📜 Changelog
What changed in UrbanPact, newest first.
July 10, 2026
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⚒️ The Craftworks/Masterworks recipe panel now only lists needs it can actually help with — and shows what's on hand when it can't.
That panel already told you what your city's current build was short on, right where you pick recipes — but it was listing everything, including things no recipe can produce, like a rare luxury good or a raw gathered resource (you'd see a Glass shortfall even though there's no way to Masterwork Glass). Now it only lists a need if one of your recipes can actually fill it. And whenever that leaves nothing to show — either because nothing's under construction, or because everything outstanding is out of the Craftworks' hands — it shows your Tier 2 goods on hand instead, so you can choose recipes without tabbing over to your resources. (Reported by Karen.) -
🎯 Fixed: the Crossbow no longer shows up in
/toolsas a crafting tool.It was crafting nothing but was still telling hunters to "level up to unlock a crafting yield bonus" — a leftover bug from launch. The Crossbow's/toolsentry now correctly describes what it's actually for: unlocking Big Game hunts, and — unlike the Bow, whose level never changes what you catch — leveling it up biases your catches toward heavier prey, so a higher-level Crossbow brings home more Pelts. (Reported by Karen.) -
🏹 The Hunt panel is now far more compact.
Each hunting ground now gets one tidy row of its own, with that ground's quick-hunt, fill, and Big Game buttons sitting side by side — instead of one huge full-width row per button, which used to force a well-equipped hunter with a Crossbow to scroll past a wall of buttons before reaching their queue or the Refresh button. Nothing about how hunting works changed — same grounds, same odds, same taps — the panel just takes up a lot less room. (Reported by Jörg.) -
📆 New on the website: a week-by-week recap of the game.
The Roadmap page now opens on a 📆 Weekly Recap tab — a short story of what shipped each week, from the week the beta opened right through to this one. Each week gets a headline, a few sentences on what it was really about, and the handful of changes worth remembering. The Changelog is still there for the blow-by-blow of every single change; the recap is the version you can read in a minute to catch up on a week you missed. The forward-looking roadmap lives on in the tabs beside it. -
🏘 District buttons now show each neighborhood's type at a glance.
In the 🏘 Districts menu, the button that opens a district's details now carries its class icon (🏠 Cottage Row / 🎩 Merchant Quarter / 👑 Grand Villas) right beside the 🔎 — so you can tell your tiers apart on the buttons themselves, including districts still under construction. -
👑 Grand Villas (and other districts) no longer hold luxury goods back behind the reserve floor.
The small amounts of Fine Wine, Tapestry, Spices, and Glass a district needs to build and to house new families are now always available to it — your reserve floor still protects your bulk raw materials exactly as before, it just no longer applies to luxuries. Grand Villas founding and move-ins were getting stuck behind this even with plenty of luxury goods on hand; that's fixed. (Reported by Karen.) -
🧹 The Crafting panel has a "Clear queue" button.
When you have more than one craft queued on your Workbench, a 🧹 Clear queue (keep current) button appears — one tap cancels everything except the craft being made right now, refunding all of it to the city. The in-progress craft keeps going; if you want to drop that one too, tap its own 🚫. Great for wiping a big backlog you queued by accident without losing the craft that's already underway. -
🚫 You can now delete individual queued hunts from the 🏹 Hunt panel.
Each hunt waiting in your queue gets its own delete button — tap it to remove that hunt and free the slot, exactly like canceling a craft on your workbench. The hunts behind it slide up to close the gap, and if you delete the one currently in progress the next one starts right away. Handy for trimming a queue you over-filled or swapping a mis-picked ground. -
🏭 Town Hall Level 4 now lives with the rest of the city-building content on the website.
The Industrial Era used to be tucked off on its own — a separate "TH4 Industry" tab in the Building Encyclopedia, and a section at the tail of the Trade & Endgame guide. Now it's where you'd expect it: the encyclopedia shows the full Level 4 entry cost right on the Level 4 tab of the Town Hall card (alongside Levels 1–3, with notes on the luxury goods, leather, and treasury it asks for), and the guide's Industrial Era walkthrough now has its own dedicated page — a full walkthrough of the Town Hall 4 entry gate, the 100× production flood, the recommended build order (keystones → producers → Masterwork → the Level-4 upgrades), and every unlock. Find it right after Cities & Building in the guide. -
🏅 Medal notifications now tell you which 🏅 Medals section a new medal lives in.
When you earn a medal — or climb it to a new tier — the message now ends with a line like "📂 Find it under 🏹 Hunting in /medals", so you can jump straight to that category and see what the next tier asks of you instead of hunting through every section. (Secret medals stay a surprise — they don't reveal a section.) (Reported by Vik.) -
🏗 The Needs tab now tells you when there's nothing being built.
Tapping 🏗 Needs on the/resourcespanel when your city has no build project, no district under construction, and no families waiting to move in now pops up a quick "Nothing under construction right now" note — so the tap always visibly does something instead of looking like it hung. (Reported by ☃.) -
🎯 A Crossbow now also unlocks bigger Big Game expeditions.
If you own a Crossbow, the 🎒 Mount Expedition screen in/queueoffers a heavier Big Game trip at each ground: it spends double the city's supplies for a noticeably bigger pelt haul. It's a deliberate trade — you get more pelts overall, but less per unit of supplies spent — so it's the move when your city is drowning in raw materials and wants to turn that surplus into leather faster. -
🦌 A new Wildlife Passport tracks every animal you've ever bagged.
