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What just shipped, and where UrbanPact is headed. Updated Jul 31, 2026.
This was the week the game's numbers got checked against what they actually do, and a lot of them were wrong in the game's favor by too little โ exports finally paid a real premium for crafting, Labor Contracts were cut in half once measurement showed most cities losing treasury on one, and even scratch-ticket resource prizes got rescaled once one was found paying under a minute of a Sawmill's output. Mayors got their own demand signal for the first time, the Library finally became a panel that advises even with a full queue, and the guide was rebuilt into 23 pages with charts that read the live game instead of going stale. The week closed by turning outward: cheer buttons now fire on tier promotions and new cities as well as Bingo wins, the Realm Herald learned to see the whole day instead of a handful of numbers, /help finally caught up on ten commands it had lost track of, and โ a first for the game โ a player who's been gone a week gets a single, no-guilt hello instead of silence.
This was the biggest week UrbanPact has had. Town Hall 5 launched Sunday night โ a Chamber of Commerce, Commercial Zones where Tycoons open real shops that sell to your Resident families, a Bank that finally lends you gold, and nearly every building reaching Level 5 โ alongside a wilderness that grew wider the same night: four brand-new hunting grounds, Mr. Crane's invitation-only reserve, and tools climbing all the way to Level 15. The week that led up to it closed out a much older complaint: /gold gave every player a full, checkable statement of where their money came from and went, the Trading Post reopened as an organized two-tab shop, and Residential Districts started paying real treasury tax while the prestige wage-bonus ceiling came off for good. It ended with a burst of same-night polish on the brand-new content โ freshly-opened hunting grounds that were accidentally still padlocked, Supply Runs that showed up nameless in your queue, and the AI advisor getting caught up on everything that just shipped.
The week opened with the hourly advisor learning some restraint โ it stopped recommending resources you're already drowning in, stopped sending Customs House cities to a vendor that closed years ago, and stopped claiming Odd Jobs pads the treasury โ while Daily Tops and Biggest Earner both got fairer measures of who actually did the most. Cloth and Furnishings moved off the Crucible onto tools that actually make sense (a new Chisel arrived for Furnishings), a long-standing bug that let a duplicate landmark visit silently burn a queue slot got fixed, and hunting became genuinely fair: every animal at a ground now gets an equal shot, the Wildlife Passport got a tabbed redesign with real per-species counts, and the Naturalist medal was rescaled to match what's actually catchable. A full week of Export Market cleanup followed โ bigger reserves, one-tap Max, forgiving number entry, Keep-all buttons, and a phone-friendly tabbed layout โ alongside a colorblind-accessibility pass and a run of quieter reliability fixes, including the Crafting panel finally quoting a craft's true batch cost and a big city's hourly report no longer vanishing outright. Spoiler protection became a running theme: the Wildlife Passport and then Medals both stopped revealing how many secrets exist in total, keeping the surprise a surprise. The week closed with a genuinely big balance move โ the Estate track's treasury contribution to your city was steepened up to 7ร at the top, so a maxed-out home now out-earns a Level-4 Town Hall โ plus the hourly report's bulkiest sections (visitors, hunting, districts, and now trade routes) learned to fold into a tap-to-expand summary, and the AI advisor started showing what a landmark visit will actually cost before suggesting one.
Residential Districts grew into a complete three-tier ladder this week: the Merchant Quarter arrived with five new finished goods to craft, and Grand Villas crowned it โ a small, wealthy, leather-hungry neighbourhood fed by a Hunter's Lodge that learned to hunt on its own and a whole second act for hand-hunting with the Crossbow, Big Game trophies, and a Wildlife Passport. Just as big a swing: Estate Customization arrived, turning your home into somewhere you can actually decorate โ pets, paint, plants, decor and vehicles, all bought with your own gold and kept forever โ with Special Flair debuting alongside it as the first earned piece, the Community Cape. The week closed with a second wave of content and honest number-fixing: ten new Town Hall 4 monuments joined the Premium Buildings roster (with the prestige-driven wage bonus cap raised to +50% to give them room to matter), crafting tools finally multiply what you make at the Workbench, and Export Market prices were corrected twice over โ first to what goods are actually worth, then again so an earlier-era city gets paid fairly against its own Town Hall instead of one realm-wide number. It also caught a run of quieter but real bugs: the Masterworks Labor Contract was fixed twice over (with every shortchanged hour paid back), a handful of Level 4 buildings had been silently piling on extra luxury-good demands every time their build screen was reopened, and โ the oddest one โ a building could occasionally finish construction with no name at all, which can't happen anymore. Your Estate also gained a public face this week โ /profile now posts a shareable showcase of it in the community chat.
Town Hall Level 4 opened the Industrial Era, flooding built-out cities with roughly a hundred times the raw production and a whole new tier of upgrades โ the Masterworks, the Master's Charter that pushes tools to Level 10, Library Insight, deeper hunting grounds. All that surplus needed somewhere to go, so Residential Districts landed at the end of the week: city-owned neighbourhoods that turn your glut into Resident families and prestige. The realm also learned to tell its own story, with the daily Realm Herald and a much bigger Weekly Champions podium.
Those mysterious Prize Crates finally revealed their purpose: Bingo went live, with cards from your Trading Post, hourly ball draws, and a Take-or-Ride gamble all the way up to a Blackout jackpot. Then the endgame landed โ premium visits now cost an admission ticket that pays the host city's citizens, and the Tycoon arrived as a licensed luxury importer to keep the doors open when a city runs dry. Hunting Expeditions gave the raw-material glut a real sink, and the week closed with the first Weekly Champions post.
The Hunter's Lodge opened the wilds โ hunting trips, the Bow and Tanning Rack, pelts and leather โ and by the end of the week you were choosing your hunting ground, from the Outskirts to the Wild Country. Premium Buildings turned cities into destinations, with visits, prestige and a wage bonus for hosting, while the whole achievement system was rebuilt into tiered Medals. Cities also learned to sell: the Customs House and Export Market gave a surplus somewhere to go, and the website grew a Cities page, a World Map and a Passport to track everywhere you'd been.
UrbanPact's beta went live and the realm found its shape fast. Cities learned to trade with one another, the luxury tier and its specialty buildings gave Town Hall 3 somewhere to aim, and the Craftworks put NPC crafters to work so refined goods no longer ate everyone's queue slots. Ministers, the Fill and Loop queue buttons, and the first Daily Tops leaderboard rounded out an opening week that turned a bot into a game.
You'll never see this one โ it's not a feature, it's tidying up. The very first city from the game's earliest days, before the current wilderness onboarding existed, is still sitting there: empty, unreachable, with nobody able to join it, and yet it's still quietly producing and stockpiling every single hour. Nothing it holds is spendable or visible to any player, but its untouched pile has been throwing off some of the realm-wide economic numbers we watch behind the scenes. We've already stopped the immediate effect, and we're now weighing how to properly retire it for good โ delete it outright, or just switch off its production. Nothing about your city, your holdings, or how you play is affected either way.
There's a queue action that lets you gather for a city you don't live in, splitting most of what you bring back with your home city โ it's fully built and has worked since it shipped, but there's never been a button, menu entry, or command-reference line pointing at it, so as far as anyone can tell nobody has ever used it. We're weighing how to actually surface it (it needs picking both a city and a resource, which none of the queue's other actions do) and whether the original 90/10 split still makes sense now that a city's own production has grown roughly a hundredfold since it was set.
T3 luxury goods have always moved on a daily cadence while every other resource moves on the hourly tick, and nothing ever said why โ it read like an arbitrary limit rather than a fact about the cargo. The game now explains it: rare goods travel under guard, and an escort is assembled once a day instead of on the hour, so a deal carrying any luxury rides the daily caravan (both sides together), while everyday materials keep moving every tick. The trade screens, the guide and the FAQ all explain it now. If you want luxuries sooner, one-time offers still settle the moment they're accepted.
