๐ Changelog
What changed in UrbanPact, newest first.
July 7, 2026
- โ๏ธ 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 โ but that shortfall lived on a different screen (
/resourcesโ ๐ Needs), so you had to flip back and forth. Now the โ๏ธ Craftworks/Masterworks panel adds a compact ๐ Build needs line (and a ๐ District needs line when a Residential District is under construction) listing exactly which materials, and how many, are still left to finish โ so you can pick the recipes that fill the gap without leaving the panel. - ๐ 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 โ 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 9๐ธ, Furnishings 7๐ธ, Cloth 5๐ธ per unit (Provisions and Crockery were already fair at 3๐ธ). Trade deals with other cities remain the better channel, as always.
- ๐ฉ 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 โ 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.
- ๐ฉ New district tier: the Merchant Quarter. Once you've got Cottage Rows running, you can found a Merchant Quarter โ a wealthier neighborhood whose families live on finished goods rather than raw materials. Five new craftable goods arrive with it โ ๐๏ธ Furnishings, ๐งถ Cloth, ๐ฅซ Provisions, ๐ฝ๏ธ Crockery, and ๐ช Fittings โ 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 ๐ Districts panel. Like every district, unhappy families just wait quietly if supplies run short โ 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.)
- โ๏ธ Your Craftworks / Masterworks no longer wastes workers when one recipe runs out of materials. If one of your assigned recipes runs dry โ say you're out of iron ore โ 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).
- ๐ 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 โ 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.
- ๐ Your city's own building projects now draw on your full stockpile โ 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 โ 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 โ nobody ever moves out.
- ๐ 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" โ a clear payoff for keeping your districts happy and growing, alongside the families and resources it already shows.
- ๐ก 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" โ 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.
- ๐ 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 โ a thank-you for helping shape UrbanPact.
- ๐ The Build menu is now a clean one-line-per-building list. It used to sprawl across several lines per building โ full paragraph descriptions, before-and-after production figures, and two-line entries for specialties and landmarks โ 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 โ the full description, exact material costs, and luxury amounts โ is one tap away on the building's confirm screen. Same buttons, far less scrolling.
- ๐ The Build menu is truly fixed this time โ 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 โ 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.
- ๐ 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 โ something like "Willowmere Cottages" or "Thornfield Row" โ 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 ๐ Districts panel โ roll a fresh AI name for 50๐ธ treasury, or type your own custom name for 500๐ธ.
- ๐ฆ The Resources panel is now organized into tabs.
/resourcesused to be one long, cluttered message โ your whole stockpile, trade deals, build needs, and next-tick forecast all crammed together. It's now four tidy tabs you tap between: ๐ฆ Stock (everything you own, by tier, with production per hour), ๐ Needs (what your active build and any districts under construction still need), ๐ Trade (your active trade agreements, grouped by resource), and ๐ Forecast (what next tick will draw from your stockpile). Much easier to read at a glance. - ๐ 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 โ the same protection the districts already have โ so raising a landmark won't starve the families living in it. Same knob as always: lower the ๐ reserve floor to feed a build faster, raise it to keep your districts fed first. The hour-report wording is gentler too โ a brief supply dip now reads as the temporary, self-correcting thing it is, and only shows when it's actually meaningful.
- ๐ Your feedback list now marks the updates you've already thumbed up. When you tapped ๐ Got it on a resolved item, the button just vanished โ 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 โ Acknowledged mark in its place, so you can tell at a glance which ones you've cleared.
- โ๏ธ The Craftworks menu button now reads "Masterworks" once you've built it. After upgrading your Craftworks to a Masterworks, the โ๏ธ button on your menu updates to match โ and the old โ๏ธ Craftworks button keeps working too, so nothing breaks if your menu hasn't refreshed yet.
- โ๏ธ 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 ๐ชต/hr"), but a recipe you hadn't assigned yet was just a bare name โ 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.
