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Steam News · Aug 4
The team is hard at work as I write this, preparing for an internal playtest, which helps us prepare for bigger external playtests. Optimizations are especially tricky for this game, not just because of the thousands of NPCs but also the way the city is generated and displayed. So this time, instead of distracting someone for the time it takes to make a proper devlog, we thought we’d do a little s...
Steam News · Jun 25
It's Tanya here, Content Designer on Streets of Fortuna! Usually, the locations in Streets of Fortuna are procedurally generated. As you saw with Xin’s last devlog, the environments in Fortuna are usually very dynamic and adapt to the residents. But occasionally, we want a very special place to stand out and have a more intentional vibe. The first special location we made was our little cathedral,...
Steam News · Apr 28
Hi my name is Xin, I'm the art director on Streets of Fortuna. Today I want to share the development process of our environment art. The look of our game is heavily influenced by the setting, which is inspired by fifth century Constantinople.Last year, the team went to Istanbul in Turkey for an amazing research trip. We learned so much from visiting historical architectural sites and museums, as w...
Steam News · Mar 9
It’s Brent here, and I’m going to be showing off the cats we recently added to the city. Now, technically, there’s no proof there were tons of cats in Justinian-era Constantinople. But we were at least somewhat inspired by the cat-covered streets of modern Istanbul, but as cats have been present since *at least* Ottoman times, and tend to be rather popular among seafaring traders for rat-catching,...
Steam News · Jan 15
Hey Fortunans!At the bottom of this post you can see we've made a slightly longer version of the trailer we released last month, showing more of the systems and how they work.There's a few different nuances we touch on that I thought I'd take a moment to explain in greater detail. Some of it you might already know if you're chatting with us on the Discord, but some of this I think is new:Survival ...
Steam News · Dec 4, 2025
Attention Fortuna Citizens, Today is an exciting day because we just revealed a brand-new gameplay trailer on the PCGaming Show. It shows off dialogue, crime, survival and stealth features set to a brand new track “Zarya's Shadow” by Omar ‘Dabu’ Dabbous (composer for Streets of Fortuna, Dwarf Fortress and audio lead for Boyfriend Dungeon). Watch the trailer here: Highlights from the Trailer Pickpo...
Steam News · Nov 5, 2025
Tanya here. Today I’d like to talk about how we allow players to build relationships with NPCs, whether it’s friendship or kissing or falling in love. A you may recall, this game simulates thousands of citizens. As a sandbox, we’re trying to help the player tell their story, not listen to OUR story. So rather than maintain hundreds of different dialogue trees, we just have one that almost all char...
Steam News · Oct 8, 2025
Hey Fortuna Citizens! I’m Tanya, the main world designer and writer for Streets of Fortuna. You might know me from content I wrote and designed in Moon Hunters, Boyfriend Dungeon, The Shrouded Isle, or even bits of The Secret World, or Age of Conan. Streets of Fortuna is inspired by Constantinople around 550 AD, so our typical reference point is midway through the reign of Justinian I. I chose Con...
Steam News · Aug 7, 2025
Hey everyone! Brent here (lead designer), talking about character generation in a new devlog. You can watch it here: Our goals with character generation are to: 1 - fill the city, so when you’re walking around, there’s people everywhere and you feel you’re in a simulated world 2 - we need a place for (almost) everyone to live, work, be entertained, etc Each character needs unique traits and tastes...
Steam News · Jul 9, 2025
Attention Fortuna Citizens!It’s Alexandra with a very exciting new addition to the game. You may have noticed that all of our player-characters and NPCs in our videos and screenshots have been a variation of dudes with different hairstyles, clothing and skintones. But things have been a little different lately! That’s because we’ve been busy designing the female model, which ended up being quite t...