Send/wildlife(or check your player profile on the website) to see your personal collection — how many species you've caught out of the game's full roster, and your heaviest catch of each. Filling it out earns the new Naturalist medal. Keep your eyes open on your hunts, too — there are rumors of a few extraordinary creatures out there that nobody's ever properly documented. Stumble onto one and it's a personal surprise, revealed on your own profile, with its own Cryptid Hunter medal. Only your own hunts and expeditions count toward your Passport — your city's automated hunting parties don't. -
🎯 A new Crossbow unlocks Big Game hunting — trophy hunts at every ground.
Once your city's Trading Post reaches Level 4,/vendoroffers a Crossbow. Where your Bow sends you on a quick trip for light game, the Crossbow sends you after a much heavier class of trophy prey at every hunting ground — long hunts that always land one serious catch, including some of the rarest, most sought-after animals around. A higher Crossbow level tends to land bigger, rarer game. Big Game hunts share your hunt queue with quick hunts, so it's a deliberate trade of speed for prestige, not a way to out-earn quick hunting. -
🦊 Pelts now scale with an animal's weight the same way no matter how you hunt it.
A given animal is worth the same pelts whether you bagged it on a quick hunt, a Big Game hunt, or a hunting expedition — no more the same-sized catch paying wildly different amounts depending on the method. As part of this, quick 🏹 Bow hunts at farther grounds now pay out noticeably more pelts per catch than before. -
🏅 The Contributor medal now reads as a thank-you, not a scoreboard.
The medal for feedback that gets shipped no longer shows a "next tier — X more to go" chase in your 🏅 Medals list; it simply thanks you for helping shape the game. (It only ever counted feedback the team actually approved, so it was never something you could rack up by posting more — this just makes that clearer.) Your earned tiers are exactly as before. (Reported by Jörg.) -
🔨 Workbench crafts now make more per craft and need tending half as often.
Each workbench slot now produces 2 items at once and takes twice as long, instead of one item on a short timer. Your total output, tool XP, and materials used per hour are exactly the same — you just re-queue your workbench half as often, so it's far less babysitting. Your chance of Prize Crates is unchanged too: each craft takes longer but has a proportionally higher crate chance, so you earn crates at the very same rate over time. 👷 Hired Help is still the way to cut the tending even further — its extra slots now hold these longer crafts, so a Hired Help window is closer to "fill it once and walk away." (Reported by Jörg.) -
🧱 Your build project screen now lists materials in the same order as everywhere else.
On the 🏗 build progress panel, the required resources came back in whatever order the database happened to hand them over — so Mortar (and sometimes others) could sit at the bottom of the list even though on the Craft and Masterwork screens it sits mid-list. Now every screen lists crafted materials in one consistent order, so what you see building is where you'd expect it. (Reported by Jörg.) -
🔕 The game now shows new players where to quiet notifications.
All the controls for turning down messages have always lived in ⚙️ Settings, but they were easy to miss. Now, the first time crafting or hunting starts pinging you, a one-line hint points you to the matching quiet option; if the crafting pings really pile up, you'll get a gentle "you can quiet these" nudge; and your /objectives screen carries a reminder that you control every notification. Nothing changed for players who are happy with their notifications — these hints only show while you're still new. (Reported by Jörg, on Vik's behalf.) -
💬 Feedback you post in the community chat now gets its answer posted right there.
When you send/feedbackin the group (including as a photo caption), the bot confirms it in the chat, and when the team resolves it, the full response is posted back under your original message — so anyone following along sees the actual answer, not just you in your DMs. Before, a screenshot-with-caption could be saved and answered entirely in private, so others watching couldn't tell it had even been received. You still get the reply in your DMs too. (Reported by Jensen.) -
📦 The Prize Crate hint in your typing box now clears once you've opened them all.
After you emptied your stash, the grayed reminder in the message field could stay stuck showing "1 Prize Crate — open with /crates" even though you had none left. It now disappears the moment your last crate is opened. (Reported by Vik.) -
🔔 The quiet-mode buttons in ⚙️ Settings now show which way they'll flip.
The button that turns quiet crafting on and the one that turns it back off both wore the same crossed-out 🔕 bell, so the icon told you nothing about what tapping it would do. Now a ringing 🔔 means notifications are coming through and the tap will silence them; a crossed-out 🔕 means they're already muted and the tap will bring them back. Same for quiet hunting and quiet wilderness — and quiet tick reports use 🔊 and 🔇 the same way. (Reported by Vik.) -
🏅
/wiki medalsnow tells you where the full medal list lives.It sent you to the guide's Reputation & Medals page, which only ever showed a handful of medals as examples — the website stays deliberately incomplete so the secret medals keep their surprise. But there was never a hint that the complete catalog was one tap away in the bot. Both the/wikireply and that guide section now point you at 🏅 Medals (/medals), which lists every medal by category, and for the ones that climb through tiers shows what the next tier asks of you and how close you are. (Reported by Vik.) -
📚 Your
/citybuilding list now shows the Library's full reputation bonus.A Level 4 Library really does grant +4 reputation/hour to active members (the bonus has always scaled with the Library's level) — but the building list stubbornly read "+1 rep/hr" no matter how high you'd built it. It now shows the correct scaled number, matching what you're actually earning each hour and what the website already displayed. Nothing about the reward changed — just the label caught up. (Reported by Karen.)
