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What just shipped, and where UrbanPact is headed. Updated Aug 31, 2026.
The week's opening days cleared out a handful of small but nagging inconsistencies rather than any one big feature. A citizen's card finally sorts their weapons apart from their tools and shows their Crossbow and Chisel with their own icons instead of an identical wrench for both, the in-game wiki learned to answer questions about Promissory Notes, and your city page, Passport and Wildlife encyclopedia now open inside Telegram itself instead of kicking you out to a browser. The Minister of Zoning got a name to match the other five ministers, and recruiters stopped playing a guessing game with their referral links — a note now arrives the moment someone actually starts the game through one, well ahead of the reputation reward that still only lands at Citizen. A run of small honesty fixes followed: a Crafting-screen Fill bug that queued whatever recipe you'd just canceled instead of the one it told you it would queue was cleared up, the hourly tip learned to say "Same as last tick" when your situation genuinely hasn't changed, and a stray bit of leftover formatting that could occasionally turn up mid-sentence in a tip got cleaned away. The week closed with two more honesty passes: sending in a custom crest picture went to a person for review, but nothing ever told that reviewer one had arrived — three cities had been waiting with no alert ever raised, the longest three weeks, and all three finally got their answer, with the review queue now raising a daily alert until every picture in it is dealt with — and Tycoons got an earlier, more honest warning about running low on Letters of Credit, timed to how fast each importer actually spends rather than a flat number that used to arrive after the fact, and reaching the short one-line hour report for the first time too.
The week began with a hard look at the leaderboard itself: Auto-Hunt's standing hunting parties had quietly been earning City Score for as long as the feature existed — worth close to a fifth of every point in the realm, whether or not anyone was logged in. That's corrected now, with every hunting city's all-time score coming down 14–26% to reflect actual play, and the hourly coach stopped sending anyone to sell a luxury on a market that's never bought one. The following days cleared out a run of smaller but genuinely annoying rough edges: the Librarian's one-tap fill finally queues the Supply Run it recommends instead of quietly skipping it, its shelf advice now covers three of your cities instead of two, a landmark's cooldown counts down for real instead of always saying '24 hours', now accounts for your own queue instead of just the door (a full queue could turn a '31 minutes' reading into something actually nine and a half hours away), and can be queued ahead of time; a half-built trade offer can no longer vanish on you, and the hour report now flags a Chamber slot or Tycoon specialization you've unlocked but never used. The Trading Post also picked up a Sell Back shelf, so a consumable you bought and didn't want isn't stuck with you. The week then turned to a smaller honesty pass on the numbers themselves: a shelf's remaining stock used to fold anything from a day to a day and a half into the same vague 'about a day of stock', precisely the window where it matters whether to spend a queue slot on a Supply Run now or let it hold until later — and it now reads in exact hours anywhere inside two days, a pass that reached the Promissory Note's own clearing estimate too, rounding up instead of down so a debt can never look paid off sooner than it will be, and by midweek was extended further still so a note more than four weeks out reads in rounded weeks instead of false day-level precision. That same honesty lens then landed on the Librarian's own shortage warnings: it had been watching pelts and reporting leather, which meant the alarm fired exactly when a busy workshop was turning pelts into leather and the leather pile was actually growing — one player was warned he was low while holding 44,000 of it. It now watches leather itself, and stays quiet unless leather is genuinely short. Midweek closed out with three more of those, the last two both the same day: the Market Run's own Max button had been working out your headroom the instant you tapped it rather than when the run actually reached the front of your queue, so busy importers with deep queues were quietly shortchanged every time a delivery landed while their max run waited its turn — it now tops up to your real ceiling at the moment it fires — every screen that promises when a queued action will resolve got the same honesty treatment (the Expedition, Market Run, Supply Run and visit screens, and the new-player welcome message, used to say 'resolves next tick' no matter how deep your queue actually was, and now say how long the wait genuinely is and how many actions stand ahead of it), and weapons finally got their own heading on the tools screen instead of sitting mixed in among crafting tools by price. The week's very last day turned the same lens on the game's own governance: the in-app Roles panel finally explains what each role actually does instead of handing a mayor an unlabeled row of buttons, the Minister of Treasury's own description was corrected to cover the two duties that never expire — renaming buildings and choosing the city's crest — instead of just the vendor route that quietly closes the moment a city builds a Customs House, the guide's governance page finally named all six ministers instead of four, a newly-appointed Minister of Zoning now actually gets told they were appointed, the Minister of Urban Development can cancel a build project every way the mayor can, and the Settings screen's quiet-mode bells finally look different depending on whether the setting is actually on or off.
