- Update 228 - Trade and Contract Changes - 16 July 2026
Hi everyone,It’s been difficult to find time to work on the game over the last 2 months, so there was not enough for an update until now - but I am finally at the point where I can give you an insight into the upcoming changes to trade and contracts. So let me talk you through the changes so far, and what I was aiming for at each point: When the game first came out and was focused on quicker multiplayer matches, the point of trading was simple: sell anything you can to make as much coin as possible - and only spend coin to invest in getting more later. Importing of all goods was available at a higher price so if players really needed something, they could get it - but at a higher cost than producing it themselves. With the switch to longer singleplayer/co-op style games, I also added material progression through the tiers - so players now needed to expand not because they could get more…
- Update 227 - New HUD, Settlement Panel, Names, and More - 15 May 2026
Hi everyone,The last two weeks were very productive, and I decided to do a quick post to talk about some of the changes. One of the changes of the last weeks was a change in the look of the HUD (today’s image). The previous purple with silver borders was a last minute introduction just before the initial release of the game, and I think it was falling a little behind the look of the other elements. I think the brass and charcoal look is a little less jarring compared to the bright colours of the world, so I think this works a little better. I am planning to bring the escape menu and main menu in line with this look over the next few weeks, so let me know if you have any feedback before I finalise things.The main new introduction that made me want to work on the HUD is the new “Settlement Panel” (top left in today’s image). The settlement panel is only visible while the player is within…
- Update 226 - Inventory Representation - 23 April 2026
Hi everyone,My spotty internet connection was even worse than anticipated, but it gave me some time to finish the inventory representation I mentioned last week, and to fix some bugs.As for the inventory representation, I was able to implement this for both the warehouse and the market (for now), with more to follow incrementally. For the warehouse, the representation is generic, meaning that adding any goods t0 the inventory will lead to a visible increase in crates and barrels in the warehouse - no matter whether you add wood, fruit, or healing herbs. For the market, the representation is specific, meaning that adding fruit will show visible fruit in the food stalls, while adding meat will show meat - and so on. I’ve done a lot of testing to check that this will not break the game and things seem to be working correctly, but please let me know if there are any issues.Additionally, I a…
- Update 225 – Long Pause, Warehouse Upgrade, and Visible Inventory - 20 March 2026
Hi everyone,First of all, my apologies for the LONG time since the last post and update. As I finally found some time to work on the game and post again, I have some balancing changes, a new warehouse model, and a new upgrade to the inventory system I want to talk about.Starting with the long pause, as I had mentioned last year, I am trying to wrap up a very long-term project, so I have more time to focus on Path to Prosperity. At the end of last year, I spent a lot of time trying to sprint to the finish line with that project, which.. partially worked. Unfortunately, as with most projects, there were unexpected hiccups and issues that ended up taking more time. As a result, things are still not done, and it will take yet longer to finish, meaning that it will take yet longer before I can dedicate my full attention to Path to Prosperity. In good news, however, I have done the lion’s sha…
- Update 224 - Unity Vulnerability, Commander’s House, and Research - 4 November 2025
Hi everyone,It’s been a while since the last post, but many things have happened in the development, and there are new versions of the game both on the regular and on the experimental branches.First off, the game has been upgraded to a much newer version of Unity to address the Unity vulnerability recently found - I am sure by now you have read about this in the various blogs of half the games you play, so I won’t go further into it - but Path to Prosperity has also been updated in accordance. This version of the game is on the regular branch, but it is otherwise fairly unchanged.Secondly, the version currently on the experimental branch now has the settlement development mechanics as well as research added to them. This means players now start off without access to all buildings, and have to unlock them as the game progresses. For now, I have only locked buildings behind research, but…
- Update 223 - The Return of Consumption Buildings - 20 September 2025
Hi everyone,I have been insanely busy with my regular work, but also made really good progress on Path to Prosperity. I have implemented a lot of new mechanics, including a new version of consumption buildings, so today I’ll talk a little about that.Before I go into the details, let me get back to something I mentioned before: Now that plant clusters are the main source of seeds and are randomly placed in the world, your expansions define your access to resources, and are a lot more relevant. Or should be. However, at the moment, the majority of resources are fairly interchangeable. All resources are more or less relevant only for selling, and consequently, anything you find will come down to having found money. This is a remnant of when the game was still meant to be in faster paced PvP matches, where we did not want the randomness to affect the game to the point of losing. However, th…
- Update 222 - Displaying Ranges, Grid Corners, and Map Fixes - 15 August 2025
