📜 Changelog
What changed in UrbanPact, newest first.
July 27, 2026
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💵 Your Clear buttons now say which note they're clearing.
Notes come in fixed sizes but you pick the repayment plan for each one, so carrying two 1,000g notes — one Aggressive, one Relaxed — is completely ordinary. The panel's text told them apart; the buttons underneath didn't, both readingClear 1,000g note — …, so lining a button up with the right note meant counting rows. Each button now names the plan too: Clear 1,000g · Aggressive — 1,050g now. Every note also shows its fee both ways round — what it costs if you clear it right now, and what it costs carried all the way — so the difference between the plans is on screen next to the button that acts on it. One thing worth saying plainly while we're here: that fee doesn't switch over after a day. It climbs a little at a time as your wages pay the note down, so on a small income share it moves slowly — but it moves with what you've actually repaid, never with how long you've held it. Thanks to Jensen for reporting it. -
💸 Your city's Treasury is on the City Overview now.
/cityopens on the page you check to see how your city is doing — and it told you your Score, your Prestige and your wage bonus while saying nothing about the balance that actually pays for things. Every build, every district your families move into and every commercial zone going up is spent out of Treasury, and the only place to read it was the Stock tab of/resources. It now sits right under Citizens, with what it earns each hour beside it: 💸 Treasury: 11,648 (+85/hr). Same figures as/resources, so the two can never disagree. Thanks to ☃ for asking where the holla dollas were. -
🛍 The Tycoon market overview no longer disappears when your trade slots fill up.
Picking a trade shows you the whole market first — who else trades each good, and how many families live in cities that have actually zoned it. But the moment you picked your last trade, that entire list vanished and was replaced with "Every slot is spoken for." Which is backwards: that's the picture you want most once you're committed, when you're deciding where to open your next shop, or whether to spend your one free reset. The list now always stays on screen, covering all ten goods with the ones you trade marked ✅ — what filling your slots takes away is the Pick buttons, not the information. Thanks to Jörg for asking for it back. -
🎯 The Specializations picker now says what its numbers mean.
Each luxury used to readSpices — 5 wanted (4 Tycoons): two numbers side by side, neither of them saying what it counted or how the two differed. They measure completely different things. The first is live demand — how many units cities need right now and can't cover themselves, which is exactly what gets routed to an importer. The second is coverage — how many Tycoons already picked that luxury, which affects how a fulfillment is shared, not how much of it there is. That line now readsSpices — cities need 5 units (4 Tycoons already picked it), with a short note at the top of the panel explaining the two. The empty cases say so in words as well: no city is short right now, no Tycoon has picked it yet. Nothing about how picks or routing work has changed — the panel just stopped making you guess which number was which. Thanks to Jörg for saying it plainly. -
🛍 Fixed: ordering a Supply Run left you on a screen with nothing left to do.
You'd open 🛍 Shops, tap Restock for a city, pick a lot size — and the same lot menu came straight back at you. But the run was already queued and the gold already spoken for by then, so what you were looking at was a repeat order for the city you'd just stocked and a Back button, and nothing else. It now takes you back to your Shops list, which is where you pick the next city to restock. Same trip, one screen shorter. (A Supply Run started from/queuealready did this, landing you back on your queue — the two entrances now behave the same way.) Thanks to Jörg for reporting it. -
💵 Fixed: you can now reach every note you're carrying.
The Promissory Notes panel listed the first six and then gave up — anything past that got a "…and 3 more" line and, worse, no Clear button, so those notes couldn't be paid off from the one screen that offers to. And since notes come in fixed sizes, borrowing any real amount means stacking several, each with its own repayment share and its own balance — no two of them alike. The list now pages instead: six per page with ◀ Prev and Next ▶, every note keeping its own Clear button. Clearing one leaves you on the page you were reading, and taking a new note drops you on the page it landed on. Repayment out of your wages was never affected — every note was always being paid down, whether the panel showed it or not. Thanks to Jensen for reporting it. -
🧤 Your Tanning Rack was selling itself short.
On/tools, every crafting tool tells you what its level is worth —Planks ×10,Bricks, Crockery ×10. The Tanning Rack alone showed only its chance of double output and no multiplier at all, which read as though levelling it did nothing for the amount of Leather you get. It always did: a Level 10 Rack makes ten times what a Level 1 makes, exactly like every other tool, and the double-output roll is a bonus on top of that rather than instead of it. Its line now reads the same way as the rest —Leather ×10 · 100% double output. Nothing about how much Leather you actually make has changed; the panel was simply understating it. The stray tappable "/level" that had crept into that line is gone too. Thanks to Jensen for noticing it didn't match its neighbours. -
📋 Fixed: tapping a menu button while writing feedback filed the button instead.
If you'd started a note — replying to one of my messages, naming a pet, renaming a building — and then tapped 🏗 Build or 📦 Resources on the menu below, the tap was taken as the thing you were writing. So the Build panel never opened, and your feedback got saved as the words "🏗 Build". Every other menu button already knew to step aside; those two didn't. Both now do what they say, and your half-written note is still waiting when you come back to it. Thanks to Jensen — his report of it was one of those taps. -
🏬 Your hour report now follows a commercial zone from zoning to opening day.
Zoning land for a shop was acknowledged once — a small confirmation on the panel you zoned it from — and after that the hour report said nothing at all. Not what the build drew from your stockpile, not how far along it was, not even the hour it finished and opened for business. Meanwhile a residential district going up right beside it reported all three. There's now a 🏬 Commercial zones section, sitting directly under your Residential Districts news, in the order the two actually happen — families first, then shops. It shows a progress bar per zone still going up, the materials that hour's building took out of your surplus, and a line the hour a zone opens and a merchant can move in. Thanks to Karen for noticing the silence. -
🎯 The Big Game medal has two more tiers.