The week opened with small trust fixes — hunts, hour reports, and the coach itself all got more honest about what they were telling you — before the coach picked up a genuinely new trick: it now notices a shop's shelf running low and points you at a Supply Run instead of staying quiet about it, then got sharper twice over the same day. Midweek brought two straight audits back to back — one on the Visit panel's own markers, tracking down every place '🆕' could mean a different thing and making it mean just one everywhere it appears, and a second on crafting tools, giving every tool's bonus display the whole ladder it actually rolls and turning the Tanning Rack's guaranteed double into a floor instead of a ceiling. It moved on to trade next: /trade started showing how old every deal actually is, and the hour report began flagging how many offers were still waiting on your own answer, catching some that had gone quiet for weeks with nobody the wiser. It closed with a pass on the Librarian's own judgment — shops now sort by which shelf is closest to running dry, the Librarian recommends visits by what they're actually worth instead of alphabetically and stopped flagging a perfectly open door as 'likely closed' over one importer's passing shortfall, and the community chat's cheer buttons started registering a tap for the first time since they shipped a month ago — and closed the week by turning the Librarian loose on your own shop shelves too, flagging a low one with the same kind of Supply Run suggestion the hourly coach uses, across every city you trade in rather than just the one you're standing in. The Export Market panel also started naming exactly how many units short a stalled resource still is, instead of a flat number that read the same whether you were close or nowhere near. The queue screen got the same honesty treatment right at the wire: Fill's own preview now matches what tapping it actually queues, and Fill stopped going quiet when your queue ran dry — it falls back to repeating whatever you worked last instead of telling you to add something first.
This was a week about trusting what the game tells you. It opened with a run of accuracy fixes — the gold statement's own arithmetic finally closes and picked up an hour-by-hour breakdown, the Library's fill button stopped disagreeing with the Librarian's own advice, and the hourly AI tip stopped repeating the same shortage warning no matter how urgent it actually was. Midweek brought a wave of clarity and convenience: the hunt panel finally explains why a Crossbow trip runs so long, /trade joined the command menu after being reachable only by memory, Rush Tokens started stacking instead of refusing a second redemption, and a Market Run got a one-tap button to fill your whole Letter-of-Credit ceiling. It closed by giving every city a face — 36 crest badges to choose from, or a photo of your own reviewed by a person before it goes live — and then spent the next two days on a full audit: tracking down and closing every remaining place a stray <, > or & in a name could quietly break someone else's panel or hour report, restyling a landmark-visit story that had lost its markup along the way, teaching the short hour report to mention your shops, and giving three medal ladders — Fortune, Renown and Boomtown — more room to climb, and closed out the week by finally teaching hunting expeditions to announce a rare secret or mythic catch the same way a personal hunt always has.
This was the week the game's numbers got checked against what they actually do, and a lot of them were wrong in the game's favor by too little — exports finally paid a real premium for crafting, Labor Contracts were cut in half once measurement showed most cities losing treasury on one, and even scratch-ticket resource prizes got rescaled once one was found paying under a minute of a Sawmill's output. Mayors got their own demand signal for the first time, and the Library finally became a panel that advises even with a full queue while the queue screen stopped quoting a stale internal number for what a gather is actually worth. The week closed by turning outward and tidying up: cheer buttons now fire on tier promotions and new cities as well as Bingo wins, a player who's been gone a week gets a single no-guilt hello instead of silence, the realm's long-abandoned original starter city was finally retired, a queue action nobody had ever found was removed rather than fixed, hunt refusals started explaining themselves in full, and the Realm Herald's own daily count got caught shortchanging the very day it was supposed to be telling — capped by a fix to the shop shelf-life math that had been quietly doubling how much time was left on the estimate the whole shopkeeping side of the game relies on.
This was the biggest week UrbanPact has had. Town Hall 5 launched Sunday night — a Chamber of Commerce, Commercial Zones where Tycoons open real shops that sell to your Resident families, a Bank that finally lends you gold, and nearly every building reaching Level 5 — alongside a wilderness that grew wider the same night: four brand-new hunting grounds, Mr. Crane's invitation-only reserve, and tools climbing all the way to Level 15. The week that led up to it closed out a much older complaint: /gold gave every player a full, checkable statement of where their money came from and went, the Trading Post reopened as an organized two-tab shop, and Residential Districts started paying real treasury tax while the prestige wage-bonus ceiling came off for good. It ended with a burst of same-night polish on the brand-new content — freshly-opened hunting grounds that were accidentally still padlocked, Supply Runs that showed up nameless in your queue, and the AI advisor getting caught up on everything that just shipped.
The week opened with the hourly advisor learning some restraint — it stopped recommending resources you're already drowning in, stopped sending Customs House cities to a vendor that closed years ago, and stopped claiming Odd Jobs pads the treasury — while Daily Tops and Biggest Earner both got fairer measures of who actually did the most. Cloth and Furnishings moved off the Crucible onto tools that actually make sense (a new Chisel arrived for Furnishings), a long-standing bug that let a duplicate landmark visit silently burn a queue slot got fixed, and hunting became genuinely fair: every animal at a ground now gets an equal shot, the Wildlife Passport got a tabbed redesign with real per-species counts, and the Naturalist medal was rescaled to match what's actually catchable. A full week of Export Market cleanup followed — bigger reserves, one-tap Max, forgiving number entry, Keep-all buttons, and a phone-friendly tabbed layout — alongside a colorblind-accessibility pass and a run of quieter reliability fixes, including the Crafting panel finally quoting a craft's true batch cost and a big city's hourly report no longer vanishing outright. Spoiler protection became a running theme: the Wildlife Passport and then Medals both stopped revealing how many secrets exist in total, keeping the surprise a surprise. The week closed with a genuinely big balance move — the Estate track's treasury contribution to your city was steepened up to 7× at the top, so a maxed-out home now out-earns a Level-4 Town Hall — plus the hourly report's bulkiest sections (visitors, hunting, districts, and now trade routes) learned to fold into a tap-to-expand summary, and the AI advisor started showing what a landmark visit will actually cost before suggesting one.
