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Patch notes· 13 changes

The first two hours, rebalanced

A City around its City Hall, with huts, markets and workshops linked by busy roads.
The title screen with the early-access notice and the version line, Early access 0.1.0, 1 Nov 2026.

An early-access build that runs in the browser, with its version, a feedback link, and a request that the browser keeps your saves.

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

Level-up buttons wait until coin, goods, research and people are all there, and show a picture checklist of what's missing.

The build bar's Processing cards, each showing its coin and every good it costs to build.

Build cards show every cost

The coin and every good. Shift keeps placing.

Every change

  • 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.