The Craftworks panel already listed what an active build project and your districts under construction were short of โ but not your shops, even though they draw from the same stockpile and are filled by the same recipes. Zones under construction now get their own Needs line, summed across all of them. Hire Labor also now tells you how many contracts your treasury can actually afford ('your treasury covers 4 more โ hire again to stack them') instead of leaving the arithmetic to you, and cities without a Customs House see a plainly ๐ locked Hire Labor button instead of one that looks available and then refuses.
New: Trade history on /trade. ๐ Recent lists every delivery your city's routes have ever made, newest first; ๐ Routes gives one line per standing arrangement with what it moves per tick and its lifetime total, ended routes included โ any citizen can read it, not just the Mayor or Trade Minister. The hourly report's own trade section is shorter too, grouped under ๐ค Sent and ๐ฅ Received instead of repeating an arrow on every line, with a busy hour pointing at the new history for the rest. /trade also now explains what its deal numbers mean โ they're realm-wide, not a count of your own deals, which is exactly why both cities on a deal can quote the same number.
Hiring extra Masterworks workers for a day cost 11,000๐ธ; it now costs 4,400๐ธ. We measured every city running a Masterworks against its own real production, and five of the seven would have lost treasury on a contract even under the most generous reading โ unsurprisingly, nobody had one running. The price was deciding the question before a mayor ever got to the interesting one, which is whether you can actually feed the extra workers: a contract buys hands, and your materials still arrive at a fixed rate.
Selling a producer's entire hour of output at the Customs House used to earn exactly what your Town Hall earns for free in that hour โ barely a reason to trade there โ and a crafted good sold for exactly what its materials were worth, which meant refining anything was worth less than nothing: 2,000 Timber outsold the 1,000 Planks it took five-minute crafts to make. Raw goods now pay double, and every crafting step adds a real premium on top of its materials โ deep recipes compound it, so Furnishings (three crafts deep) are worth roughly eight times what they were. Refining a surplus and selling it now always beats selling the raw materials. Your districts and residents are still fed first every hour, so this never touches what your city needs to run.
A Level 5 Masterwork's workforce is worked out from how much more your Level 5 producers dig, fell and harvest than Level 4 ones did โ the right way to derive it, but it was landing on 4,227 workers, 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 now rounds up to a clean 4,400, making the contract a tidy +2,200 workers for 11,000๐ธ. Town Hall 4 Masterworks are untouched.
Residential Districts used to give a city prestige and nothing else. Every family living in a district now pays into your city treasury each hour, on top of the prestige and Boomtown medal progress they already earned. Two things decide how much: the tier they live in (a Grand Villas family pays seven and a half times what a Cottage Row family does) and how happy they are (a neighborhood at half happiness pays half its taxes). Your hourly report breaks the take down by district type.
Convert a resource you're swimming in into one you're short on, at a deliberate loss โ so a glut of grain or iron isn't just dead weight. A player-suggested idea; now a lower priority since bigger, more general solutions just shipped, but still on the shelf for whatever they don't cover.
Grand Villas families want a taste of luxury goods when they move in โ today that's a one-time ask at move-in, not an ongoing want. We looked at making it recurring, but hit a real wall: the realm's ten luxury goods are the one resource class that never scaled up the way everything else did, so a recurring luxury bill would cost more treasury than the whole realm earns. Whether to give luxury production a real boost first, keep the idea small, or set it aside entirely is a call we haven't made yet.
Fresh chase content for the industrial era โ a new class of landmark to visit and new luxury goods to produce, extending the high end of the economy. The roster and details aren't worked out yet.
Once Commerce (Town Hall 5) settles in, the next tier we've sketched is about turning stockpile numbers into real consequences a mayor can act on โ the Resources and Crafting screens telling you how long something will genuinely last at your current pace, not just how big the pile looks, with Library Insight eventually able to act on your own queue without needing a tap to confirm each time. It's the same instrument-not-co-pilot line as always: it's still never the mayor's Craftworks allocation that gets automated. This tier's own case for existing has flipped twice already as the economy moved, so nothing here is priced or scheduled, and it needs a fresh look now that Commerce has actually shipped and the numbers can be re-measured.
Mayors get their own version of what Tycoons have always had: a new Demand tab (open /city โ ๐ฌ Commerce โ ๐ Demand) shows what a full zone of each residential tier is worth in your city โ to the treasury, and separately to you personally through any shops you already own there. Those two often point at different tiers, and the panel says so instead of pretending there's one right answer; if you own no shops in a tier it says that plainly instead of showing three zeroes. It also breaks out how much of your shop tax comes from merchants other than you, and a folded reference explains which class of resident shops where. The hourly tip now leads with the headline: which tier to build next. Alongside it, cities now collect 5% sales tax on shop trade (up from 2.5%) โ merchants keep exactly what they kept before, since the tax falls on what residents spend, not the shop owner's cut.
Part of the Town Hall Level 4 entry cost is 40 units of each luxury your own specialty buildings produce โ but a city that had never built either specialty was asked for none of that cost, and reached the Industrial Era more cheaply than a city that had done the work. That's backwards, and it's fixed: the two specialties come first, then the gate means something. Every city already past Town Hall 3 has both, so nothing changes for anyone currently playing.
While a project was under way, the only screen the build menu would give you was the progress bars โ every route into the catalogue bounced straight back to them, so there was no way to look at what your city might build next until the current project finished. That's precisely when you'd want to. You can now drill into any building and read its full cost, stock and shortfall while the current project runs, with a Browse buildings / Back to project pair of buttons. There's simply no Build It button until that project finishes or is cancelled, and the screen names the building holding the slot instead of just refusing.
If a build needs a luxury good your city can't produce, a Tycoon merchant can already import it and your treasury pays a duty per unit โ true since mid-July, but the build screen never said so, so a city one luxury short looked flatly blocked when it was only ever going to be charged. It now names the missing luxuries and quotes the duty, or says plainly that imports are switched off if your city has turned them off, rather than promising a delivery that isn't coming.
Your hour report could show a zone stuck at 96% right next to a building project stuck at 96%, with only the building project saying what it still needed. Every zone still going up now carries the same Needs: line, naming the materials it's short of and by how much.
Before you start a project, the panel lists every material as '10,557 needed (2,201 in stockpile)' โ easy to read, answering the only question that matters. The moment you started the build, that was all replaced by progress bars that dropped the stockpile entirely. It now shows both: each material keeps its bar, with a โ ๏ธ line underneath naming how much more is needed after next hour's stockpile goes in โ the number that tells you what to go craft.
Each Chamber upgrade asks for one unit each of three luxury goods your city doesn't produce, drawn once and meant to stay put so you can go source them. They weren't staying put โ the three were quietly re-rolled every time the build screen was reopened, and again when you tapped to confirm, so the trio you shopped for could be a different trio by the time you paid. The three are now genuinely fixed the moment they're drawn; they still change from one level to the next, exactly as intended.
Your reserve floor is the cushion your city never builds below, and it already governed commercial zones exactly as it governs districts โ the Commerce screen even said so, while giving you no way to see or change the number from there. The same button now sits on /city โ ๐ฌ Commerce too. It's still the one floor either way, and setting it is still the Mayor's or Minister of Zoning's call.
Zoning land for a shop used to be acknowledged once, on the panel where you zoned it โ and then the hour report, the Needs tab, and the Commerce panel all went quiet about it, while a residential district going up right beside it reported everything. A ๐ฌ Commercial zones section now sits in your hour report alongside Residential Districts, showing a zone's progress and what it drew from your surplus that hour, plus the hour it opens for business; the Needs tab and Commerce panel both now say exactly what a zone under construction is still waiting for.
