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Devlog #7· Built 1 Nov· 13 changes

Twenty fixes from playing the first two hours

Hello again! Devlog #7 is 1 November. With the game ready for early access, we sat down and played the first two hours like a new player would, and wrote down everything that bugged us. Twenty notes. This is the day we fixed them. Everything below was filmed in the game as it was that night.

It starts with music

The music used to start only once you were in your realm: the title and the loading curtain were silent. Now it plays from the first screen, through the curtain, into your hamlet. The title also says plainly that the game is in early access, things will change, and your realm comes with you.

Sound on. The title, with its music from the first second.

Every card shows its whole price

A Hut takes 5 timber as well as its 40 bronze, but its card only showed the bronze. Now every build card shows the coin and every good: the Hut's 40 bronze and 5 timber, the Cottage's 150 bronze, 10 timber and 5 stone. And when you're placing a building, hold Shift and you keep placing it, one after another.

Housing's cards with their whole price, and two Huts placed with Shift held.
The build bar's Processing cards, each showing its coin and every good it costs to build.
The Processing cards, every one with its coin and its goods.

A level waits, and says why

A building's + used to light up as soon as you had the coin, even if a good was missing. Now it waits until coin, goods, research and people are all there. Rest on it and a little checklist shows each one, ticked or not.

Hovering a Hut's level-up button: a checklist with bronze, bricks and nails ticked and contentment still missing.
A Hut's next level: bronze, bricks and nails ticked, contentment still missing.

Show me shows you

When the goal's next step was a research, Show me just started it and left you on the map. Now it opens the book of knowledge on that research, so you see what it is and what it opens before you pick it.

Show me, and the book opens on the research.

And the rest of the day

The first two hours got a balance pass: a dirt path now runs two porters, and the tutorial's realm grows instead of stalling. Settings keep one size and scroll inside. A home's "short of" pill names what its people lack most. Gathering, boats, cutting roads and demolishing got their sounds, and Ctrl+S says "Saved". The map pans and zooms faster in big realms. Every change is in the patch notes below.

What's next

Devlog #8 is 2 November: roads that run one way, dot to dot, and a cart limit on every road. 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 · 1 November 2026

13 changes
  • An early-access build that runs in the browser, with its version, a feedback link, and a request that the browser keeps your saves.
  • The first two hours, rebalanced: a Dirt Path runs two porters, and the tutorial's realm grows instead of stalling.
  • Level-up buttons wait until coin, goods, research and people are all there, and show a picture checklist of what's missing.
  • Show me opens the book of knowledge on the goal's tech.
  • Build cards show every cost: the coin and every good. Shift keeps placing.
  • Music plays from the title screen through the loading curtain.
  • Settings keep one size and scroll inside.
  • The next goal's homes go where a market place can feed them.
  • Fixed: queued research no longer starves makers fed from your stores, and a home's tax depends on its own needs.
  • A home's "short of" pill names the need its people lack most, and holds still.
  • Goods levels are paused while they wait for a design.
  • Sounds for gathering, boats, cutting roads, demolishing and events, and Ctrl+S says "Saved".
  • The map pans and zooms faster in big realms: carts and chevrons on the GPU, cards that open once the camera rests.

Behind the scenes: The documents checked against the game, line by line.