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Report for the Community #79

Updated: Aug 6, 2023

Greetings, esteemed comrades of the Soviet Republic and devoted fans of this magnificent game. As you may already know, after a rejuvenating vacation week, we have returned to our offices with renewed vigour and determination. The evidence of our dedication can be seen in the changelog of the latest update, released following our much-needed break.


Our ultimate goal is to present the game as version 1.0, and to achieve this, we must conquer several smaller milestones on our ambitious roadmap. Among these milestones is our mission to add more diversity to existing structures and fascilities, enhance graphics, and expand the array of available vehicles and mechanisms. Furthermore, there may be additional milestones to strive for even after the grand release.


Today, we take immense pleasure in presenting you with some captivating images showcasing the remarkable work of our graphic designers, both internal and external. First and foremost, we unveil new textures for pipelines and a complete replacement of liquid storage models. Additionally, we are introducing two smaller sizes of liquid storages, which will prove to be invaluable in facilitating fuel and liquid fertilizer distribution.

In our unwavering pursuit of excellence, we have embarked on updating the appearances of the brick factory and electronics assembly halls, transforming them into symbols of industry and innovation. These models will be automatically updated after their release.

Furthermore, our relentless pursuit of visual perfection led us to revamp the visuals of open storage under the expert guidance of our internal graphic designer, Vlado. As we march forward, we have other graphical improvements planned, as we endeavour to offer you the finest graphics possible in version 1.0. Your insights and suggestions are deeply valued; feel free to share them with us through the Steam Forums if you believe there are structures deserving of further attention from a graphic design perspective. Your feedback shapes the evolution of our game, and we believe there are more in-game models worthy of our graphic designers' love and care.

As we work diligently to fulfil our vision, our esteemed comrade 4smiler is diligently finalizing the introduction of currently missing wagons in the game. Additionally, our esteemed external graphic designer, Karel, is tirelessly toiling to infuse the game with the marvels of western mechanization.

These graphical enhancements are not intended to alter the way you play the game fundamentally. However, the varied sizes of storages offer practical utility, while also providing a visual spectacle for your enjoyment and screenshot endeavours. We recognize that some games may focus on playability with less emphasis on graphics, but in our game, we aspire to offer both worlds: profound playability within the constraints of the engine and captivating visuals that delight the senses.


We hope you revel in the diverse facets of our game. It may not be flawless, but its greatness shines through as long as you derive joy and amusement from it, and we relish every moment of the development process. You play the game, and we play with the code, a symbiotic dance of creation and experience. In this process, we gain invaluable knowledge and experience, propelling us towards the realization of future projects that were once mere dreams. At present, we gather wisdom and expertise, paving the way for a brighter tomorrow.


Stay tuned for forthcoming reports, where we shall divulge more about what lies ahead. In the meantime, remember to cherish life, indulge in merriment beyond the screen, and ensure your safety. Be assured that we value your unwavering support, and together, we shall embark on an unforgettable journey.


Thank you for your unwavering support,

3Division Team.

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54 commentaires


Ern Dub
Ern Dub
30 juil. 2023

I'd like an improvement in tracking down your buildings, vehicles and resources. Once your town expands it's hard to remember where certain buildings are. Rotate the map and it gets harder still. Maybe a "hot spot" map for example: where your hospitals are, distribution centers, pubs, bus stops where grain is being stored, each with a graduated scale from green to red for amount of utilisiation, efficiency etc. Thank you comrades for making a great game. It's lovely to get lost in an imaginary town far away, the smell of the gulags.....

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aaj
29 juil. 2023

Mechanika procesu przemieszczania się ludzika jest słaba. Trzeba mu pokazywać na którym przystanku ma się przesiąść do innego środka transportu. Przydałby się mechanizm jak w 'Transport Fever', gdzie ludziki same odnajdują sobie ścieżkę i używają odpowiednich pojazdów by dotrzeć do celu. No i rozjazdy krzyżowe na kolei, to podstawa organizacji ruchu kolejowego na większych stacjach.

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Juan Pablo Ferro
Juan Pablo Ferro
26 juil. 2023

Muy importante HAY UNA FALLA en el tutorial de Residuos, cuando intalamos la instalacion de servicios, no se conecta a la ruta principal y no hay forma de seguir con el tutorial...

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jdjd Jd
jdjd Jd
26 juil. 2023

im happy to see that you are getting rid off these ugly asphalt squares under some buildings, in my opinion they shouldnt be a thing especially because we can just plop asphalt wherever we want

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Filip Gregor
Filip Gregor
25 juil. 2023

One thing that definitely comes into my mind speaking of playability improvements: Hospitals. Now I have to provide healthcare only by building large hospitals and every worker in need of medical treatment has to visit them.

There should by some kind of small clinic, with small capacity and a single or none ambulance parking space. They could make health care more decentralized (I know, that is supposed to be viewed as a bad thing), more available for distant locations and, after all, more realistic too.

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