📜 Changelog
What changed in UrbanPact, newest first.
June 16, 2026
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🏹 Six new hunting milestones added.
Complete your first hunt to earn First Blood (+5 rep). Hit 250 or 1,000 hunts for Seasoned Hunter and Legend of the Hunt. Produce 500 or 2,000 total pelts for Master Trapper and Pelt Baron. Trophy Hunter (bring in an animal over 100 lbs) is waiting for when larger prey arrives. -
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/statsand/huntstatsnow appear in the command list. Both commands are now suggested by Telegram when you start typing/. - 🔒 The website now always loads over HTTPS. Cold requests will no longer occasionally land on the unencrypted version of the site.
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⚒️ Craftworks now consumes materials to produce refined goods.
NPC workers use the same input ratios as regular crafting — Planks consume Timber, Steel consumes Iron and Coal, and so on. If your stockpile runs short, workers produce as much as the available materials allow. The Craftworks panel now shows exactly what will be consumed per hour for each active recipe. -
🗂 Navigation menu redesigned into a cleaner 4-row layout.
Actions are now ordered by how often players use them — Craft, Queue, and Hunt sit together in the top row, followed by Build and economy actions. The Goals button disappears once your beginner checklist is complete. -
🤝 Fixed: the Trade panel was showing an error for all players.
/tradeis working normally again. - 🏹 Fixed: the hunting panel now refreshes automatically when hunts complete. After your hunts finish, the Hunt and Fill buttons reappear without needing to tap Refresh.
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🏹 Hunting animals have been reworked.
The full roster of huntable animals has been replaced with a more varied and realistic set — 20 species total, 4 per Lodge level. Lodge 1 has small game (pigeons, rabbits, pheasants, hares); Lodge 5 has large prey (mountain lions, elk, black bears, moose). Weights and pelt yields scale accordingly. -
🏗 Town Hall Level 3 now requires 30 Leather.
Upgrading your Town Hall to Level 3 — the gateway to Tier 3 luxury buildings — now requires leather in addition to the existing materials. Get your Hunter's Lodge and Tanning Rack working before you start that project. -
⚖️ New setting: Metric units.
In /settings, hunters can switch animal weights from lbs to kg. Toggle appears in the Hunting section. All pelt calculations are unchanged — display only. -
🎟 Fixed: scratch ticket results were sometimes lost near the hourly tick.
If Telegram was busy sending tick reports and the result message failed to update, you'd be left staring at "Scratching…" forever with your gold already gone. It now sends a fresh message as a fallback. - 💼 Odd jobs are now available at all tiers. Previously locked to Settler and Citizen, odd jobs can now be queued by Developer, Entrepreneur, and Tycoon players too.
- 🏹 New command: /huntstats — view your lifetime hunting record. Shows total hunts completed, total pelts produced, your biggest catch by weight, and the rarest animal you've ever brought in.
- 🏅 Daily Tops now includes a Top Hunter. The player who produces the most pelts in a day earns a spot on the daily leaderboard.
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📋 More commands now appear in the Telegram type-ahead list.
/stats,/huntstats,/camp,/roles, and/craftworksare now findable when you type/— they were missing before. -
🏗 The Craftworks building now has its own section on the Building Encyclopedia.
It was grouped with the Tier 3 specialty buildings, which made the "2 of the 10" specialty cap confusing. Craftworks is not subject to that limit and now appears separately. -
🏗 Building completions that unlock a new menu button now tell you to tap /menu.
When Hunter's Lodge or Craftworks finishes at Level 1, the completion message includes a reminder to refresh your keyboard — no more hunting for a button that isn't there yet. -
🔕 New setting: Quiet Hunting.
In /settings, city players can now enable quiet hunting to suppress hunt completion messages whenever more than one hunt is still queued. You'll only get pinged when your last hunt finishes. -
🏹 Wording fix in the hunting camp panel.
The line about what happens to your catch after a hunt has been reworded for clarity — it now says "Your catch is held at the Lodge and converted to Pelts each hour." -
🏹 Hunting panel now shows a Lodge preview.
The 🏚 At the Lodge section lists every animal currently waiting at your Lodge — name, weight, and estimated pelt count — so you can see exactly what the next tick will produce before it fires. - 🏹 New: 🔁 Fill button in the hunting camp panel. Tap it to queue all open hunt slots at once instead of tapping one at a time.