โฌ ๐ฟ Mortar โ needs 2 ๐ชต + 1 ๐บ per unit), so you can weigh what you'd need before flipping it on. - ๐ 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 โ you'd see only part of your history while the ๐ buttons pointed at other items. It's now split into tidy pages with โ Prev / Next โถ buttons, so the whole list is reachable and each page fits. Acknowledging an item keeps you on the page you were reading. - ๐ท 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 โ including โ Back โ completely unresponsive, so the only way out was to reopen the bot. Fixed: those names now display correctly and all the buttons work again.
July 6, 2026
- ๐ค No more wasting gold on a full Rested stash. Buying a Rested Potion while you were already at the 24/24 cap used to quietly take your 200g and give you nothing. Now the shop shows your current charges right on the potion (
you're at X/24), refuses the purchase outright when you're already full, and โ if a potion would only partly fit โ tells you exactly how many charges it actually added instead of always claiming "+3." The Labor Contract in the Craftworks panel got the same honesty: it now shows your stack asX/240and reports the ticks it truly applied when you're near the cap. - ๐ฅ A little more flavor out on the trail. There are a few new ambient lines in the wilderness camp โ a couple of them are worth a smile if you catch them. Keep an eye on the treeline.
- ๐ The Build menu no longer loses its buttons. If you opened the Build list, then went off to craft or hunt (or a few hourly reports landed) and scrolled back up, the Build menu's buttons โ including Back โ could go dead, forcing you to reopen the bot. The Build panel now re-anchors itself just like the Camp, Hunt, and Craft panels: reopen ๐ Build any time and you'll always get a fresh, tappable panel at the bottom of your chat.
- ๐ No more ceiling on your district reserve floor. You could only set the floor as high as 5,000 per resource โ not much once a Town Hall 4 city is sitting on hundreds of thousands of raw materials. The cap is gone: set the floor as high as you like to hold a big glut back for your own crafting and exports. The ๐ Reserve floor panel also gained ยฑ1k and ยฑ10k buttons so you can dial in a large floor in a few taps instead of dozens.
- ๐ฑ Bingo ball stash cap raised from 100 to 1,000. Banked balls were topping out at 100, which quietly stopped your free hourly ball if you weren't actively playing a card. The ceiling is now high enough that you'll essentially never hit it โ bank away between cards.
- ๐ Newcomer family names are more varied now. When families moved into your Residential Districts, the same surnames were turning up over and over โ sometimes two "Stonehearths" or "Copperfields" in a single hour's arrivals. The namer now knows which households already live in your city and steers clear of them, leans on a rotating mix of naming styles so it stops circling the same shapes, and quietly drops any duplicate before it reaches your district. Fresh faces should feel fresh.
- ๐ You can now tune your district reserve floor. Residential Districts only build from the surplus you have above a reserve floor (750 of each resource by default) โ which meant a slow-to-craft material like mortar could sit right at the floor and your district build would stall with nothing flowing in. Now the Mayor or Minister of Zoning can adjust that floor straight from the ๐ Districts panel (tap ๐ Reserve floor): lower it to pour a thin stockpile into a stalled build faster โ even down to zero โ or raise it to keep more held back for your own crafting and exports. Your districts still never spend below whatever floor you set.
- ๐งฅ Leather now shows its icon on the crafting screens. On the Craftworks build screen, the
/statscrafting list, and the hourly report, Leather was showing a plain bullet instead of its ๐งฅ icon like every other recipe. Fixed โ it now shows ๐งฅ everywhere. - ๐ธ Export income now funds your build the same hour. Your export merchants pay out in Treasury, but that coin used to land just after the builder had already taken its cut for the hour โ so if you were funding a project with export income, the Treasury sat idle for a full hour before it counted. Now, right after exports pay out, your active build immediately claims any Treasury it still needs (and finishes on the spot if that completes it). No more "sitting on Treasury while my build goes short." Only Treasury is topped up this way โ your materials are claimed first, as before, so nothing your build needs can be shipped out from under it.