Town Hall 5 is live. Reaching it lifts your whole building ceiling to Level 5, unlocks a Chamber of Commerce that lets your city zone land for shops, and brings a modest, one-time boost to your existing producers. A Level 5 Bank now lends you gold (repaid from a share of your wages, at a share you pick), a Level 5 Library gives sharper advice, and the Trading Post can permanently lift your queue size. Getting there asks something new too โ the entry gate now wants three units of every luxury good your city can't make itself, so a city that's never traded with its neighbors has real work to do first.
Prestige lifts every citizen's wages, +1% for every 50 prestige your city's premium buildings and districts earn from visitors. That bonus used to stop counting once it hit a ceiling โ first +25%, then +50%, then +75% โ and each time, the realm's grandest destinations grew right back into the wall. Rather than raise it a fourth time, the ceiling is gone: the bonus now keeps climbing however high your prestige goes, with no cap at all. Nobody's bonus went down โ like every reward ceiling in UrbanPact, this only ever moves in your favor, and a cap won't be coming back.
Premium Landmarks used to run Tier A โ B โ C from weakest to strongest โ which read backwards to anyone used to A meaning "top." They're now labeled Tier I, II, and III everywhere a landmark shows up. Nothing about their rewards changed.
Commercial Zones gave Tycoons a real way to operate in cities they don't live in โ but the wider portfolio picture is still just an idea: one screen that adds up your holdings across every city, ways to back a city you believe in without opening a shop there, or helping fund another city's next building in exchange for a share of what it earns. Nothing here is designed yet โ it's what's left of the 'own pieces of many cities' idea now that shops themselves are live.
A Supply Run read the same whether you'd chosen a quarter, a half or a full shelf, so a Tycoon with runs lined up to several cities had no way to tell them apart on the one screen where you reorder or cancel them. It now reads 'Supply Run (half) โ 3 shops in Buzz Hollow.'
Once you owned more shops than fit on one screen, the leftovers collapsed into a single "โฆand 1 more" line โ naming what it hid helped, but a shop's whole point is how much stock is left on the shelf, and Market Research's whole point is the demand figure for a city, and neither survives a one-line summary. Both screens now split into pages with โ Prev and Next โถ, so every shop shows its stock and every market its demand on whichever page it falls. Shops are now also grouped by city, whole, so a city with some full shelves and some empty ones can't straddle two pages with its Restock button quoting a count that matches neither.
In โ๏ธ Edit Queue, three Supply Runs to three different cities all read the same generic line with nothing to tell them apart โ on the one screen where you reorder and cancel them. Each now names its destination.
Every Tycoon can hold more than one licensed luxury, and the extra slots have always existed quietly โ nothing ever told you a slot was open. You now get a one-off note naming how many you hold, how many you're using, and where to pick, the moment you gain a new slot. It never repeats, and it stays quiet if your slots are already full.
It used to flag a city as 'needs topping up' the moment a shop was even one unit below a full shelf โ which, since families buy something every hour, meant always. A shop that had sold three loaves looked identical to a shop sitting at zero. Each city now shows what's actually happening: how many shops are empty (earning nothing at all), roughly how long the stocked ones will last, and how many units a full restock would take โ leading with whichever city needs you most.
The Market Research tab tells a merchant how many stocked rivals already serve a city โ but the count included your own shop, so being the only merchant in a city still read '1 stocked rival'. It now counts only other merchants, and a city you have entirely to yourself reads 'no stocked rivals' โ exactly the opening the research is supposed to surface.
Restocking several shops in one sitting used to mean re-finding the menu after every single run โ confirm a Supply Run from your queue and you landed back at the top of the queue, not on to the next city that needed stocking. It now drops you straight back on the city list, so queuing run after run is one tap each instead of a detour every time. โฌ ๏ธ Back still returns you to the queue when you're done.
Your Tycoon rank, your specialization slots, and your Letter-of-Credit ceiling all track the same measure โ but the panels showing it didn't agree, first showing your luxury deliveries alone, then a combined number with no name. It's XP now, plainly labeled: 1,394 XP for every luxury unit you deliver, 1 XP for every unit your shops sell. Both /tycoon and /stats show your total with those two rates spelled out underneath, and the next rank's cost in the same units. Brokering luxury is worth far more than shelf sales, because it's the harder thing. If you run no shops, nothing about your climb has changed โ your XP is purely your deliveries, arriving exactly when it always would have.
Supply Run sizes used to be amounts added, so picking 'full lot' billed every shop you own in a city for a whole lot whether its shelves were bare or nearly full โ one store full, one empty, and the same price for both. Sizes are now marks to fill up to: a run buys only the gap between what's on the shelf and the mark you pick, so a shop already at the line costs nothing and a bare one gets the most. A shelf also now holds at most one full lot โ it never earned a better price per unit for stacking deeper, it just meant fewer trips to think about. Shops already stocked above the new line keep every unit they paid for and simply sit out until they sell back down.
The Commerce screen has always shown you the land you've zoned and never once mentioned who'd actually opened a shop on it โ the screen's own welcome text promised merchants would open shops in your city, then nothing in the game ever told you whether any had. Open /city โ ๐ฌ Commerce and every zone now lists the merchants trading there by name, or says plainly that a zone is still waiting for someone.
Picking a shop trade shows the whole market first โ who else trades each good, and how many families live in cities that have actually zoned it. But the moment your last slot was picked, that list vanished and was replaced with a plain "every slot is spoken for" โ backwards, since that's exactly the view you want most once you're deciding where to open your next shop, or whether to spend your one free reset. The list now always stays on screen, with the goods you already trade marked โ .
Two separate dead ends in the Supply Run flow got fixed the same day: ordering a run from your Shops screen used to leave you staring at the same lot-size menu with nothing left to do, when what you actually wanted was to pick the next city to restock โ it now returns you to your Shops list. And starting a run from /queue used to land you in the Tycoon shops panel instead of back in your queue; it now takes you right back to where you started, Supply Run and all.
Each luxury used to read "Spices โ 5 wanted (4 Tycoons)": two numbers side by side with nothing explaining what either one counted, or how they differed. They measure different things โ live unmet demand versus how many Tycoons have already picked that luxury โ so the line now reads "Spices โ cities need 5 units (4 Tycoons already picked it)", with a short note explaining the two. Nothing about how picks or routing works changed; the panel just stopped making you guess.
A Supply Run costs a queue slot exactly like a gather, a visit or a Market Run โ 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. /queue now has its own ๐ Supply Run button: pick which of your cities to restock, then the lot size, same as always.
Choosing what a Commercial Zone shop deals in used to show only how many families it could reach, which said 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 โ so following the numbers points at a real opening, not a slot spent on nothing. Because the earliest Tycoons picked without any of that, everyone also gets one free trade reset: it clears your picks so you can choose again. Shops you've already opened keep trading exactly as they are โ only what you may open next changes.
A Supply Run used to be booked per shop, so a Tycoon running three shops in the same city queued the same trip three times over โ and spent three queue slots to do it. Your Shops screen now shows one Restock button per city: one queue slot refills every shop you own there. If your gold can't cover the whole order, every shop gets a fair share of what you can afford, instead of the first shelf taking it all and the rest going empty. The screen tells you what your gold actually buys before you commit.
The Tycoon tier's promise โ stakes in multiple cities โ is live. A city can zone commercial land once it reaches Town Hall 5; any Tycoon can then open a typed shop there, stock it from the outside market using the same Letters of Credit they already use for luxury imports, and let that city's Resident families buy from it with their own gold. The Tycoon earns the profit, the host city taxes every sale, and an empty shop simply earns nothing rather than costing anything. A Tycoon shares one pool of specialty slots between luxury imports and shops, so it's a real choice between depth and breadth.
