EverCraft 2 brings new systems and even more unfolding crafting gameplay:

1. Prestige any recipe in the game for bonuses
2. Craft units and send them on expeditions for powerful rewards
3. Craft and upgrade special artifacts
4. Realm system with ability to ship items from one to another

Discord

Updated 19 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 3.2 out of 5 stars
(6 total ratings)
Authoryukitarogames
GenreSimulation
TagsIdle
ContentNo generative AI was used

Development log

Comments

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(+1)

Any plans for beyond 5th tier?

unfortunately not anytime soon

took me 35 days to get to tier 5. Nice game to play while you wait or do something in the meantime that requires you to take breaks. 

Soul Catcher is one mil of the luminary things, doesn't show up under your game; this is tier four. Found a solution in your discord; leaving this here in case it doesn't get solved/for anyone who doesn't wanna go through discord

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Something in tier 5 is causing the calculation for how many armies to send out when hitting the 100%/10% buttons to be wrong and sending out more armies than I need.  I suspect it's not taking the new magic realm wonder into account.

Also the worker display is breaking a bit when it gets over 1000 (starts overlapping with the + symbol), and it's getting tedious to add/remove workers 10 at a time.  Holding enter to rapidly repeat the action helps but it still takes a bit.

You can control click to assign all

Can't figure out how the soulcaster is made?

It's in magic realm, keep making more creatures.

Arcane Soul Production does not benefit from Tier4 :(

should benefit now. try refreshing

Really enjoyed playing your game, I slowed down my own progress by using ascension too early :)

Is the Soulcaster not in the game yet, or how do you obtain it? 

Ah found it, 1m luminary :D

its in the game but doesnt do anything until realm of earth which im still working ont. glad you enjoyed the game.

nice work, I made a portal knight today, I suppose those also are not yet of any use ?

(4 edits)

curious is this normal behaviour ?  From what I understand difficulty = strength so matching difficulty level with amount of knights should be working. My T1 knight outputs 11.7 strength now so for the shard 2 expedition I should need 86 T1 knights to reach 100% ... and the calculation before starting mission for 100% shows 262 knights needed ... so why adding more knights to my squad gets every knight self strength down ?

( also why does 100% my knights be killed every single try , whos carrying the reward if nobody remains ? xD )


after 1 day in realm of war ... so painfull ...

All expeditions units have diminishing returns. The effect is amount^0.8.

Realm of War is a bit tough to get going but it does speed up a lot after you send your first artifact. You probably want to work on Prime Realm for a while before shipping to Realm of War. When you can make 1k nullstones in an hour or two you should start shipping artifacts.

Deleted 38 days ago
(1 edit)

Now much better, stronger R1 expeditions, can manage stones fine

the question mark remains on Shards#4 expeditions ... seems its out of reach esp cost-reward wise ... no idea if more knights past T7 but current seems unfit there

I press the blue button in the middle of the app container or whatever its called (it said something like start game, now it says restore game) and get the following text on a grey page

 "

This XML file does not appear to have any style information associated with it. The document tree is shown below.

<Error>

<Code>AccessDenied</Code>

<Message>Access denied.</Message>

<Details>

Anonymous caller does not have storage.objects.get access to the Google Cloud Storage object. Permission 'storage.objects.get' denied on resource (or it may not exist).

</Details>

</Error>

"

seems like an intermittent itch issue. I'm assuming it works now?

Minor bug:  the amount of pixies arcane warden says it produces isn't taking into account the ascension production bonus (though, the tooltip and the per second counter to the side have the right amount, and the actual production amount is correct too)

Hrm, oh wait, the ascension production bonus is a speed bonus not a quantity bonus. Guess it's not a bug.  Think I was confused by how it's listed in the tooltip.

(1 edit)

Icons keep breaking on realm switch or maybe after a certain amount of time or something.  A refresh brings them back but it's annoying.

Can you let me know if it happens again? I think i fixed it

I've occasionally seen some icons be missing on realm swap but they recover within about a second now, so seems good so far.