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 — 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 — pets, paint, plants, decor and vehicles, all bought with your own gold and kept forever — 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 — 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 — the oddest one — 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 — /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 — 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 — 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 — hunting trips, the Bow and Tanning Rack, pelts and leather — 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.
The landmarks, the district import valve and the labor contracts were all built to give a growing treasury somewhere to go — but more than one city has now outgrown what those can drain, and treasury is piling up again with nowhere obvious to put it. We're turning over a few shapes for a genuine outlet: a temporary city-wide celebration a mayor could trigger, paying treasury out to members directly, or something else along those lines. Nothing here is decided — not the shape, not who could set it off, and not even whether it's worth building over just letting treasuries keep growing.
Building a big trade offer and tapping '« Back to trade' used to drop you at the trade menu with no way back to what you'd assembled — a carefully-built gift of five resources, gone as far as anyone could tell. Nothing was actually thrown away, but nothing on screen said so either. Now '« Back' steps up one screen inside the builder instead of out of it, so fixing a single amount costs you nothing else, and /trade lists any unfinished offer at the top with ▶️ Resume your offer and 🗑 Discard — leaving is always reversible, and discarding is always something you chose. The Review screen got its own way back too, so changing one number and abandoning the whole offer are no longer the same button.
Merchants only buy whole 1,000-unit stacks, so a resource that hasn't got one to spare shows "no full stack yet" with the amount still needed — but that amount was always shown as a flat 1,000, however far under your reserve you actually were. A stockpile of 3,879 against a reserve of a million read exactly the same as one sitting at 726,828, which made the number worse than useless. Each row now names its own real distance — the units you'd have to add before the first stack ships — and a resource you've pinned with 🔒 Max to keep everything no longer quotes a shortfall of a billion; it simply says your reserve keeps the lot.
Offering a deal sends the other city a message with Accept, Counter and Decline on it — but that message scrolls away, and Telegram gives you nothing to remind you it's still sitting there. Some offers had genuinely gone unanswered for over two weeks with nobody noticing. Your hour report now carries one line telling the mayor or trade minister how many offers are waiting on their answer, and how long the oldest has been waiting — a count, not a list, since /trade is where they live and already has the buttons. One-time offers count too, and it shows up in the short one-line report as well. Separately, /trade itself now shows how old every active deal and negotiation actually is, since a route agreed months ago used to look identical to one struck yesterday.
The Tanning Rack's guaranteed double-output bonus was the best crafting bonus in the game when it was built — but it stopped improving at Level 7, while every other crafting tool kept climbing all the way to Level 15. By the top of the ladder the Rack was quietly making about 40% less Leather than any other maxed tool, the exact opposite of what it was meant to be. From Level 8 up, the Rack now earns whatever an ordinary crafting tool's bonus ladder would pay instead, so it's never the weakest tool in your kit; below that it keeps its own faster early climb, which is still the better of the two. Nothing goes down at any level — a Level 15 Rack now makes roughly 100 Leather per craft instead of 60, and a low-level Rack is exactly as it was.
Convert a resource you're swimming in into one you're short on, at a deliberate loss — 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 — 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 industrial era — 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.
A second design session pushed this a lot further this cycle, even though none of it is built or scheduled yet. The idea that's stuck: your city isn't short on things anymore, it's short on knowing where to put what it's piled up — so this era leans into showing mayors exactly what a purchase or an upgrade actually costs and where it goes, a long research-driven project with many different strands worth investing in over time, and neighborhoods that ask a little more upkeep the bigger and fancier they get. For players who want it, this is also now confirmed as where running more than one city at once will live — reached only as a capstone after working through everything else the era offers, and only once we're confident a city you're not actively steering can still coast along fine rather than quietly falling apart. Getting there will also mean physically traveling between your cities, not just working them from afar. One specific piece already earmarked for whenever this era ships: letting a mayor retire a district the city has outgrown. Most of the overall shape is sketched now; the actual prices, a few remaining names, and a full building list are still being worked out, and nothing here is priced, scheduled, or promised.
Two numbers about a landmark's cooldown look similar but aren't: when the door reopens, and when your own queue would actually get you there. Your queue only fires one action an hour, so a landmark reopening in an hour was still three hours away with two other things queued ahead of it — but the panel was quoting the door, which made the number most wrong exactly when you'd started checking it, and worst for anyone who keeps a full queue. One reading said "in 31 minutes" when the honest answer was nine and a half hours out. A landmark you could book right now still shows exactly that; one that's still too early to book now says when you'd actually get there, rather than promising something the button would go on to refuse. The header spells out how long anything you add right now will take to come around.
A landmark you'd recently visited showed '(on cooldown)' and refusing to queue it just said 'come back in 24 hours' — the same words whether you actually had a full day left or four minutes. Every building now shows when its door opens again ('⏳ on cooldown — open again in 6h'), and a refusal quotes the real remaining time, so you can plan a route instead of tapping repeatedly to find out.
