π Changelog
What changed in UrbanPact, newest first.
July 14, 2026
- π¦ Personal hunts now give every animal a fair shot β so you can actually fill your Wildlife Passport. Before, a hunt rolled a weight first and then picked whichever animal fit it, which meant a couple of species dominated a ground and the rest almost never turned up (JΓΆrg kept bagging the same 2 of 9 at the Outskirts). Now a personal Bow or Crossbow hunt picks the animal first β every species at that ground is equally likely β then rolls its size. Chasing a specific animal for your Passport is no longer down to luck with the same few showing up. 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). Hunting expeditions got the same treatment β a trip now samples evenly across every animal at the ground instead of always turning up the same few, so expeditions are a good way to round out your Passport too. Farther grounds still bring home more pelts than nearer ones, as they always have. The truly hidden, undocumented creatures stay just as rare as ever. (Thanks to JΓΆrg!)
- π The Visit panel now lists your queued trips by name. The panel already told you how many of your queue slots were visits and marked any landmark you'd scheduled with a π β but not which trips were on your list without backing out to your queue. Now the summary at the top of every Visit screen names each queued visit (which city, which landmark, in the order they'll fire), so you can see your whole planned route at a glance. (Thanks to β!)
- Fixed the Weekly Champions post appearing twice in the community chat on back-to-back days. Every city's weekly contest now closes on the same day, so there's just one champions post per week.
- π New setting: show your action queue at the bottom of every tick report. Head to βοΈ Settings and turn on "Show queue in reports" to get a running list of what's still lined up in your queue, in the order it'll actually fire, with an arrow marking what runs next. It's off by default β nobody's report gets longer unless they ask for it. (Thanks to β!)
- πΉ The Wildlife Passport's Hunt button no longer swallows the Passport. Tapping πΉ Hunt from 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. (Thanks to β!)
- πͺ The "families waiting to move in" section now shows the real total, not just one family's cost. It used to tell you a city had hundreds of families on the road and then quote the material cost of settling just the next one β technically 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, it tells you plainly that they need a new district, not more materials. (Thanks to JΓΆrg!)
- π The Visit panel now shows you what you've already queued. Planning a trip used to mean flying blind on your own pending visits β you could only find out you'd already queued one by tapping it and getting 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 gets a clear π marker right on its button. (Thanks to β!)
- π¨ The π¨ Craft button now appears when you buy a Workbench β not before. It used to sit on everyone's menu from day one, doing nothing until you owned a Workbench, while the purchase message claimed your menu had been "updated with a Craft button" that had actually been there the whole time. Now the button really is your Workbench arriving: it's hidden until you buy one, and it shows up the moment you do. Before that, the Workbench is where it always was β in the πͺ Vendor. Thanks to Brad for catching that the message was describing a button that never moved.
July 13, 2026
- π Fixed: queueing the same landmark visit twice used to silently cost you a queue slot. The "you already have that visit queued" warning had never actually worked β you could queue a duplicate visit to the same building without realizing it, the first one would land normally, and the second would then quietly burn one of your queue slots for nothing when it hit the 24-hour cooldown. Duplicate visits are now properly blocked at the moment you try to queue them. And when a visit doesn't go through, your hourly report now tells you why β "on cooldown", "couldn't afford the ticket" β instead of just saying it was skipped.
- β οΈ If you craft Furnishings or Cloth, your output is about to drop β here's why, and what to do. A furnace was never really the right place to weave cloth or build furniture; both recipes only ended up on the Crucible because that's the tool that happened to exist when the Merchant Quarter was built. They've been moved to the tools that actually make sense: Cloth now crafts with your Scythe (the same tool that already turns fiber into Rope), and Furnishings now needs a brand-new tool, the βοΈ Chisel (2,500g at /vendor, only for sale once your city has a Craftworks). The Crucible keeps the recipes that are genuinely furnace work β Charcoal, Iron Ingots, Steel, and Fittings. Nobody is handed a free Chisel. If you were making Furnishings with a well-levelled Crucible, your output will drop sharply the moment you read this β you'll need to buy the Chisel and level it up from scratch to get back to where you were. Cloth now scales with your Scythe level instead of your Crucible level, which for most players is lower, so expect a dip there too. It's a real grind to climb back β that's intentional, not an oversight, and it's the price of putting the right tool in the right hands.
- The Tools panel is now much more compact β same information, about half the length, and it no longer repeats itself. (Thanks Karen!)
- Fixed: your Scythe has always boosted your Fiber gathering as well as Grain, but the Tools panel only ever mentioned Grain. It now tells you the truth. (Thanks Karen!)
- π‘ The advisor no longer sends you shopping at a vendor your city closed years ago. Once your city builds a Customs House, the Trading Post stops selling luxury goods for good β but the hourly tip and the AI Tips didn't know that, and kept suggesting you "buy the missing luxury at the Trading Post". They now know whether your city still has that vendor, and will point a Customs House city at trading with a city that produces the luxury instead. They also stop claiming odd jobs fill the city treasury β odd jobs pay your personal gold, and never the treasury. (Thanks Karen!)
- Biggest Earner now rewards what you actually earned, not what you had left over after spending β big spenders were losing to hoarders. (Thanks Jensen!)
- Daily Tops now crowns a top-three podium of cities instead of a single winner. (Thanks Karen!)
- The Cities page now shows each city's Residents (the families living in its Residential Districts), and you can sort by it. (Thanks Karen!)
- The links to open the game in Telegram β and your invite/referral links β had stopped working, because the
t.meweb address went offline. They now point totelegram.meinstead and work again. (Thanks Jensen!) - π‘ Your hourly tip won't tell you to go gather something you're already drowning in. The advisor could look past a mountain of a resource β 321,000 Grain, say β and still suggest filling your open slots with more of it. It now sees exactly which raw materials your city is well stocked on and is forbidden from pointing you at them; it'll steer you toward what the city is actually short of, or toward spending the glut instead. (Thanks Karen!)
- Odd jobs are now queued with
/queue_oddjobs, matching every other queue shortcut (/queue_timber,/queue_planks, β¦). The old/oddjobsstill works, so nothing you've memorised breaks. (Thanks Vik!)
July 12, 2026
- π Fixed: a building could finish construction with no name at all. A busy moment could occasionally leave a brand-new building nameless while every other building in your city had one β it's now guaranteed to get a name the moment it's finished, no exceptions. And you can now open βοΈ Rename a Building even while another construction project is underway β it used to be hidden until your build queue was empty.
- π° Export prices now match what your goods are actually worth to your city. The Customs House used to charge every city the same price for a resource, no matter how big or small that city was β which meant a smaller, growing city was being paid far less than its surplus was really worth. Prices now scale with your own Town Hall level, so a young city selling its surplus timber, stone, or ore earns a fair Treasury payout β a real way to help fund your Town Hall 4 upgrade. Established cities see no change at all; only earlier-stage cities are paid more than before.
- π Fixed: your Masterwork Labor Contract wasn't actually hiring the workers it charged you for. Earlier today's fix gave the Masterwork contract its proper +1,400 workers, and the Craftworks panel quoted it, promised it and billed you 7,000πΈ for it β but the hourly run was still handing out the old, near-useless handful of workers underneath. So a Masterwork splitting its work across three recipes was producing about 937 of each per hour instead of 1,400. The hourly run now hires exactly the workforce the contract sold you, and the panel's estimate and what actually lands in your stockpile can no longer disagree. If you bought a contract today, you're getting the full +50% from the next hour onward. And you've been paid back for the hours you lost: every contract hour that ran at the broken rate has been added back onto your contract, so you still get every hour of the full workforce you paid for β CrimCity got 12 hours back, SpudVille 1. Thanks for the sharp eye on the numbers.
