What is the latest version of WorldBox?

WorldBox Version history, patches and change log

Current version status by platform:

Platform Version
๐Ÿ“ฑ Android 0.22.15
๐ŸŽ iOS 0.22.15
๐Ÿ–ฅ๏ธ PC (Steam) 0.22.9
๐Ÿ MacOS (Steam) 0.22.9
๐Ÿ–ฅ๏ธ Linux (Steam) 0.22.9

  • improvements for iOS devices
  • changes to graphics settings for a few devices

  • fixed: Some in-app purchase popups could freeze the game
  • fixed: Soft crash when using ants
  • fixed: Soft crash when opening a kingdom window
  • fixed: Some more soft crashes
  • fixed: Various fixes to 14 languages - thank you for everyone who submitted language errors to us!
  • stability improvements

  • added: [Android] The game will infrequently back up settings and the first few worlds between installs

  • changes : Improvements to ad serving
  • changes : Performance updates? Making phones less hot? Idk?
  • fixes: Some stability fixes

  • changes: war and army target lines are now more smoothly animated
  • changes: boat transport logic has been improved
  • changes: only units from the same kingdom can use their boats
  • changes: boat pathfinding has been improved (less edgy floating around)
  • fixed: an error that occurs on some devices - "ัannot generate 9 slice most likely because the size is too big"
  • fixed: the war arrow sometimes "jumps" to the far corner if the target capital no longer has zones
  • fixed: the crab burrow animation was broken
  • fixed: a possible fix for boats dropping units in the middle of the ocean sometimes
  • possible stability improvements have been made for mobile devices
  • a few new debug options have also been added which I used for boat improvements

  • changes: returned madness to be editable in the trait editor
  • changes: added a hidden stat for some units that will die if they receive madness, as it breaks their special logic, similar to boats.
  • fixed: on iOS/Android, the magnet made units "stuck" in one place until provoked if the FPS lock was turned on (confirmation needed)
  • fixed: madness was a bit broken, and sometimes mad units didn't attack anyone
  • fixed: attack cooldowns worked incorrectly when zoomed out
  • fixed: some powers on mobile didn't have tile highlight enabled when used, for example, magnet, diving light
  • fixed: ice/flame towers could be ignored by other units after save reload
  • fixed: next age sometimes remained the same when generating new worlds (confirmation needed)

  • fixed: boats are destroyed when you move them over ground using magnet tool
  • fixed: sometimes some houses turn into abandoned buildings instead of ruins after loading an older save
  • fixed: power bar time not updating right away after loading game
  • fixed: bonuses from clan levels were not applied correctly after loading save
  • fixed: soft crash when trying to load a save that had items from mods
  • some translations have been updated

  • changes: [Mobiles] adjustments for how often low memory warning is called
  • changes: banner for kingdom nameplate is a bit smaller now
  • changes: kingdom nameplate is more compact
  • fixed: another soft crash issue related to kingdom window

  • added: new option to change border opacity
  • added: new option to change border brightness
  • changes: disabled some sounds for now
  • changes: reduced timeout before the enemy finds a target
  • changes: changed the 30 fps lock for mobiles from being enabled by default to disabled
  • fixed: when the unit is in water and frozen - freeze graphics are rendered on top of him
  • fixed: units don't get damage from lava right away
  • fixed: projectiles like bullets/fire orbs do not applying damage to the same unit at once
  • fixed: "diamond border growth" - border growth will look more natural
  • fixed: loading some older maps
  • fixed: world population didn't count boats

  • fixed: [PC] game crash, when trying to load older saves that had items from mods saved in it

  • changes: more color sets adjustments based on discord feedbacks. Removed a lot of "gray" colors. Changed to more colorful ones. Decreased opacity on minimap for inside borders
  • changes: elves won't spawn grass biomes on death. Instead tree could grow from their ashes
  • changes: adjusted city nameplate to be a bit darker
  • changes: some translations are updated
  • fixed: items from fallen foes on city territory were going first to a city. Instead of a person who killed them
  • fixed: in the fight, units are losing their target after being hit. As a result, doing awkward walk instead of a fight
  • fixed: soft crash related to docks

  • fixed: soft crash when pc don't have enough storage for saves
  • fixed: % being stuck when city capture happens