Your queue only runs one action an hour, so waiting for a visit's cooldown to fully lapse before queueing it again was quietly adding your own reaction time to every cycle — visits drifted a little later each day. The game now checks whether the visit would actually happen after the door reopens, not whether it's open this exact second, so you can queue it ahead of time. If it's still genuinely too early, it tells you how many more queued actions in front of it would fix that.
A landmark you'd never visited could be called new in one place, not-new one screen away, and carry no marker at all on its own row — the panel was quietly answering three different questions with the same word, and the worst version dropped a landmark's 🆕 completely the moment its host city ran out of one of its luxuries, so a passport spot you'd never filled looked, on the one screen that shows the building itself, like nothing worth visiting. Every building in the Visit panel now carries two markers side by side: the door (🟢 open · ⏳ on cooldown · 🚚 out of stock, a Tycoon will import · 🚫 out of stock, likely closed) and your passport (🆕 never visited · ✅ already stamped) — so an empty spot behind a closed door reads as exactly that, and the 🆕 count beside a city, the markers on its buildings, and your Passport's Still to collect list can no longer disagree. Your own city's landmarks count too — visiting one earns no reputation, but always filled a passport spot, and the panel now says so. On the World Map, a landmark just built now shows 🏗 instead of 🆕, which meant something else there.
Commercial Zones gave Tycoons a real way to operate in cities they don't live in — but the wider portfolio picture is still just an idea: one screen that adds up your holdings across every city, ways to back a city you believe in without opening a shop there, or helping fund another city's next building in exchange for a share of what it earns. Nothing here is designed yet — it's what's left of the 'own pieces of many cities' idea now that shops themselves are live.
The warning that you're running low on Letters of Credit used to wait until you had fewer than three — which sounds early, until a busy importer realizes they spend more than that overnight, so it was really arriving about the moment you'd already dropped out of the import pool. It now watches how fast you're actually spending: if you're holding fewer than you'd typically get through in a day, your hourly report, your Tycoon panel and the Librarian all say so and offer you a Market Run, and they name the number so you can see where the warning came from. A light importer still won't be nagged, and the old at-zero warning still fires on top if you get all the way there anyway. If you read the short one-line hour report, you'll now actually get this warning at all — it had never appeared there before, so a Tycoon on the compact report could run all the way to empty with no word.
A max Market Run used to work out your headroom the instant you tapped it and buy exactly that much once the run actually reached the front of your queue — so if you had a few actions queued ahead of it, every luxury delivered while it waited freed up room the run had already decided to leave on the table. It hit hardest for the busiest importers, who queue the deepest. A max run now tops you up to your ceiling whenever it actually fires, whatever your room is by then. Your queue shows it as 'top up to your ceiling' rather than a number that was only ever true at the moment you tapped. Picking a specific ×1, ×5 or ×10 still works exactly as before.
👑 Tycoon → 🛍 Shops always showed how long each shelf had left, but it never sorted by that figure, so a shelf nearly bare could sit anywhere on the list beside one with days of cover — you had to read every line to find the urgent one. Shelves are now ordered by how soon they'll run dry, cities by their most urgent shelf, and the Restock buttons underneath follow the same order, so the first button is the one that matters most. An already-empty shelf always comes first. One exception worth knowing: a shelf with no buyers in that city sorts to the bottom rather than the top — it isn't running out, and restocking it is the one thing that wouldn't help.
Reaching Tycoon is the last tier there is, so the word on its own said the same thing for someone who promoted this morning and someone a thousand luxury units past it — while the rank ladder behind it, Trader through Mogul, is the whole of the endgame's visible progression and appeared on no profile at all. It now sits beside your tier on your own /profile and on the showcase card /profile posts in the community chat, so a rank you've climbed is something other players can actually see.
When a hunt turns up something rare — a secret discovery or a mythic find — the game's own announcement has always carried an emoji meant to hint at how you landed it, but nothing in the message ever said so in plain words. Working out whether a catch came from your Bow or your Crossbow meant reading an icon like tea leaves, and even a look back through your own chat history couldn't settle it. The announcement now names the method outright, so there's nothing left to guess at.
Your Lodge's standing hunting parties have always cost the same provisions and brought home every single pelt, but for as long as Auto-Hunt has existed they were also quietly earning City Score — a number meant to measure what your people actually *do*, not what runs on its own overnight. By the time it was caught, that had grown into roughly a fifth of every City Score point in the realm, paid out flat whether or not anyone was even playing. It's fixed now, and every hunting city's all-time score has come down between 14% and 26% to reflect what your players actually made — the recalculation moved exactly one position in the standings. Nothing else changes: the parties still go out, still cost what they always cost, and still bring home every pelt. Hunting by hand, and expeditions you mount yourself, score exactly as they always have — you spent an action on those, and that's the whole difference.
Tapping 📋 Fill on the Hunt panel queues trips until something stops it — and if it had already queued at least one, it used to report just the count and go silent on the reason. That's fine when the queue is simply full, since the count says so on its own, but not when slots are still sitting open: the common case is a trip to Mr. Crane's Reserve that would set out after your invitation runs out, which gets refused at the door. So you'd see '8 hunts queued', five empty slots, and no explanation — which reads exactly like your Hunting Party boost wasn't working. Fill now names the reason whenever it stopped for anything other than a genuinely full queue, in a proper pop-up rather than a one-line flash that cuts off the half telling you what to do about it.
