What the developers have to say:

Why Early Access? “This is a one-man project that i have been developing on my own for many years now. The game is quite complex for one person to manage and has a very large scope combining things like multi-player, city building, procedural worlds, battles and 4X elements...

I now feel the game has enough content to be enjoyable to play, but it still has too many issues and lacks polishing to consider it a 'finished' game: this is why i decided to make it an Early Access.” Approximately how long will this game be in Early Access? “Development on this game will continue as long as I can keep it going, and its ambitions will be readjusted based on the game's reception.

The line between Early Access and effective release is therefore blurry and hard to define. Once i believe a sufficient quality standard and stability has been reached, i'll move out of Early Access.” How is the full version planned to differ from the Early Access version? “Please note that this being a one-man game, it is unlikely it will ever reach the quality standards of most other 'indie' games being developed by teams of several people, let alone of professional games.

The first official full version will probably still have many issues.



If the game encounters enough success to gather a community and sustain myself, i plan to continue its development even after ending the 'Early Access' and to work on currently planned 'major updates' adding new content and gameplay such as: factions, religion, culture, immigration, multi-architectural styles, naval, waterworks, additional ages, AI players and modding support.” What is the current state of the Early Access version? “All the core gameplay mechanics are functional ( construction, diplomacy, events, techs, economy, battles, worldmap, multiplayer... ).

The game currently covers roughly periods from the Stone Age to the Classical/early medieval Age.

It includes about 200 buildings, 130 unique resources, 170 technologies, 7 'biomes' and 60 different units.

The client and server lack debugging and optimization and many UIs lack polishing and more detailed informations to make the game experience more intuitive.” Will the game be priced differently during and after Early Access? “No.



Why is it this expensive ?

Ymir is a niche game, and as such it means a smaller potential public, so a higher cost per game. I've also been working on this game for a very long time: started in 2011 and as a full-time activity since 2014.” How are you planning on involving the Community in your development process? “I will be using the Ymir Discord to gather and discuss feedback.”