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🏹 Fixed: Bow and Tanning Rack now gain XP through use.
Both tools were failing to level up — the Bow now earns XP with each completed hunt, and the Tanning Rack earns XP each time you craft Leather. - 🏹 Fixed: A Bow is now required to start a hunting trip. Previously you could enter hunting mode without one. The 🏹 Hunt button and /gocamping both check now.
- 🏙 Returning to the city while hunts are active now asks for confirmation. Tapping "Return to City" with queued hunts shows how many you'd be canceling — you can choose to head home or keep hunting.
- 🏹 Hunter's Lodge is now capped at Level 3 while higher-level content is still in development.
June 15, 2026
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🏹 New: 🏹 Hunt button in the navigation menu.
Any city player whose city has a Hunter's Lodge now sees a 🏹 Hunt button at the top of their navigation keyboard. Tap it to start a hunting trip instantly — no need to go through/gocamping. While on a hunting trip, the button stays at the top and opens your hunting panel. A Bow is required to start a hunt; if you don't have one yet, the button will point you to/vendor. -
🏹 Fixed: a Bow is now required to start a hunting trip.
Previously you could enter hunting mode without owning a Bow, which left you unable to queue any hunts. Both the/gocampinghunting option and the new Hunt button now check for Bow ownership before activating hunting mode. -
🛠 Fixed: Bow and Tanning Rack now show accurate tool descriptions in /tools.
The Bow was displaying a generic "crafting yield bonus" line that doesn't apply to it. It now explains how Bow level shifts animal probability toward heavier game. The Tanning Rack now shows its actual double-output bonus (15% chance per level, up to 75% at Level 5) instead of the standard yield bonus text. -
🧥 Leather is now required to upgrade several buildings.
Bank (Lv2), Farm (Lv2), Library (Lv2), Trading Post (Lv2), Clay Pit (Lv3), Market (Lv3), Quarry (Lv3), and Sawmill (Lv4) each require a small amount of Leather in addition to their existing material costs. Check/buildto see the updated requirements. -
🏹 New: Hunting system.
Cities with a Hunter's Lodge (Town Hall 2 required) can now send players on hunting trips. Use/gocamping— if your city has a Lodge, a hunting option appears alongside the usual camping choice. Hunters queue timed expeditions and bring back game; quest duration is fixed by Lodge level (3 min at Level 1 up to 7 min at Level 5) and the Lodge processes all game into Pelts 🦊 at each hourly tick. Pelts are a new Tier 1 resource crafted into Leather 🧥 (Tier 2) on the workbench with the new Tanning Rack tool. The Tanning Rack has a chance to produce double output that improves with tool level — up to 75% at Level 5. -
🏹 New building: Hunter's Lodge
(Town Hall 2 required, up to Level 5). Each Lodge level opens a new hunting area with larger game, and gives hunters more queue slots (3 at Level 1, up to 10 at Level 5). The Lodge and its tools (Bow, Tanning Rack) appear at/vendoras soon as the building is built. -
🏹 New tools: Bow
(800g) and Tanning Rack (600g). Both visible at/vendoronce your city has a Hunter's Lodge. The Bow is required to go hunting; higher Bow levels shift probability toward heavier animals. The Tanning Rack unlocks the Leather recipe. -
👥 City leaders can now tap any member's name in /city to see their details.
The Mayor and ministers see a row of member buttons at the bottom of the city overview. Tapping a name opens a card showing their tier, how many queue slots they're using and what they're working on, every tool they own and its level, and when they were last active. Tap "Back to city" to return. -
👔 The "/" command list in Telegram is now personalised.
Type "/" and you'll see only the commands that are available to you right now — city players see city commands, wilderness players see camp commands, and role-gated options like /roles and /craftworks only appear if you hold the right position. -
👔 Ministers can now hold more than one role.
A player can be Minister of Trade and Minister of Manufacturing at the same time. Each role is still limited to one holder — assigning a role to a new person still transfers it from the previous holder. - ⚒️ The Craftworks button now appears in the navigation menu for the Mayor and Minister of Manufacturing — no need to type /craftworks manually.
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🔨 Fixed: a missed hourly tick at midnight has been replayed.
