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What just shipped, and where UrbanPact is headed. Updated Jul 17, 2026.
The week opened with a run of small, honest corrections: the hourly advisor stopped telling players to gather resources they were already drowning in, stopped pointing Customs House cities at a luxury vendor that no longer exists for them, and stopped claiming Odd Jobs fills the city treasury (it never has) โ while the community's daily numbers got fairer too, with Biggest Earner now tracking gold actually earned and Daily Tops crowning a three-city podium instead of a single winner. Cloth and Furnishings also moved off the Crucible onto the tools that actually make them โ Cloth to the Scythe, Furnishings to a brand-new Chisel โ a deliberate regrind, not a bug, with the /tools panel getting a compaction pass along the way. A steady run of fixes followed: a long-standing bug that let a duplicate landmark visit silently burn a queue slot, a sortable Residents column on the website's Cities table, broken invite and referral links routed around a dead address, Odd Jobs joining the rest of the queue shortcuts as /queue_oddjobs, and a scheduling quirk that could post the week's Weekly Champions crown twice on back-to-back days. The week continued with a fresh round of visibility polish โ an opt-in setting to show your queue in every tick report, a Visit panel that now names and numbers every trip you've already got queued (and can't lose the landmark behind a long city name anymore), a Wildlife Passport that no longer vanishes the moment you tap Hunt, a move-in panel that finally totals every waiting family, and a Craft button that now waits for an actual Workbench before it shows up โ and hunting itself got fairer, with every animal at a ground now getting an equal shot on both personal hunts and expeditions, so filling out your Wildlife Passport is finally a matter of hunting the right grounds instead of getting unlucky. It continued with a cluster of Export Market and input-accuracy fixes: reserve amounts can finally go as high as your stockpile does, typing a number past six digits no longer leaves the bot silently unresponsive, new Keep-all buttons set a reserve across a whole tier in one tap, and adjusting reserves no longer floods your chat with duplicate panels. Eight early medals that had quietly been paying their reputation twice got corrected, the Resource Explorer medal โ quietly broken the day Pelts joined the raw resources โ can be earned again, and the last spot still printing a raw skip-reason code instead of plain words got caught and fixed. A run of smaller-but-real reliability bugs followed: the Crafting panel had been quoting a craft's material cost as if only a single item were being made, when a workbench craft actually makes two, so every listed cost โ and the โ /โ ๏ธ readiness marker built on it โ was reading half of what a craft would really charge; a big city running a couple dozen districts short on the same goods could lose its ENTIRE hourly report, gold and wages included, to Telegram's length limit instead of the report just running long; tapping Open All on a big pile of Prize Crates could look frozen even though it was quietly working; and a queued visit in your tick report could name the wrong establishment at the same landmark. All four were fixed. And the Naturalist hunting medal capped its top tier at exactly what's currently catchable, so hunters who'd filled out everything available finally saw 'complete' instead of a permanent 97%. The week closed out two more long-simmering asks: the Export Market gained a one-tap Max-reserve button and forgiving number entry (commas, spaces, and shorthand like '2.5m' all now work), and typing /trades โ the natural plural everyone reached for out of habit โ finally opens the same panel /trade does.
Residential Districts grew into a complete three-tier ladder this week: the Merchant Quarter arrived with five new finished goods to craft, and Grand Villas crowned it โ a small, wealthy, leather-hungry neighbourhood fed by a Hunter's Lodge that learned to hunt on its own and a whole second act for hand-hunting with the Crossbow, Big Game trophies, and a Wildlife Passport. Just as big a swing: Estate Customization arrived, turning your home into somewhere you can actually decorate โ pets, paint, plants, decor and vehicles, all bought with your own gold and kept forever โ with Special Flair debuting alongside it as the first earned piece, the Community Cape. The week closed with a second wave of content and honest number-fixing: ten new Town Hall 4 monuments joined the Premium Buildings roster (with the prestige-driven wage bonus cap raised to +50% to give them room to matter), crafting tools finally multiply what you make at the Workbench, and Export Market prices were corrected twice over โ first to what goods are actually worth, then again so an earlier-era city gets paid fairly against its own Town Hall instead of one realm-wide number. It also caught a run of quieter but real bugs: the Masterworks Labor Contract was fixed twice over (with every shortchanged hour paid back), a handful of Level 4 buildings had been silently piling on extra luxury-good demands every time their build screen was reopened, and โ the oddest one โ a building could occasionally finish construction with no name at all, which can't happen anymore. Your Estate also gained a public face this week โ /profile now posts a shareable showcase of it in the community chat.
Town Hall Level 4 opened the Industrial Era, flooding built-out cities with roughly a hundred times the raw production and a whole new tier of upgrades โ the Masterworks, the Master's Charter that pushes tools to Level 10, Library Insight, deeper hunting grounds. All that surplus needed somewhere to go, so Residential Districts landed at the end of the week: city-owned neighbourhoods that turn your glut into Resident families and prestige. The realm also learned to tell its own story, with the daily Realm Herald and a much bigger Weekly Champions podium.
Those mysterious Prize Crates finally revealed their purpose: Bingo went live, with cards from your Trading Post, hourly ball draws, and a Take-or-Ride gamble all the way up to a Blackout jackpot. Then the endgame landed โ premium visits now cost an admission ticket that pays the host city's citizens, and the Tycoon arrived as a licensed luxury importer to keep the doors open when a city runs dry. Hunting Expeditions gave the raw-material glut a real sink, and the week closed with the first Weekly Champions post.
The Hunter's Lodge opened the wilds โ hunting trips, the Bow and Tanning Rack, pelts and leather โ and by the end of the week you were choosing your hunting ground, from the Outskirts to the Wild Country. Premium Buildings turned cities into destinations, with visits, prestige and a wage bonus for hosting, while the whole achievement system was rebuilt into tiered Medals. Cities also learned to sell: the Customs House and Export Market gave a surplus somewhere to go, and the website grew a Cities page, a World Map and a Passport to track everywhere you'd been.
UrbanPact's beta went live and the realm found its shape fast. Cities learned to trade with one another, the luxury tier and its specialty buildings gave Town Hall 3 somewhere to aim, and the Craftworks put NPC crafters to work so refined goods no longer ate everyone's queue slots. Ministers, the Fill and Loop queue buttons, and the first Daily Tops leaderboard rounded out an opening week that turned a bot into a game.