  • fixed: update number was wrong

  • optimizations: a significant amount of code has been improved to enhance performance, resulting in an increase in average FPS
  • memory management rework: there has been a major overhaul in the way the game handles memory usage
  • added: new setting - fps lock to 30fps. Default on on mobile. If you have overheating issues on mobile devices - it's recommended to leave it on
  • added: new spawn animation for tumor
  • added: new spawn animation for bioblob
  • added: new spawn animation for cybercore
  • added: new spawn animation for super pumpkin
  • added: idle animation for UFO
  • added: small and medium lightnings. Usual huge can only be spawned by player
  • added: more skin variations for some animals for lemon, infernal, and desert biomes
  • added: more variety to alliance name generator
  • added: war window will now color numbers based on which party has an advantage
  • added: 5 new unit skin variations based on culture for humans
  • added: 5 new unit skin variations based on culture for dwarves
  • added: 5 new unit skin variations based on culture for elves
  • added: 5 new unit skin variations based on culture for orcs
  • added: 6 new printer powers
  • added: new discord power
  • added: angry faces for kings/leaders when they're in a fight
  • added: new nameplate for cultures
  • added: new nameplate for alliances
  • added: new nameplate for cities
  • added: new nameplate for capitals
  • added: new nameplate for clans
  • changes: dragon animation is greatly improved
  • changes: tornado graphics and animation are updated
  • changes: improvements to divine light animations
  • changes: improvements to fireworks animations
  • changes: improvements to nuke animations
  • changes: improvements to smaller explosion animations
  • changes: fireworks tiles updated
  • changes: infinity coin animation updated
  • changes: current supported language will be highlighted in the language selection
  • changes: balanced a bit unit spawn rates in biomes
  • changes: screen shake effect adjusted to shake only vertically when explosions happen
  • changes: energized trait (from fairies, etc.) will now spawn only a small lightning bolt. It won't be able to heat lava and create lava and ruin your world
  • changes: evil mages can spawn medium and small lightnings. Medium has more damage and a bigger radius but also won't be able to heat tiles to create lava
  • changes: clouds will spawn small and medium lightnings
  • changes: some option buttons for the map generator, which didn't affect specific template generators, have now been hidden
  • changes: tweaked how city zones grow
  • changes: lightning from mages won't shake the world
  • changes: (balancing) increased fertility rates for old units with many children by 40%
  • changes: units will try to leave or avoid swimming to overfilled tiny islands
  • changes: acid drops will unfreeze frozen tiles
  • changes: waves effect on water should be more visible
  • changes: adjusted icon sizes for trees for minimap
  • changes: disabling hunger in world laws would disable army limit for cities based on food
  • changes: if a city does not have enough food, it won't affect the max warriors counter
  • changes: increased bread limit
  • changes: crystal golem name and crystal sword names are now different
  • changes: crystal golem name gen changed
  • changes: evil staff now has a flame mod
  • changes: some older printer shapes were updated
  • changes: beasts renamed changed mobs for bottom mini world info
  • changes: removed transparency from nameplates
  • changes: we've revamped the color sets to enhance their distinguishability. As a result, the order of the color sets has also been changed. This means that the colors in your old saves will
  • now be different. We apologize for any inconvenience caused by this change.
  • changes: the first 19 color sets now consist of "pure" and highly distinguishable colors, where each color has a single color for borders and roofs. The remaining color sets are combinations
  • of colors
  • changes: the generation of the first 19 color sets will be given higher priority
  • changes: the total number of color sets has been increased to 88 instead of 83
  • changes: the outside border colors on the minimap now have higher contrast compared to the inside border colors
  • changes: cultures now also use these 88 colors
  • changes: [PC] can scroll faster through elements/colors in customization tool by holding shift
  • changes: new capital icon
  • changes: adjusted number animations in ui
  • changes: new army minimap icon
  • changes: new leader minimap icons
  • changes: new king minimap icons
  • changes: on minimap king and leader would change their face based on the current situation. Not related to the unit's mood(!)
  • changes: if city is happy/unhappy
  • leader face of that city would show it
  • changes: boats minimap icons now has 2 colors of kingdom
  • changes: nameplate text now has a shadow
  • changes: mnlth??
  • fixed: tooltip for map slots does not display the number of mobs
  • fixed: units sometimes get stuck in pits
  • fixed: units sometimes get stuck in mountains
  • fixed: units sometimes get stuck in water pool
  • fixed: kingdoms showing wrong population sometimes
  • fixed: sometimes plot events would be stuck after loading another world
  • fixed: possible fix for random alliance dissolve after a new alliance plot finishes. It was due - alliance created between two kingdoms, who didn't liked each other (need to confirm that it's
  • fixed)
  • fixed: energized trait didn't cause lightnings
  • fixed: huge lag when you set ants on fire
  • fixed: broken bees
  • fixed: sometimes city loses zone randomly
  • fixed: some language names have been adjusted or changed to their native scripts
  • fixed: sometimes there are ghost kingdoms that you cannot click (need to confirm that it's fixed)
  • fixed: some traits that increased the max age of a unit didn't work correctly
  • fixed: infected trait didn't give damage to the carrier
  • fixed: crashes for some Apple devices on save/autosave
  • fixed: building spawn animation played wrong sometimes
  • fixed: city tooltip could cause a crash when the city was destroyed while it was open
  • fixed: sometimes map layers calculated wrong, resulting in weird behavior, like units stuck in a little pool of water or trying to walk on lava or swim through water somewhere randomly
  • fixed: [PC] remove delay when switching between saved powers via hotkeys
  • fixed: issue with lag when you play on a world for a long time
  • fixed: rare issue when units get stuck in chunks during their tiny walks
  • fixed: buildings become invisible when you move the camera zoomed out
  • fixed: some status effects (like burning, etc.) render behind units sometimes
  • fixed: some stats/traits didn't affect the formula for max city army
  • fixed: city jobs didn't set until a second after loading the world, resulting in some units canceling their jobs
  • fixed: sometimes adult units looked like children
  • fixed: farmers not taking wheat to the windmill
  • fixed: garden surprise disaster couldn't trigger
  • fixed: war window numbers did not count up
  • fixed: alliance window numbers did not count up
  • fixed: creature window damage numbers did not count up
  • fixed: some stats like the amount of infected, beasts, etc. on the map were not updated during pause
  • fixed: sometimes warriors are being stuck, if they are separated from bannerman and on a different island
  • fixed: creep sometimes get "stuck" in hills and stop spreading
  • fixed: dead ufo lowers ground level
  • [modding] improved debug tools. We used them for performance improvements, but modders can also use them to improve their mods
  • [modding] moved some logic to the new BiomeLibrary
  • [modding] moved some unit color logic to the new ColorSetLibrary
  • [modding] moved some logic into the new CombatActionLibrary (will be used more in the next updates)
  • [modding] moved some logic into the new CitizenJobLibrary (will be used more in the next updates)