- π 10 new Town Hall 4 monuments to visit and build. The Premium Buildings roster now has a second, grander generation β the Clockmaker's Tower, Falconry Mews, Cartographers' Guild, Botanical Conservatory, Scriptorium, Hall of Champions, Royal Menagerie, Grand Cathedral, Hanging Gardens, and The Colosseum β available once your city reaches Town Hall 4. They cost a lot more to raise than the originals, but they pay their host city much more Prestige for it. Visitors earn the exact same Reputation either way β the bigger reward belongs to whoever built the monument, not whoever visits it. And since Prestige can now climb higher, the wage bonus it buys goes further too: the cap is now +50%, up from +25%.
- π’ The Export Market now sells to merchants in whole 1,000-unit stacks only β a small leftover amount below the next stack stays in your stockpile instead of being sold off with everything else. This means your export reserve is now a floor you keep, not an exact number your stockpile gets trimmed back to. The
/exportpanel shows exactly how much of each resource is ready to ship, and how much is still short of the next full stack. - πΈ The Craftworks/Masterwork panel now shows your city's Treasury right next to the Labor Contract price, so you can see what a contract costs against what's actually in the vault. If you're short, the panel tells you exactly how much β and the Hire Labor button itself shows how far short you are, instead of letting you tap a contract you can't afford.
- π Daily Tops has a new crown: Boom Town. Each day's leaderboard now calls out the city that founded the most new district zones that day β the first time Residential Districts get their own spot in the community leaderboard, alongside the Top City and Prestige awards.
- π Fixed: upgrading a building was quietly renaming it. When a named building finished an upgrade, it should keep the name it already had β but a recent change meant it was instead being handed a brand-new AI-generated name every time, wiping out the one you'd grown attached to. Upgrades now keep the building's existing name, exactly as intended.
- π Fixed: if you have compact tick reports turned on, visiting a premium building used to show up as a blank, broken line in your hourly summary. It now names the landmark you visited (or tells you if it was closed to visitors), just like every other action already did.
- π‘ You can now type /profile in the community chat to show off your estate. It posts a short showcase card β 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 are not on it: those stay private to your own chat with the bot.
- π The πΉ Hunting panel now counts in hours once there's more than an hour to wait. A queue of Crossbow hunts stacks up fast, and the panel was still counting it all out in minutes β a four-and-a-half hour wait read as "done in 274m 23s". It now says "done in 4h 34m". The same goes for the rest of the panel: a Hunting Party that's got 8 hours left says so, and a long trip out to the Wild Country reads as 1h 42m rather than 102m. Short waits still tick down in minutes and seconds, exactly as before. Thanks JΓΆrg.
- πΎ Fixed: a wilderness quest button was promising Grain it never had. In your camp, The Old Fields (the 4-minute run) wore the πΎ Grain icon on its button β but that trip has only ever guaranteed π§΅ Fiber. Grain only comes home every time from The Coal Hollow (the 5-minute run); at the Old Fields it's a lucky bonus drop at best. So if you were tapping the πΎ button waiting for your Grain to climb, it was never going to. That button now wears the π§΅ Fiber icon it actually pays out, and the guide's quest table now lists exactly what each location brings back every time. Nothing about what you gather has changed β only the label that was lying about it. Thanks to the player who spotted it.
- π Medal messages now tell you where you actually stand. Earning a new tier of a medal used to repeat the same target at you every time β "Complete all 42 to become a Grandmaster of the hunt" β without ever saying how many of the 42 you'd actually got. Every tier-up message now carries your live count: π You're at 15 of 42 so far. It's on every levelled medal, not just the Wildlife Passport, and it turns into β complete! when you finish the set. (The Contributor medal stays as it was β that one's a thank-you, not a scoreboard.) Thanks JΓΆrg.
- π Fixed: a Level 4 building really was asking for more luxury goods every time you looked. A Level 4 Market, Library, Bank, Trading Post or Hunter's Lodge is meant to need exactly 2 luxury goods your city can't make β picked once, then fixed. Instead, every time you opened its build screen the game quietly picked a new pair and added them to the list, so the demand kept growing: one city's Market had crept up to needing 9 of the 10 luxuries in the game. The pair is now chosen the first time you see it and never changes again. Every city that had piled up extra luxuries has been put back to its original two β if a Level 4 build was stuck behind a wall of luxury goods you'd never been asked for, check it again, it's almost certainly buildable now. And every luxury good the bug overcharged you for has been paid back into your city stockpile β 665 units across 7 cities, from the 29 Level 4 buildings that were already finished and paid for. Check your Marble, Diamonds and Tapestry. Thanks β.
- βοΈ The Labor Contract finally scales with your Masterworks. Hiring extra help at your Craftworks has always meant "+50% of your workforce" β but once a city upgraded to a Masterwork, the old contract quietly stopped keeping up, adding a near-useless handful of workers instead of an actual +50%. It's fixed now: a Masterwork Labor Contract adds a real +1,400 workers for 7,000πΈ. Your first Craftworks (before upgrading to a Masterwork) is completely unchanged. Thanks Karen and JΓΆrg.
- π° Export prices now reflect what things are actually worth to make. Selling surplus resources through the Export Market was paying out prices set long before the Industrial Era existed β once Town Hall 4 multiplied raw production far more than it multiplied Treasury income, those old prices stopped making sense. Prices are now based on what a city genuinely gives up to produce each good, shown per 1,000 units instead of per unit. Crafted goods sell for exactly the value of the materials that went into them β refining no longer adds anything to the export price, so crafting is for building your city, not for flipping at a profit.
- π Fixed: levelling your π― Crossbow congratulated you with the wrong reward. It announced "a chance of bonus yield on each craft" β but the Crossbow doesn't craft anything, and never did. What a higher Crossbow level actually does is push your catches toward the heavy end of a hunting ground's range: bigger game, more Pelts. That's what the message says now. Nothing about hunting has changed β the Crossbow has always worked this way, it was just being described as a crafting tool. Thanks Karen.
- π Fixed: the "β¨ Bonus yield!" line on a finished craft was badly under-selling itself. Your tool's lucky bonus gets multiplied by its level just like everything else it makes β so a maxed tool that rolls a bonus is handing you ten extra units, not one β but the message still called it "an extra one" while the very same message announced +40 Cloth. It now tells you what the bonus was actually worth. Nothing about the amount you receive has changed; only the number the message quotes. Thanks Karen.
- π¨ Levelling your crafting tools finally pays off at the workbench. Your Axe, Shovel, Scythe, Pickaxe, and Crucible now multiply what you produce each time you craft, instead of just adding a small chance of one extra unit. A maxed-out tool now makes roughly ten times as much per craft as a fresh one β a huge jump from the tiny bonus it used to give. New tools aren't affected until you start levelling them up. City Score is unchanged by this, so nobody's rankings move β it's purely more stuff in your hands for the same effort.
