- Apprentices and more - 6 September 2026
TutorialSeveral improvements on tutorial steps, reorganized in chapters, with more interaction with player. Possibility to skip a step or an entier chapterPreselection of implied buildingsTexts reworkDegraded productionDegraded production in quality already had an influence on production floating pannel, but it is now displayed in the building view - if concerned, like houses.Assign characterIt is possible now to assign character to event, some buildings, foreign market, and research.Workers requirements in buildingThe missing value has been rework, and more important, now it has a direct influence on the production.Workers are now integrated in the game loop and missing influence depends on building type, field and seat levels.Education field reworkTo get a better consistence with requirements that will be implementedNote of course all fields are not usable at any epoch.And the big one…
- June improvements - 7 July 2026
Moving towards a small demo led to fixing many things, especially in the products flow: producing, requirements computing, purchasing and transporting products. But we are now more confident in values we get in the views : they make sense and each production blocked has clearly an explanation and player can fix the problem.New building : Farm CerealWe introduced the Farm cereal building which will supply Flour Fabric building - perhaps the later was not announced yet, but it's done now and both are part of the production graph.It was also the moment to introduce fractional requirements and to gather energy and product requirements in the same place.New building : Butchery.The counter part of Farm Cattle.Adding feedbacks on building.We had shadding on buildings without energyAnd the concept of "degraded production" : without food, a house is still a house, but for sure, not the best plac…
- Various improvements - 26 May 2026
New weather system, with a slow night and day cycle. Weather economic influence not yet implementedShading of out of order buildings :3D stock displaying - size will be increased, for better readibility.New view "All warehouses" :New view "All education sites" : New view "Stock item ownership", with product filter :New warehouse type : "Products".Redesign of company screen : Production and required products display redesignStock current and max fill, with bargraphLayout changesView "Energy source sites" : more data displayed :View "Stock details" : more data :New log screen which display site behaviour : try to buy, try to produce, etc... It displays both failure and success.Player can now activate and display several flows from different buildings :
- March news - 11 April 2026
We are preparing some testing internal sessions and so we are working on several improvements to enhance "first contact game experience".New icons for produced products in floating panels."Take a screenshot" button.Separate the menu buttons in logical groups.Change the order of the button to propose a "discover the game" experience from left to right - even if the Help button stays on right side.New Status bar in 2 sections above the menu action bar.and a charming bug with the river - that will be fixed ).Add of many help files, and some "full example" for more complex features.Add of internal help links.Context help access from the view to navigate to sub section of help.Sync of the table of content with the navigation result.Rework on the "grant access to warehouse" mode, displaying icon on the concerned warehouse, and above the sites that have access to the warehouse.Rework of the Wa…
- Various improvements - 14 March 2026
First we change scale in order to get a better feeling about building sizes - from 1 to 4.Here after, houses from size 1 to 4 : with the hew House view : We work also to improve design, color space, terrain, and various icons. We had several products and services, visible in a new screen "Products and services" view :We have add several informations on stocks : and introduced the Area volumes and product volumes.We introduced also a help content, with many entries to explain the game mecanisms.We regroup layers settings in a single dialog : The site build has been implemented, to build warehouses.Note as the site build requires both products and workers.We introduced types for warehouses : chemical, mineral, food, manufacturing. And of course previous screens were adjusted, like the Education site view :The Education view : The Energy source sites view : We introduced also the vizualiza…
- Local Automatic Transportation - 16 January 2026
As expected, a transportation model is being implemented in The Blackout Project.The first step focuses on the local automatic transportation system.Here, local means that transportation operates within a limited range, mainly determined by the type of site involved—warehouses or standard companies—with a maximum distance of 2 to 3 hexes.Automatic means that, at least for short distances, players will not need to manually plan routes, purchase vehicles, or manage fleets.Deliveries are driven by purchase orders: consumers place orders with producers, and producers then attempt to deliver the requested goods. For inhabitants, the logic is reversed—they travel to collect goods themselves, for example by going to bakeries to buy food.Once items are purchased, they immediately become the property of the buyer and are no longer available to other companies. A clear and explicit view of item o…
- The education system - 8 November 2025
In The Blackout Project, every company has specific requirements for its workforce.These requirements are divided into four levels:Common (Levels 1–3): non-professional, general workers.Professional Levels (3 Pro, 4 Pro, and 5 Pro): specialized workers, trained in specific fields such as Energy, Farming, Bakery, and many more. (The list of fields is still evolving.)You can also track your population by age group, seeing who is of working age or still studying, and how each level contributes to your nation’s labor pool. A worker’s level only reflects their education and potential, not whether they currently hold a job or a study place.Schools, Students, and SlotsAt the bottom of the education interface, you’ll find information about students — those who are seeking or holding a study slot for the current school year, which runs from September 1st to June 30th.Education sites come in diff…
- The population system - 9 June 2025
In the newly implemented system, each individual is tracked.Every person is born, attends school, and may go on to study—sometimes for a long time, sometimes not. Each individual belongs to a social category, which influences their chances of reaching higher levels of education.After completing their schooling, they begin looking for a job and start working. Children will also be born, continuing the endless cycle—unless, of course, you fail to prevent the blackout.Education at level 3 and above is specialized in one of a dozen fields, composed around fundamental domains of knowledge. Most of the time, people will work in the same field they studied. However, circumstances may force them to switch careers, often at the cost of losing skills—and possibly even a drop in social status. It will depends anyway of the distance between new job field and previous fields.During their working lif…
- v0.13.0 Population simulator - 25 May 2025
A first version of a population simulator has been developed. Rather than having a very artificial variation in the number of individuals, here each person is managed from birth to death. At first, I didn't think I would need so much detail. It is the future management of the assignment of individuals in companies and services based on their level of education that motivated me to do it. We probably won't see people wandering the streets, but that doesn't stop me from trying to give them substance. However, individuals will have a more abstract influence than the characters, another key feature of the game.