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Create your cities from a large set of customizable buildings, manage various production chains, negotiate with neighboring towns to trade, define taxes and policies, and watch as Ostriv’s world reacts to your decisions in a natural way.

detailed economic simulation and human behavior
There's a strong emphasis on interaction with your citizens. People in game act like people: they have their own motivation, needs and skills. Citizens will take jobs only if they are satisfied with them (or they are desperate). They can sell goods and services to each other on the local market. Wealthy citizens could start their own business in your town and hire other people. You will need to influence your city by means of setting prices, taxes and various policies. Each decision will certainly lead to some reaction of the society.

- trade
You can conduct negotiations with other cities to conclude the most profitable trade agreement. Explore nearby cities by sending messengers to find more import and export possibilities.

For more effective resource transportation inside the town or for outer trade you will need vehicles. Wagons, fishing boats and wheelbarrows could be built by a local carpenter or to be bought from outside.
The breeding of draft horses and oxen is also required to move resources as well as for cultivation of fields.

unrestricted building placement
There’s no any kind of grid or angle restriction for placing buildings. Any building could be placed on any angle. Building on slopes is also available.

roads modeling
Dirt roads are formed in a natural way at places, where people move the most. You can build paved roads for more comfort and better aesthetics, but they’ll be used only in case of reasonable placement.

– dynamic seasons change

a unique visual style inspired by Ukrainian architecture and way of life

Official website: Ostrivgame.com (don't forget to subscribe for a newsletter)

If you like my game, you can support it by giving it a like on Facebook or follow it on Twitter
You can also subscribe to my subreddit: /r/OstrivGame/

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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)

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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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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

enjoying those little things.. T.co

Oct 30 2018

A new look of the construction queue. Can now watch the tree removal progress and pause/unpause construction with a… T.co

Oct 27 2018

Reworked the way building footprints work. Now supporting concave shapes and reserved entry areas which are allowe… T.co

Oct 25 2018

I guess some of the players should love this highly requested feature T.co

Oct 16 2018

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