July 9, 2026
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💎 The Trading Post no longer promises you can export luxury goods.
With a Customs House built, the Luxury Goods section said your rare goods "can be exported for Treasury" — but the Export Market only ever handled raw and crafted materials, so anyone who went looking found nothing there. The blurb now says what luxuries are actually for: funding specialty and Industrial Era construction, keeping your premium landmarks stocked for visitors, and trading with other cities. Selling luxuries to outside merchants is still something we'd like to offer one day. (Reported by Jörg.) -
🚪 Your 🏗 Needs tab now tells you what's holding your new families up.
If Resident families are on the road but can't settle in — because the city is short a few Furnishings, or a bottle of Fine Wine, or a pane of Glass — the Needs tab now names each missing material and how much more you need for the next family to move in, right below your build project's needs. No more cross-checking the Districts panel against the founding costs against your stockpile to work out what the hold-up is. Families waiting on space (a full or paused district) aren't listed — they're waiting on you to zone, not to gather. (Requested by Jensen.) -
🏠 Each kind of district now wears the same icon everywhere in the Districts panel.
A Cottage Row was showing up as 🏠 in the district list but as 🚪 on the "on the road" line and ➕ on its founding button — five different symbols for what is really three kinds of neighborhood. Cottage Row is 🏠, Merchant Quarter is 🎩, Grand Villas is 👑, on every line. (Thanks to the player who spotted it.) -
🏭 The "Masterworks" is now the "Masterwork"
(singular). The plural name made the ⚒️ menu button wide enough to wrap onto two lines on some phones, throwing off the whole menu. Dropping the "s" keeps it on one tidy line. Same building, same everything — just a shorter name. (Reported by Jörg.) -
🏹 The auto-hunt line now says what your Lodge actually brought home — game, by weight.
It used to read "brought in 85 pelts," but those pelts don't exist yet: your hunting parties bring back game, and the Lodge dresses it into pelts on the next tick. The line now reads like "brought back 584 lbs of game … becomes 85 pelts once dressed next tick" (in kg if you use metric units), so the report matches how hunting really works. (Reported by Karen.) -
🎬 New:
/credits— the roll of honor.Curious who's behind UrbanPact?/creditsnames the creator, gives a nod to the tools it was built with, and — in the finest "…and by viewers like you" tradition — thanks the players whose feedback shapes the game every week. File a piece of feedback and you'll find yourself in there. (Requested by ☃.) -
🐾 For the record: no animals were harmed.
Every creature you hunt is a friendly bundle of pixels that trots home for dinner afterward. You'll now find this important disclaimer at the bottom of your/huntstatsand in the guide's hunting section. (Requested by ☃.) -
📖 New:
/wiki <topic>— jump straight to the guide for anything.Not sure how something works? Type, for example,/wiki master's charter,/wiki hunting,/wiki tycoon, or/wiki districts, and the bot replies with a direct link to the right section of the website guide. It's forgiving — partial words and whole questions work too (/wiki how do tiers work). Type/wikion its own to see the popular topics. (Suggested by Vik.) -
🔧 Your hour report now shows what a queued craft took out of the stockpile, not just what it made.
A craft line readCrafted: +70 Furnishingsand stopped there — so if your city's workers produced 70 Leather that same hour and your craft ate all 70 to build those Furnishings, the Leather looked like it landed and then vanished. Each craft now prints a 🔧 Used line naming every ingredient and amount it drew, exactly like your districts' Drew from surplus line. Nothing about crafting changed — you can just see both halves of it now. (Reported by Robert.) -
🏗 The Build menu is organized into categories now — no more wall of buttons.
For a big city with lots unlocked, opening 🏗 Build filled the whole screen with buttons and pushed the description text out of sight. It now opens on three tidy categories — <strong>🏗 Standard Buildings</strong>, <strong>✨ Tier 3 Specialties</strong>, and <strong>🏛 Premium Landmarks</strong>, each showing how many you can build — and you tap one to see just those buildings, with <strong>← Back</strong> to return. Everything you could build before is still there, just a tap deeper and far easier to read. (Reported by Vik.) -
⚙️ The crafted metal "Iron" is now called "Iron Ingots".
It was too easily confused with the raw Iron Ore you gather — same word, different thing. The refined bar you smelt from ore (and turn into Steel, tools and Fittings) is now clearly ⚙️ Iron Ingots everywhere it shows up. Nothing about how it's made or used changed — same recipes, same costs, same/craft ironcommand — just a clearer name. (Suggested by ☃.) -
🤝 One-time trade offers now warn you if the other city can't cover what you're asking for.
When you set up a one-time exchange, the Review screen checks the other city's current stockpile — and if they don't have enough of what you want, it tells you (naming the resource and how much they hold) before you send. So you won't put them in the awkward spot of having to decline. It's a heads-up, not a block — you can still send, since their stores may fill up before they accept. (Gifts and ongoing tick-by-tick deals are unaffected.) (Reported by Karen.) -
🏗 The Build menu is organized into categories now — no more wall of buttons.
For a big city with lots unlocked, opening 🏗 Build filled the whole screen with buttons and pushed the description text out of sight. It now shows your full building list, one line each, grouped into 🏗 Standard Buildings, ✨ Tier 3 Specialties, and 🏛 Premium Landmarks — so you can read the whole catalog at a glance — with a category button for each group. Tap a category to open its tap-to-build buttons, and ← Back to return. Everything's still there, just far easier to read. (Reported by Vik.) -
📉 The Forecast tab now lists every resource your city is about to draw — no more "+N more".