Your /tycoon panel always showed a lifetime delivery count with nothing behind it โ no way to look back at which city took what. It now keeps your last five sales: the good, the receiving city, what it paid, and when. Deliveries made before this shipped show up without a city name, since that wasn't recorded yet; everything from here on carries it.
A building can ask for a few units of a luxury good your city doesn't produce, and trading for it is still the cheap option โ but a project could otherwise sit frozen indefinitely if no trade came together. Now, if a licensed Tycoon somewhere specializes in what you're missing, a caravan delivers the shortfall straight into your stockpile and the build carries on. Your treasury pays a duty per unit, priced to keep trading with a neighbor the better deal โ this unsticks a build, it doesn't replace trading for it.
The sixth luxury specialization slot sat at 1,200 lifetime units fulfilled โ a jump four times bigger than the slot before it, and a wall almost nobody was going to reach. It now arrives at 700, and every slot above it moved closer too. Covering all ten luxuries is still a genuine endgame ambition โ just one you can actually see from here. Nothing was taken away: every threshold moved down, and no Tycoon lost a slot they'd already earned.
Ask a Market Run for more Letters of Credit than you can afford or hold, and it's always bought what it could โ but the report just said 'bought 4' with no mention of the 10 you asked for. It now names both numbers and says which ceiling stopped it short: your gold, or your Letter of Credit cap.
The ceiling on how many Letters of Credit a Tycoon can hold at once used to be a flat 25 for everyone, whether you'd fulfilled nothing or a thousand units. It now rises with your Tycoon rank โ 25 at Trader, 35 at Merchant, 45 at Magnate, 55 at Baron, 65 at Mogul โ so the Tycoons doing the most business get the most room to work before a return trip to the market. Alongside it, your hourly report now tells you how many credits you have left any hour they're spent.
Picking a Tycoon specialty used to mean chasing whichever luxury had the fewest other Tycoons already covering it โ but a scarcity of Tycoons isn't the same as a scarcity of the goods themselves. The specialization picker now shows, for every luxury, how many units the realm is genuinely short of right now and how much recent demand has gone unfilled โ so following the numbers points you at real business, not just an open seat. An import that can't be filled is also now recorded rather than vanishing silently.
A handful of the realm's biggest landmarks 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 credits to cover a single luxury while still paying that one Tycoon as if they'd covered the whole shortfall โ overpaying them by up to three times. Every short luxury is now covered on its own: the host city supplies whatever it already has, Tycoons import only what's genuinely missing, and each importing Tycoon is paid correctly for exactly what they brought.
The "Supplied [landmark]" line in your tick report used to name only the landmark. It now reads "Supplied [landmark] in [city]", so you always know exactly where your credits went.
Buying an Invitation used to begin its twelve hours immediately, so picking one up on your way to bed meant that was the afternoon gone. It now goes into your inventory like every other timed item and waits there indefinitely โ redeem it from the ๐น Hunt panel (or with /use crane_invitation) when you're actually sitting down to hunt, and the clock starts then. Invitations stack, and redeeming a second while one is running extends it rather than restarting it, so nothing you've paid for is ever lost. It also now sits on the ordinary Consumables shelf at /vendor, which is where it always belonged. Nothing about the price, the length of the visit or what's out there has changed.
A handful of animals are tallied by how many you bagged in one go rather than by weight โ but the personal-best record for one of them was still being printed as a weight in pounds, which made no sense next to a catch that comes back by the litter. It now reads honestly: a count, not a false weight.
A five-minute squirrel trip and a hundred-minute big-game trip used to return the exact same three terse lines โ only the animal and numbers changed, so the long wait read like the trivial one. Now a crossbow hunt, or any catch that's genuinely notable on any weapon โ your heaviest ever, a rarely-seen animal, or something that shouldn't exist โ comes back with one written line about the trip: the weather, the waiting, the walk home. Ordinary quick hunts stay short and out of your way, and Quiet hunting still behaves exactly as it already did.
The private-reserve pass had sat on five Level 5 Trading Post counters at 25,000๐ฐ without a single hunter taking Crane up on it. Nothing else about the Reserve changes โ still twelve hours, still repeatable, still paying about what the best public ground pays, so a day there costs you nothing in pelts. You were never buying better hunting there; you're buying the chance of meeting something that shouldn't exist, and that chance was never meant to cost most of a player's savings.
The catch-weight figure shipped a few days ago was accurate, but the sentence explaining it was a mouthful that never said what 0% or 100% even meant. Both weapons now read the same short way: where you hunt sets which animals you meet, your level sets how heavy they are, and heavier means more Pelts โ with the number underneath naming its own scale, from 0% (the lightest of a species) to 100% (the heaviest, starting at 50% on a fresh weapon). The level-up message got the same rewrite.
Quiet hunting waits until one hunt is left before pinging you โ but a species you'd never caught before could slip by in that silence, with no way to notice except checking /wildlife yourself. Filling a brand-new Passport spot now breaks through the quiet the same way a rare secret discovery always has, with a short note naming what you found. If your hunt report was arriving anyway, there's no extra message โ the new catch is simply marked ๐ in the list. Expeditions carry the same notice now too.
The ๐ At the Lodge list pools everything due to be dressed into pelts next hour โ your own hunts, your fellow citizens' trips, and your city's standing auto-hunt parties โ but it read as though every animal on it was your own catch, so a Lodge-5 hunter watching a pile of Wild Country game reasonably wondered why none of it had shown up on his Wildlife Passport. Nothing was missing: your Passport only ever counts what you personally bagged with a Bow or Crossbow, and the Lodge's auto-hunt parties have never counted toward it. The list now says whose is whose, and points you at what actually does count.
Your Bow or Crossbow level decides how heavy a catch you land within a species' own weight range โ real income, since heavier animals pay more pelts. But the underlying curve only moved every third level, so nine of the fourteen level-ups a hunter grinds for bought them exactly nothing, with no way to tell from outside. Every level now gains, nothing that already worked got weaker, and /tools shows the actual percentage for your current level โ 50% for a fresh weapon, climbing to 85% at Level 15.
Big Game tracks your single heaviest catch ever, and its top tier โ Diamond โ was sized to The Wild Country's 220 lbs ceiling, the biggest animal in the game at the time. The Fenlands, the Frostreach and the Barrens have since raised that considerably, so there was no rung left for the realm's biggest trophies to earn. Two new tiers now sit above Diamond: Obsidian at 240 lbs, and Mythic at 500 lbs โ deliberately beyond anything currently walking the grounds, a summit rather than a target. Whatever tier you're already on stays yours; these only add above it.
The newest hunting grounds' buttons read "Ground 6", "Ground 7" and "Ground 8" instead of their real names, even though the tab you landed on named them correctly once you were inside. All eight grounds now read the same way everywhere โ the hunting panel, your catch report, the Wildlife Passport, and the guide. The Wild Country also traded its near-identical mountain icon (easy to mix up with The Highlands right above it) for a bison, unique across every place it appears.
/profile now carries a ๐ฆ Wildlife button and a line showing how many species you've collected, and it's finally listed in the command reference. There are two passports and they're different things: ๐ Passport is the places you've visited, ๐ฆ Wildlife is the animals you've bagged.
A Level 5 Hunter's Lodge now opens four brand-new hunting grounds at once โ the Fenlands, the Frostreach, the Barrens, and the Wild Country โ each with its own animals for the Wildlife Passport, and none paying better than the others: pick whichever still has creatures you need. A Level 5 Trading Post also sells an Invitation to Mr. Crane's private reserve, stocked with game found nowhere else and a rare chance at something that's never been documented. Bagging one earns a trophy for your Estate โ the one display item gold alone can't buy. Tools now climb to Level 15 with a second Charter, every rung a real gain over the last.
