Hello, Kate, game designer at SuperCity, is here! Today I want to tell you what's new in archaeological expeditions. 

Let's review them one by one: 

1. New graphic design of maps
Our artists took the matter seriously and realized their wildest dreams! Now the maps will be more voluminous, with new landscape details and several visual levels. The zones of each location will be connected by updated bridges and stairs. This will make the visual component of the expedition more impressive, and the playing the event more exciting.  Our artist Ann will tell you more about the visual changes below. 

2. Secret spots
Each location now has 1-2 secret places containing pleasant rewards when you find them. Just shh, don't tell anyone about this, it will be our secret! 

3. Changes to quest chains and map balance
Along with the visual part, obstacles, quests and objects to be restored have also changed. We tried to update each location as much as possible - its design, quest chains, storyline and buildings that need to be restored. 

4. Dedicated items for the Mobile Stand
We also worked on the Mobile Stand tasks to make them more convenient to complete and bring you more benefit. Now, when removing obstacles in each location, in addition to items for completing the main quest, you will receive separate items for the Mobile Stand. You can then use these items in the Mobile Stand to get additional expedition energy. You no longer need to choose what to do: complete the story quest or the Mobile Stand quest! 

Also, taking into account your feedback about the inconvenience of the day and night change, we disabled night in archaeological expeditions so that the game is as comfortable for you as possible. 

I hope you will be pleased with these changes and will enjoy playing. 

New year - new archaeological expeditions!

New look for archaeological expeditions 

Hi, my name is Ann. I am a 2D artist and I want to share with you great news about changing the look of archaeological expeditions!

The original maps of archaeological expeditions have not been updated for a very long time. All their elements had long since fallen behind the level of graphics that we adhere to in our story expeditions, and it was time to update them.

At the same time, it would be wrong to simply redraw all the locations. I wanted to set a noticeable structural difference between the maps of story expeditions and archaeological maps.

Changes in structure

I was thinking about how to make the archaeological map fundamentally different from the story map. And then I had the idea to change the direction of the characters' movement. In story expeditions, the character moves horizontally across large open areas. Here, I tried to change the direction to vertical and divide the game zones with the help of chasms, gorges and rivers. I wanted to create a feeling of presence in the location - as if you were climbing high into the mountains or exploring mysterious caves.

After trying out different ways to visualize this idea — huge underground worlds, ancient ruins, and more — I settled on an option with unexpected but simple cubic modules. I calculated how many modules would be needed to quickly assemble a variety of maps (15 different types!), planned out what elements would be needed to connect them (bridges and stairs), and started working on the artistic part of the task.

Visual component

There was a lot of work ahead, and I decided to start with the main thing - creating a unique atmosphere for each location. To begin with, I made a rough and very quick sketch to set the basic mood. For example, in the picture below, I wanted to create a feeling of a mysterious area lost in impenetrable forests, so that the cold, dark greenery would favorably shade the warm and bright game zones.

Working on locations

It was very important to make the expedition locations look visually different. That's why I worked a lot on the sketches. At this stage, artists always try to use different combinations of contrasting colours. Warm stones and muted greenery, sandstone and lakes, sparkling snow cliffs, so that you can easily distinguish the locations and explore them with enthusiasm.

Constructor

So, we took the resulting set of cubic modules and imposed different design options for locations on it. In the end, we got a kind of constructor for each type of location. It both refreshed the visual perception of the maps and gave the artists more freedom for creativity. I was inspired by the numerous options for designing the locations walkthrough and how easily the artist can now lay them down. To be honest, I can’t wait to put together the next map!

Set of map elements

Each type of location has its own ladders and secret spots, but the fences and gates are made universal: this is more convenient to work with and at the same time it seems to unite the journey through different climate zones into one long adventure.

What’s next?

During my work, I was constantly thinking about adding more fun to expeditions, and I tried to make the maps varied and pleasing to the eye. I sincerely hope that you will enjoy the visual updates to the maps!

And, I'll tell you a secret, we still have a lot of plans! Stay with us to go on new exciting journeys!