The/resources📉 Forecast lines (and the XM Nexus forecast) showed only the four biggest draws per source and hid the rest behind a "+8 more" count — so you couldn't see exactly where your stockpile was going next tick. Every drawn resource is now listed in full, largest first. (Reported by Jensen.) -
🏘 A district no longer drops to 0% happiness just because one supply ran out.
Happiness now reflects the share of a district's upkeep basket it actually received that hour — so a neighborhood that got three-quarters of what it needed sits at 75%, not zero. Before, a single empty supply (say charcoal, while provisions, cloth and crockery were all fully stocked) could pin a whole Merchant Quarter at 0% — which then dragged down your city's prestige and everyone's wages. Now it takes a broad shortage to pull a district low; one missing good only nicks happiness by that good's share. (Reported by Robert.) -
😴 Your hourly report now names only the district supplies that actually ran short.
When a district's happiness dipped, the report listed its entire upkeep basket as "tight" — even the goods your stockpile had covered in full. If three of four items were fully supplied and only one had run dry, you were still told all four were short. The report now names just the goods that genuinely fell short, scarcest first, so you know exactly what to restock. -
🎱 Your Bingo Ball count is easy to find now.
Balls quietly bank up every hour you're not drawing on a card — but the number only ever appeared while you had a card in play, so between cards there was nowhere obvious to look. Your stash now shows on/profileright under your Prize Crates, and the/bingopanel prints your banked balls even when you don't have a card. (Reported by Vik.) -
🔄 The build status screen now has a Refresh button.
That screen is a snapshot from the moment you opened it, so if you left it sitting open while the hourly update ran, it kept showing the old material list — even after the building was finished. Every other panel in the game already had a 🔄 Refresh button; now this one does too, so you can pull the latest progress (or see the completed building) without closing and re-opening 🏗 Build. Mayors keep their 🚫 Cancel Project button right beside it. (Reported by ☃.) -
🏘 Each district in your Districts list now shows its class at a glance.
Every neighborhood rendered with the same house icon, so once your zones had their own names there was no way to tell a Cottage Row from a Merchant Quarter or Grand Villas without opening each one. They now carry their own mark — 🏠 Cottage Row, 🎩 Merchant Quarter, 👑 Grand Villas — in both the list and the district's own page. (Reported by Karen.) -
🏗 Everyone in a city can now browse the Build screen — not just the mayor.
If you weren't the mayor or Minister of Urban Development, opening 🏗 Build while no project was running told you flatly that only they can start one, and showed you nothing else — you couldn't even see which buildings your city had unlocked, what they'd produce, or what they'd cost. The full list is now there for every citizen, with each building's costs and details one tap away. Starting and canceling projects is still the mayor's and Minister of Urban Development's call, exactly as before. (Reported by Vik.)
July 8, 2026
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🏹 Your hourly report now shows exactly which materials your Lodge's hunting parties took.
The auto-hunt line reported a single "−922 supplies" — but supplies isn't something you stockpile, it's the combined total of several raw materials the parties pack for the trip. Compared against any one resource the number looked alarming, as if the Lodge had spent more than the city had. It never can: the hunting parties only ever draw from surplus above your reserve floor. The line now spells out the draw material by material — 🔧 Drew from surplus: −430 🪵 Timber, −290 🪨 Stone, … — the same way your Residential Districts' draw already reads. (Reported by Jörg.) -
🦌 Pelts now scale with the weight of the animal you bag — heavier game, more pelts.
Before, a catch's pelts came from the trip as a whole and got split evenly, so two animals of nearly the same weight could bring home very different pelts — it felt arbitrary. Now every catch pays out in proportion to its weight, so the same-sized animal always gives the same pelts, and a big trophy is worth more than a small one. Farther hunting grounds hold bigger, rarer game and pay more per trip, and there are ten new animals to bring home across the grounds. Full expeditions bring back a bit more leather overall to feed your growing neighbourhoods. (A quick 🏹 Hunt still earns pelts at a flat rate per hour.) (Reported by Jörg.) -
💼 Queueing Odd Jobs no longer kicks you out of the Gather menu.
Tapping 💼 Odd Jobs from inside 🌾 Gather Resources added the job to your queue but then bounced you back to the main Queue menu — so lining up a few Odd Jobs in a row meant re-opening Gather every single time. The button now leaves you right where you tapped it, with the gather buttons still on screen. (Reported by ☃.) -
💡 The hourly advisor now names your queued actions in plain English.
A tip could refer to "your active craft:rope chain" — that shorthand is how the game tracks a queue slot behind the scenes, and it was slipping into the advice word for word. The advisor now reads it as "crafting Rope", "gathering Iron Ore", "a hunting expedition", and so on. (Reported by Karen.) -
🔧 Your hourly report now lists every material your Residential Districts drew, instead of hiding most of them behind "+8 more."
The 🔧 Drew from surplus line only ever named the six largest draws and rolled everything else into a vague count — so founding a district could quietly spend 40 of your Glass without ever saying so. It now spells out the full list, every material and amount, the same way the 🏭 City buildings produced line already does. (Reported by Jensen.) -
👑 New: Grand Villas — the top tier of Residential Districts.