Hunting stopped working for about half an hour one evening โ if a hunt of yours went missing in that window, that was our fault, not anything you did. In the same window, the Wildlife Passport briefly counted species from hunting grounds that aren't open to players yet, which pushed your species total up and made your collection look further from complete than it really is. Hunting is working again, your count is back to normal, and nothing you'd already caught was ever lost.
/tools told Bow owners their level 'does nothing' beyond picking a hunting ground โ untrue since Bow and Crossbow started sharing the same weight roll: a higher Bow level leans your catch toward the heavy end of whatever animal you land, and heavier means more pelts per trip. The panel, the level-up message, and the guide now say so. Nothing about hunting changed โ every Bow level you've earned has been paying out all along.
Both the Hunting Expedition picker and the Districts panel's Auto-Hunt line used to quote a pelt range about three times narrower than what a real hunting party can actually bring home. Your average haul was always correct; only the displayed range around it was too tight. The estimates now show the true spread, and the Auto-Hunt line finally shows an expected haul at all, where before it showed none.
A shared, everyone-plays-together twist on Bingo โ daily community cards with first-line and blackout races celebrated in the group chat. A possible next phase once solo Bingo has had time to settle.
Resource prizes on scratch tickets were sized back when a small Sawmill's whole hourly output was fifty timber, and they never moved when the Industrial Era multiplied production about a hundredfold โ on the priciest ticket in the game, the best possible resource win was worth about ninety seconds of one sawmill's work against a stockpile in the millions, and roughly one ticket in five was paying a prize too small to notice arriving. A resource win is now measured against what your own city actually produces, so it stays worth real hours of output as you industrialize. Nothing shrank anywhere: the old amounts stay on as a floor, so a smaller city โ or a player with no city yet โ sees exactly what it saw before. Your odds are unchanged, and so is the gold side of every ticket.
A 250๐ฐ Obsidian Ticket used to be, precisely, five 50๐ฐ tickets bought in one tap โ every prize scaled with price and nothing else changed, so climbing the ladder bought fewer taps and nothing more. Now each rung puts something on the ticket the cheaper ones simply can't produce: from the Silver Ticket up, a ticket can hide a Prize Crate; from the Gold Ticket up, luxury goods turn up three times as often (and go to your city); the Diamond and Obsidian tickets each carry a vault prize no cheaper ticket has, with the Obsidian's running to five figures. Your odds are deliberately unchanged, so the 50๐ฐ ticket is never the wrong choice โ the top two tickets trade a little off the everyday wins for a ceiling twenty times higher.
Every winning ticket ended with a tappable Again line โ one tap buys the next ticket of the same price โ but a losing ticket just said 'better luck next time' and left you to go find the command yourself. That was backwards: a bust is exactly the moment you reach for another. Every result now carries the same Again link, win or lose, always offering the ticket you just bought.
The safe choice sits on the left and the gamble on the right on the Bingo panel โ but tapping Let It Ride brought up a confirmation with the two the other way round, putting the prize-forfeiting button exactly where the safe one had just been. โ asked whether he was hallucinating โ he wasn't. Keeping is now always on the left, on both screens.
The first tap on ๐ Open winnings sometimes did nothing, and only a second tap paid out โ because the prize, the gold and the materials were claimed as three separate steps, so a failure partway could mark your winnings collected while part of the prize never arrived. It's now one all-or-nothing step: either the whole prize lands, or nothing is touched and your winnings sit there waiting, with a message telling you to tap again instead of falsely claiming there was nothing to open.
Opening a win used to be the end of it, with the Bingo panel and its Buy a Card button scrolled away above it โ playing another card meant scrolling back to find it. The prize message now ends with a tappable /bingo on its own line, one tap from what you just won to your next card.
The 50g ticket isn't going anywhere. But the Trading Post now stocks a bigger one at every level โ Silver at 100g, Gold at 150g, Diamond at 200g at a Level 4 post โ and every prize scales with the price, top to bottom. The odds are identical on all four: a dearer ticket is the same bet at higher stakes, never a better one, so nobody's wrong to keep playing the 50g.
On some phones, the marked squares on your Bingo card knocked the columns out of alignment, so the numbers no longer sat under their letters. Marked squares now show as plain ## and the free center as ** โ fixed-width characters every device draws the same, so the grid stays a grid no matter what you're playing on.
The Prize Crates panel only ever offered "Open one" or "Open all" โ no middle ground once you'd stockpiled a couple hundred and didn't want to crack them all at once. Once you're sitting on 25 or more, a new "๐ข Open an amountโฆ" button appears: type a number, and exactly that many pop open in one go.
Every card's middle square is free and counts toward every row, column, and diagonal โ but it drew as a faint hollow box that read as unmarked, so a win straight through the middle could look like four solid squares and one empty one, even though the win was completely real. The free space now renders clearly filled, with a line under the grid confirming it.
A fresh set of short daily goals โ gather this, craft that, send an expedition โ that reward you for the things you're already doing, with a new slate each day to give you a reason to check in and steer. A player-requested idea we like; the shape and rewards aren't worked out yet.
The button that reveals your earned secret medals used to only appear after you'd gone into a category and come back out โ it looked like the page was loading in the wrong order. It's there from the very first screen now.
Your community-chat profile card used to stop at your name, tier, estate and medal count โ nothing about what you've actually been up to. It now adds a Recently block with your last three achievements, medals and milestones, plus quick facts at a glance: what your home city produces, how many shops you run and across how many cities, and your current streak. Repeated wins fold together instead of piling up the same line over and over.
The flat gather bonus climbs all the way to Level 15 with a second Master's Charter, but the bonus table stopped at Level 10, so a Level 11+ Axe or Scythe was quietly paying +0 instead of the real number. The ladder now runs the whole way: Level 15 pays double what Level 10 does, matching the other reward those same five levels grant.
Legend shipped alongside the second Master's Charter, awarded for working a tool to its absolute limit โ Level 15 โ but nothing in the game was ever wired to hand it out, so it sat on the medal list unreachable no matter how far you leveled. It's wired now, and it'll follow the tool ceiling if that ever rises again.
The objectives command used to stop at the beginner checklist and send you to /medals, leaving it with nothing to say to anyone more than a week in. It now shows your next tier as a checklist โ each requirement with how much is left and the command that moves it โ and calls out plainly when only one thing stands between you and a promotion. Already at the top tier? It points you at what Tycoon opened up instead of going quiet.
Connoisseur tracks how many different types of premium landmark you've personally visited, and its top rung โ Diamond, at 11 โ was sized to the game's original 11 landmarks. Ten more Town Hall 4 monuments have gone up since, so Diamond had quietly come to mean "about half the collection." It now goes further: Obsidian at 21 โ every landmark type in the realm today โ and Mythic beyond that, waiting for whenever new landmarks are built.
The Estate track is the game's ultimate personal goal, and its hourly treasury contribution to your city now reflects that: the ladder runs from +5๐ธ/hr for a Tent up to +150๐ธ/hr for a maxed-out Estate โ which now out-earns a Level-4 Town Hall all by itself. Every home you already own was upgraded automatically โ nothing to do, nothing lost.
A handful of leveled medals had Diamond ceilings sized to content that has since grown well past them โ a player at the top tier for months with nowhere further to climb. Placeholder detail retired; see the specific medal entries elsewhere on this page for what actually shipped.
Earned secret medals used to sit right on the main Medals overview. The overview now just shows a "+N secret" count; tap the new ๐คซ Secret button to see them yourself.