A shared, everyone-plays-together twist on Bingo — 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.
A fresh set of short daily goals — gather this, craft that, send an expedition — that reward you for things you're already doing, with a new slate each day. We looked hard at this and found a real wrinkle: your queue already runs at its own steady pace no matter how fast you tap, so a daily goal could never ask for more — only for you to spend a queue slot differently than you would have. That's a genuine idea (a nudge toward variety), but a smaller and more specific one than first pitched, and a shared community project we're also turning over might scratch the same itch better. Parked for now — not designed, and not ruled out.
We're sketching a reusable framework for limited-time themed events — things like a floating, non-denominational winter festival — 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.
We've been turning over a realm-wide monument the whole playerbase contributes to just by playing normally — nothing extra to spend, nothing to opt into, and no way to lose anything you've already got by taking part. The shape we like best right now: opening one of your Prize Crates would still pay you its usual prize exactly as it does today, and separately nudge the monument forward by a tiny amount — a genuine side effect of playing, never a choice between the crate and the monument. Finished, it'd be a place you could visit, with something naming everyone who helped build it. We haven't cracked what makes slow, shared progress feel worth checking in on, though, so it's still genuinely on hold while we think that part through — not designed, and not scheduled.
Every role screen and mention of the Minister of Zoning read 'Min. of Zoning' — the only ministry ever shortened — because that abbreviation had quietly been stored as the role's actual name to fit a length limit that only really applies to the small admin badge inside a city's Telegram group. The role now reads in full wherever you meet it, and that group badge gets a short form of its own instead — and so do the other five ministries, so none of their badges begin 'Minister of...' and cut off mid-word anymore.
Until now, the first sign a referral link was doing anything was the recruit reaching Citizen tier — which is also when the reward lands, so a link could be quietly working for days with nothing to show for it. You'll now get a note the moment someone actually starts the game through your link. It won't say who — a brand-new arrival hasn't played yet, and plenty never come back — and nothing about the reward changes: the reputation and the named credit still arrive only once that player reaches Citizen. A new Quiet recruiting setting switches the early note off for anyone who'd rather only hear about the reward.
Every other ministry sends its new minister a note explaining what they can do and where to do it — Zoning was the one exception, so unless your mayor happened to mention it, you'd never know you'd been appointed. It now sends the same welcome every other role gets, pointing you at Districts. Alongside it, a small audit of who can do what found the Minister of Urban Development could cancel a build project from the project panel and from the build menu, but not from the standalone cancel command — even though that command's own refusal message claimed they could. All three ways now agree.
Opening a member in the Roles panel used to list every role you could hand them and explain none of them, so working out what to delegate meant leaving the bot for the guide — and the guide itself only ever named four of the six ministers, leaving out Exports and Zoning entirely. Every role in the panel now carries a one-line description with a checkmark on the ones that member already holds, and the guide's governance page names and explains all six. The Treasury role's own description was flatly wrong on top of that: it only ever mentioned buying luxury goods at the Trading Post, which is the first power the role loses — once a city builds a Customs House, its own specialty buildings make luxuries and that shelf closes — while the two things a treasurer keeps doing forever, renaming the city's buildings and choosing its crest, went unmentioned. Both are now spelled out, and a city that's already past that point stops being told about a route that's already closed for it.
When a new city is founded or someone gets promoted, the announcement carries 👍 ❤️ 🎉 buttons — but in the community chat, tapping one did nothing at all: no tally moved, no confirmation appeared, and the player being congratulated was never told. It had been that way since the buttons were added a month ago, and only in that one chat — the same buttons on city-group posts have been working the whole time, which is exactly why it read as a quiet feature instead of a broken one. Tapping now records your cheer, updates the count on the button, and sends the person a note saying who cheered them.
Sending in a photo for your city's crest goes to a person for review before it appears anywhere — but nothing ever told that reviewer a picture had arrived, so submissions could sit unanswered for weeks with no word either way. Three cities were caught in exactly that wait, the longest for three weeks; all three have now been reviewed and told the outcome. The review queue can't go quiet again: a new picture now raises an alert right away, and one left waiting keeps raising it daily until it's dealt with. Your own crest screen is clearer too — it now says how long your picture has actually been waiting, rather than reading the same on day one as on day nineteen, and confirms plainly that there's no need to send it again. Changing your mind is no longer a dead end either: sending a new picture simply replaces the one already in the queue instead of locking you out while you wait.
Tapping 🌐 View on web on your Passport or your Wildlife encyclopedia — or the new 🌐 City page button on /city — now slides the page up inside Telegram itself, so closing it drops you straight back into the conversation where you left off. Your city's own page is worth the trip: it charts your prestige hour by hour against the whole realm, more than a chat panel can show. The page follows Telegram's own back button, so the guide, the changelog and city links all behave the way you'd expect. In a city group the buttons still open your browser — that's Telegram's own rule, not ours.
The hourly AI tip is getting a behind-the-scenes rework aimed at making it feel more current — closer to what's actually in your queue right when the tick fires, rather than reflecting your queue from up to an hour earlier. You'll see it exactly where you always have, with the same visibility it already has today. Most of the shape is settled; a couple of smaller details are still being finalized.