Hi everyone,I have managed to get a decent bit of work done on the settlements, but for now, I want to talk about some of the smaller changes I made (and uploaded) along the way.First of all, with all of the changes to the settlements, warehouses are now the main center of the village, which means that all buildings need to be placed within range of a warehouse, rather than a market. This just makes more sense, as not all buildings use food, but having access to logistics is important across the board. This does, however, mean that some buildings need to be placed in multiple ranges: The house, for example, now needs to be placed within range of a warehouse AND within range of a market, which required some changes to the UI.As a result, the game can now accommodate considerations of up to three different ranges (ranged towers need the warehouse, market, and ammo depot in range). When th…
- Update 221 - Dynamic Loot Respawning, Optimisation, and Pirate Plans - 29 July 2025
Hi everyone,It has been a little while since my last post - there have been many non-game related deadlines and challenges, but I finally have a bit more time to spend on the game, so I was able to finish a small update earlier this week.As a smaller part of this update, I was able to optimise the terrain rendering a little, which should help with performance. This does not yet fix the bigger performance issues introduced by a bug I am continuing to hunt, but it should mitigate them.The “bigger” part of this update is a new dynamic loot respawning mechanic. I had noticed during playtesting that the introduction of the plant groupings had made initial exploration a lot more interesting, as each new area could hold new resources the village needed - but once an area was explored, going back through it was fairly irrelevant. As a result, I decided to give loot a chance to respawn, which me…
- Update 220 - Contracts and Multiplayer Fixes - 6 June 2025
Hi everyone,Much of the last few weeks have been spent in the ever more convoluted maze of trying to fix multiplayer issues, but today’s update should get that back to (mostly) working. I also want to introduce the more interested new contracts to you.First of all, let me get some of the fixes out of the way: I both managed to optimise the game a little more to make up for the instancing issue we are still having, and I managed to circumvent a problem with the game’s networking solution disconnecting on load.The latter fix has made it much smoother to start the game in multiplayer mode, but unfortunately, loading a saved multiplayer game was a completely different story. Depending on connection times and computer speeds, instructions could arrive with various off timings while loading the game, leading to a whole page of bugs I needed to figure out how to avoid (while not breaking the s…
- Update 219 - Building Upgrades, Pirate Upgrades, Medicine, and More - 4 May 2025
Hi everyone, Again, a lot has changed since my last post, so I will have to cram quite a few things into this one. It seems that my goal of writing these posts once I’ve made enough progress to write one is not going too well - as I keep getting distracted from posts by additional development. Starting with the “easy” one, it is now possible to upgrade buildings after they are placed. For now, this is primarily implemented for houses, barracks, towers, and watchposts - but I think those are likely the main ones people want to upgrade anyway. I will add more upgrade chains as I go. Upgrading is done from the building book, with the upgrade button being just left of the building’s name. While trying to playtest the game, especially with the new plant clusters across the map, I realised that the early game was distinctly lacking a challenge. Having switched from a PvP focus to a PvE focus,…
- Patch 0.8.1.17 - 3 May 2025
- Added gatherable resource clusters - Added seed gathering mechanic - Changed linen maker to being a processing building - Added flax, medicinal tonics, and medicine to the game - Changed respawn mechanic to requiring medicine - Added new pirate camps to early Pirates Peak area - Added linen as a construction resource - Added building upgrading - Fix for tutorial getting stuck in chapter 2. - Interim upgrade to tutorial for new mechanics
- Update 218 - Seed Gathering and a new Market - 2 April 2025
Hi everyone, A lot has changed since my last post, so I will have to cram quite a few things into this one. The biggest changes are that seed gathering has now been added to the game, and that the seed market in the port has changed a lot. Starting with a follow-up on the last post, I finished the wild clusters for all current plants, and I have added them into the game (their spawn-chances are not finalised, but they all spawn and are in different biomes). This means you can now find tobacco, etc. in the wild, and can harvest them with your gathering hut to get access to these resources a little earlier than before. Let me move on to the seed market. With the switch to artefact mode (some time ago), the way the seed market worked became a little.. awkward. It still worked in tiers, which you could unlock by sending money to the Queen - even though this was no longer part of the victory…
- Update 217 - Gatherable Resources - 28 February 2025
Hi everyone, I’ve used the few weeks since my last update to upgrade the gathering system and have started implementing linen as a construction resource, so I want to talk to you about that today. First of all: My apologies for the time since the last update. Between various work streams, I have been using all my spare time for actual development, so it has once again taken me a little while to write this post - and it is far too easy to get into a habit of “adding just this one more thing” before writing the post. In good news, I have made really good progress. As I’ve explained before, I am intending to change how resources and seeds work in 0.9, and I have implemented the biggest part of that change already. So far, 3 buildings largely fit into the category of “gathering” buildings: The sawmill (gathering trees), the stonemason (gathering rocks), and the gathering hut (gathering frui…