Your profile used to just name your home tier โ like "House" โ with no sense of how far up that tier's ladder you'd actually climbed. It now also shows your position, e.g. "House (6/8)".
Your /profile already showed where your home sits on the Estate ladder โ now the /estate panel itself (and /house) show the same rung, right next to your home's name.
Cheer Reactions (๐ โค๏ธ ๐) now ride four broadcasts with a named subject โ Bingo wins, tier promotions, new cities being founded, and a scratch win that stocks the stockpile. Two more moments are still just an idea: a Daily Tops crown, and a Realm Herald story. Both are already pre-approved daily posts the game can't casually change, so adding cheer buttons there needs its own sign-off rather than just code.
We're sketching a reusable framework for limited-time themed events โ things like a floating, non-denominational winter festival โ built mostly from systems you already know: Bingo, Prize Crates, medals, and city goals, reskinned for the occasion. Anything you'd earn during an event would be yours to keep forever; only the festive dressing goes away when it ends. A player suggestion we like; nothing is designed or scheduled yet.
The ๐ / โค๏ธ / ๐ buttons that have been sitting under Bingo wins now turn up on tier promotions, on a new city being founded, and when a city-mate's scratch ticket stocks the stockpile โ so the moments worth congratulating someone for are no longer limited to one game. Everything else about them is unchanged: the person being celebrated gets a note naming who cheered, one cheer each, and it's still worth exactly nothing in gold, reputation or anything else. If the same win gets announced in more than one place, cheers from either add up to one count rather than two.
When someone in your city hits a Prize Chest or Vault at Bingo, the celebration message now carries ๐ / โค๏ธ / ๐ buttons. Tap one to cheer them on and they get a named note that you were happy for them. It's purely social โ no gold, reputation, or medals attached. The first surface it's live on is Bingo city wins; more broadcasts may pick it up over time.
The daily chronicle used to see only a handful of things โ buildings finished, trade totals, tool levels, prestige and the standings โ so it told a version of the same story every evening and a lot of the day never made it in. It can now see shops opening and selling out, medals earned, new neighborhoods, luxury caravans, Bingo and Prize Crates, what people bought, the pets and paint that turn up at home, first-ever sightings out in the wild, and the trophies that actually moved that day. It also remembers what it told you earlier in the week, so 'for the first time' and 'for the third day running' are now genuinely true, and it stops leading with numbers that haven't budged since yesterday. Expect the Herald to open somewhere different each day, and to notice the small things: a shop with bare shelves, one enormous purchase, somebody naming a new pet.
The guide had grown into ten pages, two of them long enough that finding anything meant scrolling past everything, and the index only ever advertised four topics per page even where a page held thirty-one. Every topic now sits on its own page with its own table of contents, and hunting โ the biggest system in the game โ finally has a page of its own instead of being tucked inside the wilderness chapter. No old link broke. The queue page now lists every action you can actually queue (it was showing three of seven), built from the game's own list so a new kind of queued action can't go missing again. And eight charts now draw straight from the live game โ tool levels, district population by tier, what a Sawmill makes level by level, what 1,000 timber earns at each Town Hall, and more โ so a retuned number moves the chart with it instead of quietly falling out of date.
The public economy page charts each resource's supply against demand as a bar, and a resource with a long bar could push its own label out of view underneath it. Labels now stay legible regardless of how long the bar is.
The website's building list is split into Standard, Advanced, Specialty and Premium tabs, and the Chamber of Commerce fit none of them cleanly โ so the one building the whole Age of Commerce is built around was missing from the reference page entirely, even though /build happily offered it. The Advanced tab now shows everything the other three don't claim, complete with the Chamber's full Level 1-5 cost ladder and the luxury goods each upgrade past Level 1 draws. Every building card also now states the Town Hall level it needs, rather than one heading speaking for a whole section.
A big city's district list was turning into a long scroll โ every zone got its own heading and a paragraph of family names. Each zone is now a small tile showing its type and how full it is; hover or tap a tile for a card with the details โ families housed, who they are, whether it's still under construction.
Every city's website page now graphs its prestige hour by hour, against a faint band showing the combined prestige of the whole realm โ so you can see your own trend and your share of the realm's total at a glance, since prestige is a rolling 14-day score that can slip even while your own number climbs. Switch between 30 days, 90 days, or the full record; hover any point for that hour's prestige, wage bonus, and realm share.
Behind-the-scenes reliability work so the hourly update either fully happens or fully doesn't โ never leaving things half-done if something hiccups mid-tick.
The hourly AI tip is getting a behind-the-scenes rework aimed at making it feel more current โ closer to what's actually in your queue right when the tick fires, rather than reflecting your queue from up to an hour earlier. You'll see it exactly where you always have, with the same visibility it already has today. Most of the shape is settled; a couple of smaller details are still being finalized.
A few of you have asked for a way to pull your own stats and breakdowns โ like how much gold you've spent on visits, or your activity over time โ without having to reconstruct it by hand. The direction we like best right now: ask in plain language, right in the bot, and get an answer built from your own data. Nothing is designed or built yet, and any version of this would stay strictly limited to your own information.
Every other guide page had a table of contents; the FAQ โ the page you're most likely to open when something looks broken โ quietly had none, so the only way to find an answer was to scroll the whole page. There's now a list of every question at the top, each jumping straight to its answer, and every answer ends with a link back to the top. The guide index also stopped underselling it โ the FAQ card now shows what's actually in there.
A player who hasn't touched UrbanPact for seven days now gets a single message. Not a streak-breaker warning, not a daily nag, and there's nothing to lose by ignoring it: one note per absence, and if you come back and later drift off again, that's the only time you'd ever get another. It says what's true โ nothing has been taken away, your city has kept working, and your gold and tools are exactly where you left them. If you'd blocked the bot, it finds out and stops trying.
The command list had quietly fallen behind what the game offers, and the gaps weren't small โ /gold (your full gold statement), /wildlife (your Wildlife Passport โ the panel the game itself points you to when you find something rare), /crates, /bingo, /tycoon, /visitors, /faq, /wiki, /changelog and /credits were all playable but unlisted. The list is also grouped better now, with Games & Luck and Help & Info as their own sections instead of everything piling into one. It's built from your own command menu, so it shows exactly what you can use and can't fall behind again.
The Library used to be the one major building you couldn't actually open โ a line in your building list and a fill button that lived over on the queue screen. It now has a proper panel (open your city and tap ๐ฆ Library) showing the reputation it earns every active member each hour, which rungs you've reached, and the one-tap queue fill. Level 5 was sold as an upgrade where the Librarian starts advising instead of just filling โ but that advice had no way to reach anyone, so two cities paid for a quieter building than promised. It's wired now: the Librarian reads your whole city and recommends a gather, a craft, an expedition, a Market Run, or a visit โ nothing is queued unless you tap it. It also now advises even when your queue is completely full instead of going silent and wrongly saying your stores were healthy, measures scarcity by how long a pile will actually last rather than its raw size, and taking a suggestion keeps you on the Library instead of dropping you back on your queue.
The FAQ โ on the website and via /faq โ still said Level 4 was the ceiling and that a Level 5 era was designed but not built yet, days after the Age of Commerce actually went live. If you were chasing a badge that wanted a Level-5 building, it told you the content didn't exist and that nothing was broken. It now says Level 5, names which buildings reach it, and notes the Craftworks stops at 2 where it becomes the Masterwork. A second answer claiming a visitor log 'isn't a feature today' is also fixed โ /visitors has existed for a while and shows exactly that.
