- Update #17 [0.10.2]: Pathfinding improvements - 1 October 2026
Hi everyone!This update brings improvements to settler pathfinding, as well as fixes for many bugs and issues.NewIf a settler can't reach an object (a building, item or resource), that object is marked as unreachable: an icon and a notification are shown.Settlers no longer try to reach objects marked as unreachable.Settlers stuck in an enclosed area are marked with an icon and get a separate notification.Several settlers can now carry items to a construction site at the same time. Previously, only one settler did this.After researching a new technology, new buildings are now marked with a yellow sign in the building menu. New recipes in production buildings are marked as well.Ore diggers can now gather resources from heaps (Cobblestone heap, Copper ore pile).BalanceIncreased cold damage to settlers. Increased hunger damage to settlers and domestic animals.Settlers and domestic animals s…
- Experimental branch update [0.10.2.b1] - 26 September 2026
If a settler can't reach an object (a building, item or resource), that object is marked as unattainable: an icon and a notification are shown.Settlers no longer try to reach objects marked as unreachable.Settlers stuck in an enclosed area are marked with an icon and get a separate notification.Reworked how items drop to the ground: items are now less likely to land in unreachable areas.Hunters now ignore unreachable animals, both alive and dead.Hunters now go after the target closest to their hut.And other pathfinding improvements…
- Update #16 [0.10.1]: Various improvements - 18 September 2026
Hi everyone! This update focuses on small but useful fixes and improvements across various parts of the game.New:Some objects on the world map now have a cooldown. Once it runs out, the object can be explored again.Workers now cycle through all available recipes instead of always making the first one in the list.Lowering terrain below water level now has a chance to create new fishing spots.Improved how recipes set to continuous crafting are displayed.You can now double-click a settler to select just that settler out of the current selection.A warning now appears if the settlement has too few laborers (less than 25% of the total population).Balance:The capacity of all storage buildings (except the Resource pile) has been significantly increased.Changed the Straw recipe in the Farm hut: 3 Wheat now makes 2 Straw.New iron ore deposits can now only be found at height 8 or above.Cobblestone…
- Major Update #15 [0.10.0]: Vertical Construction - 8 September 2026
Hi everyone, friends! This is the first major update since release! The changes are aimed at expanding vertical construction. Now, with platforms, ladders and the new node buildings, you can raise tall defensive walls or stack several tiers of dwelling huts in your settlement. Or maybe you'd rather have a log castle with towers? A high bridge over a ravine? A multi-level smithy? Let your creativity run wild! Thanks for playing and for following the project!New:The navigation grid and pathfinding have been completely reworked.The building grid has been reworked. With platforms, you can now build structures on top of each other.New buildings that take part in vertical construction (full list below).A new “node” building type. These are built between cells, on the grid nodes (full list below).Two new technologies: “Platforms” and “Fortifications”.The town hall can now be moved to another p…
- Experimental branch update [0.10.0.d7] - 6 September 2026
Fixed animations for climbing ladders.Added a “delete all resources” button to the warehouses.Added a height limit for platforms. You can no longer build more than two platforms on top of each other.Attacks now occur about half as often. However, the number of enemies during attacks is 1.5 times greater.Improved the visuals for walls, fences, and foundations.Improved the construction visuals for socket buildings and platforms.Fixed an issue with selecting buildings.Fixed the description of the gatherers’ hut.Fixed a bug: the navigation grid did not update after removing boulders.Fixed a bug: walls would sometimes burn indefinitely.Fixed a bug: it was impossible to build on a platform if there was water underneath it.
- Experimental branch update [0.10.0.d5] - 31 August 2026
Fixed a bug: sometimes settlers were unable to enter certain warehouses or other buildings.Added the ability to move the town hall to a different location.