July 11, 2026
- π Fixed: the build screen could list a building's materials in a different order each time you opened it, which made it look like the recipe itself had changed. Nothing was ever actually changing β the amounts were identical, just shuffled around the list. Every build screen now lists materials in the same fixed order every time (Treasury first, then raw goods, crafted goods and luxuries), matching the rest of the game. Thanks β.
- π’ Tycoons now supply the realm β a caravan will deliver the luxuries your districts are short of. A Grand Villas needs eight different luxury goods, and no city can make more than two of the ten, so every one of them runs short sooner or later. Now, when that happens, a Tycoon caravan delivers the missing goods straight into your city's stores β automatically, every hour, whether or not anyone is online. The zone keeps building and the families keep arriving. It isn't free: your city treasury pays 500πΈ per unit, and that's deliberately steep β trading with a neighbor will always be cheaper, and the caravan is meant to be a safety net rather than your supplier. You'll never be surprised by it: founding a Grand Villas now shows you exactly which luxuries you're short of and what the caravan would charge before you commit, every delivery is itemised in your hourly report, and mayors can switch imports off entirely from the Districts panel. For Tycoons this is a whole second market β your Letters of Credit used to serve only visitors at premium landmarks, and now they supply other cities' districts too, at the same rate they always paid. Every order is split across every Tycoon who specialises in that good, so nobody corners a delivery.
- π Grand Villas now ask for a different set of luxury goods β easier to find, easier to trade for. Glass had become the wall every Grand Villas zone was stuck behind: it's the rarest luxury in the realm, and nearly everything a Grand Villas needed was made of it. Founding a zone now spreads that cost across Glass, Marble, Jade, and Gunpowder instead, and each family moving in now wants Diamonds, Silk, Dyes, and Tapestry rather than Fine Wine, Glass, Spices, and Tapestry. The total amount needed hasn't changed β just what it's made of β and it opens up real use for luxuries that had almost none before. Zones that were stuck waiting on Glass are unblocked, and any Glass already paid in beyond the new, lower amount has been refunded straight back to your stockpile. Thanks JΓΆrg.
- π Truncated lists now tell you where to find the rest. Your Passport shows 15 stamps at a time, and the "β¦and 52 more" line now points you at the web view that has all of them (some of you have 67). The Resources needs line no longer hides materials behind a "+N more" either β if a district is short of something, you'll see it.
- πΈ The Districts panel now shows what your districts cost you. Every tier's hourly upkeep is on the overview, with a total for the whole city, and again inside each tab. Upkeep is charged per family, so a half-full district costs half and an empty one is free β the number you see is the one actually being drawn from your stockpile each hour. Some cities are spending over a thousand timber an hour and had no way to know.
- π The Residential Districts panel is no longer one endless list. It now opens on a summary β how many Cottage Rows, Merchant Quarters and Grand Villas you have, how full they are, and how many are still going up β with a tab for each. Tap a tab to see those districts and open any one of them. Big cities were scrolling past forty buttons to find a single district; now it's two taps. Thanks JΓΆrg.
- π Fixed: putting your Community Cape away made it hard to find again β the Special Flair row vanished from your Estate panel along with it. The row now stays put whether you're wearing your flair or not, so you can always get back to it. Thanks Jensen.
- π¦Έ Everyone in the community chat now wears a Community Cape. It's a new kind of Estate item β Special Flair β that isn't bought with gold, it's earned: joining the community chat gives you one automatically, alongside the Community Member medal. Unlike everything else on your Estate, the cape doesn't care what home you have β it shows up on your profile whether you live in a Tent, an Estate, or nowhere at all. It's yours forever, even if you ever leave the chat.
- π Fixed: buttons inside the Estate panel (the βοΈ rename pencil, π² Suggest names, buying, and showing/putting away an item) did nothing when tapped. They work now.
- π‘ Estate Customization is live. Your home is no longer just a number β you can now furnish it. Five things to collect, all bought with your own gold: πΎ pets (from a 5,000g dog to a 200,000g dragon), π¨ paint, πͺ΄ plants, πΌ decorations, and π vehicles. Everything you buy is yours permanently, and none of it makes you stronger β no wages, no reputation, no score. It's pure taste, and other players can see it on your profile and your player page.
- π Gold buys the pet. 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 happily own more than you can display β the rest wait safely in your collection, and swapping which ones are out is free and unlimited, always. Plants, decorations and vehicles have their own limits per tier; decorations unlock at Townhouse and vehicles at Manor. Paint is a single color you can change whenever you like, and the range of colors grows as your home does.
- βοΈ Name your pets. Every pet can be given a name, and you can rename it any time. Stuck for one? The town crier will suggest a few β tap one to take it, or tap the name itself to copy it and send it back with your own twist.
- π The Estate panel has been rebuilt with buttons β your home, the next upgrade, and everything in it, all in one place.
- π The "construction complete" message no longer stacks parentheses. Upgrading a named building announced itself as The Fletched Concord (Hunter's Lodge (Level 4)) β the level came wrapped in its own brackets, and then the whole type-and-level line got wrapped a second time. It now reads The Fletched Concord (Hunter's Lodge, Level 4): one tidy set of parentheses, same information. (Reported by Karen.)
- πΉ Your Hunting panel keeps its π« cancel buttons when a hunt comes back. The panel updates itself in place every time a hunting party returns β but that automatic update was rebuilding the buttons without the per-hunt π« cancel buttons, so they'd quietly disappear the moment a hunt landed. If your queue happened to be full, the panel was left showing nothing but π Refresh, which made it look like it had gone stale and stopped updating. The automatic update now draws exactly the same panel you get from πΉ Hunt, cancel buttons and all.
- π¦ The "On hand" line on the Craftworks/Masterworks panel now matches the recipe list above it. It used to list your Tier 2 goods biggest-pile-first, so the stock line ran in a completely different order from the recipes right above it in the same message β you had to hunt down the column to match a recipe to what you're holding. It now reads in the same order as the recipes, top to bottom, so you can scan straight across. Same numbers, same goods β just lined up.
- πΎ Your hour report no longer makes Grain look like a crafting ingredient. If you hold the Master's Charter and your city has a Masterwork, your queued crafts run on a leased crew β and that crew eats 1 πΎ Grain for every unit it makes, on top of the recipe. That grain was being listed right alongside the recipe's real ingredients on the π§ Used line, so a Planks craft read
β378 πͺ΅ Timber, β189 πΎ Grainand looked like Grain was somehow part of the Planks recipe. The crew's grain now gets its own line β π· Fed the leased Masterworks crew β so it's always clear what the recipe took and what the workers ate. Nothing about the cost changed; only how it's reported.
July 10, 2026
- βοΈ The Craftworks/Masterworks recipe panel now only lists needs it can actually help with β and shows what's on hand when it can't. That panel already told you what your city's current build was short on, right where you pick recipes β but it was listing everything, including things no recipe can produce, like a rare luxury good or a raw gathered resource (you'd see a Glass shortfall even though there's no way to Masterwork Glass). Now it only lists a need if one of your recipes can actually fill it. And whenever that leaves nothing to show β either because nothing's under construction, or because everything outstanding is out of the Craftworks' hands β it shows your Tier 2 goods on hand instead, so you can choose recipes without tabbing over to your resources. (Reported by Karen.)