A few of you have asked for a way to pull your own stats and breakdowns — like how much gold you've spent on visits, or your activity over time — without having to reconstruct it by hand. The direction we like best right now: ask in plain language, right in the bot, and get an answer built from your own data. Nothing is designed or built yet, and any version of this would stay strictly limited to your own information.
The advisor writes its own bold and italic touches into your hourly tip, and now and then it fumbled one — closing a bold it had never opened — which left a stray fragment sitting in the middle of an otherwise perfectly good sentence. That kind of slip has form: a similar mistyped character once got a whole hour report thrown out by Telegram rather than merely looking untidy. Broken formatting is now tidied away before the tip reaches you, and formatting that goes nowhere is simply dropped, so the sentence reads as it was meant to and the report still arrives whatever the advisor does to its own markup.
When nothing about your situation genuinely changed from one hour to the next, your hourly tip used to write the same point out again in different words — which made it hard to tell whether the advisor had actually looked at anything new or was just stuck repeating itself. It now recognizes a standing situation and marks it plainly — "Same as last tick: …" — and goes back to a freshly-written tip the moment your numbers move enough to matter, or after a few hours regardless. The advice itself hasn't changed, and nothing about what triggers a tip is different — you can just tell at a glance now whether it's new or a repeat. A short-lived bug meant that cue didn't actually show up for anyone in its first hours live; that's been caught and fixed.
Cancel a craft you'd just added and the Fill button correctly went back to naming whatever was still in your queue — but tapping it filled every free slot with the canceled recipe instead of the one it had just told you it would queue. A canceled craft still counted as "the last thing you picked," so the label and the tap were reading two different answers to the same question. They now read the same one: Fill repeats whatever sits at the end of your queue, and only falls back to your last recipe once the queue is genuinely empty.
Tapping a citizen in your city ran all ten pieces of gear together in one row — the same jumble `/tools` had until last week. Now that the citizen card was the one surface left where tools and weapons still mixed, it picked up the same split: gathering and crafting tools first, your Bow and Crossbow below, exactly the way your own `/tools` screen already groups them. If a citizen owns no weapon yet, their card looks exactly as it always did — a heading only appears once there's a second group to tell apart from the first.
The tool line on a member's card only knew the eight tools that existed when it was written, so the two added later — the 🎯 Crossbow and the ✂️ Chisel — both showed as a plain 🔧, sitting side by side and looking like the same tool listed twice. Nothing was ever missing from anyone's kit; the card just couldn't name it. Every tool now shows its own icon there, reading from the same list your own `/tools` screen and the Trading Post use, so a tool added later shows up on all three at once.
Asking the in-game wiki about the notes people were discussing in chat used to come back with "I couldn't find a guide topic" — the guide has explained Promissory Notes since the Age of Commerce arrived, but the wiki had simply never been told the word. `promissory notes`, `loan`, `borrow` and `notes` now all land on that section, and the answer also names the way in, since notes are reached from the 💵 button on your profile rather than a command of their own.
Every quiet setting in Settings printed the same crossed-out bell no matter what it was actually set to, so 'Quiet crafting: ON' and 'Quiet wilderness: off' looked identical, and each line disagreed with the button sitting right below it. The bell now matches the setting: crossed out when you've silenced it, ringing when you haven't.
/tools listed everything in one run, ordered by price, so the Bow landed between the Scythe and the Pickaxe and the Crossbow turned up after the Chisel. The two kinds of gear answer different questions — a tool's line is about what it makes, a weapon's is about what it catches — so they now have a heading each, tools first and weapons below. Nothing about either changed; if you don't own a weapon yet, the list looks exactly as it always did.
Queuing an Expedition, a Market Run or a Supply Run always got the same reassurance underneath: "resolves next tick." That's only true if your queue is empty — your queue fires one action an hour, so with five things already lined up, the sixth is six hours away, not one. The Expedition, Market Run, Supply Run and landmark-visit screens now all say how long the wait really is and how many actions are ahead of it, and so does the confirmation you get after queueing a Market Run. The welcome message every new player gets was rewritten too, so the pace is clear from the very first screen: your queue works through one action an hour, so filling six slots lines up six hours of work, not six things happening at once.
Pelts exist for one reason — to become Leather — but the shortage warning was watching the pelt pile and reporting it as a leather shortage, which meant the alarm fired exactly when a busy workshop was turning pelts into leather and the leather pile was actually growing. One player was warned he was low while sitting on 44,000 Leather. The warning now watches Leather itself: if Leather is fine, it stays quiet, and an expedition is only ever suggested when Leather is genuinely running short.
Same honesty pass, a different number: the Bank's Promissory Note screens now quote how long until your loan clears in exact hours too, anywhere inside two days out, and in whole days out to four weeks, instead of the same vague "about a day" the shelf-stock figure used to share. One deliberate difference from that shelf number: a shelf rounds its estimate down so it can never promise more time than you actually have, while a note's payoff estimate rounds up across that same range, so it can never tell you you're debt-free sooner than you actually will be. Past four weeks the estimate switches to rounded weeks — a note two months out isn't a call worth making on the difference between 54 days and 56, and the whole figure is a read of your recent earnings, not a promise to the day. A pleasant surprise — clear early — beats an unpleasant one — told clear, still owing — every time.
