Posted September 19, 2023
Dear Fermi Paradox Community,
This update has been cooking for a while, and we are happy to present you with a ton of new features. The Ganymede update, fittingly named after the biggest moon in our solar system, will introduce a completely new type of species — synthetic civilizations. They will emerge and can potentially rebel against their biological creators. This will introduce a new challenge in the late game — since with more advanced technology, the chances of a machine revolution will also increase.
We made two major changes to the gameplay of The Fermi Paradox.
First we streamlined our Flare system so that players can choose between 3-4 types of flares for every star system; since we noticed that searching through all planets in the galaxy to choose the optimal flares was not very interesting. Flares can also now be picked up with the keyboard and the controller, and we added a system to automatically pick up all the flares of a specific type in a row. Additionally, we added a lot of flare texts that detail more thoroughly the status and development of the current society.
The second big change is that we removed the random chance in the final technology event that usually ends the game. It was just way too frustrating when a 90% Utopia society got unlucky and triggered a negative ending. Now a fixed threshold is needed to reach a positive ending. Since the contrast between utopian paradise and dystopian hell is quite extreme, we also introduced a neutral, more ambiguous ending for the societies that are stuck somewhere between dystopia and utopia.
We added a lot of new variables and flare texts which can be combined in many ways. Some of these combinations may be a bit strange. If you encounter something out of place, feel free to post a screenshot here in the forums or on our Discord.
This update has been cooking for a while, and we are happy to present you with a ton of new features. The Ganymede update, fittingly named after the biggest moon in our solar system, will introduce a completely new type of species — synthetic civilizations. They will emerge and can potentially rebel against their biological creators. This will introduce a new challenge in the late game — since with more advanced technology, the chances of a machine revolution will also increase.
We made two major changes to the gameplay of The Fermi Paradox.
First we streamlined our Flare system so that players can choose between 3-4 types of flares for every star system; since we noticed that searching through all planets in the galaxy to choose the optimal flares was not very interesting. Flares can also now be picked up with the keyboard and the controller, and we added a system to automatically pick up all the flares of a specific type in a row. Additionally, we added a lot of flare texts that detail more thoroughly the status and development of the current society.
The second big change is that we removed the random chance in the final technology event that usually ends the game. It was just way too frustrating when a 90% Utopia society got unlucky and triggered a negative ending. Now a fixed threshold is needed to reach a positive ending. Since the contrast between utopian paradise and dystopian hell is quite extreme, we also introduced a neutral, more ambiguous ending for the societies that are stuck somewhere between dystopia and utopia.
We added a lot of new variables and flare texts which can be combined in many ways. Some of these combinations may be a bit strange. If you encounter something out of place, feel free to post a screenshot here in the forums or on our Discord.