Once your city is comfortable with Cottage Rows and Merchant Quarters, the Mayor or Minister of Zoning can found Grand Villas — a small, wealthy neighborhood (8 families) for a city's most aspirational residents. They're a stone-heavy build, and their upkeep is refined and leather-rich: furnished homes want a steady supply of leather (now covered by your Lodge's auto-hunt), and each family that moves in wants a few luxury goods from your stores. Because a city can only produce two luxury types of its own, filling Grand Villas creates real reason to trade for the rest. Found them under 🏛 City → 🏘 Districts once you've built the tiers below. The top of the ladder is open. -
🏹 New: Auto-Hunt — your Hunter's Lodge hunts while you're away.
Once your Lodge reaches Level 4, it hires standing hunting parties that head out automatically every hour — no taps, no queue slots. Each tick they spend a bundle of your city's surplus raw materials (timber and stone, mostly) and bring home pelts for leather, drawing only from above your reserve floor so they never touch what you're holding back. It's a pure pelt supply — no trophies, medals, or hunting reputation (those still belong to hunting by hand via 🏹 Hunt). Auto-hunt is on by default; your Mayor or Minister of Zoning can toggle it off anytime under 🏛 City → 🏘 Districts, alongside the reserve-floor control. Steady leather for your growing neighbourhoods, even when you're not around. -
🎒 Hunting expeditions now draw on the resources your city actually has too much of.
The provisions a Mount Expedition spends were retuned to pull from timber and stone (the materials that pile up fastest in a built-out city) instead of grain and ore. The total cost of a trip is unchanged — it just drains the surplus that was actually overflowing. -
🔗 Links across the website now match the site's look.
A number of in-page links (guide cross-references, page-to-page navigation, city and player links, pagination) were showing up as plain default-blue underlined text instead of the site's style. They now use the same accent color and gold hover as the rest of the site. (Reported by Karen.) -
🔦 Library Insight is now smarter about crafting vs. gathering.
The 🔦 button on the main Queue panel used to only ever queue raw gathers. It now reads what your city's active project is actually short on and mixes in crafting: if the project needs a finished good you can make — and the raw materials are already in your stockpile — it queues those crafts instead of piling up more raws. It still gathers when that's what's needed, and won't queue a craft you don't have the materials for. (The gather-only and craft-only buttons in the sub-menus are unchanged if you prefer one or the other.) -
💤 The Queue now spells out which actions your Rested charges will boost.
The "Rested: N charges" line at the top of/queuenow adds "(marked 💤 below)", so it's clear the little 💤 in front of a queued gather or craft means that action will spend a charge for +50% yield. (Odd Jobs and Visits never use charges, so they're never marked.) (Reported by Vik.) -
📖 The website guide's Resources & Crafting page now covers the Merchant Quarter goods.
The five finished goods that arrived with the Merchant Quarter — 🛋️ Furnishings, 🧶 Cloth, 🥫 Provisions, 🍽️ Crockery, and 🪛 Fittings — were missing from the guide's Tier 2 resource list and its recipe table. They're now listed alongside the original crafted materials, with each recipe and required tool. (Reported by Karen.) -
🔦 The 🔦 Library Insight button now sits right on the main Queue panel.
Once your city's Library reaches Level 4, the one-tap "fill my open slots with what the city needs" button used to be tucked away inside the Gather and Craft sub-menus — easy to miss entirely. It now also appears on the top level of/queue, so it's there the moment you open your queue. (Reported by Karen.) -
💡 The hourly advisor no longer tells you to load your action queue "for the Hired Help surge."
Hired Help and Rush Token only boost your personal/craftWorkbench — they do nothing for the city/queueaction queue. The tip used to occasionally suggest filling your action queue to make the most of an active Hired Help window, which wouldn't actually help; it now keeps the two straight. (Reported by Karen.) -
🎯 Beginner Objectives no longer nag city-dwellers about the wilderness.
If you've already joined or founded a city, the early wilderness goals (complete your first quest, reach Cottage tier, leave the wilderness) now show as done — you clearly finished that chapter to get here. Players who skipped straight into a city, or joined before we tracked those goals, were left staring at a checklist that could never be completed. (Reported by ☃.) -
🗿 The 🏗 Needs tab no longer shows a material at 100% before it's fully in.
A resource that was almost met — say 15 mortar still needed — could round up to a full bar and "100%", making it look done when it wasn't. Each material now always shows its true percentage until every last unit has actually arrived. (Reported by Jörg.) -
🛠 Your Tools panel now points to the Master's Charter when a tool hits Level 5.
A capped tool used to just read Max level — which looked like the end of the road, even though the Master's Charter unlocks Levels 6–10. A maxed tool now reads Max level (Lv5) — the Master's Charter unlocks Lv6–10, so it's clear there's still more to climb. (Spotted by Vik, after a post about tools reaching Level 10.) -
🔨 The Crafting panel now refreshes when you tap a recipe with a full queue.
Tapping a recipe when every slot was busy showed a queue full message but left the panel frozen on stale numbers; the same tap now also refreshes the view, so your stockpile and slot counts stay current. (Suggested by Vik.) -
📷 You can now attach a screenshot to your feedback.
Spotted a bug that's easier to show than describe? Send the screenshot with <code>/feedback your note</code> as its caption (works in a private chat with the bot or in the community group), or — in a private chat — just reply to any of the bot's messages with the screenshot. It gets attached to your report so the team can see exactly what you saw. (Requested by Vik, who ran into the old text-only limit.) -
🏗 Helping stock your city now counts toward building it — even when the build is paid straight from the stockpile.
