Where to get Gold Ore now
Hotfix v1.0.6 was explicitly aimed at a midgame gold grind the developer agreed had become a “show stopper.” The patch changed both drops and quests.
Current confirmed Gold Ore sources include:
- all golems — Gold Ore drops were increased;
- earlier Combat Quests — Gold Ore rewards were increased;
- Rescue The Baker — Gold Ore was added as a reward;
- Spider Pests — Gold Ore was added as a reward.
The patch note does not publish one universal quantity for each source, so exact drop counts are not listed here. Use the current quest reward panel to compare the exact yield in your save/version.
Gold Bars are cheaper than launch-day guides show
v1.0.6 reduced Gold Bar crafting cost by 33% and reduced Gold Bar crafting time by roughly 10%.
It also lowered the cost of upgrades that improve Gold Bar production:
| Upgrade area | v1.0.6 change |
|---|---|
| First “Gold Bars Crafted +1” | Gold Bar requirement -50% |
| Second “Gold Bars Crafted +1” | Gold Ore/Bar requirements roughly -40% |
| First additional Gold Bar crafting line | Gold Bar requirement roughly -40%; other requirements roughly -50% |
If a September 3–5 video recommends an enormous gold farming detour, recalculate after updating to v1.0.6.
What should you spend Gold Bars on first?
There is no honest universal “best first purchase” without seeing your current tree, because v1.0.6 changed several connected costs at once. The useful ordering rule is:
- buy throughput that makes more Gold Bars if it pays back quickly;
- unlock the worker tier that removes your biggest raw-resource bottleneck;
- avoid draining Gold Bars into an upgrade that does not accelerate the next required system.
The patch specifically lowered Advanced Tooling, Unlock Master <Worker Type>, Tier 3 worker collection upgrades and Tier 3 worker creation costs. Those are the branches to re-check first if you were stuck before updating.
Other v1.0.6 gold-adjacent reductions
The patch also reduced:
- Advanced Tooling Gold Bar/Tool requirements by 33%;
- Advanced Tooling Mushroom/Animal Claws requirements by 50%;
- Master Worker Gold Bar costs by 25–60%, depending on worker type;
- Master Worker Tool costs by roughly 40%;
- Tier 3 worker collection-upgrade Gold Bar/Tool requirements by roughly 50%;
- Tier 3 worker creation Bread/Tool requirements by roughly 20%;
- Bread and Tool crafting time by roughly 10%;
- Build Castle Prosperity requirement by roughly 50%;
- Spearman/Swordsman/Archer Level 3 Glory requirements by roughly 30%.
These changes matter because the “gold wall” was not isolated — it fed worker progression, tools, bread, the castle and military tiers.
Fastest way through the gold wall
Use a closed loop rather than camping one source:
- Run the best Gold Ore-paying combat/quest content you can clear reliably.
- Keep Gold Bar crafting active; use the faster queue controls if needed.
- Buy production upgrades that shorten the loop.
- Improve Master/Tier 3 workers only where their output feeds the next bottleneck.
- Re-check the Castle requirement after the patch instead of farming the old amount.
A difficult encounter that frequently fails is not automatically better than an easier one that produces Gold Ore consistently.
Is Gold still supposed to be grindy?
Some grind remains — it is an incremental game — but the developer’s v1.0.6 note explicitly says the previous gold phase was too slow and rebalanced it. If your game still shows the old requirements, verify the version number before following any optimization advice.
Source
- Hotfix v1.0.6 – Gold Ore/Bar Rebalancing & More: steamdb.info/patchnotes/25156796/