- ๐ New consumable: Hunting Party โ line up more hunts at once. If your city has a Hunter's Lodge, the
/vendornow sells a Hunting Party (500g) that adds 5 extra slots to your hunt queue for 2 hours, so you can stack up more hunts before you run out of room on the ๐น Hunt panel. Like Hired Help and Rush Tokens, it goes into your inventory when you buy it โ activate it when you're ready from the ๐น Hunt panel (tap ๐ Activate Hunting Party) or with/use hunting_party, and activating again while it's running extends the timer. (It boosts the casual hunt queue โ expeditions are unaffected.) - ๐ข The Crafting panel now groups its big numbers too. In
/craftthe stockpile line already showed thousands separators (e.g.๐ชข Rope 1,558), but the amount-on-hand next to each recipe โ and the progress totals in an active build project โ printed the raw digits (โ (16673)). They now group the same way (โ (16,673)), so the whole panel reads consistently. Just a readability tidy-up โ nothing about the numbers changed. - ๐ You can now see exactly what a district still needs to be built. While a Residential District is under construction, the ๐ Districts panel shows a Needs line of the materials it's still short on, and tapping the district lists every one โ how much is left to build and how much you have spare above your reserve floor to feed it. A โ ๏ธ marks anything the build is stalled on because you've no spare of it above the reserve. No more staring at a bare "buildingโฆ 42%" with no idea what's holding it up.
- ๐ข Every number in your hourly report now reads the same way. Big hauls are shown with thousands separators consistently across the whole report โ your gather, your city's building output, wages, trade, exports and district draws all group the same way (e.g.
+5,248 Stone), instead of some lines showing5248and the one right below it showing4,266. Purely a readability tidy-up โ nothing about the numbers themselves changed. - ๐ The Library's build description now mentions its Level 4 reward. On the "Available to build" screen the Library only said active players earn +1 reputation per tick โ it never hinted that reaching Level 4 also unlocks ๐ฆ Library Insight, the one-tap button in your Queue that instantly fills every open gather and craft slot for you. It now spells that out too.
July 5, 2026
- ๐ก The AI advisor now knows about Residential Districts. Once your city reaches Town Hall 4 and hasn't founded a district yet, the hourly tip and the AI Tips review will point your Mayor or Minister of Zoning toward founding a Cottage Row to turn the raw surplus into a city-owned housing sink โ and it can now explain what a district is if you ask.
- ๐ง Your hourly report now shows what your districts drew. The Residential Districts section of each tick report lists exactly which resources your districts consumed that hour โ construction, move-ins, and upkeep combined, largest first โ so once a district is up and running you can see its real cost, not just the estimate you saw when founding it.
- ๐ Residential Districts โ your city becomes a home. Industrial cities (Town Hall 4) can now found Residential Districts: city-owned neighbourhoods that house Resident families โ a population drawn to your city by its industry. Open
/cityโ ๐ Districts and tap Found a Cottage Row (Mayor, or the new Minister of Zoning). The city then builds the district and moves families in automatically each hour, drawing only from your surplus above the reserve floor โ never touching essential stock, no clicking per house. Keeping families content raises your city's prestige (which boosts every citizen's wages) and earns the new leveled ๐ Boomtown medal; if supplies run short one hour a district simply goes quiet until you restock โ families never leave. Residents are counted separately from Citizens, and zoning earns no City Score โ a thriving town is one you built, not one you idled into. Your city and its living census of family names now appear on its web page. - ๐ Hunting expeditions now reward farther grounds with more pelts. A farther ground costs more provisions โ and now brings home a bigger pelt haul to match (roughly 25 / 30 / 35 / 40 pelts for grounds 1 through 4, with a little natural variation trip to trip), on top of the bigger trophies and rarer game it already offered. So picking a distant ground is a real "spend more, get more" choice instead of paying extra for the same haul. The ๐ Mount Expedition picker in
/queuenow shows an estimated pelt range for each ground, plus exactly which provisions it'll draw, before you send the party out. - ๐ Clearer Workbench description on the Tools screen. It now spells out that crafting time bottoms out at a 3-minute floor (reached at Level 5), and that higher Workbench levels add crafting slots rather than more speed โ so an upgraded Workbench past Level 5 gives you more parallel crafts, not faster ones.
- ๐ฅ The Fortune medal now keeps up with the gold you earn. Fortune tracks the most gold you've ever held โ but it had stopped moving, frozen at an old value no matter how much you earned from wages, gathering, odd jobs, Bingo wins, scratch tickets, quest rewards or Tycoon dividends. Every one of those now updates your Fortune progress the moment the gold lands, so the medal reflects your true high point. If you'd already climbed past your old mark, your progress should jump up to match it quickly.