A database issue caused the 12:00 AM tick to fail partway through; it was re-run manually so no wages, actions, or Craftworks production were permanently lost.
June 14, 2026
- ⚒️ Fixed: Craftworks output rate corrected to 1 unit per worker per hour. Previously workers were producing at double the intended rate.
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🏗 The Building Encyclopedia now shows the luxury goods requirement for Tier 3 specialty buildings.
Each specialty building card notes that your city will also need 5 units each of 1–2 luxury goods (randomly assigned per city) — with a reminder to check /build to see your city's specific requirements. -
🔨 Fixed: /queue now marks crafting actions with "← project needs"
when the active build project requires those refined goods. Previously only the Gather section showed these markers — Craft actions now show them too. - 🔨 Fixed: the 🔁 Fill button in the Crafting panel no longer suggests a recipe from your queue craft history. Workbench crafting and hourly queue crafting are now tracked separately, so Fill always echoes your last workbench session.
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⚒️ New: /craftworks — manage your Craftworks worker assignments.
Once your city builds the Craftworks, the Mayor or Minister of Manufacturing can assign NPC workers to recipes from this screen. Workers are split evenly across all active recipes and produce refined goods every hour — no player queue slots needed. Total workers = city population × 20. -
⚒️ New building: Craftworks
(Town Hall 3 required). A guild of craftspeople who produce refined goods each hour without using anyone's queue slots. The Mayor or Minister of Manufacturing assigns each worker a recipe. Each recipe requires the corresponding source building to reach Level 3 — the build confirmation screen shows which recipes your city has already unlocked and which still need work. - ⚒️ The Pickaxe tool now uses a distinct icon (⚒️) — it was previously sharing the ⛏ icon with Coal, which was confusing. Coal still shows ⛏.
- 🏗 Build project completions now appear in your personal hourly report. When your city finishes a building, it shows up in your own tick report — not just in the city group chat.
- 🎟 Rare luxury goods (Diamonds, Silk, Marble…) can now appear as scratch ticket prizes. It's uncommon, but possible — a lucky ticket could drop a rare resource directly into your city's stockpile.
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📋 Your milestone list now shows progress toward milestones you haven't earned yet.
Open /milestones and you'll see your current count toward things like gather streaks, resource types explored, and reputation earned — so you know exactly how close you are. -
📊 New: /stats — your lifetime statistics.
Shows total units gathered, resource types explored, workbench crafts broken down by recipe, and your full scratch ticket history including jackpot count.
June 13, 2026
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🔨 Fixed: The queue Fill button now stays in the correct sub-menu.
If you were in the Gather sub-menu, Fill was sometimes picking your last Craft action instead (and vice versa). It now fills with whatever type of action matches the sub-menu you're currently in. -
🏆 New milestone: Appointed.
Earned the first time you assign a city role or receive one. Worth +5 reputation. Everyone who has already assigned or received a role has been credited retroactively. - 🔨 Fixed: The 🔁 Fill button in the crafting panel is now hidden when you only have 1 or 2 workbench slots. It only appears when you have enough slots to make it worth using.
- 🔨 Fixed: The 🔁 Fill button in the crafting panel now stays visible even when your queue is full. Tapping it while full shows a brief "Queue is already full" notice instead of the button disappearing and requiring a refresh.
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🏪 Renamed: Vendor → Trading Post
throughout the game. The /vendor command still works — the shop itself is now called the Trading Post in all menus and messages, matching the building name. -
💎 New: Luxury goods available at Trading Post Level 3.
Once your city upgrades the Trading Post to Level 3, the Mayor or Minister of Treasury can purchase rare luxury goods (Diamonds, Silk, Marble, Spices, and more) directly from the Trading Post using the city's Treasury. Each resource costs 500💸. These goods are required to construct specialty buildings like the Silk Loom, Glassworks, and Winery. -
👔 New city role: Minister of Treasury.
Unlocked when the city has a Trading Post Level 3. The Minister of Treasury can purchase luxury goods from the Trading Post — a job previously only the Mayor could do. -
🏗 Specialty buildings (Silk Loom, Glassworks, Winery, etc.) now require luxury goods to construct.
Each specialty building requires 1–2 specific rare resources in addition to the usual materials. The exact resources vary randomly per city — check /build to see what yours needs. Use the Trading Post or inter-city trade to acquire them. -
💎 Luxury goods now display correctly in /resources and tick reports.
