good news regarding our favorite game. Lot of progress was made in past weeks and we are almost ready to make the latest version available for internal testers. If everything goes well, they will be able to start their testing during this weekend, but even if it will be delayed, next week we will have more people testing new features.


We made some adjustments for GUI to allow you copying links more comfortably. Then we implemented one useful and broadly desired change for mines. Until now you were not able to see how high quality the source of mine is before you built it. In new version the quality of source will be displayed before you place your blueprint, allowing you to make the perfect placement. This should help color blind people too. We are also making line spacing available for your lines. You will not need to turn on C+H+E menu to make it available anymore but you will be able to manage that for your lines separately.

Another massive change which will be implemented is connected to fuel distribution. We are adding fuel storages to Construction Offices, Distribution Offices, Technical Services, Gravel Quarries, Agro-farms, Hospitals and Fire Stations. On one hand, it may make your life a bit more complicated regarding the number of facilities you will have to supply with fuel, but on the other hand all the equipment stored in those facilities will be able to be refueled without the need to leave their home, but if in the vehicle's workplace fuel will be not available vehicles will go to refuel on regular gas station. Additionally, you will be able to restrict delivery of mechanisms from Construction Offices to Construction sites to transportation using trucks.

New Additions

From new things we want to mention addition of a new helicopter for construction purposes, new bulldozer, new heavy flatbed truck and a bunch of Yugoslavian vehicles. Then we have a new Fuel Power plant for you. It has a bit lower output than the coal power plant but for beginning it will use oil as its fuel to produce electricity. Our plan is to add natural gas later and that will be the main fuel then. The initial idea is to have natural gas as a side product from oil rigs in future. We will see how that will be realized in the future, as it will affect heating too and there is a need for additional content to be created.

If you are interested in seeing some raw footage from upcoming update, one of our team members Forzion, was streaming last weekend on YouTube playing with latest development version. It was recorded live and was not edited but you may see some of new features there.

Thank You for Your Support

3Division Team

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Greetings Comrades of the Soviet Republic, we are back with another report for You after a week. As the development progresses, we are closer to switching the upcoming update 0.8.4. to internal test branch to make it available for internal testers. It will probably be a matter of weeks to get there and then to public test branch. And we also have some fixes which were released to public test branch recently and will be released to public stable version next week probably on Monday.

We successfully fixed several reproductible crashes and attempted to fix some others. One was related to deleted airplane; another one was related to missing audio device. There was a missing warning about unelectrified railway for piece of track between bridge on the one end and building on the other. And now you will be able to copy ship or airplane schedule to a brand new one, which was not possible. You can read more in the changelog.

From new things which we are working on, we want to mention notifications first. The overhaul of this was broadly requested and we received a lot of feedback concerning that. In upcoming update, you will be finally able to delete all notification at once. But there is more. You will have notifications about potential problems like traffic jams, or if a train is waiting too long, or if it is in collision, or if you do not have power or heating working reliably. You will be notified also if a citizen is sick and no ambulance can reach to him. This will happen when the ambulance will be unsuccessful making 3 attempts to reach the sick one. Then you will be notified when happiness or health of inhabitants of certain building drops below 50%. And additionally, you will have some custom notifications you will be able to set for your facilities, for example, when factory stops working, when a shop runs out of supplies, or when a construction is finished.

We were working on particles for helicopters. When they are taking water or pouring it upon a building in flames there will be animation for that. We are also working on GUI and we added dialog for saving and loading directly from the game. No need to leave into menu anymore. We also made some optimisations for the game to make it a bit smoother. We tried to reduce refresh rate for citizens and buildings in a way, that the game will not do that for all of them each frame, but only for 1/3 of them. It seems to be working fine and in a test map with 200k citizens we jumped from 19 FPS to 25 FPS on our test machine.

And one more change which is coming is related to fires. Until now if your building burns down it collapses, and you may struggle to replace that if there is infrastructure around it. We are implementing a change for these buildings. In upcoming update if the building collapses while burning down, the game will (after the debris is cleared) place a buildable blueprint of the building right into the same spot where it stood, and you will be able to easily rebuild that using money or construction offices. We hope that these additions and changes will solve some of your problems and make the game better. Stay tuned for the next report!

Thank You for Your support

3Division Team

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Greetings Comrades of the Soviet Republic. We have got some underground news for you in this report. But let us talk first about some fixes which will be implemented in version of the game. There are some issues players were complaining about connected with loading and unloading of trains (or other vehicles). It happens that when a train is loading in a station, that even it does not have „wait till loading“ ticked, if there is a slow flow of resources, it will not leave until the flow stops or the train is fully loaded. That should not happen in future anymore.

Other similar issue is related to trains with mixed resources loaded with different types of cargo wagons. For example, if you have a train which is transporting steel and mechanical components and you want to unload only mechanical components, you cannot use „wait till unloaded“ now, because the train will not be able to unload all resources if not all of them are required at a station, and thus it will wait indefinitely. Then the other case is with loading, when you have a train which has multiple types of wagons and you want to load only one type of cargo in the station, but the train would not be able to fully load, because not all wagons could be loaded if you ticked „wait till loaded“ in schedule. These issues should be fixed in upcoming update ( Trains will try to load or unload only resources which are specified in their schedule not the whole cargo space.

Then we want to mention how the game deals with inflation over time. You may be aware of some ridiculous numbers people get in their accounts after a century of success in game. It was addressed in the past but we think it is worth to mention as not everybody knows about that. The game has basic initial prices for resources and work. If these get multiplied 1000 times over time, then in the beginning of next year the game will offer you a dialog in which you can divide your money by 1000. That way you can get from billions back to millions.

Underground Mode

And now we want to introduce you the underground mode. This will be another view for you available while planning your infrastructure. It will offer you another layer for your infrastructure and you will be able to see pipelines, tunnels and even vehicles, trains and people moving underground while in that view. You will be able to create underpasses for pedestrians with multiple exits and draw pipelines underground. It will be possible to connect an underground pipe to surface pipe or directly to the facility if the connection will not be too high above surface.

We want also to allow you to place buildings over underground pipelines with other infrastructure. It will work in a way that you will need to plan and build your pipes first in a free area, and you will be able to plan surface structures above that after. With that in mind we want to revisit the current limitations connected to building and terraforming above tunnels too. We hope you will enjoy these changes when implemented as their will offer much more options and significantly improve the game. Stay tuned for the next report!

Thank You for Your support

3Division Team

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