- Alpha 5 patch 9 hotfix 61 - 7 September 2026
The following describes features of the upcoming Alpha 6. It's not in game yet. Right now working on the in-game tutorial. This may not be the most exciting new feature for the existing players, but it is important for the game to be more accessible to the new players, which we will welcome in our community once Alpha 6 releases. So, I'd like to ask for your feedback on which parts of the game were challenging to grasp when you started out. Please write in the comments what wasn't clear enough (or maybe still not clear). This community has always been helpful to the newcomers. So let's carry this to the upcoming in-game tutorial. Today's update: Added/changed: Added another help tip on game start Now highlighting icons for buildings required at the game start Improved picking for some buildings Fixed: Construction workers could stop working in some cases Crash on new game in some cases…
- Alpha 5 patch 9 hotfix 60 - 13 August 2026
Some people didn't like the game's slow start, so Alpha 6 will have an option to start with already built small settlement. This should let players jump a bit closer to "action". The camp start is still the default though. Another feature I have been teasing for many years now and it is finally taking shape: Before starting construction, you will be able to customize the building's appearance. Meanwhile here's the today's update: Added/changed: Population stats now show detailed vacancies breakdown Added slight blinking for missing resources icons in production buildings (some players didn't notice them) Fixed: Crash on demolishing church Another case of field getting stuck in sowing state
- Alpha 5 patch 9 hotfix 59 - 13 July 2026
Most of the time was spent on Alpha 6 this time, so this update is not a big one. A couple more buildings have crept into the list of upcoming buildings. Religion is going to be a bit more than just a way to cross a population threshold. Finally you will be a real Ukrainian mayor who can't help but build lots of churches. As of now there's 24 new buildings confirmed for Alpha 6 and 4 more being considered. Also 42 new resources planned so far. For comparison, Alpha 2 had 48 resource types overall. Meanwhile here's the today's update: Added/changed: Added options in cart parkings on who can use them Some minor UI improvements Productions with 2+ outputs will not prioritize the first one anymore (dairy butter for example) Can now bind a hotkey to demolish the selected building Fixed: Field crop selector could get stuck on screen in some cases Field could get stuck in sowing state "Set res…
- Alpha 5 patch 9 hotfix 58 - 4 June 2026
This update introduces a new little building which may become useful in later game. Let me know what you think about this kind of specialized market stalls when you try it. Added/changed: Minor UI improvements New building: Firewood stall Added a few more personal log entry types Local market info overlay now excludes reserved resources (more informative this way) Fixed: Some textures were missing in the last update Barber's kids could still secretly work there after marrying a widow/er Could demolish cart parking with carts still in it (regression a few updates ago) A small memory leak Water platforms falsely reported blocked entrance in some cases Thanks for reading. As a bonus for those who reached this far, here's a bunch free-form farm fields from the upcoming Alpha 6:
- Alpha 5 patch 9 hotfix 57 - 14 May 2026
Fixed: "Looking for job" numbers were inconsistent Rare crash related to fulling mill Visual artifacts on fences with multisampling disabled A few cases of wrongfully blocked path in coastal buildings Sub-optimal pigs slaughtering in some cases Wrong apartment numbering in wealth overlay A crash related to cancelled demolishing buildings with chimneys Wrong nutrient amounts on some new fields
- Alpha 5 patch 9 hotfix 56 - 12 May 2026
Fixed: Pavement around buildings disapeared in the last update
- Alpha 5 patch 9 hotfix 55 - 11 May 2026
Here I'm gonna touch a subject of an explosion of complexity in case of adding another kind of freedom for a player. In the previous post I mentioned a new feature for some of the free-form buildings which will have this freedom. In Alpha 5 some buildings could be given any form as long as it has 4 sides and stays convex. Getting rid of that limitation sounds as simple as just adding more points, but in reality a lot of optimizations and code simplifications relied on that. Convex shapes math is much more simple than concave. Take pavement for example, as it's the simplest case. Graphically it is straightforward: you generate a quad of two triangles, render them to texture map and use this map in terrain fragment shader to apply cobblestone texture where needed. To support more advanced concave polygonal forms you only need to add actual triangulation (converting the polygon to a set of…
- Alpha 5 patch 9 hotfix 54 - 17 April 2026
This last couple of weeks was mostly spent on Alpha 6 stuff, so the current update is not huge. The plan is to support much more freedom in shapes for farm fields, orchards, hopyards, pavement areas and village house yards. Since the current system only supports convex shapes with 4 corners, some substantial refactorings were required so as the new functionality wouldn't have negative impact on performance. A route for ploughing fields, for example, was much simpler until now. The new system will try to cover the most area while minimizing the ploughing time, no matter what crazy shape you throw on it. There was also some progress on the new starting options system. Here's a small peek on some of it: Meanwhile, here's what we have now: Added/changed: Can now copy trees with eyedropper tool Optimized construction flags rendering, improved their visibility Fixed: Flipped buildings didn't…
- Alpha 5 patch 9 hotfix 53 - 31 March 2026
