- Paleon Reinvented Devlog #2 - 30 June 2025
When developing Paleon Reinvented, I decided to completely rewrite the user interface system to make working with it significantly easier and more efficient.Problems with the Old SystemIn the original Paleon, each UI element was difficult to add and configure. I had to hardcode positions for many elements, which is an extremely poor development practice. This led to violations of the DRY (Don't Repeat Yourself) principle — you shouldn't duplicate code — it's better to create a universal solution that can be reused.Additionally, the old version completely lacked the ability to scale the UI, which created problems for players with different screen resolutions.1. Test Scene for UI ElementsFor more efficient testing and debugging, I created a separate scene containing all the game's UI elements. This allows for quick verification of changes without needing to run the entire game.2. Anchor P…
- Paleon Reinvented Devlog #1 - 8 June 2025
In this devlog, I want to share how a simple and familiar algorithm — Flood fill — helped me massively speed up pathfinding in my game.Why Bother?Imagine you have a big map filled with obstacles: houses, walls, trees, etc. When a creature wants to move from point A to point B, the game needs to figure out if it’s even possible to get there.Running a full pathfinding algorithm every time — even when there's clearly no path — wastes time and resources. So I decided to precalculate which areas are actually connected and only allow pathfinding when it makes sense.The Idea: Divide the Map into isolated zonesEvery time the player places an unwalkable structure (like a wall) on a tile, the game runs a Flood fill algorithm from each walkable side of that tile.The algorithm explores all reachable walkable tiles connected to that side and tries to form a new isolated zone.You can think of it like…
- Paleon Reinvented Devlog #0 - 3 June 2025
Chunk-Based Tilemap Architecture The tilemap system in the game is based on a chunked layout, where the full tilemap is divided into multiple chunks depending on the tilemap dimensions and the configured chunk size. This architectural choice significantly improves performance and memory efficiency, especially for large maps. The number of chunks depends on both the overall tilemap size and the chunk dimensions. For example, a tilemap that is 128 × 128 tiles in size, with each chunk being 8 × 8 tiles, results in a grid of 16 × 16 chunks. Each chunk is internally represented as a render target texture (RenderTarget2D). Whenever a tile inside the chunk is modified, the corresponding chunk is marked as dirty and automatically re-rendered to its new texture and disposes the old one. To optimize rendering performance: Empty chunks (chunks that contain no tiles) are skipped entirely and never…
- Paleon source code is now public! - 27 May 2025
Hi everyone! I’ve decided to release the source code of Paleon to the public — now you’re free to explore and study it. Since I started working on the project early in my programming journey, the code isn’t very readable, extensible, or maintainable. Currently, we are working on two new projects (which is why there hasn’t been much news from me): Ay Bulak — I’ll share more about it soon;, Paleon Reinvented — an updated version of Paleon with all the improvements and features I couldn’t implement in original version of the game., 🔗 Source code: https://github.com/TheRickMountain/Paleon If you’d like to contribute your own changes or improvements to Paleon, feel free to message me — I’ll be happy to help! 💬 Join the discord channel to follow the news of the projects: https://discord.gg/bnGvx8mXyB
- Paleon Achievements! - 8 February 2025
An achievement system has been added to Paleon! With new updates there will be even more achievements!
- Paleon 1.6.1 Multiple tools update - 25 January 2025
Changes/Updates: Creatures can now carry multiple tools of different types with them at once Settlers, while hunting, can use both melee and ranged weapons at the same time Added a new tab to the creature UI where all equipped tools and clothing are displayed Creatures can equip tools from tiles Ability to manually remove equipment from creatures Partial revision of localizations
- Paleon 1.6.0 Dry manure fuel, Treadmill and assigning settlers to the hut - 11 January 2025
Features: Dry manure fuel - a new type of fuel, used for heating housing and cooking Manure drying area Treadmill - used to generate mechanical energy by animals and settlers Ability to assign settlers to a hut Updates/Changes: Removal of the "Equip weapon" order (The mechanics of tools will be changed soon) Wooden plow and copper reaper now have durability Updated the cost of building walls and floors Settlers stop working when they want to sleep Fixes: Reworking the localization
- Paleon 1.5.3 New localizations and Improvements - 28 August 2024
Updates/Changes: Renamed the "Hut" category to "Settlement" Moved grave and dolmen to the "Settlement" building category Removed the "Religion" building category Added repeatable recipes for threshing floor and thresher with hay as the target product, allowing control of hay production through "Production Limits" Included fuel in the recipes for clay oven, kiln, copper smithy, iron smithy, and hearth Bug fix: Resolved an issue where only one animal would spawn when purchasing multiple animals of the same type New localizations: Chinese (Simplified and Traditional) (Thanks to EJane) Turkish (Thanks to :D)
- Paleon 1.5.2 Hotfix - 8 August 2024
Fixed game crash when trying to open the trade window
- Paleon 1.5.1 Animal fat, Oil lamp, Japanese localization! - 8 August 2024
Features: New item "Animal Fat", obtained from pigs and boars New structure "Oil Lamp". Used for lighting, consumes animal fat as fuel New food "Pemmican". Crafted from dried meat, animal fat, and berries Updates/Changes: Old wild animals can now defend themselves too Male mouflon has a 50% chance to attack a settler during hunting Health of animal offspring reduced by 50% Health of old animals reduced by 30% A settler with critical health cannot hunt and will seek a hut for recovery. If the settler cannot find a hut, they will try to escape from the animal Localization: Added Japanese localization. Many thanks to "Allgames-kari (Alis)"
- Paleon 1.5.0 Purchasing animals and trading posts! - 11 July 2024
Features Possibility to buy animals Trading post (replacement of a merchant). Updates its assortment once a day Now to grind flour you need to use a "Mealing stone" instead of a "Mortar and pestle" Updates/Changes: Added sound when making a trade in the trade window "Mortar and pestle" is now only used for grinding ores Price adjustments for some items Fixes: Localization fixes in the trade window Trader can now sell hay The exclamation mark did not disappear from the “Mortar and Pestle” construction button The duration of the effect displayed the number of days, along with the number of hours Modding: A lot of work has been done in the field of modding, here are the main ones: Transferring all technologies to a json file Separating animals of all ages into separate json files for ease of working with them
- Paleon 1.4.1 - 29 June 2024
Localization: Added string formatting using string.Format("{0} test {1}", "AAA", "BBB") for increased localization flexibility. Modding: Moved the definition of technologies and items that should be unlocked at the start of the game to a separate default_unlocks.json file. This simplifies modification of starting conditions and allows easy addition of new elements in the future.