When a city project finished, only players whose gathers were tapped directly by the project earned the completion reward (the ⭐ Reputation, the Builder medal, and the "Help build a city project" goal). In a busy Industrial-era city the shared stockpile is so full that projects complete instantly from it, so nobody's gathers were "tapped directly" — and the whole city got nothing, even the people who filled that stockpile. Now anyone who gathered, worked away, or crafted for the city while a project was under construction is credited as a helper: they earn the Builder medal, tick off the goal, and get a small ⭐ Reputation reward. -
⚡ Queue Boost now works with every queue button, not just Fill.
With a Queue Boost active (which raises your cap by 2), tapping an individual gather or Odd Jobs button still cut you off at your normal cap — so a boosted player could only reach the extra slots via the Fill button, and got a "Queue is full" message otherwise. Every queue button now honors the boost, and your/menuand/profilequeue counts show the boosted total too (they used to read as full when you still had boosted slots open). -
💡 The AI advisor now spots when your city is ready for another Residential District.
If you're the Mayor or Minister of Zoning, your queue is topped up, every existing district is fully built and fully fed, and the city's surplus comfortably covers another zone's full build cost — the hourly tip (and the AI Tips panel) will suggest founding another one to keep that surplus flowing into Residents and prestige. It never nags while a zone is still under construction or when your current Residents are going short, and only the players who can actually found a district ever see it. -
🎱 The bulk-draw recap in Bingo now lays out as a tidy grid instead of one long line.
When you draw all your banked balls at once, the ✅/⬜ hit-and-miss recap used to run off the edge of the screen as a single unbroken line on a big draw. It now wraps into an even, square-ish grid so you can read your run at a glance no matter how many balls you drew. -
🏛 The city panel is now split into tabs, and it finally shows your Resident population.
/cityused to be one enormous message — every stat, your whole stockpile, every building, and your roster all stacked together and scrolling forever. It's now three quick tabs you switch at the top: 📊 Overview (your key stats, Prestige, what's under construction, and now a 🏘 Residents count of the families living in your districts), 🏗 Buildings (your full building list, with the Building Stats button), and 👥 Citizens (your roster, plus how many Resident families live across your districts). Your full stockpile stays at/resources, so each tab stays short and easy to read. -
🛠 Your Tools panel now names every craft each tool makes — on both lines that mention crafting.
The tool's description line and its bonus-yield line disagreed: a Pickaxe read "Boosts Stone, Iron Ore, and Coal gather amounts" (sounding gather-only) right above "bonus yield when crafting Mortar", and the Crucible's description listed only Iron, Steel, and Charcoal while it can now also craft Furnishings, Cloth, and Fittings. Both lines now list the exact same crafts, pulled straight from your recipes, so they always agree and never fall out of date. -
🛠 Your Tools panel now spells out which crafts each tool's bonus-yield chance applies to.
The/toolspanel showed a line like "33% chance of bonus yield when crafting" but never said what you'd be crafting — so a player with only a Pickaxe couldn't tell that its bonus is for Mortar. Each tool's bonus line now names the item(s) it covers (e.g. your Crucible reads "…when crafting Iron, Steel, Charcoal"), read straight from the recipe list so it stays accurate as new recipes are added. -
📉 The Resources Forecast now counts what your Residential Districts draw — and the Needs tab stops hiding your newer materials.
The 📉 Forecast tab of/resourceswas only estimating what your Craftworks and your next queued craft would pull next hour — it left out the steady upkeep your districts draw every tick, so its "≈ units" total came in low for any city with districts running. Districts now show as their own 🏘 line in the estimate. And on the 🏗 Needs tab, a district still under construction used to list only its first three needed materials and roll the rest into a bare "+2 more" — which, with the Merchant Quarter's new finished goods, was exactly hiding the crafted materials you most needed to see. It now shows the full build list.
July 7, 2026
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⚒️ 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 — but that shortfall lived on a different screen (/resources→ 🏗 Needs), so you had to flip back and forth. Now the ⚒️ Craftworks/Masterworks panel adds a compact 🏗 Build needs line (and a 🏘 District needs line when a Residential District is under construction) listing exactly which materials, and how many, are still left to finish — so you can pick the recipes that fill the gap without leaving the panel. -
🏛 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 — 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 9💸, Furnishings 7💸, Cloth 5💸 per unit (Provisions and Crockery were already fair at 3💸). Trade deals with other cities remain the better channel, as always. -
🎩 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 — 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. -
🎩 New district tier: the Merchant Quarter.
Once you've got Cottage Rows running, you can found a Merchant Quarter — a wealthier neighborhood whose families live on finished goods rather than raw materials. Five new craftable goods arrive with it — 🛋️ Furnishings, 🧶 Cloth, 🥫 Provisions, 🍽️ Crockery, and 🪛 Fittings — 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 🏘 Districts panel. Like every district, unhappy families just wait quietly if supplies run short — 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.) -
⚒️ Your Craftworks / Masterworks no longer wastes workers when one recipe runs out of materials.
If one of your assigned recipes runs dry — say you're out of iron ore — 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). -
🏅 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 — 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. -
🏗 Your city's own building projects now draw on your full stockpile — 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 — 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 — nobody ever moves out. -
🏘 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" — a clear payoff for keeping your districts happy and growing, alongside the families and resources it already shows. -
💡 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" — 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. -
🏅 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 — a thank-you for helping shape UrbanPact. -
🏗 The Build menu is now a clean one-line-per-building list.
