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Nested Lands News

Dev Digest: October

October brought some exciting new features, improvements, and polish to the world of Nested Lands. Here’s a look at what’s been added and enhanced this month:

- Redesigned interfaces for various features, and added status markers above NPCs’ heads.
- The player character has become more expressive with added eye animations, making interactions feel even more lively.
- Introduced a new village log system to help you keep track of everything happening in your settlement.
- Expanded tutorials for more features and points of interest (POIs) to make your journey through Norovellir smoother.
- A more detailed game map now includes marks to help you navigate and explore with ease.
- New quests have been added to support village growth and prosperity.
- A new tutorial board in the village includes notes to guide you as you develop your settlement.
- Balder now interacts more dynamically with players and villagers, with improved dialogue to enrich the story.
- A new status effect – Happiness- was added to keep your village thriving.
- Unique workwear has been added for different professions, allowing for a more immersive village experience.

Stay tuned as we continue expanding and refining Nested Lands! Let us know your thoughts on these updates, and keep an eye out for more as we get closer to alpha testing. 🌲

Nested Lands at Steam Scream Fest!

🎃 Nested Lands is joining Steam Scream Fest 2024! 🎃

Survivors, get ready to face the horrors of Norovellir during this spooky season! We're excited to announce that Nested Lands will be part of Steam Scream Fest 2024 among other amazing spooky projects!

You will get an opportunity to try out the alpha version of Nested Lands soon and experience the eerie Plague-infested world firsthand. Stay tuned! 

In the meantime, we've updated the Steam page and presented our new key art that's better reflecting the in-game changes.

💀 Don't forget to wishlist the game and stay updated on all upcoming features and content.
Prepare your settlement and your courage... danger lurks around every corner! See you in Norovellir! 

Dev Diary: Villager Professions

In Nested Lands, founding and running your own village is a task far too large to tackle alone. That’s why finding and recruiting villagers is not just helpful, it’s necessary.

We’ve now talked at length about the villagers in previous diaries. This is because Nested Lands is a management game at heart, so all of its features converge upon them. We have discussed previously how to recruit NPCs, as well as what makes them unique, like skills and traits, and the possibilities their uniqueness may bring to the village. Today we will focus on villagers' jobs, at least the ones that will be available on the upcoming Alpha.

For a village to thrive, certain needs must be met for its people. Villagers must have a place to sleep, just as they must have food, water, functional tools and weapons, and even laws and occupations that turn a simple place to live into a true bastion of civilization.

Today, we’ll discuss the occupations and jobs that players may entrust upon their villagers. They fall under three categories: Gathering, Crafting, and Service.




[h2]Gathering[/h2]

Gathering jobs are the cornerstone of your village. They are the simplest, yet most vital of jobs: collecting and storing raw materials to be used by other workers. In the early stages, most of the available jobs that the player may designate will be of this nature, which, in the alpha, will include roles like Gatherer, Wood Chopper, and Miner.

Wood Choppers and Miners are exactly what they sound like. They chop trees for wood and mine large rocks for ore, respectively. Gatherers on the other hand are more general, collecting a variety of simple resources from the grounds around the player’s village. Things like cotton, berries, plant and reed fibers, and even wooden logs and stones are some of the resources Gatherers can collect. As development progresses, we might add a larger assortment to their purview.



Looking for a moment beyond the Alpha and into the future, we also plan to add other Gathering jobs such as Hunter, Fisher, Forager and Water Gatherer to the full release.

[h2]Crafting[/h2]

Crafting jobs are more advanced. They are the occupations that will transform your settlement from a simple group of people living together into a self-sufficient village. As the name implies, Crafting jobs require using raw resources and transforming them into complex finished items. There are a large variety of Crafting jobs, and that’s where the Work-related traits we discussed in the last diary matter the most. In the alpha, Crafting jobs will include the Carpenter, Blacksmith, Apothecary, Cook, and Weaver. All of them produce certain types of specialized items:

  • Carpenters turn wooden logs into planks and other wooden resources;
  • Blacksmiths use mainly iron scraps to create tools, weapons and armor;
  • Apothecaries turn herbs and plants into medicines to treat the Death Plague, making them particularly important;
  • Cooks turn raw produce into proper meals, thus feeding your people for longer periods of time;
  • Weavers turn cotton and linen into fabrics, which can then be used by other crafters, and create uniforms for all jobs, improving their efficacy.




We have many more jobs planned for the full release, like the Brewer, to create all manner of alcoholic beverages, the Potter, who creates clay and ceramic items, the Tanner, master of all leatherworkings, and the Butcher, who turns animal carcasses into meat-based resources.