July 4, 2026
- ๐ฐ Introducing The Realm Herald โ a daily story of the realm. Every day the Herald writes up what actually happened across every city โ who founded a new city, who arrived, who rose to a new tier, which buildings went up, the biggest hauls, the luckiest scratch tickets, the heaviest hunting trophies โ as a short, readable story. Read the latest and browse the full archive at the new Herald page on the website, and catch a preview each day in the community group. It's the tale behind the leaderboards.
- ๐ New "Grandmaster" medal for maxing a tool. Push any tool all the way to Level 10 โ the peak unlocked by the Master's Charter โ and you'll earn the new Grandmaster medal (plus a guaranteed Prize Crate). The existing Master Craftsman medal still marks reaching Level 5.
- โจ Tool level-up notes and the /tools panel now show the second bonus-yield chance. A Level 9 or 10 tool (Crucible, Axe, Shovel and the like) already rolls for a second bonus unit on top of its guaranteed one โ but the level-up message and the Tools panel only mentioned the first. Both now spell out the extra shot, so a Level 10 tool reads "100% chance of bonus yield, plus a 33% chance of a second bonus unit." No change to the mechanic โ it was always rolling; now it's visible.
- ๐ New medals for the Industrial Era. The Trapper medal (total pelts) now climbs two rungs past Diamond โ Obsidian and Mythic โ so the realm's most relentless hunters finally have somewhere left to go. Plus four brand-new achievements: Industrialist (your city reaches Town Hall 4), Masterworks (your city builds the Craftworks expansion), Licensed Master (earn the Master's Charter), and Leased Genius (your first craft on a leased Masterworks line).
- ๐ช The Workbench level-up message now calls out the extra crafting slot. It reads "+1 craft slot (N total)" so the reward is obvious โ especially past Level 5, where each level adds a slot rather than shaving time.
- โฑ Crafting time now has a firm 3-minute floor. A high-level Workbench was crafting far too fast โ a Level 10 station finished in about 30 seconds, which let a few players rack up tool experience many times faster than intended. Craft time now never drops below 3 minutes, the same speed a Level 5 Workbench has always had. Levels past 5 (with a Master's Charter) still help โ each one adds another crafting slot, so a Level 10 Workbench crafts 10 items at once. More throughput, not reckless speed.
- ๐ก Your personal home is now "the Estate track." The ladder of homes you buy with gold โ Tent all the way up to the Estate โ now has a proper name, and its own command: /estate (and /estate upgrade). Nothing about it changed โ same tiers, same costs, same treasury each pays your city. Your old /house and /house upgrade commands still work exactly as before, so nothing to relearn. The name just makes room for a city-building feature we're cooking up.
- ๐ New "who's surging" prestige categories. On top of crowning the most prestigious cities, the leaderboards now spotlight the cities gaining the most prestige right now โ ๐ Rising Prestige in Daily Tops and a Prestige Climbers of the Week podium in Weekly Champions. Rack up landmark visits and your city can climb into the spotlight in a single day.
- ๐ Prestige now has its own spotlight in the daily and weekly leaderboards. Daily Tops crowns the Most Prestigious City (with the wage bonus its residents enjoy) and a ๐งณ Top Traveler โ the player who visited the most landmarks that day. Weekly Champions adds a Most Prestigious Cities podium and a Top Travelers of the Week podium. Every landmark you visit builds a city's prestige, so getting out and exploring now earns public recognition โ and prestige matters more than ever.
- ๐ The Craftworks panel now explains the Hire Labor button. When you don't already have a labor contract running, the panel spells out what tapping ๐ Hire Labor does โ spend Treasury to temporarily add extra workers, stacking up to the cap โ so you know what you're buying before you tap. Once a contract is active, the panel already shows its remaining time, so the explainer steps aside.
- Bingo: the free-ball stash cap is now 100 (up from 75), so you can bank a bigger reserve between cards. Balls from crates and card wins still stack on top with no cap.