It used to sprawl across several lines per building — full paragraph descriptions, before-and-after production figures, and two-line entries for specialties and landmarks — 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 — the full description, exact material costs, and luxury amounts — is one tap away on the building's confirm screen. Same buttons, far less scrolling. -
🏗 The Build menu is truly fixed this time — 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 — 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. -
🏘 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 — something like "Willowmere Cottages" or "Thornfield Row" — 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 🏘 Districts panel — roll a fresh AI name for 50💸 treasury, or type your own custom name for 500💸. -
📦 The Resources panel is now organized into tabs.
/resourcesused to be one long, cluttered message — your whole stockpile, trade deals, build needs, and next-tick forecast all crammed together. It's now four tidy tabs you tap between: 📦 Stock (everything you own, by tier, with production per hour), 🏗 Needs (what your active build and any districts under construction still need), 🔄 Trade (your active trade agreements, grouped by resource), and 📉 Forecast (what next tick will draw from your stockpile). Much easier to read at a glance. -
🏘 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 — the same protection the districts already have — so raising a landmark won't starve the families living in it. Same knob as always: lower the 🛟 reserve floor to feed a build faster, raise it to keep your districts fed first. The hour-report wording is gentler too — a brief supply dip now reads as the temporary, self-correcting thing it is, and only shows when it's actually meaningful. -
📝 Your feedback list now marks the updates you've already thumbed up.
When you tapped 👍 Got it on a resolved item, the button just vanished — 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 ✓ Acknowledged mark in its place, so you can tell at a glance which ones you've cleared. -
⚒️ The Craftworks menu button now reads "Masterworks" once you've built it.
After upgrading your Craftworks to a Masterworks, the ⚒️ button on your menu updates to match — and the old ⚒️ Craftworks button keeps working too, so nothing breaks if your menu hasn't refreshed yet. -
⚒️ 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 🪵/hr"), but a recipe you hadn't assigned yet was just a bare name — 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.⬜ 🗿 Mortar — needs 2 🪵 + 1 🏺 per unit), so you can weigh what you'd need before flipping it on. -
📝 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 — you'd see only part of your history while the 👍 buttons pointed at other items. It's now split into tidy pages with ◀ Prev / Next ▶ buttons, so the whole list is reachable and each page fits. Acknowledging an item keeps you on the page you were reading. -
🏷 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 — including ← Back — 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
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💤 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 — if a potion would only partly fit — 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. -
🥔 A little more flavor out on the trail.
There are a few new ambient lines in the wilderness camp — a couple of them are worth a smile if you catch them. Keep an eye on the treeline. -
🏗 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 — including Back — 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 🏗 Build any time and you'll always get a fresh, tappable panel at the bottom of your chat. -
🛟 No more ceiling on your district reserve floor.
You could only set the floor as high as 5,000 per resource — 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 🛟 Reserve floor panel also gained ±1k and ±10k buttons so you can dial in a large floor in a few taps instead of dozens. -
🎱 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 — bank away between cards. -
🏠 Newcomer family names are more varied now.
When families moved into your Residential Districts, the same surnames were turning up over and over — 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. -
🛟 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) — 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 🏘 Districts panel (tap 🛟 Reserve floor): lower it to pour a thin stockpile into a stalled build faster — even down to zero — or raise it to keep more held back for your own crafting and exports. Your districts still never spend below whatever floor you set. -
🧥 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 🧥 icon like every other recipe. Fixed — it now shows 🧥 everywhere. -
💸 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 — 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 — your materials are claimed first, as before, so nothing your build needs can be shipped out from under it. -
🐕 New consumable: Hunting Party — 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 🏹 Hunt panel. Like Hired Help and Rush Tokens, it goes into your inventory when you buy it — activate it when you're ready from the 🏹 Hunt panel (tap 🐕 Activate Hunting Party) or with/use hunting_party, and activating again while it's running extends the timer. (It boosts the casual hunt queue — expeditions are unaffected.) -
🔢 The Crafting panel now groups its big numbers too.
In/craftthe stockpile line already showed thousands separators (e.g.🪢 Rope 1,558), but the amount-on-hand next to each recipe — and the progress totals in an active build project — printed the raw digits (⛏ (16673)). They now group the same way (⛏ (16,673)), so the whole panel reads consistently. Just a readability tidy-up — nothing about the numbers changed. -
🏘 You can now see exactly what a district still needs to be built.
While a Residential District is under construction, the 🏘 Districts panel shows a Needs line of the materials it's still short on, and tapping the district lists every one — how much is left to build and how much you have spare above your reserve floor to feed it. A ⚠️ marks anything the build is stalled on because you've no spare of it above the reserve. No more staring at a bare "building… 42%" with no idea what's holding it up. -
🔢 Every number in your hourly report now reads the same way.
Big hauls are shown with thousands separators consistently across the whole report — 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 — nothing about the numbers themselves changed. -
📖 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 — it never hinted that reaching Level 4 also unlocks 🔦 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
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💡 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 — and it can now explain what a district is if you ask. -
🔧 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 — construction, move-ins, and upkeep combined, largest first — so once a district is up and running you can see its real cost, not just the estimate you saw when founding it. -
🏘 Residential Districts — your city becomes a home.