- π― Fixed: the Crossbow no longer shows up in
/toolsas a crafting tool. It was crafting nothing but was still telling hunters to "level up to unlock a crafting yield bonus" β a leftover bug from launch. The Crossbow's/toolsentry now correctly describes what it's actually for: unlocking Big Game hunts, and β unlike the Bow, whose level never changes what you catch β leveling it up biases your catches toward heavier prey, so a higher-level Crossbow brings home more Pelts. (Reported by Karen.) - πΉ The Hunt panel is now far more compact. Each hunting ground now gets one tidy row of its own, with that ground's quick-hunt, fill, and Big Game buttons sitting side by side β instead of one huge full-width row per button, which used to force a well-equipped hunter with a Crossbow to scroll past a wall of buttons before reaching their queue or the Refresh button. Nothing about how hunting works changed β same grounds, same odds, same taps β the panel just takes up a lot less room. (Reported by JΓΆrg.)
- π New on the website: a week-by-week recap of the game. The Roadmap page now opens on a π Weekly Recap tab β a short story of what shipped each week, from the week the beta opened right through to this one. Each week gets a headline, a few sentences on what it was really about, and the handful of changes worth remembering. The Changelog is still there for the blow-by-blow of every single change; the recap is the version you can read in a minute to catch up on a week you missed. The forward-looking roadmap lives on in the tabs beside it.
- π District buttons now show each neighborhood's type at a glance. In the π Districts menu, the button that opens a district's details now carries its class icon (π Cottage Row / π© Merchant Quarter / π Grand Villas) right beside the π β so you can tell your tiers apart on the buttons themselves, including districts still under construction.
- π Grand Villas (and other districts) no longer hold luxury goods back behind the reserve floor. The small amounts of Fine Wine, Tapestry, Spices, and Glass a district needs to build and to house new families are now always available to it β your reserve floor still protects your bulk raw materials exactly as before, it just no longer applies to luxuries. Grand Villas founding and move-ins were getting stuck behind this even with plenty of luxury goods on hand; that's fixed. (Reported by Karen.)
- π§Ή The Crafting panel has a "Clear queue" button. When you have more than one craft queued on your Workbench, a π§Ή Clear queue (keep current) button appears β one tap cancels everything except the craft being made right now, refunding all of it to the city. The in-progress craft keeps going; if you want to drop that one too, tap its own π«. Great for wiping a big backlog you queued by accident without losing the craft that's already underway.
- π« You can now delete individual queued hunts from the πΉ Hunt panel. Each hunt waiting in your queue gets its own delete button β tap it to remove that hunt and free the slot, exactly like canceling a craft on your workbench. The hunts behind it slide up to close the gap, and if you delete the one currently in progress the next one starts right away. Handy for trimming a queue you over-filled or swapping a mis-picked ground.
- π Town Hall Level 4 now lives with the rest of the city-building content on the website. The Industrial Era used to be tucked off on its own β a separate "TH4 Industry" tab in the Building Encyclopedia, and a section at the tail of the Trade & Endgame guide. Now it's where you'd expect it: the encyclopedia shows the full Level 4 entry cost right on the Level 4 tab of the Town Hall card (alongside Levels 1β3, with notes on the luxury goods, leather, and treasury it asks for), and the guide's Industrial Era walkthrough now has its own dedicated page β a full walkthrough of the Town Hall 4 entry gate, the 100Γ production flood, the recommended build order (keystones β producers β Masterwork β the Level-4 upgrades), and every unlock. Find it right after Cities & Building in the guide.
- π Medal notifications now tell you which π Medals section a new medal lives in. When you earn a medal β or climb it to a new tier β the message now ends with a line like "π Find it under πΉ Hunting in /medals", so you can jump straight to that category and see what the next tier asks of you instead of hunting through every section. (Secret medals stay a surprise β they don't reveal a section.) (Reported by Vik.)
- π The Needs tab now tells you when there's nothing being built. Tapping π Needs on the
/resourcespanel when your city has no build project, no district under construction, and no families waiting to move in now pops up a quick "Nothing under construction right now" note β so the tap always visibly does something instead of looking like it hung. (Reported by β.) - π― A Crossbow now also unlocks bigger Big Game expeditions. If you own a Crossbow, the π Mount Expedition screen in
/queueoffers a heavier Big Game trip at each ground: it spends double the city's supplies for a noticeably bigger pelt haul. It's a deliberate trade β you get more pelts overall, but less per unit of supplies spent β so it's the move when your city is drowning in raw materials and wants to turn that surplus into leather faster. - π¦ A new Wildlife Passport tracks every animal you've ever bagged. Send
/wildlife(or check your player profile on the website) to see your personal collection β how many species you've caught out of the game's full roster, and your heaviest catch of each. Filling it out earns the new Naturalist medal. Keep your eyes open on your hunts, too β there are rumors of a few extraordinary creatures out there that nobody's ever properly documented. Stumble onto one and it's a personal surprise, revealed on your own profile, with its own Cryptid Hunter medal. Only your own hunts and expeditions count toward your Passport β your city's automated hunting parties don't. - π― A new Crossbow unlocks Big Game hunting β trophy hunts at every ground. Once your city's Trading Post reaches Level 4,
/vendoroffers a Crossbow. Where your Bow sends you on a quick trip for light game, the Crossbow sends you after a much heavier class of trophy prey at every hunting ground β long hunts that always land one serious catch, including some of the rarest, most sought-after animals around. A higher Crossbow level tends to land bigger, rarer game. Big Game hunts share your hunt queue with quick hunts, so it's a deliberate trade of speed for prestige, not a way to out-earn quick hunting. - π¦ Pelts now scale with an animal's weight the same way no matter how you hunt it. A given animal is worth the same pelts whether you bagged it on a quick hunt, a Big Game hunt, or a hunting expedition β no more the same-sized catch paying wildly different amounts depending on the method. As part of this, quick πΉ Bow hunts at farther grounds now pay out noticeably more pelts per catch than before.
- π The Contributor medal now reads as a thank-you, not a scoreboard. The medal for feedback that gets shipped no longer shows a "next tier β X more to go" chase in your π Medals list; it simply thanks you for helping shape the game. (It only ever counted feedback the team actually approved, so it was never something you could rack up by posting more β this just makes that clearer.) Your earned tiers are exactly as before. (Reported by JΓΆrg.)
- π¨ Workbench crafts now make more per craft and need tending half as often. Each workbench slot now produces 2 items at once and takes twice as long, instead of one item on a short timer. Your total output, tool XP, and materials used per hour are exactly the same β you just re-queue your workbench half as often, so it's far less babysitting. Your chance of Prize Crates is unchanged too: each craft takes longer but has a proportionally higher crate chance, so you earn crates at the very same rate over time. π· Hired Help is still the way to cut the tending even further β its extra slots now hold these longer crafts, so a Hired Help window is closer to "fill it once and walk away." (Reported by JΓΆrg.)
- π§± Your build project screen now lists materials in the same order as everywhere else. On the π build progress panel, the required resources came back in whatever order the database happened to hand them over β so Mortar (and sometimes others) could sit at the bottom of the list even though on the Craft and Masterwork screens it sits mid-list. Now every screen lists crafted materials in one consistent order, so what you see building is where you'd expect it. (Reported by JΓΆrg.)
- π The game now shows new players where to quiet notifications. All the controls for turning down messages have always lived in βοΈ Settings, but they were easy to miss. Now, the first time crafting or hunting starts pinging you, a one-line hint points you to the matching quiet option; if the crafting pings really pile up, you'll get a gentle "you can quiet these" nudge; and your /objectives screen carries a reminder that you control every notification. Nothing changed for players who are happy with their notifications β these hints only show while you're still new. (Reported by JΓΆrg, on Vik's behalf.)