Keeping a big pile of a resource on hand used to mean hand-typing a huge exact number, like 99000000, and getting it precisely right. Every resource on the Export Market now has a ๐ Max button that keeps everything in one tap โ surplus never sells โ and typing a reserve by hand is far more forgiving too: commas, spaces, and shorthand like "99m" or "2.5m" all work now.
Setting a "keep" amount for every resource in a tier used to mean tapping through them one at a time. Two new buttons โ Keep-all: Tier 1 and Keep-all: Tier 2 โ apply one number across every resource in that tier at once, handy for a first-time setup across a full stockpile.
Setting how much of a resource to keep back from export used to silently cap out at 999,999 โ so once a pile grew past a million, the extra was quietly sold off with no warning. Reserves now go as high as your stockpile does, up to 999,999,999.
Cloth and Furnishings had been crafted at the Crucible โ a furnace โ since the day the Merchant Quarter shipped, just because that was the only tool around at the time. Cloth now crafts with your Scythe, the same tool that already turns fiber into Rope, and Furnishings gets a tool of its own: the new โ๏ธ Chisel, on sale once your city has a Craftworks. The Crucible keeps the genuine furnace work โ Charcoal, Iron Ingots, Steel, and Fittings. Nobody's handed a free Chisel: if you were making Furnishings on a well-levelled Crucible, your output drops until you buy the Chisel and level it back up โ a deliberate, signed-off exception to never taking anything away. The /tools panel also got a compaction pass (about half the length, no repeated text) and now correctly credits your Scythe with its long-standing Fiber bonus, not just Grain.
Selling surplus at the Export Market used to charge every city the same price for a resource, no matter how big or established it was โ which meant a young, growing city was paid far less than its surplus was really worth. Prices now scale to your own city's Town Hall level, so a growing city selling its timber, stone or ore earns a fair Treasury payout โ a real way to help fund the climb to Town Hall 4. Cities already at Town Hall 4 or beyond see no change at all; only earlier-stage cities are now paid more than before.
Selling surplus through the Export Market was still using prices set before the Industrial Era existed โ so once Town Hall 4 multiplied raw production far more than it multiplied Treasury income, those old prices stopped making any sense (a city could have sold its whole stockpile for many times the realm's entire treasury). Prices now reflect what a city genuinely gives up, in treasury, to make one unit of a good โ quoted per 1,000 units since a single unit is worth a tiny fraction of a coin. Crafted goods sell for exactly the value of the materials that went into them, so refining something no longer earns anything extra at the Export Market โ crafting is for building your city, not for flipping at a profit. Merchants now also buy only in whole 1,000-unit stacks โ a part-stack below that stays in your stockpile instead of selling off, so your reserve is a floor you keep, not an exact line your stockpile gets trimmed back to.
Hiring extra help at your Craftworks has always meant 'a real +50% boost to your workforce' โ but once a city upgraded to a Masterworks, the old contract quietly stopped keeping up, adding only a token handful of workers instead of an honest +50%. It's fixed: a Masterworks Labor Contract now adds a real +1,400 workers for 7,000 treasury. Your original Craftworks (before upgrading to a Masterworks) is completely unchanged โ same math, same cost as always. A same-day follow-up found the fix hadn't fully landed: the hourly tick was still quietly handing out the old, near-useless workforce underneath the corrected price and panel display, so a Masterwork was only getting about two-thirds of what it paid for. The tick now hires exactly what the contract promises โ and every contract-hour that ran at the broken rate has been credited back onto the contract, so nobody lost what they paid for.
While you're away, you passively trickle in a small amount of your last-worked resource each hour โ but that passive amount had drifted out of sync with what you'd actually earn if you were active, so it could look suspiciously small. It's fixed: your idle trickle is now calculated fresh from your real active output (about a third of what an active action earns) instead of a frozen old number, so it keeps pace as your tools and city grow.
With a Customs House built, the Luxury Goods section of your Trading Post said your rare goods "can be exported for Treasury" โ but the Export Market only ever handled raw and crafted materials, so anyone who went looking found nothing there. The blurb now says what luxuries are actually for: funding specialty and Industrial Era construction, keeping your premium landmarks stocked for visitors, and trading with other cities. Selling luxuries to outside merchants is still something we'd like to offer one day.
Your export merchants pay out in Treasury, but that coin used to land just after the builder had already taken its cut for the hour โ so a project funded partly by export income sat waiting a full extra hour even when the Treasury was already there. Now, right after exports pay out, your active build immediately claims any Treasury it still needs, and finishes on the spot if that completes it.
Cities now have a daily limit on how much they can receive by trade or gift, scaled by the receiving city's own Town Hall level. As Industrial-Era cities produce thousands of a resource an hour, a single gift could once fund a smaller city's entire build order in one shot โ now a shipment that's too big simply waits, and can be sent in smaller loads or over a few days instead.
Turning on an export order for a resource you haven't set a reserve for could sell your entire stockpile of it in one tick โ and the Enable All button could do that to every resource at once. Both now stop and ask you to confirm first, listing exactly what would be sold, whenever a reserve is still zero.
Convert a resource you're swimming in into one you're short on, at a deliberate loss โ so a glut of grain or iron isn't just dead weight. A player-suggested idea; now a lower priority since bigger, more general solutions just shipped, but still on the shelf for whatever they don't cover.
Grand Villas families want a taste of luxury goods when they move in โ today that's a one-time ask at move-in, not an ongoing want. We looked at making it recurring, but hit a real wall: the realm's ten luxury goods are the one resource class that never scaled up the way everything else did, so a recurring luxury bill would cost more treasury than the whole realm earns. Whether to give luxury production a real boost first, keep the idea small, or set it aside entirely is a call we haven't made yet.
Fresh chase content for the Town Hall Level 4 era โ a new class of landmark to visit and new luxury goods to produce, extending the high end of the economy. The roster and details aren't worked out yet.