Where a report line already spelled a resource out โ "+7,466 Stone", "โ3,000 Timber" โ it was also showing the icon for it, so the report was naming everything twice; that also happened to be why Telegram was drawing icons inconsistently once a message carried too many. Production, surplus, visitor and shop-sale lines now give the name once. Two smaller fixes landed alongside it: when something splits with a remainder โ pelts across hunters, families across district tiers, queue slots across two equal shortages โ the spare unit now goes to a fixed winner instead of an arbitrary one each hour, and a craft's "Used" line lists its ingredients in a stable order instead of shuffling. Nobody gains or loses any pelts, families, slots, or materials โ only the order changed.
A report that failed to send used to be recorded as delivered whether or not it actually went out, so a report that never arrived looked identical to one you'd simply read. Reports that don't make it are now recorded as such, with the reason kept โ this doesn't stop a report going missing, but it means the next one that does can actually be found and fixed instead of shrugged at.
/vendor now opens on Consumables instead of Buy Once โ the shelf you actually come back to week after week, rather than the one you work through once and rarely need again. On the shelf itself, "Restock" โ which was doing double duty as the word for topping up a shop โ is renamed "Consumables" and moved to sit first.
Some hour reports were ending on a half-finished thought, with the rest of the tip simply gone. Tips now get more room to work with, and one that still runs long gets cut back to its last complete sentence instead of handed to you mid-word โ never mid-sentence, and never nothing when there's something worth saying.
Picking a gather or craft in /queue gave no sense of what it would bring back, and /tools made it actively misleading โ it showed 'Timber +145' when a real Industrial-era gather brings back over 10,000. That +145 was a genuine number once, just one the game outgrew and never updated on screen. Both places now show the real figure โ /queue reads '๐ชต Timber ยท 10.1k', /tools says 'per gather: Timber 10,134' โ pulled from the same source so they can't drift apart again. Craft figures include the Masterworks lease your Charter earns you, since that's the amount you actually get.
A Supply Run to a whole city reported as '510 XM Nexus delivered to your shop' โ the city's name sitting where the goods should be, and 'your shop' singular for a run that restocks every shop you own there. It now reads '510 units delivered to your 3 shops in XM Nexus'. Shops outside your home city were also showing as 'in a city' on your shops-sold list โ not a phrasing choice, a city name failing to load โ so every line now names its city. And if you highlight part of a message before replying with feedback, that selection is now saved and shown first, on your own /myfeedback too, instead of just the whole message.
Long lists trim themselves to fit in one message, but the trimmed-off tail only ever said how many rows were missing, never which. If you own more shops than a list shows, the summary now names them โ 'โฆand 1 more: ๐ XM Nexus' โ so a shop can never quietly vanish off the bottom of your own portfolio. Same fix on the Supply Run city picker.
With the full queue printed out at the bottom of your hour report, the ๐ก tip line and the Your queue list had no blank line between them โ two unrelated sections reading as one paragraph. There's a gap now.
The build list always showed the raw numbers an upgrade adds โ 'Bank (Lv5) โ +15โ+22g/citizen/hr' โ but never the features it opens up, so the priciest upgrades in the game were the ones it explained least. The Bank now names the Promissory Note it unlocks, the Trading Post names Mr. Crane's Invitation, the Grandmaster's Charter and permanent queue slots, the Library names Insight, and the Chamber of Commerce โ which said nothing before โ now says how many more commercial zone types it lets you zone.
/tools said crafting 'floors at 3 min' from Workbench Lv5 โ true of a single item, but a craft makes 2 at once, so the real wait is 6 minutes. /craft had it right all along. /tools now says what actually happens: one craft makes 2 units and takes 6 min from Lv5. Nothing about crafting got slower โ it was never 3 minutes. The same screen now also spells out that queue slots are runway, not extra hands: more slots buy longer unattended stretches, not more crafts per hour.
Pelts aren't a resource worth stockpiling on their own โ their only job is to be tanned into Leather. The in-game advisor now understands that: it will never flag 'pelts running low' or send you hunting to top up a pelt count, and only suggests a hunting expedition when Leather itself is actually short.
"Resource types explored: 7 / 8" on /stats was counting toward a total that quietly included Pelts โ which no one gathers by hand, since they only come from the Hunter's Lodge. A player who'd gathered every real raw resource was stuck reading 7/8 with no eighth to find. It now reads out of 7, and finishing the set finally says so.
The hourly tip now looks at more of what's actually happening in your city. If you manage exports, it can flag valuable surplus sitting there unsold and say what it's worth. It warns everyone when a good your districts depend on is running low โ always in relative terms like 'soon,' never a countdown. And it calmed down on two fronts: it no longer nags about a couple of open queue slots (one opens every hour, that's normal), and it only mentions your rested charges when they're genuinely close to overflowing instead of every time you've banked a few.
A reply to your feedback used to arrive with literal formatting characters showing instead of the bold or italic text they were meant to produce. Replies now render properly.
Notes came in fixed sizes, so borrowing 45,000 meant signing forty-five separate 1,000 notes one at a time. /profile โ ๐ต โ โ๏ธ Type an amount now takes any figure (45k, 45,000 and 2.5m all work), then shows a confirmation screen โ gold in, the fee, the share of your income it will take, and the total to repay โ before anything is signed. One thing is deliberately not a discount: the share of your income a note takes now scales with how much you borrow, so one big note repays exactly as fast as the equivalent stack of small ones would have. Small notes are unchanged.
Taking a Trading Post, Market, Bank, Library or Hunter's Lodge past Level 3 asks for a few luxury goods your city doesn't produce, on top of the usual materials โ but the website's Building Encyclopedia never mentioned any of it, since those goods are drawn per city and the page only ever listed the costs that are the same for everyone. Those five buildings now carry the same note the Town Hall and producers already had: how many kinds to expect at each level and how many units, with a pointer to /build for which ones your own city drew.
Starting the Trading Post's Level 5 upgrade showed the whole bill โ treasury, materials, three luxury goods โ followed by a description that stopped at Level 4, so the most expensive upgrade in the game was the one it explained the least. It now names all four things a Level 5 post puts on the counter: Mr. Crane's Invitation, the Grandmaster's Charter, permanent extra queue slots, and a fifth scratch ticket.
Notes come in fixed sizes but you choose a repayment plan for each one, so carrying two loans of the same size with different plans is completely normal โ yet the Clear buttons underneath all read the same generic "Clear 1,000g note", and the panel only ever listed your first six notes with no way to reach the rest, and no Clear button, on any of the ones past that. Each note's button now names its own plan (Clear 1,000g ยท Aggressive โ 1,050g now) and shows its payoff cost both ways round; the list now pages six at a time with a working Clear button on every page.
/city opens 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 staying silent about the balance that actually pays for every build, every district move-in and every commercial zone. Treasury now sits right under Citizens, with what it earns each hour beside it โ the same figures /resources already shows, so the two can never disagree.
/tools shows every crafting tool what its level is worth โ Planks ร10, Bricks ร10 โ except the Tanning Rack, which only ever showed its chance of a double-output roll and no multiplier at all, reading as though leveling it did nothing for how much Leather you actually get. It always did: a Level 10 Rack makes ten times what a Level 1 makes, on top of the double-output bonus. Its line now reads the same way every other tool's does, and a stray tappable "/level" fragment that had crept into it is gone too.
If you'd started writing a note โ replying to a message, naming a pet, renaming a building โ and then tapped ๐ Build or ๐ฆ Resources on the menu below, the tap was taken as the words of your note instead of opening the panel. Both buttons now step aside like every other menu button already did, and a half-written note is still waiting for you when you come back to it.
Taking a producer building to Level 5 asks for four crafted goods and a luxury your city doesn't make, on top of treasury and raw materials โ /build charged all of it, but the website's Building Encyclopedia only ever listed the treasury and raw materials, so the two disagreed and the real bill looked like a surprise. The Level 5 tab now spells out both halves. The same silence turned out to exist on Tier 3 specialty buildings' luxury-good costs โ fixed at the same time.