- π¬ Feedback you post in the community chat now gets its answer posted right there. When you send
/feedbackin the group (including as a photo caption), the bot confirms it in the chat, and when the team resolves it, the full response is posted back under your original message β so anyone following along sees the actual answer, not just you in your DMs. Before, a screenshot-with-caption could be saved and answered entirely in private, so others watching couldn't tell it had even been received. You still get the reply in your DMs too. (Reported by Jensen.) - π¦ The Prize Crate hint in your typing box now clears once you've opened them all. After you emptied your stash, the grayed reminder in the message field could stay stuck showing "1 Prize Crate β open with /crates" even though you had none left. It now disappears the moment your last crate is opened. (Reported by Vik.)
- π The quiet-mode buttons in βοΈ Settings now show which way they'll flip. The button that turns quiet crafting on and the one that turns it back off both wore the same crossed-out π bell, so the icon told you nothing about what tapping it would do. Now a ringing π means notifications are coming through and the tap will silence them; a crossed-out π means they're already muted and the tap will bring them back. Same for quiet hunting and quiet wilderness β and quiet tick reports use π and π the same way. (Reported by Vik.)
- π
/wiki medalsnow tells you where the full medal list lives. It sent you to the guide's Reputation & Medals page, which only ever showed a handful of medals as examples β the website stays deliberately incomplete so the secret medals keep their surprise. But there was never a hint that the complete catalog was one tap away in the bot. Both the/wikireply and that guide section now point you at π Medals (/medals), which lists every medal by category, and for the ones that climb through tiers shows what the next tier asks of you and how close you are. (Reported by Vik.) - π Your
/citybuilding list now shows the Library's full reputation bonus. A Level 4 Library really does grant +4 reputation/hour to active members (the bonus has always scaled with the Library's level) β but the building list stubbornly read "+1 rep/hr" no matter how high you'd built it. It now shows the correct scaled number, matching what you're actually earning each hour and what the website already displayed. Nothing about the reward changed β just the label caught up. (Reported by Karen.)
July 9, 2026
- π The Trading Post no longer promises you can export luxury goods. With a Customs House built, the Luxury Goods section said your rare goods "can be exported for Treasury" β 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. (Reported by JΓΆrg.)
- πͺ Your π Needs tab now tells you what's holding your new families up. If Resident families are on the road but can't settle in β because the city is short a few Furnishings, or a bottle of Fine Wine, or a pane of Glass β the Needs tab now names each missing material and how much more you need for the next family to move in, right below your build project's needs. No more cross-checking the Districts panel against the founding costs against your stockpile to work out what the hold-up is. Families waiting on space (a full or paused district) aren't listed β they're waiting on you to zone, not to gather. (Requested by Jensen.)
- π Each kind of district now wears the same icon everywhere in the Districts panel. A Cottage Row was showing up as π in the district list but as πͺ on the "on the road" line and β on its founding button β five different symbols for what is really three kinds of neighborhood. Cottage Row is π , Merchant Quarter is π©, Grand Villas is π, on every line. (Thanks to the player who spotted it.)
- π The "Masterworks" is now the "Masterwork" (singular). The plural name made the βοΈ menu button wide enough to wrap onto two lines on some phones, throwing off the whole menu. Dropping the "s" keeps it on one tidy line. Same building, same everything β just a shorter name. (Reported by JΓΆrg.)
- πΉ The auto-hunt line now says what your Lodge actually brought home β game, by weight. It used to read "brought in 85 pelts," but those pelts don't exist yet: your hunting parties bring back game, and the Lodge dresses it into pelts on the next tick. The line now reads like "brought back 584 lbs of game β¦ becomes 85 pelts once dressed next tick" (in kg if you use metric units), so the report matches how hunting really works. (Reported by Karen.)
- π¬ New:
/creditsβ the roll of honor. Curious who's behind UrbanPact?/creditsnames the creator, gives a nod to the tools it was built with, and β in the finest "β¦and by viewers like you" tradition β thanks the players whose feedback shapes the game every week. File a piece of feedback and you'll find yourself in there. (Requested by β.) - πΎ For the record: no animals were harmed. Every creature you hunt is a friendly bundle of pixels that trots home for dinner afterward. You'll now find this important disclaimer at the bottom of your
/huntstatsand in the guide's hunting section. (Requested by β.) - π New:
/wiki <topic>β jump straight to the guide for anything. Not sure how something works? Type, for example,/wiki master's charter,/wiki hunting,/wiki tycoon, or/wiki districts, and the bot replies with a direct link to the right section of the website guide. It's forgiving β partial words and whole questions work too (/wiki how do tiers work). Type/wikion its own to see the popular topics. (Suggested by Vik.) - π§ Your hour report now shows what a queued craft took out of the stockpile, not just what it made. A craft line read
Crafted: +70 Furnishingsand stopped there β so if your city's workers produced 70 Leather that same hour and your craft ate all 70 to build those Furnishings, the Leather looked like it landed and then vanished. Each craft now prints a π§ Used line naming every ingredient and amount it drew, exactly like your districts' Drew from surplus line. Nothing about crafting changed β you can just see both halves of it now. (Reported by Robert.) - π The Build menu is organized into categories now β no more wall of buttons. For a big city with lots unlocked, opening π Build filled the whole screen with buttons and pushed the description text out of sight. It now opens on three tidy categories β <strong>π Standard Buildings</strong>, <strong>β¨ Tier 3 Specialties</strong>, and <strong>π Premium Landmarks</strong>, each showing how many you can build β and you tap one to see just those buildings, with <strong>β Back</strong> to return. Everything you could build before is still there, just a tap deeper and far easier to read. (Reported by Vik.)
- βοΈ The crafted metal "Iron" is now called "Iron Ingots". It was too easily confused with the raw πͺ Iron Ore you gather β same word, different thing. The refined bar you smelt from ore (and turn into Steel, tools and Fittings) is now clearly βοΈ Iron Ingots everywhere it shows up. Nothing about how it's made or used changed β same recipes, same costs, same
/craft ironcommand β just a clearer name. (Suggested by β.) - π€ One-time trade offers now warn you if the other city can't cover what you're asking for. When you set up a one-time exchange, the Review screen checks the other city's current stockpile β and if they don't have enough of what you want, it tells you (naming the resource and how much they hold) before you send. So you won't put them in the awkward spot of having to decline. It's a heads-up, not a block β you can still send, since their stores may fill up before they accept. (Gifts and ongoing tick-by-tick deals are unaffected.) (Reported by Karen.)
- π The Build menu is organized into categories now β no more wall of buttons. For a big city with lots unlocked, opening π Build filled the whole screen with buttons and pushed the description text out of sight. It now shows your full building list, one line each, grouped into π Standard Buildings, β¨ Tier 3 Specialties, and π Premium Landmarks β so you can read the whole catalog at a glance β with a category button for each group. Tap a category to open its tap-to-build buttons, and β Back to return. Everything's still there, just far easier to read. (Reported by Vik.)