We've kept sketching what might come after the Industrial Era, and the theme is still about showing you what to do with what you've already got rather than making more of it. The idea remains: your Resources and Crafting screens would tell you how long something will actually last at your current pace, not just how big the pile looks today, with the one-tap 'fill my queue' button aiming at what's genuinely about to run out. A modest boost to your most developed buildings is also part of the picture. And the tier's other half โ a new kind of city zone where an outside Tycoon could open a shop that serves your Resident families โ has moved from a rough idea to a real, worked-out mechanic (see 'Tycoon portfolios' above for the shape of it); the actual prices and fees for it are still undecided, and none of this tier is built yet.
The Premium Buildings roster has a second, grander generation: ten new landmarks โ the Clockmaker's Tower, Falconry Mews, Cartographers' Guild, Botanical Conservatory, Scriptorium, Hall of Champions, Royal Menagerie, Grand Cathedral, Hanging Gardens, and The Colosseum โ available once your city reaches Town Hall 4. They cost far more to raise than the originals, but pay their host city much more Prestige for it. Visitors earn exactly the same Reputation either way โ the bigger reward belongs to whoever built the monument, not whoever visits it. And because Prestige can now climb higher, the wage bonus it buys goes further too: the cap that turns Prestige into everyone's wage bonus is now +50%, up from +25%.
A Level 4 Market, Library, Bank, Trading Post or Hunter's Lodge is only ever meant to need two luxury goods your city can't make โ picked once, then fixed forever. Instead, every time you opened its build screen the game was quietly picking a new pair and piling them on top of the old ones, so the ask kept growing the more you checked โ one city's Market had crept up to needing nine of the ten luxuries in the realm. The pair is now chosen the first time you see it and never changes again, and every city that had piled up extra demands has been reset back to its original two.
Glass had become the wall every Grand Villas zone got stuck behind โ it's the rarest luxury in the realm, and nearly everything a zone needed was made of it. Founding a zone now spreads that cost across Glass, Marble, Jade and Gunpowder instead, and a family moving in now wants Diamonds, Silk, Dyes and Tapestry rather than leaning on the same few scarce goods. The total amount needed hasn't changed, and any Glass already overpaid under the old recipe was refunded straight back to your stockpile.
The small amounts of Fine Wine, Tapestry, Spices, and Glass a district needs to build or house a new family were getting caught by your reserve floor โ the same protection meant for bulk raw materials โ so a Grand Villas founding or move-in could stall even with plenty of luxury goods sitting in your warehouse. Luxury goods are now always available to your districts; your reserve floor still protects everything else exactly as before.
Every neighbourhood in your Districts list used to render with the same plain house icon, so once your zones had their own names there was no way to tell a Cottage Row from a Merchant Quarter or Grand Villas without opening each one. They now carry their own mark โ ๐ Cottage Row, ๐ฉ Merchant Quarter, ๐ Grand Villas โ everywhere a district shows up: the list, the district's own page and open button, the 'families on the road' line, and the founding button.
Once your city is comfortable with Cottage Rows and Merchant Quarters, the Mayor or Minister of Zoning can found Grand Villas โ a small, wealthy neighbourhood (8 families) for your most aspirational residents. It's a stone-heavy build, and its upkeep is refined and leather-rich: furnished homes want a steady leather supply (now covered by your Lodge's auto-hunt), and each family that moves in wants a few luxury goods from your stores. Because a city can only produce two luxury types of its own, filling Grand Villas creates real reason to trade for the rest. This is the top of the district ladder.
Once your city has Cottage Rows running, you can found a Merchant Quarter โ a wealthier district whose families live on finished goods rather than raw materials. Five new craftable goods arrived with it โ Furnishings, Cloth, Provisions, Crockery, and Fittings โ all makeable at your Workbench, producible in bulk by your Masterworks, or bought in by trade. Merchant families take to the road toward your city as it grows, and the Districts panel no longer nags you to found a Quarter you've already built. Furnishings need leather, which is scarce right now, so merchant growth is deliberately leather-paced until a bigger leather supply arrives.
Your city can now attract its own population โ non-player Resident families who move into new housing districts you build. Found a Cottage Row from your city's Districts panel (Mayor, or a new Minister of Zoning) and the city takes it from there: building homes and moving families in automatically each hour from your surplus, never touching what you need to keep in reserve. That reserve floor is yours to tune โ lower it to push a stalled build through faster, or raise it as high as you like (no more ceiling) to protect a bigger stockpile for your own crafting and exports. Your own city build projects always draw whatever they need from the full stockpile โ the reserve floor only ever holds back your districts, never your builds. Happy Residents raise your city's prestige (and everyone's wages) and earn the new Boomtown medal, and now arrive with more varied family names. The Districts panel also shows exactly what a district still needs to finish building, and the AI advisor now points you toward founding one once your city's ready.
Your city can now industrialize. Reaching Town Hall Level 4 unlocks a roughly 100ร surge in raw production plus a whole new tier of upgrades โ upgrade your Town Hall (a one-time gate proving you've mastered production, exporting, luxury goods, and hunting), then raise your resource buildings to Level 4 to flood your stockpiles (Sawmill and Quarry first โ they fund everything else), expand your Craftworks into a Masterwork, and spend the boom on the Master's Charter, Library Insight, deeper hunting grounds, and stronger Bank & Market payouts. Your wages, the housing chase, and the leaderboards all stay fair โ this rewards active building, never idle waiting.
Your city's automated workshop can now expand into a Masterworks โ an industrial upgrade that turns far more raw materials into refined goods every hour, keeping pace with the Industrial Era's production boom without trying to convert every drop of the flood at once.
A sneak-peek preview of the Industrial Era's entry cost, posted on the Buildings page ahead of the real launch. Now superseded by the live Town Hall Level 4 era itself.
Eleven TH3-era landmarks across the realm that you visit to earn reputation and send City Score home โ while the host city builds Prestige, raising wages for every resident. Three leveled medals track your travels: Traveler, Connoisseur, and Ambassador.
The Tycoon tier's promise is a multi-city portfolio, but today a Tycoon's reach is mostly the luxury market. The idea now has a real shape: a city could zone commercial land, and any Tycoon โ not just a local โ could open a shop there, stock it from the outside market, and let that city's Resident families buy from it with their own gold. A well-stocked shop would pay the Tycoon and hand the host city a cut plus a happiness boost; an empty one would simply earn nothing, never cost anything. The mechanics are largely worked out now; what a licence costs, how the money splits, and which goods each shop sells are still open, and none of it is built yet.