It had stopped at Diamond, set back when The Wild Country was the last hunting ground and a 220 lbs bear was the biggest thing out there. The Fenlands, the Frostreach and the Barrens have since raised that considerably, so the heaviest animals in the game had no rung left to earn. There are now two: 🔥 Obsidian at 240 lbs (≈109 kg) and 💠 Mythic at 500 lbs (≈227 kg). Remember Big Game measures your single heaviest catch ever, not your total — so it only moves when you beat your own record. -
🛍 Fixed: starting a Supply Run from your queue dropped you in the Tycoon panel.
You'd tap 🛍 Supply Run on/queue, pick a city, pick a lot size — and land in the Tycoon shops list, a screen you never opened, with no sign of the queue you'd been working in. The run was queued correctly; only the way out was wrong. Now the whole trip stays where you started it: picking a lot size takes you back to your queue, where the new Supply Run is sitting in the list, and ⬅️ Back from the lot sizes returns to the city picker. Starting from the Tycoon panel works exactly as before. Thanks to Karen for reporting it. -
🏬 The Needs tab now counts your commercial zones too.
/resources→ 🏗 Needs is where you go to ask "what is my city short of?", and it answered for your build project and your districts while saying nothing at all about zoned commercial land. So a zone quietly stalled on a material you'd run dry of looked, from that screen, like nothing was happening. Each zone still going up now sits in its own section with exactly what it's waiting on, the same way the Commerce panel already showed it — plus the bit that catches people out: those materials come from your surplus above the reserve floor, and only after your residential districts have taken theirs. Thanks to Jörg for spotting the gap. -
🏭 A Town Hall 5 Masterwork now employs a round 4,400 workers.
Its workforce is worked out from how much more your Level 5 producers dig, fell and harvest than Level 4 ones did — which is the right way round, but it was landing on 4,227, with a Labor Contract of 2,114 beside it. Numbers nobody can hold in their head, in the one panel where you're doing arithmetic against your Treasury before you commit. The workforce is now rounded up to 4,400, which makes the contract a clean +2,200 workers for 11,000💸. Rounding up rather than to the nearest means this can only ever go in your favour — and the price per worker is unchanged, so the contract is a bigger one, not a cheaper one. Town Hall 4 Masterworks are untouched at 2,800 and +1,400 for 7,000💸. Thanks to Karen for asking for a round number. -
🪷 The Wildlife Passport calls every ground by name again.
The newest hunting grounds had buttons reading "Ground 6", "Ground 7" and "Ground 8" instead of 🪷 Fenlands, ❄️ Frostreach and 🌵 Barrens — the tab you tapped named the ground correctly once you were in it, but the button that got you there didn't. All eight now read the same way, with the same icons the hunting panel and the guide use. Thanks to Karen for spotting it. -
🦬 The Wild Country has a clearer icon.
It used to sit directly under The Highlands in the hunting panel wearing an almost identical mountain, so at a glance the two grounds were hard to tell apart — especially once a Lodge 5 lists all eight grounds together. The Wild Country now shows a 🦬 bison, and it's the same icon everywhere it appears: the hunting panel, your catch report, the Wildlife Passport and the guide. -
🏗 Fixed: the website was quoting half the price of a Level 5 producer upgrade.
Taking a Sawmill, Quarry, Farm, Textile Mill, Coal Shaft, Mine or Clay Pit to Level 5 asks for four crafted goods at 3,000 each and one unit of a luxury your city doesn't make — on top of the treasury and raw materials./buildcharged all of it; the Building Encyclopedia listed only the treasury and raws, so the two disagreed and the in-game bill looked like a surprise. The Level 5 tab now spells out both halves and says plainly that which four goods (and which luxury) your city draws is picked per city, so/buildremains the place to see your own list. Thanks to Jörg for reporting it. -
🏬 The Commerce panel now tells you what a zone under construction is waiting for.
Zoned commercial land used to say only "(under construction)" — no way to tell whether it was quietly filling up or stalled on a material your city had run dry of. Each zone being built now lists exactly what it still needs and how much of each, the same way your Districts panel already does for a district going up. There's also a note on where those materials come from: your city's surplus above its reserve floor, after your residential districts have taken theirs. Thanks to Jörg for flagging it. -
💰 Your hour's gold total now says it's a total.
On an hour where you also spent gold — a Supply Run restocking a shop, say — the report showed two figures with a minus in front of them and different amounts: the run's own price on its line, and your total for the hour at the end of the wages line. Both were right, and the second one already included the first, but nothing on screen said so, so they looked like two rival answers to "how much did I lose?". The hour total now reads net −2,871g this hour, so it names itself as the sum of everything above it. Thanks to Jörg for flagging it. -
🛍 You can start a Supply Run from your queue now.
A Supply Run costs a queue slot exactly like a gather, a visit or a Market Run — but it was the one such action you couldn't start from the queue panel, so restocking meant a detour through the Tycoon panel every time. There's now a 🛍 Supply Run button on/queue: pick which of your cities to restock, then the lot size, same as always. Thanks to Jörg for pointing out the inconsistency. -
🌙 Fixed: buying a Second Shift took your gold and gave you nothing.
The Trading Post charged for it and told you the purchase went through, but the item never reached your inventory — so there was nothing to activate, and the boost was unreachable for everyone who bought one. It now lands in your inventory like every other stored boost, ready to activate from the Crafting panel. If you bought one before today, write in and we'll put it right. -
🧭
/objectiveskeeps going now that you're past the basics.It used to stop at the beginner checklist and send you to/medals, which meant the game's own goals command had nothing to say to anyone more than a week in. It now shows your next tier as a list of things to do — each requirement with how much is left and the command that moves it — and, when only one thing is standing between you and a promotion, it says so plainly instead of making you read four bars. Below that, a short guide to where the rest of your progress lives. Already at the top tier? It points you at what Tycoon opened up instead of going quiet. -
🎯 You can see the market before you pick a trade — and you get one do-over.
