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Devlog #5· Built 30 Oct· 6 changes

A new world every game

Hello again! Devlog #5 is 30 October, the day every game started getting its own world. Until then each realm sat on the same kind of land. Now the land is grown when you found your realm, and you get a say in how. Everything below was filmed in the game as it was that night.

A world of its own

When you found a realm, the land is made for it. Plates push up the hills and mountains, a little erosion carves the valleys, and the land round your Hall eases into a gentle one. Then the water comes from the land itself: every place drains to the edge, rivers join their trunks and widen with the water they carry, basins hold lakes that drain on, and the biggest rivers become great rivers that ships can use. If your Village gets no stream from the land, it gets one at its door.

Many rivers, many lakes, the sea to the east, then another land, and another.

You pick the land

The New realm dialog shows you the land before you light the first hearth. You choose its size, from Small to Huge, where the sea is (random, none, or any of the four edges), and few, normal or many mountains, lakes and rivers. Don't like it? Another land rolls a new one.

The new realm window with a picture of the land and choices for its size, sea, mountains, lakes and rivers, lakes and rivers set to Many.
Your land, and the choices that shape it.
The same land in play, with its sea along the east.

River ports

Water is worth something now. Landings sit by the rivers and lakes, fixed places where a Quay can stand, like the land a site stands on. A Quay cuts a stone basin into the bank, its levels are berths, and its boats fish the water's own stock. The fish leave by road like any other site's.

A Quay at level 3 beside its stone basin cut into the riverbank, three rowing boats fishing on the stream and a cart taking its fish down the road.
A Quay at level 3: its basin, three boats on the stream, and a cart taking the fish away.

Production chains

Nothing costs coin only any more. Placing a building takes materials too, and so does each level, rising from timber to planks and cut stone, then bricks, nails, marble and glass. Roads became free. When a price needs a good no site of yours makes yet, you can gather it by hand. And 15 new goods came with 14 new buildings, all medieval, from the Malthouse to the Marble Quarry.

The Processing build menu with eight buildings, the new Cobbler's card open: it turns leather into shoes and feeds homes with clothing.
The Processing cards, with the new Cobbler's: leather into shoes.

And the rest of the day

You build where you click now, and a next goal shows what to aim for. Realms saved before the chains open again, big saves load in about half the time, and the map pans faster. Every change is in the patch notes below.

What's next

Devlog #6 is 31 October: the first hour, fixed. A new realm used to stall at six people; we found out why. It's out tomorrow. The game isn't open to play yet: leave your email on the home page and we'll write when it is.

Patch notes · 30 October 2026

6 changes
  • The world generator: rivers that join, lakes that drain on, great rivers for ships, and land shaped by its terrain. You choose your land's size, sea, mountains, lakes and rivers.
  • River ports: Quays on fixed landings by the water, and a fishing fleet you build or buy.
  • Production chains: nothing costs coin only, roads are free, you can gather by hand, and 15 new goods with 14 new buildings.
  • Realms saved before the production chains open again.
  • Build where you click, a next goal to follow, quieter coins, and events that wait for the tutorial.
  • Big saves open in about half the time, and the map pans faster.

Behind the scenes: Performance notes and a steadier test clock.