- π The Forecast tab now lists every resource your city is about to draw β no more "+N more". The
/resourcesπ Forecast lines (and the XM Nexus forecast) showed only the four biggest draws per source and hid the rest behind a "+8 more" count β so you couldn't see exactly where your stockpile was going next tick. Every drawn resource is now listed in full, largest first. (Reported by Jensen.) - π A district no longer drops to 0% happiness just because one supply ran out. Happiness now reflects the share of a district's upkeep basket it actually received that hour β so a neighborhood that got three-quarters of what it needed sits at 75%, not zero. Before, a single empty supply (say charcoal, while provisions, cloth and crockery were all fully stocked) could pin a whole Merchant Quarter at 0% β which then dragged down your city's prestige and everyone's wages. Now it takes a broad shortage to pull a district low; one missing good only nicks happiness by that good's share. (Reported by Robert.)
- π΄ Your hourly report now names only the district supplies that actually ran short. When a district's happiness dipped, the report listed its entire upkeep basket as "tight" β even the goods your stockpile had covered in full. If three of four items were fully supplied and only one had run dry, you were still told all four were short. The report now names just the goods that genuinely fell short, scarcest first, so you know exactly what to restock.
- π± Your Bingo Ball count is easy to find now. Balls quietly bank up every hour you're not drawing on a card β but the number only ever appeared while you had a card in play, so between cards there was nowhere obvious to look. Your stash now shows on
/profileright under your Prize Crates, and the/bingopanel prints your banked balls even when you don't have a card. (Reported by Vik.) - π The build status screen now has a Refresh button. That screen is a snapshot from the moment you opened it, so if you left it sitting open while the hourly update ran, it kept showing the old material list β even after the building was finished. Every other panel in the game already had a π Refresh button; now this one does too, so you can pull the latest progress (or see the completed building) without closing and re-opening π Build. Mayors keep their π« Cancel Project button right beside it. (Reported by β.)
- π Each district in your Districts list now shows its class at a glance. Every neighborhood rendered with the same 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 β π Cottage Row, π© Merchant Quarter, π Grand Villas β in both the list and the district's own page. (Reported by Karen.)
- π Everyone in a city can now browse the Build screen β not just the mayor. If you weren't the mayor or Minister of Urban Development, opening π Build while no project was running told you flatly that only they can start one, and showed you nothing else β you couldn't even see which buildings your city had unlocked, what they'd produce, or what they'd cost. The full list is now there for every citizen, with each building's costs and details one tap away. Starting and canceling projects is still the mayor's and Minister of Urban Development's call, exactly as before. (Reported by Vik.)
July 8, 2026
- πΉ Your hourly report now shows exactly which materials your Lodge's hunting parties took. The auto-hunt line reported a single "β922 supplies" β but supplies isn't something you stockpile, it's the combined total of several raw materials the parties pack for the trip. Compared against any one resource the number looked alarming, as if the Lodge had spent more than the city had. It never can: the hunting parties only ever draw from surplus above your reserve floor. The line now spells out the draw material by material β π§ Drew from surplus: β430 πͺ΅ Timber, β290 πͺ¨ Stone, β¦ β the same way your Residential Districts' draw already reads. (Reported by JΓΆrg.)
- π¦ Pelts now scale with the weight of the animal you bag β heavier game, more pelts. Before, a catch's pelts came from the trip as a whole and got split evenly, so two animals of nearly the same weight could bring home very different pelts β it felt arbitrary. Now every catch pays out in proportion to its weight, so the same-sized animal always gives the same pelts, and a big trophy is worth more than a small one. Farther hunting grounds hold bigger, rarer game and pay more per trip, and there are ten new animals to bring home across the grounds. Full expeditions bring back a bit more leather overall to feed your growing neighbourhoods. (A quick πΉ Hunt still earns pelts at a flat rate per hour.) (Reported by JΓΆrg.)
- πΌ Queueing Odd Jobs no longer kicks you out of the Gather menu. Tapping πΌ Odd Jobs from inside πΎ Gather Resources added the job to your queue but then bounced you back to the main Queue menu β so lining up a few Odd Jobs in a row meant re-opening Gather every single time. The button now leaves you right where you tapped it, with the gather buttons still on screen. (Reported by β.)
- π‘ The hourly advisor now names your queued actions in plain English. A tip could refer to "your active craft:rope chain" β that shorthand is how the game tracks a queue slot behind the scenes, and it was slipping into the advice word for word. The advisor now reads it as "crafting Rope", "gathering Iron Ore", "a hunting expedition", and so on. (Reported by Karen.)
- π§ Your hourly report now lists every material your Residential Districts drew, instead of hiding most of them behind "+8 more." The π§ Drew from surplus line only ever named the six largest draws and rolled everything else into a vague count β so founding a district could quietly spend 40 of your Glass without ever saying so. It now spells out the full list, every material and amount, the same way the π City buildings produced line already does. (Reported by Jensen.)
- π New: Grand Villas β the top tier of Residential Districts. Once your city is comfortable with Cottage Rows and Merchant Quarters, the Mayor or Minister of Zoning can found Grand Villas β a small, wealthy neighborhood (8 families) for a city's most aspirational residents. They're a stone-heavy build, and their upkeep is refined and leather-rich: furnished homes want a steady supply of leather (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. Found them under π City β π Districts once you've built the tiers below. The top of the ladder is open.
- πΉ New: Auto-Hunt β your Hunter's Lodge hunts while you're away. Once your Lodge reaches Level 4, it hires standing hunting parties that head out automatically every hour β no taps, no queue slots. Each tick they spend a bundle of your city's surplus raw materials (timber and stone, mostly) and bring home pelts for leather, drawing only from above your reserve floor so they never touch what you're holding back. It's a pure pelt supply β no trophies, medals, or hunting reputation (those still belong to hunting by hand via πΉ Hunt). Auto-hunt is on by default; your Mayor or Minister of Zoning can toggle it off anytime under π City β π Districts, alongside the reserve-floor control. Steady leather for your growing neighbourhoods, even when you're not around.
- π Hunting expeditions now draw on the resources your city actually has too much of. The provisions a Mount Expedition spends were retuned to pull from timber and stone (the materials that pile up fastest in a built-out city) instead of grain and ore. The total cost of a trip is unchanged β it just drains the surplus that was actually overflowing.
- π Links across the website now match the site's look. A number of in-page links (guide cross-references, page-to-page navigation, city and player links, pagination) were showing up as plain default-blue underlined text instead of the site's style. They now use the same accent color and gold hover as the rest of the site. (Reported by Karen.)
- π¦ Library Insight is now smarter about crafting vs. gathering. The π¦ button on the main Queue panel used to only ever queue raw gathers. It now reads what your city's active project is actually short on and mixes in crafting: if the project needs a finished good you can make β and the raw materials are already in your stockpile β it queues those crafts instead of piling up more raws. It still gathers when that's what's needed, and won't queue a craft you don't have the materials for. (The gather-only and craft-only buttons in the sub-menus are unchanged if you prefer one or the other.)
- π€ The Queue now spells out which actions your Rested charges will boost. The "Rested: N charges" line at the top of
/queuenow adds "(marked π€ below)", so it's clear the little π€ in front of a queued gather or craft means that action will spend a charge for +50% yield. (Odd Jobs and Visits never use charges, so they're never marked.) (Reported by Vik.) - π The website guide's Resources & Crafting page now covers the Merchant Quarter goods. The five finished goods that arrived with the Merchant Quarter β ποΈ Furnishings, π§Ά Cloth, π₯« Provisions, π½οΈ Crockery, and πͺ Fittings β were missing from the guide's Tier 2 resource list and its recipe table. They're now listed alongside the original crafted materials, with each recipe and required tool. (Reported by Karen.)