(1 edit)

suddenly had it happen again. had to refresh.  was specifically everything in the village tab this time.

(1 edit) (+1)

Feedback: I've been enjoying this game quite a bit so far: the progression, unfolding and simplicity have all been great. Hitting the Realm of War, however, has hurt my desire to play. A double prestige layer in which you need to reset into a slower zone to get to a greater reset into T2--I immediately feel like the drag of this section.

Imo: make the realm of war an exciting place! Not a burden on progressing further into the game. Give it rules that sound fun to play with, not just almost purely painful. Or if you want the section to be an "increase in difficulty", (which in this design is just that it drags out for longer) find a way to increase difficulty without slowing down the game significantly. Make the difficulty about harder decisions or some other force weighing you down. Or let the first zone have more influence in this zone right away. Like maybe the first zone's mana or gems boost this zone's crafting or something. A full reset into a slower zone is just ouch.

Just my two cents. This game has been great so far so I'm just a little peeved when I hit a wall I feel less inclined to climb.

I'm stilly playing in-case my upfront judgement was misguided, but I'm also just letting you know what my initial impact of this section was.

(1 edit) (+1)

Thanks for playing and than you for the detailed feedback. First let me say that what you are noticing is real and shared by many players including myself. I think it is healthy for a game to oscilate between feeling powerful and feeling challenged, and the beginning of RoW is certainly challenging. I think you will find things unfold better than you might expect. Shipping artifacts to RoW is a big boost that starts  rapid progression in RoW (after you ship the first artrifact, the next one isn't far behind, and with artifacts you can get enough sword production to push the RoW expeditions for compounding progress). Additionally, the tier2 reset is not painful. You keep all your artifacts, both altars, prestige. You really only lose inventory which you will recover in an hour or two.

I don't claim the balancing is perfect, only that I try to notice when it goes too far in one direction and I correct.

As for having more interesting cross-realm mechanics - to be honest that was never the vision. Not because I don't think it's cool, but because I didn't think I could handle the complexity with my current game design skills. So to be transparant what you can expect moving forward:

Realms get more novel (R3 is very different, and the upcoming R4 even more so), but the cross-realm mechanics stay flat. Old realms become (check in a couple of times per day) as the latest realm is meant to capture majority of attention. 

(3 edits) (+1)

Great! I'm glad to hear you sticking to your vision. What you are describing makes sense, especially with the oscillation of difficulty and power. I'll stick with it to continue to feel it out.

Just some more brainstorming: to help curb the initial "wall" feeling the introduction to this section has, make it so the Realm of War have some very clear bonuses (global or for R1) that this section introduces. Maybe prestige/sacrifices in future realms have small bonuses to previous realms, something like that. I imagine this "Quest" mechanic I have yet to see could have some impact like that, but because I don't see it right away, I'm more left with this feeling of having to climb a separate mountain than the one I've already been climbing. --and then I feel the exhaustion "groan" instead of excitement as a player.

Maybe a better way to put it is I was expecting a power spike for the Realm of War and not uncovering another difficulty layer. Its possible my own personal bias led to that expectation and subsequent frustration. Its just that uncovering a "Realm of War" sounded so cool, ya know? And it takes some work to unlock it as well. But when I did unlock it, it felt more like I opened a piece of coal for Christmas. Do with that what you will.

A quick note: of the effects you list as the RoW's positive "Bonuses", Sacrificing Batch + Cap are actually negatives as sacrificing in this realm is just plainly more expensive.

Anyways, again, great game. I'm definitely rooting for ya and how you refine your craft!

Kinda liked the first game, it functioned on mobile. Will this recieve any mobile support?

I'm getting there. You can play it on mobile here https://yukitarogames.github.io/evercraft2/ - its not amazing but it works.  Reducing UI scale in settings helps. 

(1 edit)

Neat

(+1)(-1)

why not finish the first game

(+1)(-2)

I don't know what you mean by finish, but I regretted the design decision to reset progress between universes in EverCraft 1 and did not feel like developing further under that paradigm.