- Update 216 - Building Variants - 13 January 2025
Hi everyone, It has been a little while since the last post, but not for a lack of progress: Over the break, I was able to make a lot of progress on the new building script, which is now set up to run in parallel with the existing building construction system, meaning that I will be able to update the game as I switch the system over, rather than having to wait until I have fully made the switch. This means that I was already able to update the game to now include many of the changes I have spoken about in the last few posts, including the new windmill and farm models. Additionally, the new building script now also allows for building variants to be added for each building, which I had briefly mentioned in post 184 before. For now, only the small house has building variants, but I will be able to add more as I upgrade the building models. When a player selects the small house to be buil…
- Update 215 - Model Creation Streamlining - 23 December 2024
Hi everyone, Following the creation of the windmill model, I finally decided to automate parts of the model creation process to make things just a little quicker for the next models - so I’ll use this post to explain in a little more detail. First of all, let me go over some parts of the process I use to create new models: A little while ago, I created some basic building blocks for the various buildings, such as the wooden and metal beams, wooden planks, etc. Over time, I also created various objects from these building blocks and some additional work, such as the furniture, the doors, windows, roofs, etc. As I create new buildings, I essentially put these parts together in whatever way seems appropriate for the building, and then combine or adjust them as needed. This is a fairly simple and quick process, and leaves me with a building that is made up of sometimes hundreds of little pa…
- Update 214 - The New Windmill Model - 9 December 2024
Hi everyone, Between Thanksgiving and some travelling, my work over the last weeks has been fairly slow. However, I just finished the new model for the windmill (see today’s image), so let me walk you through it. The previous windmill was one of the few buildings that I had actually added a small animation to already (the rotating blades), so of course the new one also has rotating blades. However, with building interiors being a thing in the new models, I went a little further than that, and added some gears, drive shafts, and finally a basic grindstone to the model. As a result, you will now be able to see a lot more moving parts as this building is operating than in any previous one, which should really help create more of an atmosphere of a living village. The moving blades and internal millstone/gears While the turning gears are more animations than we’ve had so far, there is more…
- Update 213 - New Outlines - 18 November 2024
Hi everyone, Lots of work has happened in the past two weeks, and I finally also have something that makes for a decent picture to show. As I explained last time, the last two weeks were spent primarily on building models and the building model script. This came with a needed change I had been wanting to make for a while now: a new highlight shader for buildings. The previous shader simply set the main textures of the selected building to being white, and created a blue outline around it (left side of today’s image). This worked OK-ish, but the white texture didn’t look great, and the outline itself behaved a little unpredictable depending on the geometry of the model itself. In addition, this depended on me manually selecting each part of a building that needed to be highlighted, and it meant that some needed optimisation steps could not be done. With the setup of the new building mode…
- Weekly Update 212 - Taking Stock (Year 4) - 2 November 2024
Hi everyone, As usual, I am going to take this roughly 4th year interval to give you a broad overview of where the game is at the moment and where it is going over the next year. What happened this year? As 0.8 was out on the experimental branch, there was a big focus on bug fixes as bug reports came in, as well as a bunch of quality of life updates that addressed various concerns and suggestions by players. Among them were the introduction of fast travel, sending of seeds in multiplayer, UI improvements, and many more. Additionally, the past year saw the introduction of wagons, with the pioneer wagon being the starting point for the new village mechanic, and allowing players to establish their new outposts much more easily than before. The runner wagon was also introduced a little later, adding more control over transport for players - though the official transport wagon will add even…
- Weekly Update 211 - Farm Upgrades - 23 October 2024
Hi everyone, As promised, I have been working to make up for the missed development time while I had no internet, so today I can tell you about upgrades to the farm I worked on. I had mentioned before that the farm is one of the last buildings that are placed A LOT, while being one of the older models. As such, I first of all decided to upgrade the farm model. The model is now in the style of an actual T1 wooden building, and fits a little better with the rest of the models (today’s picture). Additionally, I created some props for a variety of fields already - wheat, vegetables, and medicinal herbs. Each of these fields now has a few associated props, and the plan is for a part of the space in the farm’s model to show these props depending on which fields have been placed. Additionally, this farm being a proper T1 building opens the path to creating T2 and T3 versions of the farm as wel…
- Weekly Update 210 - Intermission - 17 October 2024
Hi everyone, I travelled with largely no internet over the past 2 weeks, so my apologies for the delayed post. I will try to catch up on development (and missed out posts) over the next 2 weeks! Until next week!