- π¦ The π¦ Library Insight button now sits right on the main Queue panel. Once your city's Library reaches Level 4, the one-tap "fill my open slots with what the city needs" button used to be tucked away inside the Gather and Craft sub-menus β easy to miss entirely. It now also appears on the top level of
/queue, so it's there the moment you open your queue. (Reported by Karen.) - π‘ The hourly advisor no longer tells you to load your action queue "for the Hired Help surge." Hired Help and Rush Token only boost your personal
/craftWorkbench β they do nothing for the city/queueaction queue. The tip used to occasionally suggest filling your action queue to make the most of an active Hired Help window, which wouldn't actually help; it now keeps the two straight. (Reported by Karen.) - π― Beginner Objectives no longer nag city-dwellers about the wilderness. If you've already joined or founded a city, the early wilderness goals (complete your first quest, reach Cottage tier, leave the wilderness) now show as done β you clearly finished that chapter to get here. Players who skipped straight into a city, or joined before we tracked those goals, were left staring at a checklist that could never be completed. (Reported by β.)
- πΏ The π Needs tab no longer shows a material at 100% before it's fully in. A resource that was almost met β say 15 mortar still needed β could round up to a full bar and "100%", making it look done when it wasn't. Each material now always shows its true percentage until every last unit has actually arrived. (Reported by JΓΆrg.)
- π Your Tools panel now points to the Master's Charter when a tool hits Level 5. A capped tool used to just read Max level β which looked like the end of the road, even though the Master's Charter unlocks Levels 6β10. A maxed tool now reads Max level (Lv5) β the Master's Charter unlocks Lv6β10, so it's clear there's still more to climb. (Spotted by Vik, after a post about tools reaching Level 10.)
- π¨ The Crafting panel now refreshes when you tap a recipe with a full queue. Tapping a recipe when every slot was busy showed a queue full message but left the panel frozen on stale numbers; the same tap now also refreshes the view, so your stockpile and slot counts stay current. (Suggested by Vik.)
- π· You can now attach a screenshot to your feedback. Spotted a bug that's easier to show than describe? Send the screenshot with <code>/feedback your note</code> as its caption (works in a private chat with the bot or in the community group), or β in a private chat β just reply to any of the bot's messages with the screenshot. It gets attached to your report so the team can see exactly what you saw. (Requested by Vik, who ran into the old text-only limit.)
- π Helping stock your city now counts toward building it β even when the build is paid straight from the stockpile. When a city project finished, only players whose gathers were tapped directly by the project earned the completion reward (the β Reputation, the Builder medal, and the "Help build a city project" goal). In a busy Industrial-era city the shared stockpile is so full that projects complete instantly from it, so nobody's gathers were "tapped directly" β and the whole city got nothing, even the people who filled that stockpile. Now anyone who gathered, worked away, or crafted for the city while a project was under construction is credited as a helper: they earn the Builder medal, tick off the goal, and get a small β Reputation reward.
- β‘ Queue Boost now works with every queue button, not just Fill. With a Queue Boost active (which raises your cap by 2), tapping an individual gather or Odd Jobs button still cut you off at your normal cap β so a boosted player could only reach the extra slots via the Fill button, and got a "Queue is full" message otherwise. Every queue button now honors the boost, and your
/menuand/profilequeue counts show the boosted total too (they used to read as full when you still had boosted slots open). - π‘ The AI advisor now spots when your city is ready for another Residential District. If you're the Mayor or Minister of Zoning, your queue is topped up, every existing district is fully built and fully fed, and the city's surplus comfortably covers another zone's full build cost β the hourly tip (and the AI Tips panel) will suggest founding another one to keep that surplus flowing into Residents and prestige. It never nags while a zone is still under construction or when your current Residents are going short, and only the players who can actually found a district ever see it.
- π± The bulk-draw recap in Bingo now lays out as a tidy grid instead of one long line. When you draw all your banked balls at once, the β /β¬ hit-and-miss recap used to run off the edge of the screen as a single unbroken line on a big draw. It now wraps into an even, square-ish grid so you can read your run at a glance no matter how many balls you drew.
- π The city panel is now split into tabs, and it finally shows your Resident population.
/cityused to be one enormous message β every stat, your whole stockpile, every building, and your roster all stacked together and scrolling forever. It's now three quick tabs you switch at the top: π Overview (your key stats, Prestige, what's under construction, and now a π Residents count of the families living in your districts), π Buildings (your full building list, with the Building Stats button), and π₯ Citizens (your roster, plus how many Resident families live across your districts). Your full stockpile stays at/resources, so each tab stays short and easy to read. - π Your Tools panel now names every craft each tool makes β on both lines that mention crafting. The tool's description line and its bonus-yield line disagreed: a Pickaxe read "Boosts Stone, Iron Ore, and Coal gather amounts" (sounding gather-only) right above "bonus yield when crafting Mortar", and the Crucible's description listed only Iron, Steel, and Charcoal while it can now also craft Furnishings, Cloth, and Fittings. Both lines now list the exact same crafts, pulled straight from your recipes, so they always agree and never fall out of date.
- π Your Tools panel now spells out which crafts each tool's bonus-yield chance applies to. The
/toolspanel showed a line like "33% chance of bonus yield when crafting" but never said what you'd be crafting β so a player with only a Pickaxe couldn't tell that its bonus is for Mortar. Each tool's bonus line now names the item(s) it covers (e.g. your Crucible reads "β¦when crafting Iron, Steel, Charcoal"), read straight from the recipe list so it stays accurate as new recipes are added. - π The Resources Forecast now counts what your Residential Districts draw β and the Needs tab stops hiding your newer materials. The π Forecast tab of
/resourceswas only estimating what your Craftworks and your next queued craft would pull next hour β it left out the steady upkeep your districts draw every tick, so its "β units" total came in low for any city with districts running. Districts now show as their own π line in the estimate. And on the π Needs tab, a district still under construction used to list only its first three needed materials and roll the rest into a bare "+2 more" β which, with the Merchant Quarter's new finished goods, was exactly hiding the crafted materials you most needed to see. It now shows the full build list.
July 7, 2026
- βοΈ The Craftworks panel now shows what your current builds still need, right where you assign recipes. Deciding which recipes to run means knowing what your city's build is short on β but that shortfall lived on a different screen (
/resourcesβ π Needs), so you had to flip back and forth. Now the βοΈ Craftworks/Masterworks panel adds a compact π Build needs line (and a π District needs line when a Residential District is under construction) listing exactly which materials, and how many, are still left to finish β so you can pick the recipes that fill the gap without leaving the panel. - π Export prices for the new Merchant Quarter goods now pay you to refine. A few of the new finished goods were priced below what their raw inputs would fetch on the Export Market β so exporting Furnishings, Cloth, or Fittings actually earned less than just exporting the leather, planks, iron and steel that went into them. Their prices are corrected so that crafting always beats selling the parts: Fittings 9πΈ, Furnishings 7πΈ, Cloth 5πΈ per unit (Provisions and Crockery were already fair at 3πΈ). Trade deals with other cities remain the better channel, as always.
- π© The Districts panel no longer tells you to found a Merchant Quarter you've already built. The "On the road" list kept the "(need a Merchant Quarter)" nudge on your waiting merchant families even after you'd founded one β making it look like your Quarter didn't count. That reminder now disappears the moment your city has a Merchant Quarter under way; if your merchant families are still waiting, they're waiting on their first batch of finished goods to move in, not on the Quarter itself.