  • added: option to adjust the intensity of the night
  • added: option to adjust the intensity of the color of some ages
  • changes: dragons now friendly with fire elementals
  • changes: dragon attacks have now a small force effect with damage
  • changes: added bigger timeout for alliance plot creation
  • changes: removed whoosh sound when map is moved
  • changes: ufo disaster changed to appear only at age of moon
  • changes: dragons will prefer flying to lava or ground tiles
  • changes: added font for simplified chinese
  • changes: added sliders in the settings menu
  • changes: adjusted how kingdoms join alliance. Now small kingdoms would join non connected border alliance, only if they don't have any other kingdoms at their borders. Less alliance border gore
  • changes: opinion because of clans changed from 30 to 40
  • changes: opinion because of different species changed from -20 to -50
  • changes: humans don't like orcs now too(for opinion check)
  • changes: opinion - same species bonus changed from 5 to 15
  • changes: opinion - close borders changed from -50 to -25
  • changes: opinion - far borders changed from 35 to 25
  • changes: clan layer would show only villa clans, not kingdom clan on capital city. Because it was confusing
  • changes: druid and super pumpkins now friends
  • changes: snowman is now friends with many species
  • changes: more hp for crabzilla
  • changes: changed how edges on minimap are shown
  • fixed: crabzilla didn't shake on hit
  • fixed: sometimes the crabzilla laser sound kept playing after his death
  • fixed: mobs still trying to go broken golden brain
  • fixed: sometime AoE attacks didn't resolve correctly
  • fixed: flame sword had a lot of armor bonus, instead of damage
  • fixed: mad clan members can be chosen to be kings/leaders and would then bug out
  • fixed: dead trees and ruins sometimes won't show on mini map as that
  • fixed: earthquake removes buildings instead of making ruins
  • fixed: sometimes units had negative health and became unkillable
  • fixed: sometimes diplomacy didn't work at all on big maps with many clans
  • fixed: war lines acting weird on mobiles
  • fixed: mini map got dirty
  • fixed: some brushes showing in wrong order
  • fixed: ghost cities sometimes not removed from the map
  • fixed: alliances get dissolved right away. 50% fixed and related to ghost cities bug
  • fixed: culture title not translated in tooltip
  • fixed: some issues with language translations
  • fixed: opinions not aligned to the right for RTL languages
  • fixed: opinion of baby king was wrong
  • fixed: pt-br language errors
  • fixed: venomous trait didn't give poison
  • fixed: civs could build farms on snow hills
  • fixed: save slot numbers were showing wrong sometimes
  • fixed: cities have holes in their borders on load
  • fixed: rare soft crash when mad unit with AoE damage attacks itself with projectile weapons
  • fixed: dragons didn't damage other units directly and didn't register kills
  • fixed: if musicbox ( fmod ) fails to initialize, we'll turn off sounds and music instead of crashing the game
  • fixed: small fix that should correctly calculate units targeted by AoE damage
  • fixed: game crashing when trying to show a map with a broken preview
  • fixed: mobile zoom stuck after crabzilla died while lasers were active
  • fixed: crabzilla hiding behind trees before his first step
  • fixed: it took ages to damage crabzilla
  • modding: mods are only loaded into memory if their dll ends with "_memload.dll". E.g. ncms.dll -> ncms_memload.dll. They will keep their original namespace
  • modding: modded games will show a yellow version number on screenshots
  • modding: modded games that have an active error will show a cyan version number on screenshots

