Development blog

DevTalk

Design decisions, system rewrites, and screenshots from the Godot build — the same posts we link from Reddit and social.

Oct 22, 2026•Provincia Dev Team

Ranks That Turn and March

Formation drags face the way you pull. Attacks from behind re-slot in place instead of wheeling through bodies. Soldiers only slide — no teleports — and building relocate is gone.

#combat#formation#ui
Oct 14, 2026•Provincia Dev Team

Cutting Flowing Water Cost

Drying one cell no longer rescans the whole map. A flowing 64×64 lake drops from about 20 ms to about 12 ms script time — same depths.

#water#performance#systems
Oct 7, 2026•Provincia Dev Team

When the Colony Talks Back

Thought badges over settlers, a problem-alert stack, place-and-pop juice, and a compact stats panel — so the settlement reports itself instead of hiding in inspectors.

#ui#colony#feedback
Oct 6, 2026•Provincia Dev Team

Cavalry, Cards, and Raid Lines

Battles get Total War chrome: bronze unit cards with live busts, gold facing markers, cavalry that plow through, and raid AI that pins and flanks instead of blobbing.

#combat#cavalry#ui
Oct 6, 2026•Provincia Dev Team

Water as One Sheet

Ponds, shallow pads, ditches, and cliff falls share one continuous surface — depth-graded color, soft shores, downhill lanes — instead of tiled teal slabs.

#water#art#shaders
Sep 14, 2026•Provincia Dev Team

Cutting Colonist Lag

Idle settlers stop burning unused animation clips, haul picks skip beaten depots, and the tutorial reads less like a chatbot.

#colonists#performance#tutorial
Sep 14, 2026•Provincia Dev Team

Water That Sees Dirt Edits

Native sparse CA keeps ponds cheap, digs and raises rejoin the flow map, and turning a well on no longer freezes the frame.

#water#performance#terrain
Aug 13, 2026•Provincia Dev Team

Soft Music Reloops

Day, night, title, and combat beds no longer hard-cut at the loop — a long equal-power self-crossfade hides the AI join.

#audio#polish#ui
Aug 12, 2026•Provincia Dev Team

Missile Volleys at Bow Range

Hunters finally hold the standoff, shoot wood-and-iron arrows, and stop marching into melee after the first volley.

#combat#missiles#art
Aug 4, 2026•Provincia Dev Team

Ten Locales and Clearer Placement

The build UI now speaks ten languages, failed ghosts say why, and day/night agent work is budgeted so the colony does not hitch when the sky changes.

#localization#placement#performance#ui
May 8, 2026•Provincia Dev Team

Colonists and the Haul Board

Thirst sends a colonist to a wet cell. Everything else — jobs, stockpiles, happiness — exists so that trip is not the only thing that happens.

#colonists#logistics#simulation
May 5, 2026•Provincia Dev Team

Aqueducts on a Terrace Grid

An aqueduct here is terrain surgery, permeable piers, and a Blender UV map — not a single pretty bridge prefab.

#aqueduct#water#art-pipeline
May 2, 2026•Provincia Dev Team

Housing on Slopes

Dragging a housing district should not mean hand-rotating forty huts on a terrace grid. We ported a solver.

#housing#placement#performance
Apr 29, 2026•Provincia Dev Team

Rebuilding Water as Cellular Automata

The first water pass looked fine in screenshots and lied about where flow went. We threw it out.

#water#cellular-automata#performance
Apr 28, 2026•Provincia Dev Team

First Steps With Provincia

We picked a 200×200 grid before we had pretty art. That choice still pays rent every week.

#architecture#simulation#grid

Provincia

Provincia is in active pre-alpha. Core placement, water, housing layout, colonist logistics, and battles are playable in the Godot build. Download a build below — expect bugs. No Steam page yet.

Status

  • Pre-alpha — free download
  • Steam — coming later
© 2026 Provincia