v1.0.1 — controls, University carryover and Proton workarounds

Player-impact highlights:

  • faster crafting queue adjustment plus Left Ctrl +100;
  • Tier 1 Units can be freed;
  • University Research carryover bug fixed;
  • Prestige progress bars gained clearer completion crowns;
  • Proton workaround documented for Linux/Windows cloud-transfer trouble;
  • Proton 9 recommended for Steam Deck no-input cases.

v1.0.2 — storage curve overhaul

This was a major balance correction, not a tiny fix.

  • warehouses/upgrades became cheaper earlier;
  • Prestige storage upgrades were boosted;
  • starting storage increased;
  • warehouse and upgrade carryover rules became much more generous;
  • Danger 15/20 Combat Quests stopped auto-starting;
  • a Happiness Potion overflow issue was fixed.

v1.0.3 — Expedition recovery and endgame caps

  • stuck Expedition units bug fixed;
  • recovery instructions published for affected old saves;
  • Castle storage upgrade raised to +100,000;
  • warehouse research storage to +1,300;
  • Knowledge max to 25,000 per University / 500,000 total;
  • starting Glory/Favor max to 100,000;
  • endgame regular resources and Glory/Favor to 1,000,000.

v1.0.4 — combat difficulty and several fixes

  • infinite worker creation during save/load/refund fixed;
  • upgrade cost display/consumption issue above 99,999 fixed;
  • Mana Capacitor Relic extraction decimal display fixed;
  • combat difficulty calculation changed and Easy was lowered under the new calculation.

v1.0.5 — Linux fast-scroll crash

A Linux-only crash tied to fast mouse-wheel scrolling through lists was reproduced and fixed.

v1.0.6 (September 6) — gold rebalance

Covered separately on the v1.0.6 gold rebalance page: more Gold Ore from golems and quests, 33% cheaper Gold Bar crafting, and cheaper Master/Tier 3 workers.

v1.0.7 — Late game menus, butchering, prestige fix (September 7)

  • Butchering time for all animals cut by roughly 60%, so butchering can keep up with higher breeding output and actually raise Meat output.
  • Changed how unlocked menus are registered, fixing a bug that could make Prestige Upgrades never purchasable.
  • Fixed auto-Quests conflicting with Main Quest 15 or 20: wrong units spawning in the cave, or the dragon spawning in town.
  • Visual adjustments to various icons and environment sprites.
  • Late-game menu feedback: Festival Worker buttons and counts now turn red when you lack Workers, when the max is exceeded, when Festival efficiency is below 100%, or when ship space cannot hold the planned Workers. Ship amount can now be set during Worker selection, and Festival Worker counts take already-participating Workers into account.

If you were stuck with Prestige Upgrades that would not unlock, this is the patch that addresses it.

v1.0.8 — Unlock hints, save safety, housing (September 9)

  • A golden frame now marks every Upgrade, Quest and similar item that unlocks something new (or contributes toward an unlock). This is the headline change: it answers “what should I buy next?” directly in the UI.
  • Added handling so Festival special visitors are easier to track and less easy to forget.
  • Window size is remembered — but only if you closed the game while windowed, not maximized.
  • Saving made more robust, and loading now falls back to backups when the current save state fails to load.
  • “Housing Research” in the University was raised so a fully-upgraded game now ends at 550 Workers.
  • Removed the Tree Resin cost from the Lumberjack “Cut the Bark” upgrade and adjusted its unlock conditions so it is less easily missed.
  • Fixed the “Royal Mortar Enhancement Cap” upgrade costs.

v1.0.9 — Magic capacity aligned with storage (September 11)

  • Magic capacity was brought in line with normal storage — the previous storage changes had left Magic untouched:

- second “Mana Crystal Capacity” upgrade costs decreased, third upgrade added; - max Magic per Magic Crystal drastically increased, by default and per upgrade; - cost curve flattened from a 50% increase per step to 30%; - any Magic cost now caps at 50,000.

  • Added a starting option for OpenGL3 on Windows to work around GPU-related crashes when no dedicated GPU is in use.
  • Extra save/load handling for settings to prevent crashes.
  • Fixed multi-queue with Left Shift failing when individual resource costs got very high.
  • Fixed selected specialists not displaying correctly in Tavern distributions (final prestige tier).
  • Menus can no longer be closed with Escape during tutorials that use highlights.
  • Added missing sounds to the new ship selection buttons.

v1.0.10 (September 16)

Two player-facing fixes in the newest hotfix: buttons that showed a Magic cost of 50,000 while actually requiring 99,999 now check the number they display, and Expedition Relic stats no longer follow whichever units you had selected when the expedition started — changing the selection mid-run no longer skews the relic bonuses.

Why this timeline matters

The game changed unusually fast in the first days after the September 3, 2026 release — and kept changing through September 11. When a guide conflicts with your current game, check whether it predates the relevant hotfix before assuming your save is broken.

Two hotfixes are worth singling out because they change what you should do rather than just fixing crashes: v1.0.8 adds golden frames to every upgrade and quest that unlocks something new, which replaces a lot of guesswork about progression order, and v1.0.9 reworks Magic capacity, which invalidates pre-September-11 advice about Mana Crystal upgrades.

Sources