Service

Finally, Service jobs offer different types of public service to your village, usually (though not always) through the use of a produced item made by the Crafters.

In the Alpha, there will be four Service jobs:
  • Guards, who protect the village from raiders and other enemies,
  • Builders, who take the necessary resources and finish planned buildings in your stead, as well as craft the simplest of resources, like turning Wooden Logs into Wood Pieces,
  • Cremators, who burn the bodies of the dead, be they friend or foe, to stop the formation of Plague Foci within village grounds,
  • Farmers, who use Plant Beds to produce vegetables and other food products.



Meanwhile, the final release version will also include Nurses, who tend to the sick and may slowly treat those infected with the Death Plague, Priests, who improve the morale of any religious villagers, Animal Caretakers, who tend to the animals, and the Tavern Keeper, a friendly face to keep spirits high through merriment and drink.



[h2]Occupational Buildings
[/h2]

In total, there will be twelve jobs in the Nested Lands Alpha, as well as another twelve joining in the final release of the game, which makes twenty four possible occupations for your villagers. There will be a suitable job for every character! While Gatherers obviously work in and around all of the village grounds, Crafters and Servicers will require occupational buildings for their labor. These buildings are the initial requirement to unlock these jobs and serve as the workplace and source of materials they will use to complete their respective tasks.

For example, if a Builder needs to work on a new construction project, they will look for resources inside any of the village’s Crafter buildings. The same applies to Service occupations, who all work inside of specific buildings, like Priests in a Church or Guards in Watchtowers. But what happens if the Crafters find no resources at their workplace?



[h2]A Living Village
[/h2]

The vibrant feeling of life in the player’s village is one aspect of the game that our team has worked very hard on and is very proud of. Our team has worked very hard to create a vibrant sense that your village is alive when you play. We feel this sets our game apart and we take great pride in it. From engaging events, and ambient dialogue lines to even potential crimes, the interactions among villagers of different occupations will immerse you in the life of your village.

While the player can (and should) regularly check on any issues and requirements for the villagers to complete their tasks, the villagers can also cooperate to finish all necessary steps to complete a certain goal. For example, if the Builder needs more wooden planks to finish a new house, but there are no planks available, they can create a “request” for that material, which will automatically toggle the Carpenter to produce new Wooden Planks. In turn, if there are no Wooden Logs for the Carpenter to use, a new request will be sent to the Wood Chopper to collect more. Once they are ready, the Carpenter will take them so production can resume as usual. After the request is satisfied, all villagers return to their usual routine, whatever it may be.

Of course, if you make sure to leave your village well-supplied before going to explore, such measures may not be necessary, leading to a better rate of completion for villager tasks. Still, as we have said, managing a village can sometimes be too much for one person alone, so giving the villagers the ability to solve problems by themselves allows any overworked leaders to take a breather.



The team is hard at work making the village management experience in Nested Lands the best it can be! We've covered a lot about the villagers, but there's still much more to explore about village life — like Crime, Ordinances, Events, and even a special person who will be your right-hand in managing it all.

If you don’t want to miss any of it, remember to join our Discord server, wishlist the game on STEAM, and, especially, sign up for the UPCOMING ALPHA, which is coming soon.

September Dev Digest

Greetings, Survivors! 🌿

September brought exciting updates to Nested Lands as we continue refining your experience in Norovellir. Here’s a quick rundown of some things we worked on this month:

  • Additional Professions: Villagers can now take on more diverse roles, helping to strengthen the settlements and improve their daily lives.
  • North Plains Updates: The North Plains region now features new Points of Interest (POIs) and dangerous Plague spots.
  • Plague Mechanics: NPCs who succumb to the Plague will now leave behind a Plague focus, spreading its corruption.
  • Movement & Battle: We’ve refined player and NPC movement and animations, especially during battles, to create more fluid and immersive scenes.
  • New Resources: New gatherable resources like ginger root and green herbs were added for crafting and medicinal purposes.
  • Player Plague Status: After contamination, players will now experience new Plague effects, adding an extra layer of danger and strategy to survival.
  • Multiplayer Enhancements: We’re working hard to improve multiplayer functionality for a smoother cooperative experience with your friends.


Thanks for your continued feedback and support! Stay tuned for more updates as we move toward the alpha test. See you in Norovellir!

— The Nested Lands Dev Team

Dev Diary: Villager Traits

The world of Nested Lands is dead, and so is anyone foolish enough to attempt surviving the horrors of the Death Plague without the aid of others. Last time, we explained how important villagers are to the success of any would-be settlement, and today, we further this explanation by highlighting how traits and skills can shape both a villager and the place they occupy in your village.



