Smartphone Optimization ~ Update

By now I guess you might be bored to hear that we are working on optimizing the game for mobile browsers.

Well, lately we have done a big step in this direction and today we are very happy to share a video with you.

This is a preliminary version of how the game could look like in the future on your smartphone, when using Google Chrome.

In the upcoming weeks, as soon as the feature is stable enough, it will be activated on 3 Codex Victoria game worlds: COM, FR and IT and on the PTR.

In the login page, if you enter the game via smartphone using Google Chrome as browser, you will be able to decide whether to use this version or the standard mobile version.

We will collect your feedback on usability and, if everything looks stable and cool, we will activate this feature on all the game worlds which are running on the 4.5 version.

We hope this is a step in the right direction and we can’t wait to hear your feedback!


Game Update ~ New user interface, tribe-specific buildings and backgrounds

Many of you have already enjoyed the new user interface, backgrounds and tribe-specific buildings in the Codex Victoria game worlds. In the last couple of months, we gathered a lot of feedback and we are now close to the release phase.

But before we consider the details of the changes, we need to go back a little more than a year to August 2018, when the Closed Beta for Path to Pandora started.

That moment represented a turning point in the game development. As of then, we started developing two different game versions (branches) at the same time, which also needed to be maintained. And well, it’s not like we doubled our team size.

From this moment on, every bug fix and every new feature had to be included in both game versions, raising the effort of maintaining the two different game versions and increasing the risk. This also heightened the possibility of bugs appearing and passing through our QA controls undetected.

So, how could we make things better?

We decided to proceed slowly and start by finding out what is the perception of the tribe-specific buildings, new user interface, and new backgrounds. We did that using surveys. In the last 12 months, we sent several of them and we also applied some improvements to the new UI and buildings according to community feedback. For example:

  • We added a notification that shows when a daily quest is ready to be collected
  • We added colors to make it easier to recognize where the hero is

In the last survey carried out this October on the Codex Victoria game worlds, the level of satisfaction regarding the new buildings, user interface and background images was so good that we took it as a sign the time has come.

For what? You may ask.

To release it worldwide.

Don’t panic! We know some of you have some conflicting feelings about the toggling navigation bar. From our survey, we were not able to clearly detemine whether it’s liked or disliked. (Data)
But we’ve decided to take the safe route: By early 2020 at the latest, the toggle will be changed to something more like what we have in the current UI.

What will the implementation of the new user interface bring to the game?

By implementing this, we’ll go back to having one branch. This results in less complexity for developers and more time for XAP to test the release more thoroughly. What’s more, since July 2019 we already started developing a decent number of new features for the new game version only. These especially include popular requests during the LOT2019 event, like the improved farm list and the wave builder, to name just some of the more expected ones.

When will it happen?

All game worlds starting from December 1, 2019 will launch with version 4.5 of the game.

What does version 4.5 include?

  • The new user interface
  • The new tribe-specific buildings
  • The new backgrounds
  • The new contextual help

By introducing the new contextual help, the old tutorial will be removed and all tutorial benefits will be applied directly as soon as you enter the game.

Right now, we’re also evaluating some technical solutions that will allow us to update the currently running game worlds to this version. We see the toughest challenge as well as the biggest impact for gameplay being the position of the main building. Moving to the new user interface will force us to move all the main buildings of all the villages to a new spot. On the other hand, updating the running game worlds to this version will allow us to implement the upcoming features mentioned above here as well. Our aim is to find a solution and roll out this new version on the running game worlds by the end of January at the latest.


Halloween Picture Contest 2019 ~ Highlights

Did you spend a spooky Halloween this year? Some Travian-players certainly did!

Our Halloween picture contest is now a tradition on our Forum, but every year we are stoked by your creativity. You always go the extra mile with your Halloween art!

Once again we were not disappointed. Let’s check out some of the (many) amazing artworks that were submitted.

nabucodonosor27 (Hispano)

Alt (Israel)

jasmina986 (Balkans)

lucasnand (Lusobrasileiro)

MadFairy (Russia)

Mancino_IT (Italy)

We are already looking forward to next year’s masterpieces!


Travian Tournament 2019 ~ Finals

We are very glad to announce that the most epic battle of the year is returning on November 14th, 2019! ?

Congratulations to everyone who managed to get an entry key during the Qualification rounds! All prizes and keys will be delivered in the next couple of weeks, so make sure you check your mail.

If you weren’t lucky enough to get a key for the Finals, make sure you join our upcoming raffles on our website, Forum and Facebook page.

As always, it will be an extremely limited amount of keys!


Behind the Scenes of a Critical Event ~ Why We Had to Rollback

Thursday, October 10th, 12:12 pm – Lunchbreak – Travian Games HQ

It’s a peaceful day in the Travian Games HQ in Munich. Some employees are having lunch, some are silently working, some are playing Travian: Legends or just chitchatting with colleagues.

But all of a sudden something goes wrong.

Our Product Owner Brian receives an unusual message while selling an item in an auction on Travian: Legends, Martina’s (our Community Communication Manager) phone goes crazy with a multitude of Whatsapp messages from her alliance, our Slack channel where we communicate with the Legends on Tour Ambassadors starts beeping and simultaneously our inbox on Facebook gets alarmingly full. 

It doesn’t take much to connect the dots. Something serious is happening and we are ready to kick-start our crisis management process. We run to our developers and that’s where it all began.

But let’s go back in time for second…
Continue reading… “Behind the Scenes of a Critical Event ~ Why We Had to Rollback”


5 Questions with Gerhard, Founder of Travian Games

After interviewing Brian, Product Owner of Travian: Legends, we decided to walk down memory lane once again with Gerhard Müller, one of the key figures that wrote the history of Travian: Legends as a game and Travian Games as a company.

If you don’t know him already, he is literally the one who came up with the game back in 2004 and one of the founders of Travian Games.

It’s safe to say that without him the Travian universe would not exist. And yes, it all started as a PHP hobby project and here we are, 15 years later, celebrating the game once again with its Annual Special, Codex Victoria.

Ready to hear about the past, the present and future of Travian?

Continue reading… “5 Questions with Gerhard, Founder of Travian Games”