- Guide: the How-to-Play guide now has a dedicated ๐ฐ Bingo & Prize Crates page โ how crates and balls are earned, playing a card, Take-or-Ride, and the full prize ladder.
- Bingo โ new "always let it ride" setting (in /settings, off by default): turn it on and every new card auto-rides straight to Blackout with no Take/Ride prompt. It's high-roller mode โ if a card runs out of time before Blackout, you forfeit any lower win instead of banking it โ so turning it on while a card is already paused on a win asks you to confirm first.
- Bingo: if your card is paused waiting on a Take/Ride decision, you now keep earning your free Bingo ball each hour (banked to your stash) instead of getting nothing โ so a card left mid-decision no longer stalls your ball income.
- ๐ New medal tiers above Diamond. The Hauler medal (total gathered) now keeps climbing past Diamond โ earn Obsidian at 2,000,000 gathered and Mythic at 10,000,000. These are epic, weeks-long goals โ in the industrial era a single gather can bring in a huge haul, so your biggest gatherers finally have a mountain to climb instead of stopping at Diamond. Already at Diamond? You keep it โ Obsidian is simply your next target. (The tier framework is now open-ended, so more medals can grow new tiers over time.)
- ๐ฐ The Bingo consolation message now tells you the amount. When a card expired without a win, the note said only "here's a small consolation" โ it now spells out the ๐ฐ +200g so you can see exactly what you got.
- ๐ก The hourly report's tip no longer nags about an idle Workbench while a craft is running. The end-of-hour advice line could tell you to start a craft even when your Workbench already had one going โ it wasn't checking your active crafts. It now only suggests crafting when your Workbench is genuinely free.
- ๐ Telegram sticker pack! UrbanPact now has its own sticker pack โ your citizens plus reaction stickers for jackpots, rockets, medals, prize crates, Bingo wins, idle nights and more. [Add it here](https://t.me/addstickers/urbanpact), or find the link in the website footer.
July 3, 2026
- ๐ฆ Pelts can no longer be hand-gathered. Typing the right command by hand used to slip pelts into your gather queue without a Hunter's Lodge or Bow โ skipping the whole hunting game. Pelts now come only from hunting, and trying to gather them points you at ๐น Hunt instead. (No one had actually used this โ closed before it was found.)
- ๐ /city and /trade always display now, no matter how big your empire gets. A fully-built city (or a trade hub juggling many deals and offers) could grow its panel past Telegram's message-size limit, at which point the whole thing silently failed to appear. Both panels now trim gracefully instead โ /city compacts its resource listing first, and /trade rolls extra deals into an "โฆand N more" line while keeping every deal's buttons fully working.
- ๐ง Master's Charter holders: your tools now keep levelling past Level 5 on queued crafts too. Crafting from the hourly action queue was silently awarding no tool experience once a tool hit Level 5, even with a Master's Charter โ only workbench crafts counted toward the Level 6โ10 climb. Queued crafts now use the exact same experience rules as everything else.
- ๐ค One-time trades and gifts are now strictly all-or-nothing. In a rare timing edge case, a multi-item exchange could complete only partially if a city's stockpile changed at the exact moment of acceptance. Every one-time transfer now goes through completely or not at all โ no half-delivered trades.
- ๐ Panel buttons no longer play dead. Tapping refresh (or a back button) on the Hunt, Visit Buildings, City, and Export panels when nothing had changed could look like the button simply didn't work. Every panel now responds to every tap. Before, tapping it swapped that message for your whole feedback list โ which, if you had several updates waiting, showed even more Got-it buttons. Now the button simply clears from the message, cleanly confirming you've seen the update.
- ๐ The How-to-Play guide is now split into bite-sized pages. Instead of one enormous scroll, the guide opens on a simple index with a ๐ฑ Start Here path for new players and six focused topic pages โ Start Here, Progression, Cities & Building, Resources & Crafting, Trade & Endgame, and Reference โ so you can jump straight to what you need.
- ๐ก The /help AI Tips give sharper, better-prioritized advice. Your full strategic review now leads with your single biggest lever right now โ an empty queue, a project resource nobody's producing, a reputation-earning visit that's open this very moment โ and spreads its tips across more distinct strategies instead of doubling up. It also no longer mistakenly suggests "gathering treasury" (that comes from your Town Hall, not gathering).