As a quick reminder, in the last diary entry we mentioned that skills and traits give authenticity to each villager, showcasing what they do well and who they are. For skills, we mentioned Farming, Forester, Defender, Crafting, Apparel, Cooking, and Medicine, while for traits, we showcased the seven categories to which they might belong: Habit related, Needs related, Plague related, Event related, Religion related, Stats related, and Work related.

Now, let’s dive deeper into these categories.

[h2]Work Related[/h2]

As we said, Work related perks may be among the simplest, but they are also some of the most impactful traits for the day-to-day life of your village. If you are deciding who to assign as your new blacksmith, a character with the “Handy” trait, which improves Crafting speed by 15%, is an obvious choice, while someone with the trait “Clumsy”, which slows down Crafting by 15%, probably won’t be your first choice.

Needs Related

The same can be said for Needs related traits. While the “Neat” trait, which makes a Villager’s Hygiene decrease 20% slower, might not seem that useful, that person would be uniquely qualified for the role of Cremator, which involves burning the bodies of the dead. Since that job comes with a high chance of infection, someone whose Hygiene status is usually high makes for a perfect candidate. Likewise, filling the Cremator role with someone with the “Slob” trait, which makes a Villager’s Hygiene decrease 20% faster, would only be a good idea if you were trying to start a pandemic.

Not sure why you would want that, but hey, it’s your village.



[h2]
Religion Related[/h2]

Religion related traits are still in development, but here are two which are already finalized: the “Very Religious” trait and the “Proud Atheist” trait, which, to put it in simple terms, make any character with one of these traits hate someone with the other. Meaning that if they work together, or, even worse, live together, you might have to deal with their issues a lot.

[h2]Plague Related[/h2]

As the name implies, Plague related traits revolve around a Villager’s reaction to, or otherwise opinion on, the Death Plague itself. It is difficult to describe them, as most of these traits are completely unique in their own right, such as the “Greater Good” trait, which might cause a character to kill any other infected villagers (without your consent or knowledge), or the “Plagued Smile” trait, which grants any villagers with this trait a happiness bonus for each contaminated person in your village. What can we say? Some people just want to watch the world rot.

[h2]
Stats Related[/h2]

Stats related traits are most similar to Work related traits, but revolve around stats instead of skills. For example, there are the “Hale” and “Fragile” traits, which either increase or decrease a Villager’s health by 15% each, making them particularly effective (or ineffective) guards.



[h2]
Event Related[/h2]

Event related traits represent a Villager’s reaction to something that has recently happened. For example, a “Scared Villager” will not help fight invaders during raids, preferring instead to find a place to hide. While that is obviously not great, it is in no way as bad as the “Turncoat” trait, which adds a chance at every raid for that Villager to change sides and join the invaders, not only costing you one villager, but also adding an additional enemy you must defeat.

[h2]
Habit Related[/h2]

Finally, Habit related traits are among the team’s favorites, as well as some of the most unique ones in the game. For this reason, we will only reveal one such trait for now, as we really want players to experience these for themselves when the game comes out. That said, we believe this one trait is not only self-explanatory, but will also provide a good idea of what to expect from this category, and that is the “Cannibal” trait.



[h2]
Quests and Dialogue[/h2]

Obviously, some of these traits are not going to be revealed to you as soon as you meet a character. Some must be discovered by earning that person’s trust and learning about their past, while others will only be revealed after their effect takes place. A “Turncoat” won’t tell you they might betray you, no matter how much they trust you, and neither will a “Cannibal” say that they crave human flesh, at least not until you have already learned about that side of them.



Still, there are signs to look out for. While some are more secretive than others, we have crafted dozens of Villager quests and requests, as well as hundreds of dialogue lines for the residents of your village. Among those, some are unique to villagers that possess certain traits. That means that a quest’s description, an ambient line, or even a character’s answer to a simple “How are you doing”, might very well be a clue to a hidden trait, which you can use to preventively banish a character (though other villagers won’t approve of you doing that without a cause) or to stop a crime from happening in the first place.


The topic of Villagers is just too big for a single diary, and we hope you’re excited to recruit (or kill) as many of them as you can. And, of course, there is still more for us to discuss, such as crimes, quests, buildings, security, ordinances, and much more. If you don’t want to miss any of these, be sure to subscribe to the upcoming closed alpha, to join our discord server, and to wishlist the game on STEAM!