Industrial cities (Town Hall 4) can now found Residential Districts: city-owned neighbourhoods that house Resident families — a population drawn to your city by its industry. Open/city→ 🏘 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 — 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 🏘 Boomtown medal; if supplies run short one hour a district simply goes quiet until you restock — families never leave. Residents are counted separately from Citizens, and zoning earns no City Score — 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. -
🎒 Hunting expeditions now reward farther grounds with more pelts.
A farther ground costs more provisions — 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 🎒 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. -
🛠 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 — so an upgraded Workbench past Level 5 gives you more parallel crafts, not faster ones. -
🥈 The Fortune medal now keeps up with the gold you earn.
Fortune tracks the most gold you've ever held — 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
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📰 Introducing The Realm Herald — a daily story of the realm.
Every day the Herald writes up what actually happened across every city — 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 — 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. -
🏆 New "Grandmaster" medal for maxing a tool.
Push any tool all the way to Level 10 — the peak unlocked by the Master's Charter — and you'll earn the new Grandmaster medal (plus a guaranteed Prize Crate). The existing Master Craftsman medal still marks reaching Level 5. -
✨ 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 — 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 — it was always rolling; now it's visible. -
🏅 New medals for the Industrial Era.
The Trapper medal (total pelts) now climbs two rungs past Diamond — Obsidian and Mythic — 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). -
🪚 The Workbench level-up message now calls out the extra crafting slot.
It reads "+1 craft slot (N total)" so the reward is obvious — especially past Level 5, where each level adds a slot rather than shaving time. -
⏱ Crafting time now has a firm 3-minute floor.
A high-level Workbench was crafting far too fast — 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 — each one adds another crafting slot, so a Level 10 Workbench crafts 10 items at once. More throughput, not reckless speed. -
🏡 Your personal home is now "the Estate track."
The ladder of homes you buy with gold — Tent all the way up to the Estate — now has a proper name, and its own command: /estate (and /estate upgrade). Nothing about it changed — 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. -
📈 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 — 📈 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. -
🏛 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 🧳 Top Traveler — 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 — and prestige matters more than ever. -
📋 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 📋 Hire Labor does — spend Treasury to temporarily add extra workers, stacking up to the cap — 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 🎰 Bingo & Prize Crates page — how crates and balls are earned, playing a card, Take-or-Ride, and the full prize ladder. -
Bingo — 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 — if a card runs out of time before Blackout, you forfeit any lower win instead of banking it — 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 — so a card left mid-decision no longer stalls your ball income. -
🏅 New medal tiers above Diamond.
The Hauler medal (total gathered) now keeps climbing past Diamond — earn Obsidian at 2,000,000 gathered and Mythic at 10,000,000. These are epic, weeks-long goals — 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 — Obsidian is simply your next target. (The tier framework is now open-ended, so more medals can grow new tiers over time.) -
🎰 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" — it now spells out the 💰 +200g so you can see exactly what you got. -
💡 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 — it wasn't checking your active crafts. It now only suggests crafting when your Workbench is genuinely free. -
🎉 Telegram sticker pack!
UrbanPact now has its own sticker pack — 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
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🦊 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 — skipping the whole hunting game. Pelts now come only from hunting, and trying to gather them points you at 🏹 Hunt instead. (No one had actually used this — closed before it was found.) -
🏙 /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 — /city compacts its resource listing first, and /trade rolls extra deals into an "…and N more" line while keeping every deal's buttons fully working. -
🔧 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 — only workbench crafts counted toward the Level 6–10 climb. Queued crafts now use the exact same experience rules as everything else. -
🤝 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 — no half-delivered trades. -
🔘 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 — 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. -
📖 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 🌱 Start Here path for new players and six focused topic pages — Start Here, Progression, Cities & Building, Resources & Crafting, Trade & Endgame, and Reference — so you can jump straight to what you need. -
💡 The /help AI Tips give sharper, better-prioritized advice.
Your full strategic review now leads with your single biggest lever right now — an empty queue, a project resource nobody's producing, a reputation-earning visit that's open this very moment — 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). -
🏕 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 — so heading out feels like a little story, not just a counter ticking over. -
🔕 Wilderness quests are far quieter now.
Instead of a notification for every single quest that finishes, your camp panel updates silently as they complete — 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. -
📉 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. ≈ 40 units) and shows just the four biggest draws with a +N more for the rest — so you can still spot what's draining fastest at a glance, without the wall of numbers. -
🎒 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 — 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. -
🏛 Treasury is no longer offered as a "gather" option.
You could queue a gather Treasury action that only ever returned a tiny handful — 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. -
🌐 The welcome message now links to the website.
New players get an urban-pact.com link right up front — city rankings, the world map, and player profiles are a tap away from the very first message. -
💬 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 — 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.) -
🎯 Your Beginner Objectives checklist now ticks off every completed goal.
Some objectives — like "Complete your first quest" and "Fill all your quest slots" — 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 ✅ right away. -
🧹 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 — you just see the message, clean and compact. -
🛖 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 — 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. -
🏗 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 — 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 — 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. -
🏙
/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. -
📉 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 — if your next queued action is a craft — what that craft will pull, so you can spot a resource about to run dry before it does. -
🏗 Town Hall 4 now also asks for Rope and Charcoal.
The Level 3 → 4 entry cost required every other crafted good but skipped those two — 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.