When a city is genuinely short a luxury good its Grand Villas need, a licensed Tycoon can now broker an NPC caravan that delivers the missing goods straight into the city's stores โ automatically, every hour, whether or not anyone is online. It isn't free: the city's treasury pays a steep per-unit toll, deliberately steep enough that trading with another city stays the cheaper choice, and a mayor can turn it off entirely for their city. Founding a Grand Villas now shows exactly what the caravan would cost before you commit, and every delivery shows up in your hourly report.
Reach Tycoon and become a licensed luxury importer โ keep other cities' landmarks stocked when they run dry, and earn a cut every time a visitor walks through the door. Premium-building visits now cost an admission ticket that flows to the host city's citizens, so building your own luxury supply pays best.
An even farther hunting ground for a Hunter's Lodge built up past its next level โ heavier game, bigger hauls, rarer trophies. A further expansion of hunting, not yet built.
Bagging a specific animal for your Wildlife Passport used to come down to luck โ a hunt rolled a catch's weight first and then picked whichever animal fit it, so a couple of species dominated a hunting ground while the rest almost never turned up. Every personal Bow or Crossbow hunt now picks the animal first โ every species at that ground gets an equal chance โ then rolls its size, and hunting expeditions got the same treatment, sampling evenly across the whole ground instead of favoring the same few animals. Your weapon's level still matters: a higher-level Bow or Crossbow tends to land a heavier catch of whatever you bag, and heavier means more pelts. The truly undocumented creatures stay just as rare as ever.
Tapping ๐น Hunt from inside your Wildlife Passport used to replace the whole screen with the hunt panel, as if the Passport had never been there. It now opens the hunt panel as its own message just below, exactly like a shortcut should, and leaves your Passport right where it was.
Once you've got more than an hour of hunts queued, the ๐น Hunt panel now counts the wait in hours instead of minutes โ a four-and-a-half-hour wait now reads "4h 34m" instead of "274m 23s". Short waits still tick down in minutes and seconds, exactly as before.
The ๐น Hunt panel updates itself in place the instant a hunting party returns โ but that automatic refresh was rebuilding the panel without each hunt's own ๐ซ cancel button, so they'd quietly vanish the moment a hunt landed. If your queue happened to be full at the time, all that was left on screen was a ๐ Refresh button, which made the panel look stuck. The automatic update now draws exactly the same panel you'd get by opening ๐น Hunt yourself โ cancel buttons included.
Hand-hunting got a big expansion. A new weapon โ the ๐ฏ Crossbow, unlocked once your Trading Post reaches Level 4 โ opens a heavier class of big game at every hunting ground: long, opt-in hunts that bring home the largest, rarest animals and full trophies, while your ๐น Bow stays the quick hunt for smaller game. Pelts now scale honestly with an animal's weight no matter how you caught it, every animal is reachable by hand, and a new /wildlife Passport records every species you've bagged and your personal-best weight โ with a small number of secret, undocumented creatures out there for a lucky hunter to stumble onto. The Hunt panel itself got tidied up alongside it: each hunting ground now sits in its own compact row instead of a long wall of buttons.
Bagging a bigger animal brings home proportionally more pelts โ every catch pays out by its weight, so two animals of about the same size always yield the same haul instead of feeling arbitrary. The payout curve was smoothed out so nearby weights no longer jump unevenly, ten new animals were added across the hunting grounds, and full expeditions bring back a bit more leather overall to feed your growing neighbourhoods.
Once your Hunter's Lodge reaches Level 4, it now hires standing hunting parties that head out automatically every hour โ no taps, no queue slots. Each trip spends a bundle of your city's surplus raw materials (mostly timber and stone) and brings home pelts for leather, drawing only from above your reserve floor so it never touches what you're holding back. It's a pure pelt supply โ trophies, rare-game credit, and hunting reputation still belong exclusively to hunting by hand. It's on by default; your Mayor or Minister of Zoning can toggle it off anytime under ๐ City โ ๐ Districts.
A new consumable at the vendor for any city with a Hunter's Lodge: Hunting Party (500g) adds 5 extra slots to your hunt queue for 2 hours, so you can line up more trips before running out of room on the Hunt panel. It goes into your inventory like Hired Help and Rush Tokens โ activate it when you're ready, and activating again while it's running extends the timer.
Choosing a farther hunting ground for an expedition now brings home noticeably more pelts to match its bigger provisions cost โ so going the distance is a genuine bigger risk, bigger reward choice, not just extra trophies for the same haul. The Mount Expedition picker also now shows an estimated pelt range and exactly which provisions it'll draw before you send a party out.
A farther, richer hunting ground for a Hunter's Lodge built up to its next level โ bigger and rarer game to bring home. Arrived with the Industrial Era.
Mount a bulk hunting expedition from your action queue โ provision a hunting party from city stores for a full day and bring back a big haul of pelts and trophies, turning surplus raw materials into the leather your builds need.
A shared, everyone-plays-together twist on Bingo โ daily community cards with first-line and blackout races celebrated in the group chat. A possible next phase once solo Bingo has had time to settle.
With hundreds of crates saved up, tapping Open All could leave the button spinning with no sign anything was happening โ the game was working through them, just silently, and only replied once the whole batch finished. The tap now answers instantly with an "Opening N cratesโฆ" notice, and opening a big pile is much faster besides, so your full stash pops in one go with your total gold and Bingo Balls shown at the end.
Bingo Balls quietly bank up every hour you're not actively drawing on a card, but the count only ever showed while you had a card in play โ so between cards there was nowhere obvious to check it. Your stash now shows right on /profile next to your Prize Crates, and the /bingo panel prints your banked balls even when you don't have a card open.
Drawing a big stack of banked balls at once used to lay the hit/miss recap out as one long unbroken line that could run off the edge of the screen on a big draw. It now wraps into an even, square-ish grid, so you can read a whole run at a glance no matter how many balls you drew.
A push-your-luck Bingo minigame: bank Bingo Balls just by playing (now up to 1,000 in reserve), fill a 5ร5 card, and choose to take a win or ride for a bigger one before your card expires โ or opt into an always-ride high-roller setting if you're feeling bold. Fed by the Prize Crates and Bingo Balls you collect from everyday actions.