Cities that build Tier 3 specialty buildings will see their luxury resource production (Diamonds, Silk, Marble, etc.) with proper icons in the city stockpile and hourly tick reports. Luxury goods are only shown in /resources once your city has some — no clutter from empty rows. -
🔨 New: Fill button in the Crafting panel.
A 🔁 Fill button now appears in /craft when you have open workbench slots and a previous recipe to repeat. Tap it to fill all remaining slots with that recipe — no need to tap the recipe button over and over. -
👔 New: /roles — button-driven role assignment for mayors.
Tap a city member to see their current role, then tap a role to assign it. Roles transfer automatically from the previous holder; a 🚫 Remove Role button clears a member's role entirely. No commands to type. - 👔 New city role: Minister of Urban Development. Can start and cancel build projects — no more bottlenecks when the mayor is away.
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🏗 Balance: Town Hall 3 specialty buildings now require serious crafting investment.
Each of the 10 luxury production buildings (Silk Loom, Glassworks, Winery, etc.) now requires 4 different refined materials at 90–110 units each — roughly double the effort of a standard Level 3 upgrade, reflecting their status as the pinnacle of city construction. -
🏗 Balance: Level 3 building upgrades now require meaningful crafting effort.
Each standard building's Level 3 upgrade now requires 3 different refined materials (Planks, Iron, Rope, Bricks, Steel, or Charcoal depending on the building), each in the 45–60 unit range. Previously the amounts were negligible — less than a single queue crafting action. Town Hall Level 3 is unchanged. -
📋 New: Fill and Loop queue buttons.
Two new buttons appear at the bottom of the queue keyboard. 🔁 Fill repeats your last queued action into all remaining slots — tap Iron once, tap Fill, queue full. 🔄 Loop cycles your current queue pattern to fill the rest — queue Rope → Bricks → Iron, tap Loop, and those three repeat until every slot is taken. The queue panel shows a preview of exactly what each button will do before you tap it. - 💤 Your queue now shows which upcoming actions will get the rested bonus. Open /queue and look for the 💤 icon next to each slot that will receive the +50% yield from your accumulated rested charges.
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📋 Queue keyboard now stays put as you fill your slots.
Buttons no longer disappear or shift positions as the queue fills — all options stay visible throughout, and tapping when full shows a confirmation toast. The sub-menu you're in stays open after each addition so you can queue multiple actions in a row without extra taps. -
📋 Gather and craft shortcuts unified under /queue_*.
The eight gather resources (/queue_timber, /queue_stone, /queue_iron_ore, etc.) and six queue crafts (/queue_planks, /queue_bricks, /queue_iron, etc.) now all use the /queue_ prefix — one naming pattern to remember. The old /gather_ shortcuts remain as aliases and still work. /craft_ shortcuts (/craft_iron, /craft_planks, etc.) now open the workbench crafting panel directly instead of queueing a craft. - 📅 The queue streak (previously called gather streak) now counts crafting actions too — any active queue action keeps your streak alive.
- 🏅 Renamed milestone: Full City is now Urban Quarter — it recognizes building every standard building type up to Town Hall 2. A future "Full City" milestone will come with Town Hall 3.
- 🔨 The queue has a new two-level layout: tap 🌾 Gather Resources or 🔨 Craft Resources to see your options, with a back button to return.
- 💼 Odd jobs are now a Settler and Citizen option only. Developer and above have skills worth more than odd jobs — your queue now focuses on gathering and crafting.
- 👔 Renamed: Trade Minister → Minister of Trade.
- 👔 New city role: Minister of Manufacturing. Will manage Craftworks guild workers once that building is available.
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🏗 New building: Craftworks
(coming when a city reaches Town Hall 3). NPC craftspeople who produce refined goods every tick automatically. The Mayor or Minister of Manufacturing assigns their recipes. -
🔨 New: Queue crafting for Developer+ players.
Once you reach Developer tier and have a level 5 Workbench, you can queue crafting actions alongside gathering — each slot produces refined goods every hour, scaling with your tool level. No more choosing between gathering and crafting; your queue can do both. -
⚡ Rested charges now boost queue crafting.