Choosing what you deal in used to show only how many families a shop could reach, which told you nothing about whether anyone else had already picked it. It now shows, for every good, how many Tycoons already trade it and how many families live in cities that have actually zoned it. A good nobody trades is an opening; a good no city has zoned is a slot spent on nothing. -
🛍 One Supply Run now stocks every shop you own in a city.
It used to be one run per shop, so a Tycoon with three shops in the same place queued the same trip three times — and within hours of the tier opening, every shop-owning Tycoon had ended up in exactly that spot. Your Shops now shows one Restock button per city, and the run still costs a single queue slot.
July 26, 2026
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🛍 Supply Runs now say what they are in your queue.
A queued Supply Run showed up as the bare wordsupply_run— no good, no shop, no city. It now reads like everything else: 🍞 Supply Run — 819 Fresh Bread → XM Nexus, which also tells apart several runs of the same good headed to different cities. Same fix in the Edit Queue screen and in the optional queue list at the end of your hourly report. Thanks to Karen for catching it. -
🧠 The in-game advisor has caught up with the new content.
The hourly tip and the AI Tips review now know about the Age of Commerce — shops, zoning, Supply Runs, the Level 5 unlocks — and about the expanded wilderness. They'd also picked up three habits worth naming: telling hunters to build a Lodge 6 that doesn't exist, describing the Wildlife Passport as 42 species when it's now 78, and claiming Town Hall 5 pays more for exports when it pays exactly what Town Hall 4 does. All three are fixed, and the advisor now knows that the four grounds a Level 5 Lodge opens pay the same as each other — so it will point you at the one with animals you still need, not at a phantom better earner. -
🦌 Your Wildlife Passport is now one tap from your profile.
/profilegained a 🦌 Wildlife button and a line showing how many species you've collected. It's also finally listed in the command reference, which it never was. Note there are two passports and they're different things: 🛂 Passport is the places you've visited, 🦌 Wildlife is the animals you've bagged. -
🏪 The Trading Post opens on the shelf that can actually sell you something.
If you already own every tool and the Master's Charter, Buy Once has nothing left on it — so/vendornow opens on Restock instead of making you tap past a wall of things you already have. Nothing changes if you still have gear to buy, and switching tabs yourself always works as before. -
🏹 Fixed: the four new hunting grounds could not actually be reached.
Yesterday's expansion opened the Fenlands, the Frostreach and the Barrens at Hunter's Lodge Level 5 — but the hunting panel asked for a "Lodge 6", "Lodge 7" and "Lodge 8", levels that do not exist and can never be built. The grounds were listed, permanently padlocked, with no way in. They are open now, and a locked ground tells you the level it genuinely needs. Thanks to Karen for spotting it within the hour. -
🧭 Easier to find what's new about the Age of Commerce.
The Town Hall 5 announcement pointed at the Trade guide's front page, leaving you to hunt down the new material — it now lands you directly on the Shops & Commercial Zones section. The guide index lists that section too, and/wikinow answers to commerce, shops, zoning, chamber of commerce and town hall 5. -
🌙 Two new boosts at the Trading Post, for people tired of coming back to reload the queue.
Second Shift (1,500💰) gives you +10 crafting slots for 6 hours; Gamekeeper's Party (750💰) gives you +5 hunt slots for 6 hours. Both sit in your inventory until you activate them, and activating again extends the clock rather than starting over. -
🏛 Town Hall 5 — the Age of Commerce is live.
The biggest expansion the game has had. A city that reaches Town Hall Level 5 raises its whole building ceiling to Level 5 and can build a Chamber of Commerce, which lets it zone land for shops — ten kinds in all, from a Grocer to a Silversmith. Merchants from anywhere in the realm open a business on that land, stock it themselves, and your resident families buy from it. The merchant keeps the profit; your city taxes every sale. Your families have always been something a city spends on; now they are also customers. -
🏹 The wild got a great deal bigger.
A Level 5 Hunter's Lodge opens three regions nobody has ever hunted — the Fenlands, the Frostreach and the Barrens — and Wild Country opens alongside them, four grounds at once. Thirty-three new species, each living on its own ground and nowhere else, so filling out a Wildlife Passport now means visiting all of them. No ground pays better than another — pick the one with the animals you still need. Your standing hunt brings home more at Level 5 too. -
🎩 A Level 5 Trading Post gets you invited somewhere else entirely.
Mr. Jasper Crane will sell you a day on his private estate. His game was imported at ruinous expense and exists nowhere else in the realm — and the hunting there is worth exactly what good public hunting is worth, so a day at Crane's costs you nothing in pelts. You are not paying for better hunting; you are paying for the chance of meeting something that shouldn't exist at all. We won't be saying what, or how many. Bag one and it becomes a trophy in your home — a sixth thing your Estate can display, and the only one gold cannot buy at any price. The hunt earns the trophy; the house only earns the right to show it. -
🔧 Tools now reach Level 15.
A second Charter at a Level 5 Trading Post raises the ceiling — and only the ceiling. Those five levels are earned by working, exactly like every level below them. Every rung from 11 to 15 is a strict gain: a Level 15 tool gathers twice what a Level 1 does and crafts about three-quarters more than Level 10, with a third bonus unit appearing at the top in the same shape the second one has at Level 10. -
🎟 Every scratch ticket now has its own one-tap command.
