2026-09-07 12:58 UTC · Community Announcements · SeVerin
Greetings, medievalists!Last time, we talked about hiring help. This time, let’s talk about some other events we are working on.One thing we want to improve is the feeling that the world around your settlement is alive. Well, as best as we can given the game's limitations. You should not just have raids, merchants and representatives of religions in your settlement. These are medieval times! Sometimes people need help. Sometimes they bring trouble. And sometimes they bring information that makes you question what kind of settlement you are actually running. So, let’s go through a few examples.
2026-08-31 18:27 UTC · Community Announcements · SeVerin
Greetings, medievalists! Let’s talk about help. You know that moment when you decide to build something big? Maybe a church. Maybe a proper castle. Maybe one of those projects that starts with “this will look amazing” and ends with half of your settlement mining, hauling, building, eating badly, sleeping badly, and questioning your leadership. Your settlers are stretched thin. Someone needs to mine the ore. Someone needs to cut the wood. Someone needs to build the thing. Someone needs to keep food production going. And then... raiders decide that this is the perfect time to visit. Dang it.So,
2026-08-28 08:00 UTC · Community Announcements · SeVerin
Greetings, players! The newest patch (1.1.20) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed several crash occurrences.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experiment
2026-08-24 14:54 UTC · Community Announcements · SeVerin
Greetings, medievalists!Let’s continue making the factions a bit more diverse. Right now, faction identity is primarily communicated through lore, ideology, relationships and heraldry. So, when it comes to trading, things are pretty basic - you would send your caravan to a friendly/neutral settlement and hope that once there, you’ll get some much needed resources and potential place to dump stuff that you have in abundance. But the process itself was a gamble - getting a caravan to that location would take time and you didn’t know what was waiting for you there.So we wanted to give a bit more
2026-08-17 12:35 UTC · Community Announcements · SeVerin
Greetings, medievalists! Did you know there are different factions in the game? Yeah, in our alternative history, where the Black Death destroyed 95% of the population, such world-changing events naturally gave rise to some interesting groups. You can learn more about them by selecting Historical Records in the top-right corner of the screen and opening the Factions tab.Your relationship with factions can be Neutral, Friendly, or Hostile. But even Friendly factions may try to bully you with a demand here and there. It’s a dog-eat-dog world out there.We want to take these relationships a bit fu
2026-08-14 07:51 UTC · Community Announcements · SeVerin
Greetings, medievalists!The newest patch (1.1.19) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality Of Life ImprovementsAdded new symbols and background patterns to Heraldry.Tweaked which negative mood buff can trigger altered states, so it’s less frequent.Disabled warning sound on Annoyed effectors.Bugs and fixesFixed the issue that caused Settlers to turn rebellious on secondary maps.Fixed the issue that caused S
2026-08-13 09:16 UTC · Community Announcements · djuradjgnip
Greetings, players! The newest patch (1.1.18) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed the issue that caused Settlers to randomly be rebellious upon load.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occ
2026-08-12 14:40 UTC · Community Announcements · SeVerin
Greetings, players! The newest patch (1.1.18) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed the issue where Settlers would appear in a rebellious state upon load, even though they weren’t in that state previously.Fixed the issue where Settlers would stay in a rebellious state forever.Fixed the issue where Settlers could go into a rebellious state while merry and vice versa.DISCLAIMERS: ⚠️ We decid
2026-08-11 12:00 UTC · Community Announcements · djuradjgnip
Greetings, players! The newest patch (1.1.16) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality Of Life ImprovementsDisabled warning sound on Annoyed effectors.Bugs and FixesFixed the issue that caused Settlers to not appear rebellious after loading, even though they were.Fixed the issue that made production stuck at 100%Fixed the issue where Raids were not ending if all Settlers were fainted.DISCLAIMERS: ⚠️ We d
2026-08-05 07:38 UTC · Community Announcements · SeVerin
Greetings, players! The newest patch (1.1.15) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality Of Life ImprovementsAdded new symbols and background patterns to Heraldry.Tweaked which negative mood buff can trigger altered states, so it’s less frequent.Bugs and FixesFixed the issue that caused Settlers to turn rebellious on secondary maps.Fixed the issue that caused Settlers to turn rebellious while in a battle (
2026-07-30 13:22 UTC · Community Announcements · djuradjgnip
Greetings, medievalists!The newest patch (1.1.13) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality of Life ImprovementsAdded a toggle to the in game graphics settings for occlusion cullingBugs and fixesFixed several crash occurrencesFixed the issue that caused wells to not be placeable under beamsFixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)Potential fix
2026-07-29 07:53 UTC · Community Announcements · djuradjgnip
Greetings, players! The newest patch (1.1.13) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Quality of Life ImprovementsAdded a toggle to the in game graphics settings for occlusion cullingBugs and FixesFixed several crash occurrencesFixed the issue that caused wells to not be placeable under beamsFixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)Potential fix f
2026-07-23 06:44 UTC · Community Announcements · SeVerin
Greetings, medievalists!The newest patch (1.1.12) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and fixesFixed several crash occurrences.Fixed the issue where replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are locate
2026-07-22 12:20 UTC · Community Announcements · SeVerin
Greetings, players! The newest patch (1.1.12) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and FixesFixed several crash occurrences.Fixed the issue where replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are located
2026-07-16 14:41 UTC · Community Announcements · SeVerin
Greetings, medievalists!The newest patch (1.1.11) is now live on all platforms on the main branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.Bugs and fixesFixed several crash occurrences.Fixed the issue where forbidden blueprints would turn invisible after using Forbid/Allow tool.Fixed the issue where gates would be offset if you use replace option on them.Fixed the issue where replacing walls to windows and doors would position them with a wrong rotation.Fixed t
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