- π© New district tier: the Merchant Quarter. Once you've got Cottage Rows running, you can found a Merchant Quarter β a wealthier neighborhood whose families live on finished goods rather than raw materials. Five new craftable goods arrive with it β ποΈ Furnishings, π§Ά Cloth, π₯« Provisions, π½οΈ Crockery, and πͺ Fittings β all makeable at your Workbench, producible in bulk by your Masterworks (just assign the recipes and its workers make them each hour), or bought in by trade. Merchant families take to the road toward your city as it grows; open a Quarter when you see them waiting in the π Districts panel. Like every district, unhappy families just wait quietly if supplies run short β nobody ever leaves. (Heads up: Furnishings need leather, which is scarce right now, so merchant build-out is deliberately leather-paced until a bigger leather supply lands.)
- βοΈ Your Craftworks / Masterworks no longer wastes workers when one recipe runs out of materials. If one of your assigned recipes runs dry β say you're out of iron ore β its NPC workers now shift to the other recipes that still have materials, instead of standing idle. You get more out of the same workforce whenever an input runs short (total output still can't exceed the building's worker capacity).
- π Fixed medals showing "0 now" on your Medals page even after you'd earned a tier. The Contributor medal (for approved feedback) and the Boomtown medal (for district families) showed your current count as 0 in the "progress to next tier" line β so a Platinum Contributor read "0 now" instead of their real total. Your earned tier was always correct; only that one progress number was wrong. Both now show the right count and percentage toward the next tier.
- π Your city's own building projects now draw on your full stockpile β your district reserve floor only holds your Residential Districts back, never your builds. If you'd raised the reserve floor to keep a big pile of raw materials safe from your districts, that floor was unintentionally blocking your own construction too β a Bank could sit stuck needing mortar while thousands sat in the warehouse. Now a building project always takes what it needs right away. Your districts simply build and feed themselves from whatever's left; if that leaves them short one hour, their happiness dips until you restock β nobody ever moves out.
- π Your hourly report now shows how much of your city's prestige your Residential Districts are driving. Once your districts have grown into a real, noticeable share of your city's prestige, the Districts section of your hourly report adds a line like "Districts now drive 31% of city prestige" β a clear payoff for keeping your districts happy and growing, alongside the families and resources it already shows.
- π‘ The advisor stops telling you to "queue" a luxury good it can't make. When a project needed a Tier 3 luxury like Fine Wine that your city doesn't produce, the AI tip would sometimes suggest filling an open queue slot with "whatever produces Fine Wine" β but luxuries are never gatherable or queueable: they come only from a city's own specialty building (max 2 per city), the Trading Post, or a trade with another city. The advisor now knows this and will point you to the Trading Post or a trade instead of a queue slot that can't ever finish it.
- π New medal: Contributor. Feedback you send that gets approved and shipped now earns you the Contributor medal, leveling from Bronze up through Diamond as more of your ideas make it into the game β a thank-you for helping shape UrbanPact.
- π The Build menu is now a clean one-line-per-building list. It used to sprawl across several lines per building β full paragraph descriptions, before-and-after production figures, and two-line entries for specialties and landmarks β which made it a long, spammy scroll in a big city. Now each building is a single tidy line: its name plus a short summary of what it does (production per hour, wage bonus, or visitor rewards), with specialties showing the luxury icons they need. Everything else β the full description, exact material costs, and luxury amounts β is one tap away on the building's confirm screen. Same buttons, far less scrolling.
- π The Build menu is truly fixed this time β Back works, and no more garbled half-menus. The real culprit behind the run of Back-button bugs turned out to be that a big, late-game city's build catalog had grown too long for a single Telegram message β so refreshing the menu silently failed, and sometimes a broken copy showing only the tail end of the text appeared below. The Build list now trims itself to always fit (premium landmark descriptions move to their confirm screens and the website's Building Encyclopedia when space runs short), Back always updates the exact screen you tapped it on, and opening the Build menu twice can no longer leave two live menus fighting each other.
- π Your districts now get real neighborhood names. A Residential District used to just be labeled "Cottage Row I", "Cottage Row II", and so on forever. Now, once a district finishes building, it earns a proper name β something like "Willowmere Cottages" or "Thornfield Row" β and it sticks everywhere the district is mentioned: the Districts panel, your hourly report, the city feed, your city's web page. The Mayor or Minister of Zoning can also rename any district straight from its page in the π Districts panel β roll a fresh AI name for 50πΈ treasury, or type your own custom name for 500πΈ.
- π¦ The Resources panel is now organized into tabs.
/resourcesused to be one long, cluttered message β your whole stockpile, trade deals, build needs, and next-tick forecast all crammed together. It's now four tidy tabs you tap between: π¦ Stock (everything you own, by tier, with production per hour), π Needs (what your active build and any districts under construction still need), π Trade (your active trade agreements, grouped by resource), and π Forecast (what next tick will draw from your stockpile). Much easier to read at a glance. - π A big city build no longer starves your Residential Districts. Upgrading a huge project (like a Masterworks) used to drain the whole stockpile first, leaving your districts short for the hour and reporting that supplies "ran short" even while your city was producing thousands. Now your build draws district materials only from the surplus above your reserve floor β the same protection the districts already have β so raising a landmark won't starve the families living in it. Same knob as always: lower the π reserve floor to feed a build faster, raise it to keep your districts fed first. The hour-report wording is gentler too β a brief supply dip now reads as the temporary, self-correcting thing it is, and only shows when it's actually meaningful.
- π Your feedback list now marks the updates you've already thumbed up. When you tapped π Got it on a resolved item, the button just vanished β leaving no trace you'd seen it, so on a long list you couldn't tell which updates you'd already acknowledged. Now an acknowledged item shows a small β Acknowledged mark in its place, so you can tell at a glance which ones you've cleared.
- βοΈ The Craftworks menu button now reads "Masterworks" once you've built it. After upgrading your Craftworks to a Masterworks, the βοΈ button on your menu updates to match β and the old βοΈ Craftworks button keeps working too, so nothing breaks if your menu hasn't refreshed yet.
- βοΈ The Craftworks panel now shows what each idle recipe would consume. Recipes you'd already switched on showed their hourly material draw (e.g. "uses 1406 πͺ΅/hr"), but a recipe you hadn't assigned yet was just a bare name β you couldn't see what it'd cost to run without turning it on and watching. Now every available-but-unassigned recipe shows its raw input ratio right on the line (e.g.
β¬ πΏ Mortar β needs 2 πͺ΅ + 1 πΊ per unit), so you can weigh what you'd need before flipping it on. - π Your feedback list now has Prev/Next pages. If you'd sent a lot of feedback,
/myfeedbackused to cram everything into one giant message that got cut off β you'd see only part of your history while the π buttons pointed at other items. It's now split into tidy pages with β Prev / Next βΆ buttons, so the whole list is reachable and each page fits. Acknowledging an item keeps you on the page you were reading. - π· Building-rename screen no longer freezes on unusual custom names. If you'd given a building a custom name containing characters like
<,>, or&, opening that building's rename screen could leave every button on it β including β Back β completely unresponsive, so the only way out was to reopen the bot. Fixed: those names now display correctly and all the buttons work again.