/scratch_50,/scratch_100,/scratch_150and/scratch_200each buy that exact ticket in a single tap — no panel, no menu, no typing. They're printed on the vendor's Games shelf so you can find them, and at the bottom of every scratch result so buying another is always one tap away./scratchon its own is unchanged and still buys the 50g ticket. - 🏹 Fixed: hunting stopped working for about half an hour this evening, and the Wildlife Passport was counting species you can't hunt yet. Hunting is working again — if a hunt of yours went missing in that window, it was our fault and not anything you did.
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💰 New:
/gold— a full statement of where your gold came from and where it went.Your gold moves from a dozen different places — wages, dividends, visit tickets, Bingo, scratch tickets, the vendor, your Estate — and until now the game could show you each one as it happened but could never show you the list. If you noticed money missing, all you could do was ask and take our word for the answer. -
👑 Tycoons can now see where their luxury deliveries actually went.
Your/tycoonpanel has always shown a lifetime total — "16 luxury delivered" — with nothing behind it, so there was no way to look back at which city took what. It now keeps a running record of your last five sales: the good, the city that received it, what it paid you, and when. Deliveries you made before today will show up without a city name, because we weren't recording the destination back then; everything from here on will have it. (Thanks to Jörg for asking the obvious question nobody had asked.) -
💰 Your hourly report now tells you what your gold actually did that hour.
Every line in the report described one thing that moved your money — wages here, a dividend there, a visit charge at the top — and the report never once stated the total. If you suspected the numbers didn't add up, you had no way to check; you had to ask and take our word for the answer. Your report now states the hour's net directly, and it is measured from your balance at the start of the tick against your balance at the end — so it accounts for everything that touched your gold, including anything the report doesn't print a line for. It appears on the short report too, which for a quiet hour is the only line you read. (Thanks to Jörg, who raised this three times before we listened properly.) -
💰 Your hour report now tells you the net gold for the hour.
Gold can move in several places in a single hour — wages, your city's bank dividend, an admission ticket you paid, your share of tickets other people paid at your city's landmarks, an import you supplied as a Tycoon — and each of those had its own line while nothing ever stated the total. If you had a feeling the numbers didn't add up, there was no way to check without doing the arithmetic yourself. The wages line now ends with the hour's net in one figure, and the short one-line report carries it too. It's measured against your actual balance rather than added up from the lines above it, so it counts everything that touched your gold that hour. (Thanks to Jörg, who asked three times and was right that something was missing — it just wasn't the gold, it was the total.) -
👑 Tycoons:
/tycoonnow keeps a ledger of your recent deliveries.The panel showed your lifetime luxury count with nothing behind it — you could watch the number climb without ever learning which cities you'd actually supplied. Under your rank you'll now find your latest deliveries: which luxury, which city received it, what it paid you, and how long ago. Your hourly report has always named the destination the hour it happens, but that scrolls away by morning; this is where you can go back and look. Deliveries you made before today are still listed, just without a city recorded against them. (Requested by Jörg.)
July 25, 2026
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🎟 The gold that comes back from visiting your own landmark is no longer counted twice in your report.
Yesterday's fix put the ticket and the dividend together on the visit line — "−480g ticket → +480g back as your citizen dividend (net 0)" — but the older copy of that same dividend was still sitting on the wages line further down as "+480g visitor tickets". One payment, printed twice, which is impossible to square with the gold actually in your pocket. The 🎟 visitor tickets line now means exactly what it sounds like: your cut of other people's visits to your city. Your own visit's refund appears once, on the visit line, beside the ticket that caused it. No payment changed — you were always paid exactly once; only the report was showing it twice. Short-report players get the ticket and the refund on their visit line now too, instead of a dividend with no charge in sight. (Thanks to Jörg, who kept pushing until the numbers added up.) -
🚢 A build stuck on a luxury your city can't make can now be finished by a Tycoon.
Some buildings ask for a few units of luxury goods your city doesn't produce — that is deliberate, and trading with the city that does make them is still much cheaper. But a project could sit frozen indefinitely if no such trade came together. Now, if a licensed Tycoon somewhere in the realm specialises in what you're missing, a caravan will deliver the shortfall straight into your stockpile and the build carries on. Your treasury pays a duty per unit, and it is priced to keep a neighbour the better deal — this is a way to stop being stuck, not a way to skip trading. Nothing happens automatically if you already hold the goods, and if no Tycoon can supply you, the project simply waits exactly as it does today. Your hourly report names what arrived and what the duty cost. -
🏪 The Trading Post now has two shelves instead of one long counter.
Everything the vendor sells is still there at the same price behind the same requirements — it is just sorted the way you actually think about it. ⭐ Buy Once holds the things you purchase a single time and keep for good: your tools, your hunting gear, the Master's Charter. 🔄 Restock holds the things you come back for: consumables, luxury goods, scratch tickets and Bingo cards. Tap either heading to switch; the shop swaps in place without sending a new message, and after you buy something you stay on the shelf you bought it from. The reason for the split is that a Charter costing tens of thousands of gold was rendering as just another line beside a scratch ticket, and a purchase you live with forever deserves to be somewhere that treats it that way. -
🏘 City pages now show your Residential Districts as a row of little icons.
A big city was turning into a very long scroll — every zone got its own heading with a paragraph of family names trailing behind it, and the largest city in the realm has forty-eight of them. Each zone is now a single small tile showing its type and how full it is, and the families moved into a card that appears when you hover over the tile (or tap it, on a phone) — the zone's name, its type, how many families it holds, and who they are. A zone that's still being built is marked with a 🚧 and a dashed outline. Nothing changed about your districts themselves; there's just far less scrolling between you and them. -
🌐 A second, plain link to the web version of your Passports.
The 🌐 View on web button under your 🛂 Passport and your 🦌 Wildlife Passport quietly does nothing for some people using Telegram in a browser — you tap it and no page opens. That's a rough place to get stuck, because the panel itself only lists your first fifteen stamps and then tells you to press that very button for the rest. Both panels now also print the web address in the message, so you can tap the text instead — and if that somehow fails too, you can select it and copy it by hand. The button is unchanged for everyone it already worked for. -
🏹 Your Bow levels have been doing something this whole time — the game just wasn't admitting it.
