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DevBlog: Anno 117 Project Update November 2024
Hey Anno Community,
Not too long ago we’ve released a DevBlog on the first months of our work on Anno 117: Pax Romana, how we tackled starting a new Anno project and creating the vision. If you missed it, you can find the blog here.
But how are things looking like on Anno 117: Pax Romana right now, development-wise?
While – as communicated before – you will have to be a little bit more patient until we show you our “baby” in action, we nevertheless want to give you an update on the current state of the development today.
What happened in the last months
Over the last months, we have made very good progress on the game and recently reached an important milestone which, of course, demanded to be properly celebrated with cake.
Having implemented the vast majority of features, with more content being added each milestone, we wanted to put the game in the hands of players once again and organised our largest playtest yet (a one-week diary study) in September.
We very much appreciated the input from all participants who – in this very much still in-progress version with certainly not final balancing – provided us valuable insights into topics like the progression, various UI elements (e.g. trade route setup or the location of the game speed options) and the age-old question of island size.
So, what are some of the most recent additions and improvements for Anno 117: Pax Romana?
- We have made large steps in regard to the islands and terrain, having recently overhauled many of the island designs as well as trees and rock textures and – going by the feedback from the last internal presentation – reached “I want to go there on vacation” territory.
- Since a few months, there now also are work-in-progress versions of NPCs and the diplomacy system to deal with – no more “I can grab any island I want” situations in the playtests. Time to build more Triremes and protect those trade routes!
- The life of your citizens has always been an important aspect of Anno, and Anno 117: Pax Romana is no different. Reason enough for our animator to add a completely new set of feedback units (people and animals) to the game. Plus, we went and did some motion-capture! More on this in a future DevBlog.
- We’ve also made great strides on the topic of controller support, building on the learnings of Anno 1800’s console version. Providing the best experience for each platform without negatively impacting another remains one of our key principles.
Let’s take a look at some islands!
We have just mentioned that we made significant progress on the islands in the past months. So, as a little (early) Christmas present, we’re excited to give you a first small look at the world of Anno 117: Pax Romana with some early screenshots of the two provinces: Latium and Albion!
Keep in mind these screenshots have been taken from a work-in-progress version of the game and do not reflect the final quality of the game.
This is the province of Latium, close to the heart of the Empire: wide open areas, sandy beaches, lavender fields and cliffs to stand on and watch the sunset from.
“We took strong inspirations from the beautiful Amalfi coast and the bay of Naples. Our goal was to create the typical warm and welcoming Anno feeling. A place that delivers on the fantasy of a game set in this era. It’s sunny, you feel a mild breeze – it’s a place where even the rich Romans in ancient times liked to spend their vacations.” – Manuel Reinher, Creative Director
The province of Albion, much further in the north, has its own visual design: rocky landscapes with high cliffs and mountains, marshy areas, fog and rain – a significant change in scenery.
“We wanted to create a striking contrast between the provinces and the mystic Celtic Albion is perfect for that. It’s the most alien place within the Empire. It’s wet, misty, full of marshland – a place far from home where no civilized Roman wants to be. You will face new challenges in this province, but also new exciting opportunities that these wetlands and the local people unlock in your adventure as a governor.” – Manuel Reinher, Creative Director.
These are the lands our dear Towncrier wandered through back in June in our reveal trailer (Build it!), as you might remember. We’re sure he would also really, really enjoy wandering through these lands in-game…
Anno 117: Pax Romana on Steam
In further news: We’re pleased to confirm that Anno 117: Pax Romana will be available on Steam from Day 1 when it releases in 2025 together with all other platforms: Ubisoft Connect, the Epic Store, Xbox Series and PlayStation.
Wishlist Anno 117: Pax Romana on Steam now by following this link: Steam Wishlist.
We can’t wait for you to get your hands on the game next year on the platform of your choice!