  • added: new ages system
  • added: new bloodline Clans system. Kings and leaders can start new bloodlines, called Clans. It will be used in diplomacy and loyalty systems.
  • They also have multiple levels that give small bonuses to clan members. Also, every clan would have their own motto
  • added: new age/eras system! They have different effects. Some of them give bonuses to loyalty, opinions and other stats. Others hurt them.
  • added: age of dark. The long night could last 200-300 years
  • added: age of hope. The default era
  • added: age of sun.
  • added: age of tears.
  • added: age of moon.
  • added: age of chaos.
  • added: age of wonders. Era of magic, what could happen?
  • added: age of ice. The long winter where everything freezes
  • added: age of ash. The era where life is fading slowly
  • added: age of despair. Cold, dark and full of danger
  • added: different ages give bonuses to specific biome growths
  • age of hope: makes grass biome grow faster
  • age of sun: makes desert and savanna biomes grow faster
  • age of dark: makes corrupted biome grow faster
  • age of tears: makes swamp, mushroom, lemon and jungle biomes grow faster
  • age of moon: makes crystal biome grow faster
  • age of chaos: makes infernal biome grow faster
  • age of wonders: makes enchanted and candy biomes grow faster
  • age of ice: makes permafrost biome grow faster
  • age of despair: makes corrupted and permafrost biomes grow faster
  • added: new music/sounds engine with new procedural music system. Music depends on what is currently on screen. It's not yet finished, and some sounds are still missing
  • added: tons of new sounds for animals
  • added: sounds for powers
  • added: sounds for drops
  • added: sounds for fights
  • added: sounds in general. Idk, it's a lot
  • added: at night cursor will exude lights
  • added: new mechanic - plots. Now before starting wars or rebellions - clan members need to start plots for this action...(finish)
  • added: new power: spawn ash cloud
  • added: new power: spawn magic cloud
  • added: new power: spawn rage cloud
  • added: new power: show clan zones
  • added: new power: show clan list
  • added: new power: show alliance list
  • added: new power: show alliance zones
  • added: new power: show war zones
  • added: new power: show plots
  • added: new power: show plots icons
  • added: new power: whisper of war
  • added: alliances
  • added: alliance levels. The longer alliance exists, the more bonuses it gives to members
  • added: alliances level 1. Max warriors +5
  • added: alliances level 2. Tower limit + 1
  • added: alliances level 3. Armor bonus to members 10%
  • added: alliances level 4. Damage bonus to members 10%
  • added: alliances level 5. Max unit level + 1
  • added: new war mechanic. More detailed wars
  • added: now you can see sides of a war, how long war has lasted, how many people died in a war
  • added: lightning now have light effect at night
  • added: heatray now have light effect at night
  • added: [PC] hold Shift to spawn multiple units
  • added: new window for culture logo and color customization
  • added: more colors for cultures
  • added: new biome seeds - permafrost. It acts like snow tiles from before, but grows. It's magic biome can't be unfrozen
  • added: new trait - light lamp
  • added: new trait - lustful
  • added: new trait - miracle born. Given to units that spawned by player. Increased fertility rate, and max age
  • added: new trait - thorns
  • added: new trait - voices in my head
  • added: light lamp to crystal golem
  • added: light lamp to crystal fairy
  • added: light lamp to crystal transport boats
  • added: light lamp to crystal trade boats
  • added: permafrost seeds
  • added: pause/speed change now in every tab
  • added: speed x4
  • added: speed x0.5 - slow mo
  • added: new status effect rage. It makes unit stronger, but in age of chaos adds a chance for units to unleash their inner demons
  • added: special disaster for age of despair - snow clouds will turn babies into cold ones
  • added: [PC] you save the current power to a hotkey by selecting the power and then pressing [ctrl+1], [ctrl+2], ... [ctrl+0]
  • added: [PC] you can select a saved power by pressing [1], [2], ... [0]
  • added: [PC] you can clear a saved power by unselecting a power and then pressing [ctrl+1], [ctrl+2], ... [ctrl+0]
  • added: [PC] hotkey powers will be saved through restarts - so if you restart the game the hotkeys will still be set