/toolstold Bow owners that "your catch depends on the ground you pick, not this level", and the level-up message wasn't much better. That stopped being true back on the 14th, when both weapons started sharing the same weight roll: a higher Bow level leans your catch toward the heavy end of whatever animal you land, and pelts are paid by weight — so more pelts per trip, exactly the way the Crossbow's description has been promising for its own heavier prey. The ground you pick still decides which species you can meet; your Bow level decides how big a one you bring home. Nothing about hunting changed — every Bow level you've earned has been paying out all along, and the panel, the level-up message and the guide now say so. (Thanks to ☃, who noticed the Bow was the only weapon whose description gave you no reason to level it.) -
🎟 Your hourly report now tells you what a landmark visit actually cost you.
Visiting a premium building charges an admission ticket, and when you visit one in your own city that ticket comes right back to you as a citizen dividend — but the charge was printed at the top of the report and the money coming back was buried ten lines lower, on the end of your wages line. Plenty of people quite reasonably read that as losing gold every hour. The visit line now shows the whole story in one place: "🎟 💰 −480g ticket → +480g back as your citizen dividend (net 0)". If your city has other citizens, or a Tycoon had to import the goods, you'll see the smaller amount you actually got back and the honest net alongside it. Visits to other cities now say where the money went, too — "→ to their citizens" — instead of just showing a charge and leaving you to guess. Nothing about the payouts changed — every gold was always being paid exactly as described; only the report was hiding it. -
👑 Tycoons: the long climb to more luxury specializations just got a lot shorter.
The upper rungs of the specialization ladder have all come down. The sixth slot used to sit at 1,200 lifetime luxury units — a jump four times bigger than the one before it, and frankly a wall almost nobody was ever going to reach. It now arrives at 700, and every slot above it moved closer too: 1,500 · 2,800 · 4,400 · 6,200 for slots seven through ten, down from 2,200 · 3,600 · 5,500 · 8,000. Covering all ten luxuries is still a genuine endgame ambition — just one you can actually see from here. Nothing was taken away: every threshold moved down, your lifetime fulfilment count never resets, and no Tycoon lost a slot they'd already earned. The early rungs (3rd, 4th and 5th slots at 40, 120 and 300) are exactly where they were. -
🏪 The vendor now opens as a list of shelves instead of a wall of stock.
Tools, Consumables, Hunting Tools, Luxury Goods, the Master's Charter and Games are each a single line telling you what's on that shelf and what it starts at — "5 boosts, from 200💰", "All owned ✅" — and you tap one to open it right there in the message. Nothing was removed and nothing moved behind an extra step you can't undo: everything is still one tap away, but the shop now fits on about a screen and a half instead of nearly four. The Games shelf also lists all four scratch tickets properly now — Scratch, Silver, Gold and Diamond, with their prices and a reminder that the odds are identical at every size — where before you got four buy buttons and nothing explaining what set them apart. -
🎟 Bigger scratch tickets, one per Trading Post level.
The 50g ticket isn't going anywhere — it's still there, still the same ticket, still on the counter for everyone. But your Trading Post now stocks a bigger one at every level: the Silver Ticket at 100g, the Gold Ticket at 150g, and the Diamond Ticket at 200g at a Level 4 post. Every prize scales with the price, top to bottom — a Diamond Ticket's jackpot is four times a Scratch Ticket's, and so is its consolation handful of timber. The odds are identical on all four. A dearer ticket is the same bet at higher stakes, not a better bet, so play at whatever size you actually feel like losing. Buy them from the vendor panel, or straight from the command:/scratchstill buys the 50g ticket exactly as before, and/scratch 150buys the Gold one. -
👍 Nice.
Win exactly 69 of anything — gold, timber, bingo balls — and the game will now acknowledge it. (Thanks to bradskillz, whose suggestion we should not have turned down the first time.)
July 24, 2026
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⚓ A Market Run that couldn't buy everything now says so.
Ask for 10 Letters of Credit with only enough gold for 4 and the run buys the 4 it can afford — that's always been how it works, and the Market Run panel says so before you queue it. But an hour later your report just read "bought 4", with no mention of the 10 you asked for and no reason given, which reads a lot more like being shortchanged than like a partial fill. It now names both numbers and tells you which of the two ceilings stopped it — the gold in your pocket, or your Letter of Credit cap. Runs that fill completely look exactly as they always have. Nothing about what a Market Run buys, costs, or is capped at changed. (Thanks to Buzzaroo!) -
🏪 The vendor is a shorter read.
The Trading Post panel now gives each item a single line — what it does, at a glance — instead of a full paragraph apiece. On a busy shop that's a third less scrolling before you reach the buy buttons. Nothing was removed from sale and no price changed; the full explanation of every tool, consumable and luxury good now lives on the website, sorted by the Trading Post level that unlocks it, and there's a link at the bottom of the panel to take you straight there. Hired Help now says what a second one actually does, too: activating another while one is running extends the time, not the slots — you get the same +5 crafting slots for longer, never +10. -
📈 Your city's prestige is now a chart, not just a number.
Every city's page on the website graphs its prestige hour by hour, against the combined prestige of the entire realm drawn as a faint band behind you. That gives you two readings in one picture: your own trend, and your share of all the prestige in the world — a number that can slip even while your own score rises, if the rest of the realm is rising faster. Switch between the last 30 days, 90 days, or everything on record, and hover any point to read that hour's prestige, the wage bonus it was paying, the realm total, and your share of it. This matters because prestige is a rolling 14-day score: the number on its own can't tell you whether you're climbing, holding steady, or quietly slipping as old visits age out — the shape can./citylinks straight to your chart. The game has also started keeping this history properly from now on, so the chart only gets richer; the earlier stretch was reconstructed from the visit records and is marked as such on the chart, since the district share of those first few days can't be recovered exactly. -
🏛 The prestige wage bonus no longer has a ceiling at all.