An hour where you also spent gold โ a Supply Run restocking a shop, say โ could show two negative gold figures with 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 already included the first, but nothing on screen said so. The hour total now reads as a net figure, naming itself as the sum of everything above it.
The Trading Post charged for a Second Shift boost and said the purchase went through, but the item never reached your inventory โ 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 this fix, write in and we'll put it right.
Gold moves through a dozen places every day โ wages, dividends, visit tickets, Bingo, the vendor, your Estate โ and until now you could only ever see each one in the moment, never the whole list. /gold (also the ๐ฐ button on /profile) now lays out every movement, newest first, and closes by doing the arithmetic in public: what you started with, everything since, and whether it adds up to what you're holding. Hours you didn't touch fold into one line; anything you actually did โ even a purchase that used to vanish after a three-second toast โ gets its own line and stays. History from before the ledger existed is walled off below a divider and kept out of the sum, since the game can't prove it.
Gold can move in several places in one hour โ wages, a dividend, an admission ticket, a Tycoon import โ and each had its own line while nothing ever stated the total. The wages line (and the short one-line report) now ends with the hour's net, measured against your actual balance rather than summed from the printed lines above it, so it accounts for anything the report doesn't spell out.
The vendor now opens on a short overview โ Tools, Consumables, Hunting Tools, Luxury Goods, the Master's Charter, Games โ each one line telling you what's on it and what it starts at; tap a shelf to open it in place. The shop then splits into two tabs by how permanent a purchase is: โญ Buy Once for tools, hunting gear and the Charter, and ๐ Restock for consumables, luxury goods, scratch tickets and Bingo cards. Nothing was removed and no price changed โ everything is still one tap away, just organized the way you actually shop.
The ๐ View on web button under your Passport and Wildlife Passport quietly does nothing for some people using Telegram in a browser. Both panels now also print the web address in the message itself, so you can tap the text โ or copy it by hand โ instead of relying only on the button.
Win exactly 69 of something โ gold, timber, Bingo balls โ and the game now quietly acknowledges it with a ๐ Nice.
There was no limit on how many accent marks could be stacked onto a single letter, and enough of them spill up and down out of their line โ smearing into whatever's above or below in a panel, your hour report, or the website. A letter can now carry up to four accents, more than any real writing needs. Long names also get trimmed more carefully now, so a multi-part emoji is never chopped in half. Names you already have are untouched.
Chat quietly turns a name with an @ in it into a tap-through link to somebody's account, and a name starting with a / reads like a command. So a city, building, district, or pet name could end up carrying a link nobody meant to put there. Those two characters are now turned away the moment you type a name, with a note telling you why, and it costs you nothing when a rename is refused. Names you already have are untouched.
Your Residential Districts report has a line for when the Tycoon caravan couldn't bring in a luxury you needed, and another for when one just arrived โ and this hour, both could show up for the very same luxury. That's not actually a contradiction: the "couldn't import" line counts everything the caravan was turned away on over the past week, while "arrived" reports only this hour's delivery. A luxury that lands this hour no longer gets listed as one you couldn't get, and the line beneath it plainly names the week's shortfall separately from this hour's shipment.
The website and your own City view have always listed the luxury goods a landmark burns per visit, but the screen you actually plan trips from, /visit, only ever named those goods once the host city had already run dry. Every building in the panel now carries a Consumes line showing exactly what a visit costs the host, stocked or not.
Whether a stockpile counts as "plenty" used to be judged against one fixed yardstick sized for young towns. The advisor now measures your stockpiles against the biggest build your own city could actually take on at its Town Hall level, and two follow-up fixes landed the same day: it stopped describing a pile as "massive" when it's actually short of what your city's biggest build would need, and it stopped narrating its own internal math.
While building a trade or one-time offer, resources you'd already added used to disappear from the picker โ so fixing a typo'd amount meant discarding the whole draft. Added resources now stay in the list with a โ ; tap one again, enter a new number, and it replaces the old amount.
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. It now shows alongside the build-needs lines every time.
The wages line of your hourly report showed your visitor-ticket earnings next to a plain ๐, the same icon used elsewhere for tickets you pay to visit. It now reads ๐ ๐ฐ before the amount, matching the money icons on the rest of the line.
The ๐ Districts overview used to pack the Cottage Rows, Merchant Quarters, and Grand Villas buttons two to a row, which squeezed the longer labels until they got cut off on a phone. Each tier now gets its own full-width row.
The hourly report's biggest sections โ your visitor list, the mayor's hunting ledger, your Residential Districts summary, and now your Trade routes ledger too โ arrive collapsed to a single headline you tap to expand. Your own actions, wages, production, exports, and AI advice always stay fully visible.
Visiting another city's premium building charges an admission ticket out of your own gold โ but the hourly tip used to suggest a visit as if it were free reputation, and could even point you at one you couldn't afford. Advice now shows the ticket price next to the reputation reward, and only ever suggests a visit you can currently pay for.
A cluster of small-but-real accuracy fixes landed together: a build or tool now only ever shows 100% when it's genuinely finished, never a rounded-up 99.6%; very long visitor and expedition lists in the hour report now roll their tail into a tidy "โฆand N more"; and your nickname now shows up everywhere it should.
If the next Town Hall tier really does lean into advanced technology, a few of you have asked for it to feel the part โ power generation, robotics, maybe even a building that has to be kept fed to keep a city happy. We like the shape of a new consumption habit with a real payoff, but nothing is decided: not whether it'd be its own mechanic or just fresh names on buildings that already exist, and not whether the realm needs a third thing eating the same stockpile as districts and commerce already do.
More than one of you has floated a specific new addition โ a sushi restaurant came up most recently โ and it's got us thinking more generally about whether a new premium building or commercial shop type could join the roster somewhere down the line. Nothing is designed: not which layer it'd belong to, not what it would actually consume, and the cheapest version might just be new dressing on something that already exists rather than a whole new mechanic.
A Supply Run only buys up to a shop's own shelf โ real stockroom space, not an arbitrary rule โ and that's got us wondering whether a city could someday sell a Tycoon more of it. Nothing is designed: not who'd set the price, whether it'd be a one-time purchase or a recurring rent, or how to do it without undoing the very point of the shelf cap in the first place. Just an idea worth remembering.
A hunter asked whether leveling the Bow or Crossbow might eventually widen your own hunting queue, the way other tools grow with use, rather than the queue size being fixed entirely by your city's Hunter's Lodge. Two temporary boosts now cover the same itch for gold โ Gamekeeper's Party adds 5 hunt slots for a few hours โ but that's a purchase, not a permanent track your weapon builds toward. We still like the shape of the original idea; nothing is designed, and it's just being turned over for now.
Now that Tycoons hold real stakes in cities they've never joined โ a shop here, a luxury contract there โ a Tycoon gets zero signal from those cities today, nothing like what a city's own Telegram group already gets its citizens. We've been kicking around some kind of follow or subscribe, so an outsider could hear when something big happens in a city they've invested in without having to check in on it themselves. Nothing decided โ not who could follow whom, what counts as worth telling you about, or how it would even reach you without adding to an hourly report that's already fighting for space.
More than one of you has floated the idea of a whole city run by an AI, that the rest of the realm could trade with, compete against, or just enjoy having around as a neighbor โ 'frenemies with the robots,' as one of you put it. It's a fun thought, but a real one would need to stay fair (no leaderboard-gaming, no free lunch for anyone who found an exploit) and we haven't decided how much of it would even need to be a live AI versus a simpler scripted city. Purely an idea being kicked around.