- Experimental branch - 28 August 2026
Hi everyone!The next big update, called “Vertical Construction”, comes out on September 8. But you can already try it out right now by switching to a separate experimental branch.How do I switch to the experimental branch?Right-click the game in your library and select “Properties”. In the window that opens, go to the “Game Versions & Betas” section and choose the experimental version.The features in this branch aren’t finished yet, so you may run into bugs and issues. But you’ll help me a lot if you report any problems you find.Brief list of changesThe navigation grid and pathfinding have been completely reworked.A new “node” type of building, placed on the nodes between tiles. For example, poles, fences, walls and ropes.Buildings for vertical construction: log platforms and staircases. You can build on top of the platforms.The camera can now be tilted.List of new buildingsWooden stair…
- Dev Log #5 - 25 July 2026
Hi everyone!It's been a month since the last update, so it's time to share something interesting. Right now I'm working on a big update that will add more variety to construction. The changes will include vertical construction, a new "node" construction grid, and possibly new stone buildings.Node construction gridThe game now features an additional node-based construction grid. You can place various decorative structures between cells: fences, posts, torches, walls.Some buildings add nodes of their own: posts for example. You can run a log between any two arbitrary nodes to build an arch, for instance.Posts and logs let you put together some very strange constructions. From here on it's all up to your imagination.You can also string ropes between nodes.Vertical constructionI had to rewrite a ton of code to add a vertical axis to construction. Every building now has its own Y coordinate,…
- Update #14 [0.9.0]: New annual plans - 24 June 2026
Hi everyone, friends!This update adds 50 new annual plans and reworks existing ones. Some issues have also been fixed.Thanks for following along and for continuing to play!The settlement of DexdozNew:- Added 50 new annual plans- Reworked existing annual plans- When attempting to enter a new age, a warning is now shown: "old annual plans will become unavailable"- Updated some building and technology iconsBalance:- Doubled the prosperity gained from kills for all weapons- Fertilizer no longer increases the number of seeds obtained when harvesting- Slightly lowered the chance of new domestic animals being bornFixes:- Fixed a bug where sometimes not all required resources were spent when researching a technology- Fixed a bug where production-speed laws also sped up plant growth and settlers' work in garden beds- Fixed a bug where the amount of resources obtained from harvesting crops and bu…
- Update #13 [0.8.19]: Landscape editing and animal husbandry improvements - 29 May 2026
Hi everyone, friends!This update refined the landscape editing, making it more intuitive and user-friendly. Animal husbandry has also been improved, there's now an animal statistics window, and shepherds work better. QoL improvements include buttons to close all gates in a settlement, an area clearing tool, and more tooltips and descriptions. Visually, new icons have been added for buildings, animals, and technologies. And of course, tons of bugs and issues have been fixed.Thank you for following along and continuing to play! With each update, we take small steps forward, getting closer to the 1.0 release.The settlement of frisbeesNew:- Visually improved sector selection when editing the landscape.- The landscape editing sector can now be selected and its settings adjusted in a separate window, including priority and target elevation. This window also displays the reasons why editing is…
- Update #12 [0.8.18]: New management tools and performance optimization - 27 April 2026
Hi everyone!The new update adds new tools for mass demolition of buildings, changing priorities, and copying settings. Performance of large settlements has also been optimized and save loading has been sped up. And much more. The detailed changelog is below. Thank you for continuing to play!From April 27 to May 11, Humanica is on sale with a 20% discount! The settlement of GOLONew:- Added a demolition tool for buildings by area.- Added a priority change tool by area.- Added copying of settings between buildings, including storage filters and recipes settings.- Building settings are now copied on upgrade.- Priority can now be changed for landscape editing (currently only via the new tool).- Performance optimization for CPU and GPU. On large maps, framerate increased by 50% or more.- Significant save loading speed optimization. On large maps, loading time is reduced by 70% or more.- Resou…
- Update #11 [0.8.17]: Hotfix - 11 April 2026
- Fixed an issue that broke the loading of certain saves.