Every 50 prestige your city holds still adds +1% to every citizen's wages — but there's now no limit on how far that goes. A city at 3,750 prestige pays +75%, one at 5,000 pays +100%, and it keeps climbing from there. The old ceiling had been raised twice already (+25% → +50% → +75%) for the same reason each time: the realm's great destinations kept growing into it, and a city sitting on the ceiling stopped being paid for the next monument it raised or the next district it filled. The last raise bought the leading city about three days before it was pressed right up against the new ceiling again — so rather than nudge it up a fourth time, it's gone. Build a monument, house another family, and the number moves. Nobody's bonus went down, and a ceiling will never come back. Prestige still decays over 14 days, so it's a score you keep earning, not one you bank. -
✏️ Names can no longer be buried under stacked accent marks.
There was no limit on how many accents you could pile onto a single letter, and enough of them spill up and down out of their line — smearing over whatever's above and below in a panel, your hour report, or the website. A letter can now carry up to four, which is more than any real writing needs (Vietnamese uses two, pointed Hebrew three), so ordinary names in every language are completely unaffected. Names you already have are untouched. Long names also get trimmed more carefully now, so a multi-part emoji is never chopped in half into a broken symbol. (Thanks to Jörg!) -
✏️ Names you type can no longer contain a slash or an at-sign.
Chat quietly turns both into links: a name with an@in it becomes a tap-through to somebody's account — including accounts that have nothing to do with the game, or ones dressed up to look official — and a name starting with a/reads like a command. So a city, building, district or pet could end up carrying a link nobody meant to put there. Those two characters are now turned away when you type a name, with a note telling you why, and the rename costs you nothing when it's refused. Everything else still works: letters, numbers, punctuation, apostrophes and emojis are all fine, soJörg's Ledger Houseand⚔️ Ironholdare as welcome as ever. Names you already have are untouched — this only applies to names typed from here on. (Thanks to Jörg!) -
👑 Your hourly report now tells you how many Letters of Credit you have left.
Every time an import spent your credits, the report told you what it cost — and never what you still had, so the only way to know you were running low was to keep the running total in your head. That's easy to lose track of, because imports don't arrive evenly: you can go a week without a single credit used and then lose eight in one hour when a few visitors turn up at once. More than one Tycoon has found out he was out of credits only after he'd already dropped out of the import pool. Any hour your credits are spent, you'll now see how many remain, both on the import lines and in the one-line summary. (Thanks to Jensen!) -
👑 The Letter of Credit cap now rises as you climb the Tycoon ranks.
It's been a flat 25 for everyone since Luxury Trade launched, whether you'd fulfilled nothing or a thousand units. Each rank now raises your ceiling by 10 — 25 at Trader, 35 at Merchant, 45 at Magnate, 55 at Baron, 65 at Mogul. Nobody's cap went down and no credits were touched. The cap doesn't disappear entirely, and that's deliberate: it's what eventually retires an importer who stops showing up, so the Tycoons doing the most business get the most room to work. (Thanks to Jensen!)
July 22, 2026
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🏹 Expedition and auto-hunt pelt estimates now reflect the real range you can actually get.
Both the Hunting Expedition picker and the Districts panel's Auto-Hunt line were quoting a pelt range about three times narrower than what a full hunting party can genuinely bring home — so a normal, if unlucky, low haul looked like something had gone wrong. It hadn't: your average haul was always correct, only the displayed range around it was too tight, since a hunting party's real spread comes from the mix of animals it happens to bag (a hare and a red deer are worth very different pelts). The estimates now show the true spread, and the Districts panel's Auto-Hunt line finally shows an expected haul at all, where before it showed none. Your actual pelts haven't changed — only the number the game told you to expect. (Thanks to Karen!) -
🎰 Your Bingo card now lines up in a clean grid on every device.
On some phones, the marked squares used to knock the columns out of alignment, so the numbers didn't line up under their letters anymore. Marked squares now show as##and the free center as*— plain characters every device draws the same width, so the grid stays a grid. (Thanks to ☃!)*
July 21, 2026
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💚 Your hour report no longer says a luxury couldn't be imported in the same breath as reporting it arrived.
The new "couldn't import" line in the Residential Districts section counts everything the caravan was turned away on over the past week, while the "Luxury caravan arrived" line right above it reports this hour — so a city that finally got its Jade this hour could see both at once and reasonably conclude the game was contradicting itself. It wasn't: those are different units, either an earlier day's blocked run or the part of this hour's order the importer couldn't cover. The report now says so plainly. A luxury that did land this hour is no longer listed as one you couldn't import; it gets its own line that names the week's shortfall and confirms this hour's shipment made it. Nothing about importing, duty, or Tycoon credits changed — only what the report tells you. (Thanks to CrimTest1!) -
👑 Tycoon specializations now steer toward real demand instead of just an empty niche.
The specialization picker used to rank luxuries by how many other Tycoons already covered them — pick the gap, it said, and the business will come. But scarcity of Tycoons isn't the same as scarcity of the goods: a couple of luxuries turned out to be the least-covered and the most oversupplied in the realm, so specialists were being pointed at goods nobody actually needed imported, while a handful of luxuries with real demand sat with zero Letters of Credit behind them anywhere. The picker now shows, for every luxury, how many units the realm is actually short of right now, whether any credits are sitting behind it, and how much demand has gone unfilled recently — sorted by what's genuinely wanted, not by how few Tycoons happen to cover it. On top of that, an import that can't be filled — because no specialist holds a credit for it — is now recorded rather than vanishing silently: Tycoons whose specialties went unfilled are told so in their hourly report, and a city whose district is stuck waiting on a luxury nobody could import is finally told that too, with a nudge that trading for it is the way through. The low-credit warning also now reaches you in your hourly report, not just when you happen to open the Tycoon panel — a quick fix, since several Tycoons had drifted to zero credits without ever seeing it. -
🖼 Grand multi-luxury landmarks now charge and pay correctly for Tycoon imports.