Catching every huntable species today โ all 34 across the open grounds โ now earns you Platinum Naturalist. The next tier had been sitting just out of reach because it was counting a species from a hunting ground that isn't open yet, so dedicated hunters could get stuck reading 97% with nothing left to catch. If you'd already filled out everything catchable, you've been bumped up to Platinum, reputation and Prize Crate included. The top Grandmaster tier is still out there, waiting on grounds yet to open.
The medal for gathering every raw resource quietly became impossible to finish once Pelts joined the Tier 1 roster โ Pelts come from hunting, not gathering, so the checklist had an item nobody could ever tick off. It now counts exactly the seven resources you can actually gather; if you'd already gathered all seven, the medal arrives with your next gather.
City Calling, First Expedition, Roughing It, Off the Grid, Packed and Ready, Full Queue, Artisan, and Appointed were each paying their reputation once from the medal itself and once more from an older duplicate โ so a +5 medal actually paid +10. Each now pays exactly the amount shown in the guide, and you'll only get one announcement for it. Reputation you already earned from these medals is yours to keep.
Earning a new tier of a medal used to repeat the same faraway target every time โ "complete all 42 to become a Grandmaster of the hunt" โ without ever saying how many of the 42 you'd actually got. Every tier-up message now carries your live count too, on every leveled medal, and turns into a plain "โ complete!" once you finish the set.
Your Axe, Shovel, Scythe, Pickaxe and Crucible used to add only a small chance of one extra unit when you crafted by hand โ even though the very same tool level multiplied your output several-fold on the hourly queue. Tool level now multiplies what you make at the Workbench too, the same way it always has on the queue: a maxed-out tool makes roughly ten times what a fresh one makes, at the same batch size and craft time. A brand-new tool sees no change at all โ the payoff only grows as you level it up. City Score is unaffected, so nobody's rankings move; it's purely more in your hands for the same effort.
A new kind of Estate item that breaks both of Estate Customization's usual rules on purpose: it's earned, not bought with gold, and it shows up no matter what home you have โ even none at all. The first piece is the Community Cape, given automatically the moment you join the community chat, alongside the Community Member medal. It's yours forever, even if you ever leave the chat.
Your home is no longer just a number โ you can furnish it. Pets, paint, plants, decorations and vehicles, all bought with your own gold, all yours permanently, and none of it makes you stronger. The catch: gold buys the pet, but your house buys the right to show it. A Cottage displays one pet, a Townhouse two, a House four, a Manor eight, an Estate sixteen. You can own more than you can show โ the rest wait safely in your collection, and swapping what's on display is free and unlimited. Pets can be named, and the town crier will suggest a few if you're stuck.
Earning a medal โ or climbing it to a new tier โ now ends with a line like "๐ Find it under ๐น Hunting in /medals", so you can jump straight to that section and see what the next tier asks of you instead of hunting through every category. Secret medals stay a surprise โ they don't reveal a section.
Your Medals page could show "0 now" on the progress line for the Contributor (approved feedback) and Boomtown (district families) medals, even after you'd already reached a tier โ so a Platinum Contributor could read as if they'd contributed nothing. Both now show your real current count and percentage toward the next tier; your earned tier itself was never wrong.
The Fortune medal โ which tracks the most gold you've ever held โ had frozen in place for some players despite them continuing to earn gold from wages, gathering, Bingo, scratch tickets, quest rewards, and Tycoon dividends. It's fixed now, and anyone who'd already climbed past their stuck mark should see their progress jump up to match it.
Five new medals for the Industrial Era: push any tool all the way to Level 10 for the new Grandmaster medal, and four fresh achievements for reaching Town Hall 4, building the Masterworks, earning the Master's Charter, and completing your first leased-Masterworks craft. The Trapper medal (total pelts) also keeps climbing two new tiers past Diamond.
Your personal home ladder โ from a modest first home all the way up to the Estate โ now has a proper name: the Estate track, with its own /estate command. Nothing about it changed โ same tiers, same costs, same treasury each pays your city โ the name just makes room for a personal-progression idea we're considering next.
The Hauler medal โ total lifetime gathering โ now keeps climbing after Diamond, with new Obsidian and Mythic tiers to chase. Already at Diamond? You keep it; the new tiers just give your biggest gatherers a much bigger mountain to climb in the industrial era.
A one-time purchase that lets you lease crafting capacity in any city's advanced workshop for life, and pushes your personal tool mastery past today's cap all the way to Level 10. Arrived with the Industrial Era.
Your Medals screen and profile now show how far you've climbed through each leveled medal's tiers, not just how many you've fully earned โ so being close to maxing one out looks different from just starting.
We're sketching a reusable framework for limited-time themed events โ things like a floating, non-denominational winter festival โ built mostly from systems you already know: Bingo, Prize Crates, medals, and city goals, reskinned for the occasion. Anything you'd earn during an event would be yours to keep forever; only the festive dressing goes away when it ends. A player suggestion we like; nothing is designed or scheduled yet.
Typing /profile in the community chat now posts a short public showcase card โ your name, tier and reputation, your Estate and every pet, plant, paint job and trinket you've got on display, your medal count, and your home city. Your gold, wages, loyalty, queue and settings stay private to your own chat with the bot.
The pinned Weekly Champions post โ the podium crowning the week's top cities and players โ could occasionally go out twice on back-to-back days, since not every city's weekly window was closing on the same day. Every city's weekly contest now closes together, so there's exactly one Champions post per week.
The website's Cities table now shows how many Residents each city is home to โ the NPC families living in its Residential Districts โ right alongside Citizens and Buildings, and you can sort by it like any other column. Residents never add to a city's score; it's a population count, not a ranking metric.
The daily Top Cities award used to name a single winner across every Town Hall level, which read strangely once Town Hall 4 cities were producing a hundred times what smaller cities could. It's now a three-city podium โ ๐ฅ๐ฅ๐ฅ โ so more than one city gets recognized each day.
The daily Biggest Earner crown used to compare end-of-day gold balances, so a player who earned a lot and then spent some of it could lose out to a player who just sat on a smaller pile. It now tracks gold actually earned that day, so spending it doesn't cost you the crown.