- Paleon 1.4.0, Modding, Patreon - 25 June 2024
Patreon Dear Paleon players! I have an important announcement to share with you. I recently started a Patreon page and it's opening up new opportunities for our community. Why Patreon? Development support: Your support will help me devote more time and resources to Paleon development. Tutorials: Thanks to your support, I plan to create a series of lessons on developing colony simulators. It's important to note that support through Patreon is completely voluntary. Paleon will remain available to everyone, and your support will only help us grow faster and create more content for the community. If you are interested in this opportunity, you can find my Patreon page at: https://www.patreon.com/paleodev Modding Before I tell you about the update, I want to share one more important information about Paleon. From the very beginning of development, the game was created with easy modification i…
- Paleon is now available on Linux! - 9 June 2024
I'm excited to announce that Paleon is now available to play on Linux!
- Paleon Reinvented - 5 June 2024
The Return of Paleon: A New Chapter! Hey everyone! I know, I've been gone for a while, but I haven't been idle. I have some great news: for the past two months, I've been working on a new game engine for Paleon! "Why?" you ask. I'll explain everything. Paleon Legacy Paleon's journey began in early 2019 (already 5 years!). Initially, it was my hobby project, a way to hone my programming and game design skills. Through this game, I learned to code in C#, understood how to write code effectively and what not to do. However, over time, Paleon accumulated problems that needed refactoring. A massive amount of interconnected code made things difficult: a single change could disrupt vital parts of the game. This led to fewer and fewer updates. The idea of creating a new engine was lingering for a long time, but I was afraid of the workload. But I finally decided to "reinvent" Paleon. Paleon Rei…
- Paleon 1.3.1 Hotfix - 25 April 2024
Bugfix: Fixed a soft lock when crafting an iron smithy required iron, which can only be produced in an iron smithy. Now the iron ingot can be crafted in the copper smithy.
- Paleon 1.3.0 - 12 April 2024
Features: New construction: "Noria": Used to lift water from wells, for further supply to irrigation canals. New item: "Iron Bloom": Now, instead of iron ingots, the bloomery furnace produces iron blooms, which need to be reforged into iron ingots at the forge. Dogs can now be assigned to settlers: The assigned dog will always follow the settler and assist them in hunting. Added background music: Currently, there are 2 compositions. Updates/Changes: Clothing no longer has a shelf life: It only deteriorates when worn by settlers. Fixes: Items no longer get stuck in walls: They are moved to the nearest passable tile.
- Paleon 1.2.0 - 20 November 2023
Features: - New food "Pea soup" - New resource "Sheaf of Barley" - New resource "Bunch of Peas" - New building "Thresher" * Allows you to get barley seeds and hay from a sheaf of barley * Allows you to get pea seeds and hay from a bunch of peas - New building "Threshing floor" (analogous to a "Thresher", but only animals can work in it) Changes/Updates: - Planting plants no longer requires seeds - Pea sprite update - Reduced cheese crafting time from 300 to 50 - Crafting flatbreads and raisin buns now requires a pot of water - To open the "Grain Processing" technology, you now need the "Pottery" technology - Changed barley growth rate from 12.5% to 10% per day - Change in pea growth rate from 8.33% to 12.5% per day - Now the UI with a general list of resources opens to the "I" button
- Paleon 1.1.0 - 7 November 2023
Features: A window with the total number of resources, in which you can choose which resources to display in the general list Ground tiles become overgrown with grass after a while Updates/Changes: French localization updated Bridges can now be built in deep water Hive descriptions now display the reason for stopping work Bugfixes: Sometimes buildings occupied an incorrect number of tiles
- Paleon 1.0.2 Hotfix - 3 November 2023
Fixed game crash when building a mine