A handful of your realm's biggest landmarks — the Imperial Gallery, Grand Cathedral, Hanging Gardens, The Colosseum, Marble Bathhouse, Grand Theatre, and Royal Menagerie — each need two or three different luxury goods per visit, not just one. When one of those buildings ran short, the visit was only ever importing enough Letters of Credit to cover a single luxury while still paying that one Tycoon as if they'd covered the whole shortfall — overpaying them by up to three times, while the building's other missing luxuries went unsupplied by anyone. Now every short luxury is covered on its own: the host city supplies whatever luxuries it already has in stock, Tycoons import only what's actually missing, and each importing Tycoon is paid correctly for exactly what they brought. A city that's only missing one of several luxuries now keeps a bigger share of the visitor's ticket too, since its citizens are only giving up what genuinely had to be imported. And if you specialize in a luxury that only ever shows up in these grand multi-good landmarks, you can now actually get routed work fulfilling it. -
✨ The prestige wage bonus can now reach +75% — the ceiling has been raised again.
Prestige lifts wages for every citizen in your city, +1% for every 50 prestige. That bonus stopped counting at +50%, and the realm's great destinations had grown right into it: three cities were sitting at or just under the ceiling, and two of them were already earning more prestige than the bonus could pay out. Every monument they raised and every district zone they filled was landing on a number that had stopped moving. The cap is now +75%, reached at 3,750 prestige. Nobody loses anything — this only adds room above, and like every reward ceiling in UrbanPact it will only ever go up, never down. If your city was clipped, your wages went up this hour; if it wasn't, keep hosting visitors and building districts, because the climb is worth more than it was yesterday. -
🏛 The Visit panel now tells you what each landmark spends per visit — before you go, not after it's shut.
The website and your own City view have always listed the luxury goods a landmark burns servicing a visitor — the Colosseum takes a Gunpowder, a Marble and a Silk every time — but the one screen you actually plan trips from,/visit, only ever named those goods once the host city had run out of them. Every building in the panel now carries a Consumes line showing exactly what a visit costs the host, stocked or not. If the city is short of something, the line beneath still names it so you know what to trade there. (Thanks to Jörg!) -
🎭 The Connoisseur medal keeps climbing — two new rungs above Diamond.
Connoisseur tracks how many different types of premium landmark you've visited, and its top rung was set back when there were only 11 landmarks in the whole game. Ten Town Hall 4 monuments have been built since, so Diamond had quietly come to mean "about half the collection" — and most of the realm's travelers were sitting on it with nothing left to chase. It now goes further: Obsidian at 21 — every single landmark type in the realm today — and Mythic beyond that, waiting for whenever new landmarks are built. Already at Diamond? You keep it, this only adds rungs above. Anyone who had already collected all 21 has been awarded Obsidian and its reputation straight away. (Thanks to Jörg!) -
🧾 Your Residents now pay taxes — Residential Districts contribute to your city treasury every hour.
Districts used to give a city prestige and nothing else, which meant the cities that had built most deeply into them were often the ones feeling the treasury pinch hardest. From now on, every family living in one of your districts pays into the city treasury each hour. Two things decide how much: the tier they live in — a Grand Villas family contributes seven and a half times what a Cottage Row family does, so building up the ladder pays as well as building out — and how happy they are, because a neighborhood sitting at half happiness pays only half its taxes. Keeping your districts supplied is now worth real treasury on top of the prestige it already earned. Your hourly report breaks the take down by district type, so you can see at a glance which neighborhoods are carrying the city. (Thanks to Jörg!) -
💸 A reminder that goes with it: your own home pays the city too, and it pays a lot more than it used to.
The Estate track was steepened a couple of days ago — a maxed Estate now contributes more to its city's treasury every hour than a Level-4 Town Hall does. Between your Estate and your Residents, a city's treasury now grows by who lives there, not just by what it sells.
July 20, 2026
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📦 Sitting on a mountain of Prize Crates? You can now open exactly as many as you like.
The crates panel only offered "Open one" or "Open all" — no middle ground, which matters once you've stockpiled a couple hundred crates and don't want to crack them all at once. When you have 25 or more unopened crates, a new "🔢 Open an amount…" button appears: tap it, type a number, and exactly that many pop open in one satisfying reveal. (Thanks to ☃!) -
🎰 Your Bingo card's free space now looks filled in, so a winning line looks like a winning line.
The middle square of every card is free — it counts toward every row, column, and diagonal — but it was drawn as a faint hollow box that read as unmarked. So a win straight through the middle showed four solid squares and one empty-looking one, and the card looked like it hadn't won even though the ✅ Line marker said it had. The free space is now clearly filled, and the panel says so in words right under the grid. Nothing about how cards win changed — those wins were always real. (Thanks to ☃!) -
💬 The AI advisor keeps its measuring stick to itself.
Right after learning to judge your stockpiles against your city's own scale, the advisor started showing its work — telling you a resource was "below its 150k yardstick bar." That's its internal ruler, not useful advice. It still measures the same way, it just talks like a person now. -
💡 The AI advisor no longer calls a stockpile "massive" just because the number is big.