Added/changed: Added visuals for a field which has been plowed, but was already used after that Farm storage capacity increased from 10000 to 15000 Added "Go to blocked" button to see which entrance the building blocks Added an option to show start game tips Some minor optimizations for big towns Added statistics of salaries for workers/managers/laborers additionally to total salaries Fixed: Barley threshing was always prioritized over wheat Plowing was skipped before winter crops if planted after summer crop Ordering and cancelling quicklime delivery from lime kiln could trigger next batch leading to resource waste The oldest person in town didn't show in population age breakdown Stable field could get stuck "in season" Tree planting stopped if no trees left on the map Crash in a combination of village house copying and demolishing Stable pasture didn't automatically link to stable
- Alpha 5 patch 9 hotfix 52 - 16 March 2026
Added/changed: Water supply will now happen even if both "by hand" options are disabled Barbers will now wear a nice little accessory when they visit patients Fixed: Minor UI corrections Crash on placing fences in some cases Crash on start in some cases Crash related to trade transport animals Crash on autosave in some cases
- Alpha 5 patch 9 hotfix 51 - 10 March 2026
Added/changed: Added a notification if a tavern serves no alcohol Added "Reached a yearly supply limit on water" notification on livestock buildings Warnings on livestock feed supply problems now heed yearly limits Some more minor optimizations The game can now open save files from your file manager (if you use "open with") Updated wagon shed help page Added resource stats categories description in help Added some text formatting in help pages Now constructed building's properties highlight builders working on this specific building Added builder statuses clarifying which building they are working on (if building is selected) Added tooltip "Can't change without town hall built" in control panel when appropriate Fixed: Crash on town hall relocation Rowhouse, tavern and barber surgery residents didn't use firewood Snow had choppy animation in some cases Could demolish a field while animal…
- Alpha 5 patch 9 hotfix 50 - 1 March 2026
Fixed: Wrong text color in migration status Orchard trees were not chopped when needed
- Alpha 5 patch 9 hotfix 49 - 1 March 2026
Added/changed: Optimized info overlays rendering Added status "Resources are on the way" for construction Fixed: Workers overlay didn't show teachers Minor UI corrections Crash on load in some cases Mysterious symbols on number inputs Construction workers were a bit too chaotic Fallow field could be still plown from last year in spring Cartwrights could steal horses from saltworks
- Alpha 5 patch 9 hotfix 48 - 25 February 2026
Added/changed: Minor performance optimizations Fixed: Unexpected March in winter when loading a save (could lead to dead livestock)
- Alpha 5 patch 9 hotfix 47 - 24 February 2026
This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions. Added/changed: Some minor optimizations Added text flow around image in help pages Can now use command line argument like "ostriv.exe -map level01" to start on specific map (mostly for dev purposes, but who knows) Added help page for stone mining camp Added a few more resource carry models Improved construction workers logic (don't go with a gang of 20 to build a single cart parking) Added options in cartwright to repair specific vehicles (or none) Added category totals in resource stats Fixed: Roads could get weird after loading one save after another Imported oxen were female and could give milk Wagon sheds and farms could secretly breed animals Crash whe…
- Alpha 5 patch 9 hotfix 46 - 13 February 2026
Added/changed: Cowshed and sheep farm can now hire up to 5 workers (was 4) Cart parkings now show icons in properties to indicate if a cart is being used or reserved for use Another little bit of optimizations Fixed: Livestock building workers didn't prioritize water delivery when needed
- Alpha 5 patch 9 hotfix 45 - 12 February 2026
Added/changed: Several minor optimizations Fixed: FPS drops when hovering coastal building over water Draft animals temporarily forgot to die of old age Foresters could get stuck in rare cases Crash related to horses dying FPS drops during ploughing Farm managers did some black magic with oxen relocation
- Alpha 5 patch 9 hotfix 44 - 10 February 2026
Added/changed: Now notifying if some buildings used warehouse as supply source when linking to a building Now removing warehouse from supply sources if linked to one building Edited some help pages Improved rowhouse LOD models Slightly reduced livestock water need when on pasture (60% instead of 80%) A small optimization (up to 5% on big towns) Fixed: "On hold" didn't show on empty houses Pigsty trade delivery could get stuck after loading save "Protect" check didn't save for horses Wrong number of male/female horses in trade deal window
- Alpha 5 patch 9 hotfix 43 - 7 February 2026
Had to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to release a final version of the game, so polishing the fundamentals is just as important as adding new major features. Meanwhile some new features did slip in as a side effect of said refactoring. Added/changed: New fences will now replace previous ones if built over (no overlap) Default animal feed stock values are now proportional to livestock size and consumption Trade boats will now fold their sails while moored Trade boats will now lower their mast to pass under a bridge Stable can now have dedicated pasture Horses can now also graze on a field Horses now require both grain and hay (or grass) for optimal health Stables/saltworks/wagon sheds in old saves will get certai…
- Alpha 5 patch 9 hotfix 42 - 6 December 2025
This update has significantly reworked how fields work. Support for winter crops has been added, while also changing the behavior of regular crops to be more realistic. Plowing will now make much more sense, as it will not negatively impact growth time. Added/changed: "Always show occupied space" will now show all footprints on the map, not only the closest "Copy resource list" feature now in warehouses too Disabled flip on some symmetrical buildings Can now bind a hotkey for eyedropper tool Can now link a warehouse to a specific building Every crop now has specific sowing window. Earlier sowing gives earlier harvest "Growth" progress bar will now always reach 100% Growth and ripening are now taking exact amount of time based on a crop Harvest amount depends on soil nutrients, not on time of sowing Crop selection window is now showing information about when crops are sown and harvested…