Each day's community leaderboard now calls out the city that founded the most new district zones that day โ the first time Residential Districts get their own spot in Daily Tops, alongside Top City and Rising Prestige.
The Roadmap page now opens on a ๐ Weekly Recap tab โ a short story of what actually shipped each week, from the week the beta opened right through to the current one, each with a headline, a few sentences on what the week was really about, and the handful of changes worth remembering. The Changelog is still there for the full blow-by-blow of every change; this is the version you can read in a minute to catch up on a week you missed. The forward-looking roadmap tabs sit right alongside it, unchanged.
A new daily story of the realm โ a short, readable recap of what actually happened across every city: new arrivals, founders, tier promotions, big hauls, lucky scratches, hunting trophies. Catch a preview in the community group each day, or read the full story (and browse the archive) on the new Herald page on the website.
UrbanPact now has its own Telegram sticker pack โ your citizens plus reaction stickers for jackpots, rockets, medals, prize crates, Bingo wins, idle nights and more. Linked from the website footer and the changelog.
The website's Cities page is now a click-to-sort table โ click any column heading (Citizens, Buildings, Prestige, or Today/Week/All-Time score) to rank every city by it, with the leaderboard medals following your sort. Prestige is now just a sortable column instead of a separate view.
The pinned weekly wrap-up now crowns a full gold-silver-bronze podium across eight categories โ Top Cities, Gatherers, Biggest Earners, Rising Stars, Top Hunters, Crafters, Crate Hunters, and the week's Luckiest Scratches โ instead of just three cities and two single-winner categories.
The World Map โ where you can browse every premium landmark across all cities and plan your next visits โ now reads cleanly on a phone. On narrow screens it skips the visual canvas and shows the full building-by-building list straight away, so every city and landmark is clear at a glance.
Behind-the-scenes reliability work so the hourly update either fully happens or fully doesn't โ never leaving things half-done if something hiccups mid-tick.
/trade lives in the City panel and your hourly report rather than the slash-command menu, so it never autocompleted โ and the natural plural, /trades, used to just sit there doing nothing when typed. /trades is now an alias for /trade, so either one works.
If a lot of your districts were short on the same goods in the same hour, your tick report used to print one line per zone โ so a city running a couple dozen districts could fill the whole report with near-identical lines until the message got too big to send. It didn't arrive shortened, either: it didn't arrive at all, taking that hour's gold, wages and production summary down with it. Zones short on the same goods are now grouped onto one line (worst dip first, with a short tail for the rest), so your report stays readable no matter how many districts you run โ and as a backstop, any report that's still too long now gets trimmed with a note instead of silently disappearing.
Workbench recipes were quoting the material cost for a single item, but every craft actually makes a batch of two โ so a recipe listed as needing 2 Timber was really about to take 4, and every cost line on the panel was quietly half the real number. That also meant the โ /โ ๏ธ readiness marker could lie: a recipe could show as craftable, let you tap the button, and then turn you away for not having enough materials after all. The panel now quotes the true, full batch cost, so what you see is what it actually charges.
When a queued visit couldn't go through, the reason has read in plain English in your main tick report for a couple of days now โ but one more place that reports a skipped visit was still showing a raw, code-like fragment instead. Every place that tells you a visit was skipped now uses the same friendly wording, like "you couldn't afford the ticket" or "it's on cooldown".
The Visit panel's summary of your scheduled trips used bullet points, while /queue lists everything with numbers โ a small but jarring mismatch between two views of the same queue. The Visit panel now numbers each queued trip in the order it'll fire, matching /queue.
With "Show queue in reports" turned on, a queued visit used to show up under the landmark's plain type name โ like "Spice Harbour" โ instead of the specific one you actually booked, like "Jรถrg's Tidemark Spice Harbour". So the same trip could read as a different place until it fired. The report now names each queued visit exactly the way the Visit panel and /queue already do.
Every time you set a keep amount at the Export Market, the panel used to post a whole fresh copy of itself โ so tidying reserves across your stockpile left a tall stack of duplicate panels. Setting a reserve now updates the same panel in place, so you can set as many as you like without the pile-up.
Prompts inviting "any whole number" โ like an export reserve or a trade amount โ used to quietly ignore anything past six digits, leaving you with no reply at all, as if the bot had crashed. Every whole number you type now reaches the prompt: an export reserve still tops out where it always has, and an out-of-range trade amount now tells you the actual range instead of saying nothing.
The queue summary at the top of the Visit panel could let a really long city name eat the whole line, pushing the landmark you were actually visiting off the edge entirely. The city name now trims itself just enough to keep the landmark's name in view โ a glimpse of the city is plenty to place it.
The opt-in "show your queue in reports" setting could undercount your queue โ a โ Market Run sitting in your queue was silently left off the readout, so the N/max total at the top could read lower than what /queue actually showed. Every queued action now appears in the readout, so the count always matches your live queue.
If every open slot in your queue was Odd Jobs, tapping Fill did nothing at all โ even though the panel promised right above the button that Fill adds Odd Jobs to every open slot. Fill now repeats Odd Jobs the same way it repeats any gather action, filling every open slot in one tap.
Planning a landmark visit used to mean flying blind on your own pending trips โ the only way to find out you'd already queued one was to tap it and get turned away. Every Visit screen now opens with a quick summary of how many queue slots you're using, and any landmark you've already scheduled carries a clear ๐ marker right on its button. That summary now also names each queued visit by city and landmark, in the order it'll fire, so you can see your whole planned route at a glance without backing out to your queue.
Head to โ๏ธ Settings and turn on "Show queue in reports" to get a running list of what's still lined up in your action queue at the bottom of every hourly report, in the order it'll actually fire, with an arrow marking what runs next. It's off by default โ nobody's report gets longer unless they ask for it.
The "families waiting to move in" section told you a city had hundreds of families on the road, then quoted the material cost of settling just the very next one โ accurate, but useless for figuring out what you actually needed on hand. It now shows both: what the next family needs, and what it costs to seat every family you currently have room for. If more families are waiting than you have beds for, it says so plainly instead of implying more materials would help.