A look into the future
For the next months we have plenty on our hands, including – of course – the feedback points from the latest playtest, all the while planning our communication for 2025.
There’s work to be done on the character portraits and the quests, but also on the music side of things: it wouldn’t be an Anno game without a fantastic soundtrack!
As mentioned above already, we’re also busy working on the UI elements for the many menus that help you with your tasks , as well as the general user experience, the look and feel for Anno 117: Pax Romana.
And there’s the topic of incidents: it wouldn’t be an Anno game without the occasional fire, for example. How often and in which way these appear and how players can act against them, however, are topics the team is still exploring further.
This topic of course also plays into the general topic of “difficulty”, which we touched on above when we talked about the recent playtest.
We will continue to give you the occasional more general development updates like this in the future and – next year – will be able to show you gameplay and impressions of these topics as well.
Until next time!
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Firstly, I thank you for all of your efforts creating this wonderful series.
Secondly, one suggestion on how to make this setting more immersive: The concept of Roman life vs celtic life in the context of Britain had no aspect of island settling, in fact pretty much nowhere in Roman historydid this happen. Having costal areas settled with walls erected at the extent of territory would make alot of sense if you consider hadrians wall etc.
Im aware the game isnt designed for land combat and or conquest that way, but it may be worth making land trade and inland (or coastal) colonising a major aspect of the game, in later periods where European explorers settled lands, the concept of islands in the Americas made more sense, and from a game perspective was convenient, but in my opinion it may appear very out of context within the setting and dynamic you have chosen.
TLDR: Basically its all land battles and inland colonisation with Celts vs Romans in the European area, settling tiny islands is going to be weird with this setting.
Looks fantastic! One thing: If Asterix and Obelix can somehow make it into Anno, I will be very happy!
Looks awesome!
Of course, incidents are necessary. But 117 might be a good chance for you to reconsider the traditional and run-of-the-mill way of city builders, including Anno to take measures against incidents, like putting fire stations with an effect range at even intervals. While such a mechanic works, it’s generally a simple task, and unnaturally copy-and-pasted fire/police stations in a small range of your city are not so immersive.
Their is nothing better in the morning than good news. I’m looking forward to it. Now I hope we get a better estimate date, like early winter (2025), spring 2025, Summer 2025, Autumn 2025 or Winter 2025-2026.
At least I hope we don’t need to wait until december 2025 (I don’t think I’ve got that much patience.) I still hope that it’s possible to make a small independent island as a side project (I really enjoy that.)
Now I have the question: can we build in the rocky terrain? Or only on the flat coast like in ANNO 1800?
This is at least the best news for this week. Now is the question, will I buy it on steam or on Ubisoft connect?
We’ll have more details on the release window next year.
I can only say that we added cliffs and elevation for a reason 🙂
Can we have more “coastline” maps and less islands? 😀 While the islands look great, it also feels a bit same-ish. I think it would be nice to have some new developments in this area.
Hey DogenKigen! Islands are a core part of Anno’s DNA and the game’s challenge and unlikely to go away. We did, however, experiment with larger landmasses in Anno 1800, so, that could be an option for Anno 117 some time in the future as well.
Awesome news! The world already looks stunning! Also looking forward for the soundtrack! 😀
When working on the diplomacy, don’t forget to give some benefit to alliances. In Anno 1800 it didn’t have any benefit and people were avoiding it.
Love the great news. Would like to hear more about the soundtrack if possible. Is Dynamedion doing the music again? Can you please ask them for longer music compositions. The music in Anno 1800 was fantastic but too short. Thank you!
That topic will likely get its own blog next year, yeah, since we know how many fans our games’ soundtracks have.
(and how many people were excited about Anno 1800’s soundtrack on vinyl! :D)
Aaaahhhh… Finally new blog about Anno 117! Honestly, I have almost had withdrawal symptoms due to the silence about the progress. But these pictures (and other pieces of information) are best cure! Looking forward to read more news (soon)! :o)