- ๐ Your wilderness camp has a bit more soul now. Your Camp panel carries an atmospheric line of scene-setting, and when your queue runs low the refill nudge opens with a fresh one-off line describing your forager trudging back from the day's haul โ so heading out feels like a little story, not just a counter ticking over.
- ๐ Wilderness quests are far quieter now. Instead of a notification for every single quest that finishes, your camp panel updates silently as they complete โ and you only get a ping when your queue is nearly empty (just 1 quest left) or fully drained, so you know it's time to send your camp out again. The hourly passive "you found something" report is silent too now (it shows up in your camp panel). Want total quiet? /settings still lets you mute wilderness updates entirely.
- ๐ The "Est. next-tick draw" line on /resources is now a quick summary. It used to list every single resource your Craftworks would consume, which got long for a busy city. Now it leads with the total units drawn next tick (e.g. โ 40 units) and shows just the four biggest draws with a +N more for the rest โ so you can still spot what's draining fastest at a glance, without the wall of numbers.
- ๐ The Mount Expedition and Market Run buttons now always respond. Tapping an expedition ground (or a Market Run amount) could sometimes look like nothing happened โ the action was actually being queued, but the panel didn't visibly refresh to confirm it. Both panels now reliably update and confirm every tap, so you always get feedback.
- ๐ Treasury is no longer offered as a "gather" option. You could queue a gather Treasury action that only ever returned a tiny handful โ but Treasury isn't something you collect by hand; it flows in from your Town Hall and your housing every tick. The gather menu now shows just the seven raw materials it should, and Treasury has stepped out of the list.
- ๐ The welcome message now links to the website. New players get an urban-pact.com link right up front โ city rankings, the world map, and player profiles are a tap away from the very first message.
- ๐ฌ Replies to your feedback now arrive as a direct reply to the message you sent. When one of your notes gets a status update, the bot answers it as a Telegram reply threaded onto your original message โ so if you've sent a few, it's instantly clear which one it's about. (Feedback you sent in the community chat still comes back as a normal DM.)
- ๐ฏ Your Beginner Objectives checklist now ticks off every completed goal. Some objectives โ like "Complete your first quest" and "Fill all your quest slots" โ stayed unchecked even after you'd earned the matching medal, because the checklist was looking in the wrong place. It now reads your medals correctly, so a finished objective shows โ right away.
- ๐งน No more stray link-preview cards under a few messages. Your /refer link, your city's /invite link, the /help list, and the community-chat link on /start used to pop up an extra preview card underneath the text. Those cards are gone now โ you just see the message, clean and compact.
- ๐ The "Cabin built!" message now says where Grain and Coal come from. The upgrade note named the two new resources and mentioned that The Coal Hollow was unlocked, but never connected the two โ so it wasn't obvious that running Coal Hollow quests is exactly how you gather them. It now spells it out ("both guaranteed every Coal Hollow run"), matching how the Shack message already points you to the Old Fields for Fiber.
- ๐ The Trading Post's build description now mentions its Level 4 reward. When you open the "Start: Trading Post" screen, the blurb explaining what each level unlocks stopped at Level 3 โ so nothing hinted that Level 4 unlocks the Master's Charter, a big crafting boost. It now spells it out: Lv4 lets you buy the Master's Charter โ a one-time purchase that raises your personal tool cap to Level 10 and lets you lease any Masterworks for high-volume crafting, for life.
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/join,/found, and the guide now explain why you'd want a city. New players saw the list of cities and the founding steps, but nothing told them what a city is for. All three now open with a short intro: a city is your team, everything citizens gather funds shared buildings, better buildings mean higher wages and new roles, and cities compete on the scoreboard rather than fighting. Joining drops you into a team that's already building; founding makes you the mayor from day one. - ๐ Your Resources screen now estimates what the next tick will take, not just add.