The ๐จ Craft button used to sit on every menu from day one, doing nothing until you bought a Workbench โ and the purchase message even claimed your menu had just been "updated with a Craft button," as if it were new. The button is now hidden until you own a Workbench and appears the moment you buy one, so the purchase message finally describes something that actually happened.
The /visit warning that's supposed to stop you queueing the same landmark twice had never actually worked โ a duplicate visit slipped through, the first one landed normally, and the second one silently burned one of your queue slots for nothing once it hit the 24-hour cooldown. Duplicate visits are now properly blocked the moment you try to queue them, and when a visit doesn't go through, your hourly report now says why โ on cooldown, couldn't afford the ticket โ instead of just saying it was skipped.
The links that open the game in Telegram โ including your invite and referral links โ had stopped working, because the t.me web address itself went offline (nothing UrbanPact did). Every public link now routes through telegram.me instead, and works exactly as before.
Once your city builds a Customs House, the Trading Post stops selling luxury goods for good โ but the hourly tip and AI Tips didn't know that, and kept telling Customs House cities to "buy the missing luxury at the Trading Post." They now check whether your city still has that vendor, and point a Customs House city at trading with another city instead. They also stopped claiming Odd Jobs fills your city's treasury โ Odd Jobs only ever pays your personal gold.
Your hourly tip could look right past a resource pile you were swimming in โ 321,000 Grain, say โ and still suggest filling your open queue slots with more of it. The advisor now sees exactly which raw materials your city is already well stocked on and is barred from ever pointing you at them; it steers you toward what's genuinely scarce, or toward spending the glut, instead.
Queueing Odd Jobs now works the same way every other queue shortcut does โ /queue_oddjobs, right alongside /queue_timber, /queue_planks, and the rest. The old /oddjobs still works exactly as before, so nothing you've already memorized breaks.
A brand-new building could, in a rare busy moment, finish construction with no name at all โ every other building in your city had one, but that one sat blank. It's now guaranteed to get a name the instant it's finished, no exceptions. And โ๏ธ Rename a Building is no longer hidden while another project is under construction โ you can open it any time.
A handful of screens that render a long, open-ended list โ like browsing every landmark across a big city on /visit โ could occasionally run past what a single message can hold and quietly break, leaving a button that looked normal but did nothing when tapped. Those screens now trim themselves cleanly with a short note instead, so you always get a working panel.
The Old Fields wilderness quest wore the ๐พ Grain icon on its button, but that trip only ever guarantees ๐งต Fiber โ Grain only comes home for sure from The Coal Hollow. The Old Fields button now shows the Fiber icon it actually pays out, and the guide's quest table lists exactly what each camp location brings back every time.
Two reward messages were quietly underselling themselves. Levelling your Crossbow used to congratulate you with a line about a crafting bonus โ but the Crossbow doesn't craft anything; it never did, and the message now correctly says what leveling it actually does (biases your catches toward bigger game). And the 'bonus yield' line on a finished craft used to call your tool's lucky bonus 'an extra one', even when a maxed tool was actually handing you ten extra units โ it now states the real amount.
๐ Districts no longer opens as one long scrolling list. It now opens on a summary โ how many of each district tier you have, how full they are, and how many are still going up โ with a tab per tier, so a big city with forty districts is two taps away instead of a long scroll. Every tier's hourly upkeep is now shown too, on the overview and inside each tab, with a total for the whole city โ so you can finally see exactly what your districts are costing you each hour.
Your Wildlife Passport, the Resources needs line, and cost breakdowns across the game used to fold anything past the first few entries into a vague "+N more" โ hiding real detail, especially on a big craft or a long Passport. Truncated lists now either show the full list or point you at exactly where the rest of it lives, so nothing important stays hidden.
Opening the build screen for the same building twice could show its material list in a different order each time โ nothing was actually changing, the amounts were identical, just shuffled โ which made it look like the recipe itself was drifting. Every build screen now lists materials in the same fixed order every time: Treasury first, then raw goods, crafted goods, and luxuries.
Once you've upgraded Craftworks into a Masterworks, the menu button now says so instead of still reading "Craftworks" (the old button keeps working too, so nothing breaks if your menu hasn't refreshed). Every recipe on the Craftworks panel โ even ones you haven't switched on yet โ shows exactly what it costs per unit, so you can weigh a recipe before turning it on instead of guessing. The panel's build-needs line was also cleaned up: it used to list every outstanding need for your active project, even ones no Craftworks recipe could ever fill (a raw gathered resource, a rare luxury good) โ now it only lists a need if one of your recipes can actually help, and when that leaves nothing to show, it shows your Tier 2 goods on hand instead, so you can pick a recipe without leaving the panel โ and that on-hand list now lines up in the very same order as the recipes above it, so matching a recipe to what you're holding is a straight scan across instead of a hunt down the column. The panel now also shows your city's Treasury right next to the Labor Contract price, so you can weigh a contract against what's actually in the vault โ and the Hire Labor button itself tells you exactly how far short you are if you can't afford one yet, instead of letting you tap a contract you can't pay for.
If you hold the Master's Charter and your city has a Masterwork, your queued crafts run on a leased crew that eats a bit of Grain for every unit it makes, on top of the recipe's real ingredients. That grain was landing on the same ๐ง Used line as the recipe's actual inputs, so a Planks craft could read as if Grain were somehow part of the Planks recipe. It now gets its own line โ ๐ท Fed the leased Masterworks crew โ so it's always clear what the recipe took and what the crew ate. Nothing about the cost changed, only how it's reported.
If Resident families are on the road but can't settle in โ because your city's short a few Furnishings, or a bottle of Fine Wine, or a pane of Glass โ the ๐ Needs tab now names each missing material and how much more is needed for the next family to move in, right below your build project's needs. No more cross-checking the Districts panel against founding costs against your stockpile to work out what's holding things up. Families waiting on space (a full or paused district) aren't listed โ they're waiting on you to zone, not to gather.
The screen showing your city's active build project is a snapshot from the moment you opened it โ so if you left it sitting open while the hourly update ran, it kept showing the old material list even after the building had finished. Every other panel in the game already had a ๐ Refresh button; now this one does too, so you can pull the latest progress (or see the completed building) without closing and reopening ๐ Build. Mayors keep their Cancel Project button right beside it.