Coming back after time away? Your rested bonus applies to craft queue actions too, adding +50% output and consuming one charge just like a gather. -
🔨 Queue crafting now levels up your tools.
Each successful queue craft earns XP toward the recipe tool (Axe for Planks, Shovel for Bricks, Scythe for Rope, Crucible for Iron/Steel/Charcoal) — same XP formula as gathering. - 📋 Fixed: Settler and Citizen players now see gather buttons immediately in /queue — no extra tap required to reach the resource list.
June 12, 2026
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🏆 Fixed: "Full City" milestone now reachable.
The milestone for constructing every building type was previously impossible to earn because it counted Tier 3 specialty buildings — which cities are only allowed to build 2 of. The count now only includes standard buildings. -
🤝 Fixed: Trade Route milestone now awarded to everyone in the city.
City members who weren't the mayor or trade minister didn't receive the Entrepreneur milestone when their city completed a trade route. Everyone in a qualifying city now receives it, and anyone missed has been credited retroactively. - 🎟 Scratch ticket results now always display the same number of lines — no more inconsistent message sizes between wins and losses.
- 📊 Your hourly tick report now includes trade activity. When your city sends or receives goods via a trade deal, it's listed in the tick report so you can see what moved and to/from which city.
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🤝 The
/refercommand now sends a clickable link you can forward directly to a friend — tap it on mobile to open the bot and join via your referral. - 🌐 The website guide now has Back to top links after each section.
June 11, 2026
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🚢 New: Trade deals between cities.
A city's Mayor or Trade Minister can offer resources to another city and ask for goods in return — the other side accepts, counters, or declines, and counters bounce back and forth until there's a deal. Agreed deals run every hour — except deals carrying rare Tier 3 goods, which travel by caravan once a day at 5 PM. Both sides always transfer together or not at all. Your first completed trade deal is the path to Entrepreneur tier. - 🔨 The Crafting panel now shows your city's stockpile of all six craftable goods whenever there's no build project underway.
- ⏩ Rush Token now lasts 2 hours (was 30 minutes). Still 500 gold.
- 👷 Hired Help now lasts 2 hours (was 1 hour). Still 500 gold.
- 👷 Hired Help is now stored in your inventory like Rush Tokens — buy it whenever, then activate it from the Crafting panel when you're ready for a crafting blitz. Activating another while one is running adds 2 more hours to the clock.
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🤫 Secret milestones exist.
They don't appear on any list until the moment you earn one. There's at least one out there already — and scratch tickets might be involved… -
🏅 Daily Tops!
Every evening at 5 PM the community chat crowns the day's champions: Top Crafter, Top Gatherer, Biggest Earner, Rising Star, and the Luckiest Scratch. Days run 5 PM to 5 PM — make yours count. -
🏗 Fixed:
the website's Building Encyclopedia overstated costs for cities with 2+ citizens. Treasury costs never actually grow with population, and crafted goods (Planks, Bricks, Steel…) grow much more slowly than raw resources — the cost calculator now matches what your city really pays. -
🔨 Fixed:
the Crafting panel showed a blank section when your city had a build project that didn't need any crafted materials. It now shows the city's stockpile of craftable goods in that case. - 🚢 Ending an active trade deal now asks for confirmation before canceling — no more accidental closures.
- 🚢 Trade deals now support multiple resources per side — include up to 5 resources on each side of a deal. All items still transfer together or not at all.
June 10, 2026
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🏕 Fixed:
the "🏙 Return to City" button at the end of a camping trip didn't work. Camping exits now work, with your gear converting to gold as designed. -
⚒️ Fixed:
tools that reached level 3 or 5 while crafting never earned the 🔨 Skilled and ⚒️ Master Craftsman milestones. They do now — and everyone affected received theirs retroactively. - 🗺 The Resource Explorer milestone now requires gathering all 7 raw resource types (treasury no longer counts). Players who already earned it keep it.
- 🏠 Clarified camp housing vs city housing: they're separate ladders. Your camp cottage waits at the campsite between trips; your city home is upgraded separately. The end-of-trip message now explains this.
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🛠 Fixed:
the Workbench and Crucible showed a gather bonus they never actually gave. Only the four gathering tools (Axe, Pickaxe, Scythe, Shovel) boost gathering — your tool list now says so correctly.