- Update #10 [0.8.16]: New settings, peaceful mode, bug fixes - 10 April 2026
Hello everyone! A lot of updates and hotfixes have come out over the past month. I've decided that from now on each update should display its own sequence number. We're starting with the milestone tenth! Thank you for continuing to play and share your feedback!The settlement of karembeuNew:- New gameplay settings (more details below).- Option to enable peaceful game mode. Can be selected before starting a game or enabled on existing saves through the settings.- Reworked enemy spawn algorithm. Enemies now spawn closer to the edges of the map. Reduced the chance of enemies spawning on a mountain they can't get down from.- If enemies neither deal nor receive damage for a certain period of time, they disappear.- Reworked save/load windows. Added the ability to delete saves. Saves are now sorted by date.- If villagers didn't manage to plant a crop in a bed before summer (or harvest it before…
- Hotfix 0.8.15 - 31 March 2026
- Fixed loading issues with some corrupted save files. - Fixed prosperity per workplace for buildings: mines, poultry yard, brewer hut, cheesemaker hut.
- Patch 0.8.14 - 21 March 2026
Balance: - The chance of new settlers appearing now continues to increase after reaching 250 happiness. Previously, the maximum was 0–9 new settlers at 250 happiness. - Bronze and iron armor now grant prosperity when used. Fixes: - Fixed the display of landscape editing icons at different monitor resolutions. - Fixed a bug: if there are recipes in the queue, the worker will not attempt to make an infinite recipe, even if there are no resources for the recipes in the queue. - Fixed some issues with settlers’ pathfinding.
- Early Access Roadmap - 17 March 2026
It’s time to reveal my plans for the future. Want to know what’s coming to the game during Early Access? The Roadmap is ready!Just a reminder that you can help shape the game’s direction by joining the discussions on Discord channel.Phase I: Quality of LifeIn this phase, I’ll focus on fixing all sorts of issues and refining the game’s existing features. I’ll also be adding a bunch of “Quality of Life” mechanics to reduce micromanagement and make gameplay more comfortable. Here’s the breakdown:Fixing issues and bugs. Improving the tutorial and tooltips.Adding necessary settings. Reworking of the save system.Peaceful game mode.Tools for mass priority changes, building demolishing, and copying building settings.Configuration to prohibit the consumption of certain foods and the use of certain tools.Improvements of landscape editing.Improvements of annual plans and laws.Balance tweaks, addit…
- Patch 0.8.13 - 14 March 2026
- Fixed loading issues with some corrupted save files. - Fixed a bug: when placing pears and apples (and certain other combinations) in the gatherer hut, the settlers would behave abnormally and get stuck.
- Patch 0.8.12 - 13 March 2026
Changes: - You can now select 3 target resources in the gatherer hut. - Added a new law “Automatic Reconstruction”: after a building burns down, an identical one with the same settings is automatically built in its place. - Nomads no longer set fire to gatherer huts, hunter huts, or fishing huts. - Improved the population statistics window: all professions are now displayed here. Balance: - Increased the chance of successfully finding beet, pea, turnip, bean, plum, and cherry seeds on the world map. - Slightly reduced the frequency of enemy attacks. Fixes: - Fixed bugs with landscape editing at the edges of the map. - Fixed loading issues with some corrupted save files. - Fixed navigation issues with residents that prevented them from entering certain areas and editing certain parts of the landscape. - The iron sickle can now be crafted. - Plums, cherries, beets, and peas now grant Pros…
- Hotfix 0.8.11 - 7 March 2026
- Fixed loading of some broken saves.
- Hotfix 0.8.10 - 7 March 2026
- Added a new technology “Deposits discovery” which will allow you to find new deposits of ore and clay by digging up the landscape. - Added a separate “destroy” action for some resource sources: ore veins, boulders, clay. - Fixed the generation of objects on the world map: before this fix, there was a small chance that pear forests and other resources would not be generated. The fix also affects old saves. - Fixed the display of some objects on the world map. - Fixed settlers periodically getting stuck when moving on stairs. - Fixed automatic destruction of veins when depleted. - Fixed a bug: roads built on modified terrain were displayed incorrectly.