Even after learning what "a lot" means for your city, the advisor could still eyeball a six-digit pile and describe it as a massive surplus when it actually falls short of what your city's biggest build would need. It's now told your city's actual bar for every raw material and instructed to judge plenty only against that — so "surplus" means surplus at YOUR scale. (Thanks to Karen!) -
✏️ You can now change an amount in a trade offer without starting over.
While building a trade or one-time offer, resources you've already added used to disappear from the picker — so fixing a typo'd amount meant discarding the whole draft. Added resources now stay in the list with a ✅; tap one again, enter a new number, and it replaces the old amount. Works on both what you send and what you request. (Thanks to ☃!) -
📦 The Masterworks panel now always shows your Tier-2 stock — even while something is building.
The "On hand" line at the bottom of the Craftworks/Masterworks panel used to vanish whenever your city had a build or district under construction, which is exactly when you most need those numbers to decide which recipes to toggle. It now shows alongside the build-needs lines, so you're never retooling blind. (Thanks to ☃!) -
💡 The AI advisor now understands what "a lot" means for YOUR city.
Whether a stockpile counts as plenty used to be judged against one fixed yardstick, sized for young towns — so in an Industrial-era city that burns thousands of a resource an hour, every pile looked huge and the advice lost its edge (and in the other direction, it could call a handful of timber "plenty to craft with"). The advisor now measures your stockpiles against the biggest build your city could actually take on at its Town Hall level — a monument-building city is only told to stop gathering stone once it could really fund one, and it won't suggest firing up the Workbench over a pile that wouldn't last five minutes. Both the hourly tip and the AI Tips in /help use the new yardstick. -
🎟 Your visitor-tickets earnings in the hour report now show a 💰, so it's clearly money coming in.
On the wages line of your hourly report, the 🎟 visitor-tickets segment sat next to just a ticket icon — the same 🎟 used elsewhere for the tickets you pay to visit — so it wasn't obvious this was gold arriving, not a cost. It now reads 🎟 💰 before the amount, matching the money icons on the rest of the line. (Thanks to Karen!) -
🏘 District buttons in your City view no longer run off the edge.
On the 🏘 Districts overview, the tier buttons (Cottage Rows, Merchant Quarters, Grand Villas) used to sit two-to-a-row, which squeezed the longer labels until they were cut off on a phone. Each tier now gets its own full-width row, so the whole label — and its count — always fits. (Thanks to Buzzaroo!) -
🎉 Cheer your city-mates on their Bingo wins.
When someone in your city hits a Prize Chest or Vault at Bingo, the celebration message now has 👍 / ❤️ / 🎉 buttons — tap one to cheer them on, and they'll get a little note that you were happy for them. It's purely social: no prizes, nothing to farm, just the good vibes. (Thanks to Vik!) -
🏛 Landmark tiers are now numbered I, II, III instead of A, B, C.
The Premium Landmarks in the Build panel used to run Tier A → B → C from weakest to strongest, which read backwards to anyone used to A meaning "top." They're now labeled Tier I, II, and III — so the bigger the numeral, the bigger the reward, everywhere landmarks appear (build menu, city view, the World Map, and the AI advisor). Nothing about their rewards changed. (Thanks to Jörg!)
July 19, 2026
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🏠 Your Estate panel now shows your rung on the ladder too.
Your/profilealready showed where your home sits on the Estate ladder (like "House (6/8)"); now the/estatepanel itself — and the/houseview — show the same, right next to your home's name. One less place where you had to know the ladder by heart. (Thanks to Jörg!) -
✨ Polish sweep: nicknames and progress numbers.
If you've set a nickname, it now shows everywhere it should — the invite page a friend opens from your referral link, the welcome message your recruits see, and the arrival announcement when you move to a new city (which also no longer falls back to your @username). Progress numbers got stricter too: a build project or tool now only ever shows 100% when it's actually done, never a rounded-up 99.6%. And on truly hectic hours, very long visitor and expedition lists in the hour report roll their tail into a tidy "…and N more" line. -
📖 Long hour reports now fold their bulkiest sections.
The visitor list, the mayor's hunting ledger, the Residential Districts section, and the trade route ledger each arrive collapsed to a single headline — tap one to expand the full detail right inside the message. Your action, wages, production, exports, and advice all stay fully visible, so the report reads at a glance without losing any depth. (Thanks to Karen!) -
🏠 Your home now pays your city much more — up to 7× more at the top.
The Estate track is the game's ultimate personal goal, and its hourly treasury contribution to your city now reflects that: the ladder rises from +5💸/hr for a Tent up to +150💸/hr for a maxed Estate — which outearns a Level-4 Town Hall all by itself. If your city's treasury feels slow, this is the lever: recruit neighbors, and climb the ladder. Every existing home was upgraded automatically — no action needed. -
💡 The AI advisor now tells you what a landmark visit costs.
Visiting another city's premium building charges an admission ticket from your personal gold (160/320/480💰 by tier), but the hourly tip and the AI Tips review suggested visits as if they were free rep — and could even suggest a visit you couldn't afford, which would have wasted a queue slot when you got turned away at the door. Advice now shows the ticket price next to the rep and only ever suggests visits you can currently pay for. -
👑 As a Tycoon, your hour report now names which city you supplied.
The "Supplied [landmark]" line in your tick report used to just name the building — but the same landmark exists in many cities, so it was ambiguous which one your import went to. It now reads "Supplied [landmark] in [city]". -
🤫 Secret medals now get their own tab, so you can share your medals without spoiling them.
Earned secret medals used to be listed right on the main Medals overview — meaning a forwarded screenshot could give away exactly which ones you'd found. The overview now just shows a "+N secret" count; tap the new 🤫 Secret button to see them. -
🏠 Your profile now shows exactly where you stand on the Estate ladder.
It used to just name your home tier (like "House") — now it also shows your position on the ladder, e.g. "House (6/8)", both in your/profileand in the showcase card posted in the community group.