A shelf's remaining stock read in vague day-buckets — anything from a day to a day and a half all folded into the same "about a day of stock" — which was precisely the window where it mattered whether to spend a queue slot on a Supply Run now or let it hold until later. Anywhere inside two days, the figure now reads in exact hours instead — "31 hours of stock" — everywhere it appears: your Shops list, the Supply Run screen, the lot sizes, and the running-low warning in your hourly report. Past two days it still reads in days, and the count now always rounds down, so the game can never claim more time is left than there actually is.
Reaching a new Chamber of Commerce level that can zone another shop type, or gaining a Tycoon specialization slot or a shop good going spare, used to sit there quietly until you happened to check — nothing told you it was available. Your hour report now adds a one-line reminder naming what's sitting unused and where to go make the call. It only ever mentions a choice that's genuinely still open, never how you're playing, and it goes quiet the moment you've made it.
The Library's Level 5 advice offered a Supply Run suggestion for up to two of your cities at a time — but a shopkeeper can trade in as many as six, so two was never going to be enough, and a city that genuinely needed restocking could go unmentioned with nothing to say so. It now offers up to three, and if there's more still waiting, it tells you plainly underneath: how many already have a run queued, and how many more need one than fit on screen. A city that dropped off the list because you'd already queued its run used to just vanish, indistinguishable from being ignored.
When the Library's Level 5 advice recommended a Supply Run, tapping 'Queue the Librarian's plan' used to quietly skip it — the fill button holds back a Market Run because that spends your Letters of Credit the instant it runs, and a Supply Run got lumped in with the same caution. But a Supply Run doesn't spend anything until it actually reaches the front of your queue, and only ever spends what you have at that moment — there was nothing here to protect you from. The fill button now queues the Supply Run right alongside everything else it recommends.
Buying a consumable at the Trading Post has always been a single tap and stayed that way — nobody wants a confirmation screen between them and their fifth Rested Potion. But that meant a mis-tap or a change of mind was final. A new ↩️ Sell Back shelf hands back any consumable you haven't used yet for exactly what you paid — no fee, no haggling — and only shows up when you actually have something sitting unused. Once an item's window has started (a Rested Potion, a Queue Boost), there's nothing left to return, so those never appear there.
Diamonds, Silk, Marble and the rest of your luxury goods have never had outside buyers — the Customs House only ever deals in raw and crafted goods, which is why its export panel has just a Tier 1 and a Tier 2 tab. But faced with a big untouched pile of luxuries and nothing more urgent to say, the hourly coach would suggest checking your standing export orders for an outlet that doesn't exist there. It now knows a luxury is trade material, not export stock, and won't point you at a sale that was never on offer. The Export Market guide says it in as many words now too.
Above the Fill button, your queue screen previews what a tap will add — "Fill adds 🪵 Gather Timber × 6" — but on the Gather and Craft sub-screens that preview was reading your whole queue instead of just the actions that sub-screen deals with, so it could name something the button underneath would never queue. Set up a Market Run or a Supply Run, and the Gather screen would cheerfully offer to add five more and then fill your slots with gathering instead. It hit hardest without a Level 5 workbench, since the Gather screen is the only one you get. The preview and the button now read from exactly the same place, so what it says is what you get.
🔁 Fill figures out what to repeat by looking at what's already in your queue — so the moment the tick emptied it, there was nothing left to copy, and Fill just told you to add something first. If you run the same job on a loop, that's every single time. It now falls back to the last job you actually worked, and says so when it does: "Your queue was empty, so Fill repeated your last job — 6 slots of Odd Jobs." It only ever remembers ordinary work — gathering, crafting and odd jobs — never a Supply Run or an expedition, because those spend your gold and supplies and you should choose them yourself. The memory never expires; it just updates to whatever you worked last.
The Level 5 Library's advice already covers your city's shortages, expeditions, Market Runs and landmarks worth visiting — but it had nothing at all to say about your own shops, however bare their shelves got. A shelf running low now comes up as a 🛍 Supply Run suggestion, and it leads the list, since an empty shelf earns you nothing while its customers walk to whoever is stocked. It covers every city you trade in, not just the one whose Library you're standing in. The one-tap "Queue the Librarian's plan" button still won't take a Supply Run for you — that spends your own gold, so it stays a tap of its own — but it now tells you plainly when a Supply Run is the only thing left to suggest, and how many suggestions still need a tap of their own if it only queued part of the plan. Alongside it, a shop with a restock already queued — even a single-shop run from the Tycoon panel, not just a whole-city one — stops being flagged again by either the Librarian or the hourly tip; only the shelves you haven't already covered come up.
