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Ostriv aims to raise the bar of city-building experience by adding a huge amount of possibilities and removing annoying limitations. It allows for truly organic town layouts without the grid and angle restrictions on a three-dimensional landscape. The goal is to make player’s creations to become alive and believable communities where real-life problems would arise, thus making the late game a new challenge rather than a repetitive chore.

You can watch the development of this masterpiece from afar on Facebook and Twitter or you can join by purchasing an alpha and help by providing your awesome (or, even better, awful) feedback!

You can get current alpha directly from the official website: Ostrivgame.com

The current alpha contains 28 basic buildings, 3 maps, advanced farming with crop rotation and ploughing, organic dirt roads modeling, dynamically changing seasons, basic trading by land and some other things you would expect from a city-building game.

A lot of things are yet to be done. Check out the current roadmap to see what’s planned to be added before Ostriv becomes a finished game.


  • campaign (story mode)
  • improved trading: trade by sea and by river, negotiations, discounts, reputation
  • more statistics(production, consumption, trade etc.)
  • more production chains
  • education, religion, entertainment
  • graveyards*
  • crime, justice and security
  • more types of housing(row houses etc.)
  • more types of bridges, paved roads
  • pigs*, sheep, chicks✓, orchards, more crop types
  • more sound effects and music*
  • improved graphics and optimized performance for bigger cities
  • Linux (and maybe Mac) support
  • weather effects
  • improved navigation*
  • cats and dogs
  • more believable behaviors, social activities, animations
  • more realistic products consumption*, real demand for food variety*
  • products quality, spoilage
  • worker experience, sharing experience, manager skills
  • private businesses
  • vehicles wearing out*
  • more town hall functionality : advisors, policies, personnel management
  • more maps with different landscape types
  • ability to select camp position
  • better tree models*
  • better UI*
  • more languages
  • complete game manual and in-game tips
  • more options, customizable key bindings*
  • customizable building colors, ornamentation
  • customizable building forms, free-form fields
  • modding support (level editor, building editor)

* – confirmed in upcoming Alpha 2

You can get current alpha on the official website: Ostrivgame.com

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Alpha 1 release notes


So, the first public Alpha 1 is now available to purchase on Ostrivgame.com and I finally managed to find some time to write a changelog.

So, what’s new:


    • The biggest – completely new building models and construction animation, that took me almost the whole September, which I constantly posted on my twitter
    • on this occasion, there are also icons now for all the buildings:

    • improved selection of fishing spots
    • main menu
    • UI scaling feature (100 to 300%)
    • other graphical options
    • wooden bridges
    • popup window showing total amount of resources
    • added construction status in build queue tooltips
    • export stock feature on trading post
    • overall UI improvements
    • new plowed field texture

    • fields creation improvement – can now get back to previous step with a right click
    • improved fog a bit
    • somewhat reduced birth rate
    • all trees can now be chopped or planted:

  • some new sounds added
  • cowshed workers can now also mow grass for hay
  • autosave feature
  • now scaling kids correctly depending on age
  • improved visuals for wheat and potatoes; also reed and other plants in winter
  • improved fence snapping
  • women can now also be assigned workers on a farm
  • a lot of other small stuff and balancing


  • water reflection was glitchy at the top of the screen in fullscreen mode
  • now removing doors after building demolished
  • glitchy shadows on distant ice and plants
  • oil workshop production limit didn’t work
  • build priorities sometimes didn’t work when construction started on game paused
  • now cow marked for slaughter can also starve to death
  • two cowsheds used same fallow field
  • families got stuck on “moving out” forever
  • foresters refused to produce firewood in some cases
  • foresters don’t try to chop trees out of map bounds anymore
  • now rendering shadows on doors properly
  • weird stuff when relocating carts back and forth
  • thaw roads glitch
  • wrong bulls number in population stats
  • random crash with cattle trader
  • job preferences were breaking build priorities
  • a bug when workers were hired where they shouldn’t (like several people at the market stall)
  • now correctly saving citizens clothes and portraits
  • corrupted save related to hay dryers
  • crash after trade deal terminated
Ostriv Alpha 1 is now available for pre-order

Ostriv Alpha 1 is now available for pre-order

News 1 comment

Announcing the start of pre-order with gallery update.

Patch 9 release notes

Patch 9 release notes

News 1 comment

Development update and progress report on a city-building game Ostriv closed testing.

Patch 8 release notes

Patch 8 release notes

News 2 comments

Development update and progress report on closed testing.

Status report and closed testing announcement

Status report and closed testing announcement

News 1 comment

A short list of features I've been working on for last month.

Comments  (0 - 10 of 32)

Эта игра мне очень нужна! :D

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is ti coming to steam? and if I get it on the site would I get a key?

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You get a key from humble and the patches on on the same site as well. It is rather easy without steam :P

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How to download

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Those automatic built paths are the result of erosion caused by traffic since people prefer the faster route to their destiny. I got it. Then I think they should pop up as mud paths and slow traffic instead of those paved ones that improves the speed up. As it turns to mud, people should avoid it and find a new fast route that should be walking beside it. As they do that, the mud path should get wider. A village center would became a mud pit e.g.
Paved paths should be built at high costs of both workforce and resources. It might add an interesting dynamic and realism to the game, players will avoid packing buildings at the beginning and since they build pavement they will be able to get back and fill the gaps left between buildings.

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banished is nice, but this is a beautiful game!

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Latest tweets from @ostrivgame

Fixed a bug when pausing construction consumed extra resources. Did anyone even know about it?

1hour ago

Developers tend to have a bit distorted perception of their games. When you see a loading screen hundred times per… T.co

Jan 17 2019

Now with improved cart logistics they can build 9 houses by the end of July. Looks like it's time to add more details to construction

Jan 8 2019

It's so funny that you get all these automated spam letters saying they want to play your game on twitch even thoug… T.co

Jan 6 2019

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