/resourcesalready showed each resource's hourly income; now it also shows the draw side. A new "Est. next-tick draw" line at the bottom projects how much your Craftworks workers will consume next tick, and โ if your next queued action is a craft โ what that craft will pull, so you can spot a resource about to run dry before it does. - ๐ Town Hall 4 now also asks for Rope and Charcoal. The Level 3 โ 4 entry cost required every other crafted good but skipped those two โ now the capstone exercises the full set of refined materials. A modest amount of each; if you're already partway into a Town Hall 4 project, your locked-in requirements are unchanged.
July 2, 2026
- ๐ The website Cities page is now a sortable table. Click any column heading โ Citizens, Buildings, โจ Prestige, or the Today / Week / All-Time score โ to rank every city by it, and the medals follow your sort. Prestige (which rises and decays over time) is now just a column you can sort by, instead of a separate view.
- ๐ Cities now have a daily limit on how much they can receive by trade or gift. As Industrial-Era (Town Hall 4) cities produce thousands of a resource an hour, a single gift could once fund a smaller city's entire build order at once. Now a city can only take in so much of each resource per day โ as much as its rail yards and warehouse crews can unload โ and that capacity grows as its Town Hall does. Industrial cities still trade freely with each other; this only affects large shipments arriving at pre-Industrial towns, and no normal trade should ever hit the limit. A shipment that's too big simply waits โ send it in smaller loads or over a few days, and it all arrives.
- ๐ Export Market now warns before it can sell a whole stockpile. Turning on an export order for a resource whose reserve is still 0 would sell everything you have of it โ and the Enable All button could do that to every resource at once. Now both Enable and Enable All stop and ask you to confirm whenever a reserve is 0, listing exactly what would be sold. Set a reserve first and the warning goes away.
- ๐ The Added and Needs lines under your Town Hall progress now list resources in the same order. In the hourly report, the Added line (what your city just contributed) and the Needs line (what's still left) could show the same materials in a different order, because Needs sorted by what's most urgently short while Added just followed build order. Both lines now use the same order โ biggest shortfall first โ so it's easy to line them up at a glance.
July 1, 2026
- ๐ Buildings page "Jump to level" no longer offers a level that doesn't exist. The Standard and Advanced building sections had a leftover Lv5 shortcut even though nothing there goes past Level 4 (a holdover from before the Industrial Era update). The jump buttons now only offer the levels those buildings actually reach โ Standard tops out at Lv4, Advanced at Lv2.
- ๐ญ Masterworks now waits for the Industrial Era, as intended. Expanding your Craftworks into a Masterworks is a Town Hall Level 4 project โ but a well-stocked Level 3 city could briefly see it listed and start it a step early. It's now properly locked until your Town Hall reaches Level 4, so it lines up with the rest of the Industrial Era build order.
- โ๏ธ Industrial-era costs tuned after launch-day review. Two fixes so the Town Hall 4 journey lands at the intended ~1โ1.5 weeks: the Masterworks now needs far fewer refined goods to build (it's meant to be paid for with your raw-material flood โ it's the building that makes refined goods), and all Level-4 building costs are now the same for every city regardless of population (industry runs on machines, not headcount โ bigger cities no longer pay dramatically more for the same upgrade).
- ๐ญ The Industrial Era is here โ Town Hall Level 4. Your city can now industrialize. Reaching Town Hall 4 unlocks a roughly 100ร surge in raw production plus a whole new tier of upgrades. The path: upgrade your Town Hall 3 โ 4 (a one-time gate that proves you've mastered production, exporting, luxury goods, and hunting), then raise your resource buildings to Level 4 to flood your stockpiles (Sawmill and Quarry first โ they fund everything else), expand your Craftworks into a Masterworks that turns the raw flood into refined goods, and then spend the boom: the Master's Charter (your tools reach Level 10 and you can lease any Masterworks for high-volume crafting, for life), Library Insight (a one-tap button that fills your queue with what your city needs), deeper hunting grounds, and stronger Bank & Market payouts. Your wages, the housing chase, and the leaderboards all stay fair โ Industry rewards active building, never idle waiting.
- ๐ข Big numbers are easier to read. Resource amounts, build costs, and stockpiles now show with thousands separators (e.g. 1,247,900 instead of 1247900) across your resources, build, queue, and crafting screens.