When your city is in good shape, the Librarian's advice can recommend a landmark to visit — but it used to pick whichever came first alphabetically, so the same city kept coming up and a grand monument worth real prestige could lose to a modest one purely because its city's name started with a later letter. It now offers every landmark you've never visited first — a new stamp beats a repeat, whatever it pays — and after that the richest ones you can reach, rotating between cities so no single one takes every slot in your queue. It also stopped skipping a landmark just because its host city's shelf happened to be empty at that exact moment — a Tycoon usually covers that with an import, and passing over a perfectly visitable monument for it was costing you the best trips on the board. A door only reads "likely closed" now when the realm as a whole has essentially run out of the good, not whenever one importer happens to be short of credits that minute — the flag used to flicker open and closed as traders came and went. It still skips a landmark whose missing goods nobody can import, and when the one-tap fill queues several visits at once it keeps track of what's already been asked of the same importer, so it won't send you to three doors only one of them can actually open.
Every crafting tool rolls for bonus output, and past Level 13 there's actually a third roll stacked on top of the first two — but the Tools panel only ever listed two of them, so a Level 15 tool read '100%+100% bonus' when it was really rolling 100%+100%+33%. The level-up message had the same gap (it never mentioned the tier you'd just reached), and the coach at the end of your hour report was reasoning about your crafting from less than half the real number. All three now read the same ladder the game actually rolls, so a tool shows every bonus it earns — and if a fourth roll is ever added, it shows up everywhere at once. Nothing about what you actually produce changed; only what you were being told about it.
Your hour report already listed shelves running low elsewhere in the message — but the one line at the bottom meant to tell you what to do next always talked about something else, and an empty shelf earns nothing while its customers go to whoever is stocked. It now names the shelf closest to running out and points you at a Supply Run, with an empty shelf always coming first. It sits below the genuinely urgent things — an idle queue, a stalled build, a good your districts are about to run out of — so it speaks up only when restocking really is the best use of your next hour. A same-day follow-up taught it to check your own queue first: a shelf you've already scheduled a Supply Run for goes quiet on the running-low warning, an empty shelf still gets a mention since it's earning nothing while it waits, but the tip now says it's already covered instead of asking you to queue a second run.
The tip at the end of your hour report works out what you're short of by comparing what you hold against what your city burns each tick — but a good you have none of burns nothing, so it quietly dropped off the list at the exact moment the shortage became total, and the tip moved on to something else, often an export suggestion. A good your districts need every tick and you're completely out of is now the single most urgent thing the tip can raise, and it says so plainly — 'completely out' rather than 'about to run out' — instead of reading like a routine warning right when it stopped being one.
Trophies are earned, never bought — no amount of gold buys one — but that screen was still showing your gold above a 🛒 Shop button, and the shop behind it could only ever come up empty. Both are gone. What stays is the line telling you how many your home can display at once, which is the part that was always true.
The Library's Level 5 advice recommended actions worth taking — but the fill button kept adding more of them past the point where they were actually urgent, padding a healthy queue with the same busywork suggestion over and over rather than stopping once the underlying situation was addressed.
A player wondered whether grain could lead somewhere besides the granary — brewed into something like beer at a building of its own, maybe alongside hops as a new raw ingredient. We like the texture of it: a crafting chain with a personality is a fun thing for a city to have. Nothing is designed, though — not what it would need, what it would feed, or whether the realm needs another finished good competing for shelf space with everything grain already goes toward.
More than one of you has floated a specific addition — a sushi restaurant came up most recently, and others have asked for the next Town Hall tier to lean into technology (power, robotics, a building that has to be kept fed to stay happy) if it goes that direction. Nothing is decided on either front: not which layer a new building would belong to, not what it would actually consume, and the cheapest version might just be new dressing on something that already exists rather than a whole new mechanic. Just ideas we're keeping in the same pile until one of them has a real shape.
A Supply Run only buys up to a shop's own shelf — real stockroom space, not an arbitrary rule, and it now flexes with how many rivals a merchant has — and that's got us wondering whether a city could someday sell a Tycoon more of it on top. Nothing is designed: not who'd set the price, whether it'd be a one-time purchase or a recurring rent, or how to do it without undoing the very point of the shelf cap in the first place. Just an idea worth remembering.
Tycoons and traders often hold a real stake in cities they aren't citizens of, but today there's no way to hear what's happening there short of asking around — the Realm Herald tells the whole realm's story once a day, and a city's own Telegram group is members-only. We've wondered whether you could follow a city and get a quiet nudge when something real happens there — a building finished, a Town Hall level reached. Nothing is decided: not who could follow, what counts as worth mentioning, or how it would ever reach you without becoming one more notification to manage — and like every other purely social signal we've built, it would never pay out anything.
Now that a city can fly a crest — or even a photo the mayor picked, checked by a person before it goes live — a few of you have wondered whether something similar could sit next to your own name someday: a personal badge or photo on your profile, not just your city's. Nothing is decided — not whether it would be a curated set like the crests, a freeform upload, or something else, and we haven't worked out where it would even show up without crowding panels that already say a lot in a small space. Just an idea we're turning over now that the city version exists.
More than one of you has remembered the scrolling ticker from old city-building games and wondered whether your own city could say a little more about itself between reports — an occasional stray line from a citizen about how the day's going, maybe even a word from a pet. Some have gone further and wondered whether citizens might someday comment on how a neighboring city is doing, too. The Realm Herald already tells the whole realm's story once a day; this would be the same idea turned down to the scale of one city. Nothing is designed — not where it would live, what it would cost to generate, or whether it should ever comment on a neighbor as well as itself — and any version of this would stay purely atmospheric, with no effect on how anyone plays.