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Report for the Community #83

Greetings dear Comrades of the Soviet Republic and all the fans of our game. As we continue on the winding path of game development, we sometimes face unexpected turns that challenge us, yet also fill us with excitement. Today, we have some groundbreaking updates that we think you're going to love.

The biggest news we have is that something happened which nobody thought would never happen—we've signed a contract with a publisher. This publisher, Hooded Horse, is friendly towards indie developers and specializes in deep strategic and tactical games. You might wonder why we made this decision. There are several reasons!



First and foremost, we hope this will bring our game to a larger audience. The game certainly deserves it. Honestly, we don't have the resources to conduct effective marketing campaigns, negotiate promotions on STEAM, or provide stronger support for eastern markets such as Japan and China. And we want in to focus primarily on development.


We believe we've found a strong partner in Hooded Horse that suits our needs. Importantly, nothing will change in our approach. We'll continue with our usual development, and our overall strategy for developing and selling the game will remain the same. We hope our player community will only notice improvements, without any negative differences.

Shifting gears back to what’s at the core of our endeavor: game development. We have a landmark update to share today. We understand the frustrations you’ve had with road construction, where pathways, crossroads, and waypoints break your roads into annoyingly small segments. That's about to change.

We implemented changes that will make the construction of a road one from junction to junction. Connected pathways and waypoints will not divide the construction site into smaller segments anymore. This will improve the construction process and allow you to construct roads faster. Also, the pathways crossing the road will remain functional. This means less disruption for walking citizens even though they will not be able to use the road under construction itself.

And this change will apply to road upgrades too. You will be able to upgrade roads now without them being fragmented into small segments. But not only that. We improved the tool for road placement. You can use it instead of batch upgrade to assign multiple roads divided by junctions while holding the button. Just remember junctions will still divide road construction into segments. This also mean that pathway upgrades will remain as they are, divided solely by junctions.

We trust these adjustments will make your in-game construction experience far more enjoyable. And we're optimistic that our new partnership with Hooded Horse will take the game's outreach to unprecedented heights. While we excel in coding and development, we acknowledge the value of expert marketing, and that's what our new alliance promises to deliver.


That's all we have for today's report. But life isn't all just pixels and code; remember to enjoy the other facets of life, and keep an eye out for our next update.


Thank you for your support.

3Division Team




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Vasil Vasilev
Vasil Vasilev
Sep 30, 2023

there should be a way to downgrade roads like when you`ve built a trolleybus road but you want to turn it into a normal one without having to demolish the road and build it again.

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joseph gecho
joseph gecho
Sep 28, 2023

also why are substations capped at 2.5mw now? when building dense modded urban areas i relied on a a modded High voltage substation to supply 10.5 mw and now i cant.

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joseph gecho
joseph gecho
Sep 28, 2023

when can we make intersections for road and rail on bridges and in tunnels? this is by far the most annoying hurdle in compact city planning.

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joseph gecho
joseph gecho
Sep 28, 2023
Replying to

especially when designing a metro network as one part of it alway as to be above ground.

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whiteg1971
whiteg1971
Sep 25, 2023

I like the realistic mod, but I find the pace of construction to be slow, boring hours often pass because there is no enough money and construction is boringly slow.

The basic structure of the cities is ok, but why is there no village structure, buildings such as the "culture house", which in itself is a cinema, theater, sports building. During the socialist era, the villages had cultural and sports centers that met several cultural and sports needs. (You shouldn't always build a cinema, swimming pool, sports center, museum for a small settlement or village.) Villages also lack buildings that provide a couple of police stations and a couple of health services at the same time. (One half of the…

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donaldduckinger
Sep 22, 2023

I would like to see an additional realism option to this game - earthworks:

You would need to get dirt from somewhere to fill up holes for example. There could be something like a 'busstop' for earthworks machinery and in 250m radius you can Perform earthworks, these earthwork/landscape changes can be planned like a construction site, if you you have the same volume of holes as you cut away hills, then you will not need to deliver dirt, otherwise you have to transport dirt with dumpers from or to the earthworks site - depending on if you fill or dig a volume.

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