- ๐ One-time trades can be much larger. The per-item cap on a one-time gift or swap jumped from 9,999 to 999,999, so you can move big stockpiles in a single deal.
- ๐ Fixed the ๐ Tycoon button flickering out of your menu again. The shortcut had quietly slipped back to disappearing after each hourly report โ the report was once more rebuilding your keyboard without knowing you're a Tycoon. It's pinned down for good now and will stay put on every refresh.
- ๐ Your Medals screen now shows tier progress, not just "earned." Leveled medals climb through five tiers (Bronze โ Diamond), but the count treated a fresh Bronze exactly like a maxed Diamond โ so "43/44" looked almost done even with a lot of tiers left to earn. The overview now reads "43/44 earned ยท ๐ 67/104 tiers", each category shows how many tiers you've climbed (e.g. ๐น Hunting โ 4/4 ยท ๐ 11/15), and a category only earns its โ once every medal in it is fully maxed. Opening a medal now shows its exact tier position (e.g. Gold Renown (3/5 tiers)). Your web profile shows the same tier breakdown. Nothing was lost โ this just paints a truer picture of how far you've really come.
- ๐ Weekly Champions just got a lot bigger. The pinned weekly wrap-up used to show only the top 3 cities plus a single Gatherer and Crafter of the Week. It now crowns a full ๐ฅ๐ฅ๐ฅ podium in eight categories: Top Cities, Gatherers, Biggest Earners, Rising Stars (most reputation), Top Hunters, Crafters, Crate Hunters, and the week's Luckiest Scratches โ so far more players get their name up in lights every week.
- ๐ฑ Your free Bingo ball now shows up in the hour report. Every hour you don't have a Bingo card in play, you quietly bank a free ball toward your next card. That was invisible before โ so after a card resolved into a win, the hourly Bingo line disappeared and it looked like you'd stopped earning. Now the report tells you: "๐ฑ Bingo: +1 ball banked (37 total) โ play with /bingo" (or a compact ยท ๐ฑ +1 (37)), so you can see the free ball roll in every hour.
June 30, 2026
- ๐ฎ Peek at the future: Town Hall Level 4 requirements are now previewed on the Buildings page. A new TH4 (Soon) tab shows exactly what it'll cost to push your Town Hall from Level 3 to Level 4 and open the next era โ a big pile of raw materials, 30,000 Treasury, and a share of your city's two luxury goods. It's not buildable yet โ it's posted early so built-out cities have a concrete goal. Reaching it will prove you've mastered the whole Level-3 economy, including running your Export Market for Treasury, so a good time to turn exports on is now.
- ๐ The Library now gets stronger as you level it up. A Library's reputation bonus used to be a flat +1 rep per tick no matter how high you'd built it โ so upgrading it gave you nothing. It now scales with the building's level: a Level 2 Library grants +2 rep/tick to every active resident, Level 3 gives +3, and so on. If your city already has a Level 2 or 3 Library, everyone there starts earning the higher bonus automatically.
- ๐ฑ The bulk Bingo draw recap now shows the hit/miss sequence โ not just a count. When you use โฉ Draw to next win, the recap used to read like "Drew 16 balls: 7 hits, 9 misses" on a long run โ a tally that hid the order things happened in. It now shows the run in draw order as a compact row of โ (landed on your card) and โฌ (miss) โ e.g. "Drew 16 balls โ 7 daubed: โ โ โฌโ โฌโฌโฆ" โ so you can read the whole draw back at a glance.
- ๐ The ๐ Tycoon button no longer flickers in and out of your menu. For Tycoon-tier players the shortcut would vanish from the navigation keyboard every hour report and only come back after tapping a menu button โ because the hourly report was rebuilding the keyboard without knowing your tier. It now stays put on every refresh.
- ๐ฑ The bulk Bingo draw recap now lands in the chat โ not just a fleeting pop-up. When you use โฉ Draw to next win, the hit/miss recap (e.g. "โฉ Drew 6 balls: โโโโ โ โ") used to flash by in the little tap-confirmation pop-up, which vanishes after a few seconds and can cut off a long run of icons. It now arrives as a proper message you can scroll back to, with the quick pop-up reduced to a simple "๐ฑ Drew!".