๐ Build used to tell anyone who wasn't the mayor or a Minister of Urban Development that only they could start a project โ and showed nothing else. Now every citizen can browse the full list of buildings the city has unlocked, see what each one produces and costs, and check that out one tap away. Starting or cancelling a project is still the mayor's and Minister of Urban Development's call, exactly as before.
A Queue Boost raises your action queue cap by 2, but only the Fill button could actually reach those extra slots โ tapping an individual Gather or Odd Jobs button still stopped you at your normal cap and told you the queue was full. Every queue button now honours an active Queue Boost, and your menu and profile screens now show the boosted total too instead of reading as already full.
/city used to be one long scrolling message โ every stat, your stockpile, every building, and your whole roster all stacked together. It's now three quick tabs: Overview (key stats, Prestige, what's under construction, and a new Residents count), Buildings (your full building list), and Citizens (your roster, plus how many Resident families live across your districts). Your full stockpile still lives at /resources.
The Tools panel's description line and its bonus-yield line used to disagree about what a tool actually does โ a Pickaxe's description read gather-only right above a line about bonus yield when crafting Mortar, and a line like "33% chance of bonus yield" never said what you'd be crafting. Both lines now list the exact same crafts, pulled straight from the recipe list, so they always agree and stay accurate as new recipes are added.
/resources is now four tidy tabs instead of one long wall of text: ๐ฆ Stock (everything you own, with production per hour), ๐ Needs (what your active build and any districts under construction still need โ now the full list, not just the first three items), ๐ Trade (your active deals), and ๐ Forecast (what the next hourly update will draw from your stockpile โ now including what your Residential Districts draw, not just your Craftworks and next queued craft).
The AI tip in your hourly report used to sometimes suggest filling an open queue slot with "whatever produces Fine Wine" (or another Tier 3 luxury) โ but luxuries can never be gathered or queued, only made by a specialty building, bought at the Trading Post, or traded for. The advisor now points you at the Trading Post or a trade deal instead.
The ๐ Build panel โ both the project list and a specific building's detail screen โ now stays fully tappable no matter what else happens in your chat in between. Reopening ๐ Build, or tapping โ Back from inside a building you'd tapped into, always gives you a fresh, working panel instead of one with dead buttons.
/myfeedback now splits into proper pages with โ Prev / Next โถ buttons instead of cramming your whole history into one long message that got cut off โ and an item you've already thumbed up now shows a small โ Acknowledged mark in place of its button, so you can tell at a glance what's new versus what you've already seen.
A round of small readability fixes: every big number in the Crafting panel and your hourly report now groups with thousands separators the same way the rest of the game already did, Leather finally shows its proper icon on every crafting screen instead of a plain bullet, and the Library's build description now mentions the Level 4 reward it unlocks.
Crafting time now has a firm 3-minute floor, so levels past 5 add crafting slots instead of unrealistic speed. The Workbench level-up message spells out the exact craft time and the new slot you gained, the Tools screen now explains the floor too, and a Level 9 or 10 tool's level-up note (and the Tools panel) now mentions its second bonus-yield chance.
Your Resources screen now shows what's about to leave your stockpile, not just what's coming in. A new estimate line projects how much your Craftworks workers โ and your next queued craft, if you have one lined up โ will draw from your materials on the next hourly update, so you can spot a resource about to run dry before it actually does.
A one-tap button on your Queue and Crafting panels fills open slots with what your active project needs most right now, sparing you the busywork of manual entry. It grows more capable as your Library levels up, and arrived with the Industrial Era.
A fresh set of short daily goals โ gather this, craft that, send an expedition โ that reward you for the things you're already doing, with a new slate each day to give you a reason to check in and steer. A player-requested idea we like; the shape and rewards aren't worked out yet.
A player wondered whether neighboring cities could do more for each other than swap resources โ something like one city sharing its spare capacity with another, the way real towns share services. Purely a shape being turned over; nothing about what that would actually look like here has been decided.
A few of you have floated cellars or basements โ storage or production tucked underground, beyond the simplicity of the Mine โ and, in the same spirit, a general 'aging' idea where a long wait turns a common material into something more valuable, the way a wine cellar would. Purely a shape we're kicking around; nothing designed, nothing scheduled.
A player asked for something like annuities or index funds โ a way to park gold now for a structured payout over time, rather than just banking it. It's an interesting fit for the kind of patient, long-horizon play a Tycoon's portfolio is supposed to reward, but we haven't worked out whether it would be a genuine sink or just a slow-motion faucet, so it's purely an idea being turned over.
Now that every animal at a ground gets a fair shot at being caught, we've wondered about giving your growing Wildlife Passport a proper showcase โ a 'safari' view of your trophies rather than just a list. Nothing concrete; it may end up being little more than a nicer window onto data you already have.
We've kicked around some kind of distinctive recognition for the players who were here at the very start โ something more than a line on the Medals page โ and, in the same spirit, a small cosmetic badge or flourish you could earn or choose for a building, nothing that changes what it does, just personality on top. One version of the idea would let a long-time contributor put their name on something in the game, like a hunting-grounds animal or a rare pet. Nothing decided on any of it, not even who'd count as a 'founder.'
A player asked whether something like marriage, or a formal business pact between mayors, might ever exist โ cooperatives, they hoped, not cabals. We've turned it over a little: any bond that actually did something (shared resources, a joint venture) would need real answers about consent and what happens when it ends, so for now it's just an idea worth remembering, not anything in motion.
We've wondered about a realm-scale collaborative build โ something any city or player could chip resources or gold into from wherever they are, with the finished landmark visitable through your Passport and a plaque naming whoever helped raise it. Nothing designed โ governance, cost, and what it would actually do once built are all still open questions.
A player wondered whether a visit to a premium landmark could leave some kind of trace โ a guestbook, or a log of who's stopped by โ rather than passing through anonymously. We've turned it over a little: it's a nice social touch, though whether it'd be a public log, an opt-in one, or something quieter is still completely open.
A player asked whether they could shape their own hourly report โ choosing what shows up and what doesn't, beyond the handful of on/off settings that already exist. We like the direction; the report already has several optional sections, so this would mean going further and letting you actually pick and arrange them. Nothing designed yet.