  • added: [PC] hold Control and use scroll wheel to change game speed
  • added: [PC] hold Alt and use scroll wheel to change current brush and brush size
  • added: time icon now has current speed in the corner
  • added: button to hide bottom bar UI
  • added: view of current status that unit has - in unit inspect window
  • added: lightning cloud. It's a bit darker than rain cloud, and have lower chance to be spawned
  • added: lightning clouds will spawn in age of tears
  • added: snow clouds will spawn in age of nightmares and age of cold
  • added: ash clouds will spawn in the age of ash.
  • added: blood clouds will spawn in age of chaos
  • added: rain clouds will spawn in age of moon in lower amount
  • added: magic rain clouds will spawn in an age of wonder. They have a chance to give caffeinated, powerup or shield to units
  • added: new status effect: ash fever. Can be given if unit got inside of a ash clouds
  • added: new status effect: cough. Can be given if unit got inside of a ash clouds
  • added: new status effect: enchanted. Increases some stats for some time
  • added: new trait: moonchild
  • added: new trait: nightchild
  • added: new trait: long-liver. Increases max age by 30
  • added: using rain on biome tiles - would biome spread to nearby soil
  • added: special months
  • added: new trait: mega heartbeat
  • added: new trait: bubble defense
  • added: animated year bar for the bottom UI
  • added: animated age bar for the bottom UI
  • added: vegetation(trees, plants) counter to bottom toolbar
  • added: in list of cities you will be able to see leader avatar
  • added: in list of kingdoms you will be able to see king avatar
  • added: in list of clans you will be able to see king avatar
  • added: in the unit window - the frame of a unit avatar now would show gold - if the unit is king. Silver if unit if city leader
  • added: tooltip for unit now shows health bar
  • added: tooltip for unit stats now have dark background
  • added: tooltip for unit now shows traits
  • added: new item: shotgun. Assimilators spawn with it now
  • added: new food source worms. Cities would get it from soil, if there's no biomes. Something to bite at least
  • added: new food snow cucumbers. Gathered from permafrost. Can freeze units, or give freeze proof after consumption
  • added: new food pine cones. Gathered from pine trees in permafrost. Can freeze units, or give freeze proof, tough, strong, regeneration after consumption
  • added: in the favorited window - the frame of a unit avatar now would show gold - if the unit is king. Silver if unit if city leader
  • added: [PC] in list of cities you can hover over leader/kingdom flag to see more info via tooltip
  • added: [PC] in list of favorite units you can hover over unit avatar to see more info via tooltip
  • added: [PC] in list of kingdoms you can hover over leader/kingdom flag to see more info via tooltip
  • added: new status: invincible
  • added: new plots/plans mechanic. Clan members could have plans to start wars, poison their kings, create alliances, etc. But their plans and plots could also be broken when they die
  • added: [UI] kingdom names on map now show banner
  • added: [UI] culture names on map now show their banners
  • added: [UI] clan names on map will show their banners
  • added: [UI] alliances names on map will show their banners
  • added: [UI] in kingdom list window can sort by age
  • added: [UI] in kingdom list window can sort by warriors
  • added: [UI] in kingdom list window can sort by population
  • added: [UI] in kingdom list window can sort by cities
  • added: [UI] in kingdom list window can sort by kingdom
  • added: [UI] in favorite list window can sort by age
  • added: [UI] in favorite list window can sort by kills
  • added: [UI] in favorite list window can sort by level
  • added: [UI] in favorite list window can sort by kingdom
  • added: [UI] in culture list window can sort by age
  • added: [UI] in culture list window can sort by followers
  • added: [UI] in culture list window can sort by level
  • added: [UI] in culture list window can sort by villages
  • added: [UI] in villages list window can sort by age
  • added: [UI] in villages list window can sort by population
  • added: [UI] in villages list window can sort by area
  • added: [UI] in villages list window can sort by army
  • added: [UI] in villages list window can sort by kingdom
  • added: [PC/UI] added tooltip for enabled kingdom zone layer
  • added: [PC/UI] added tooltip for enabled city zone layer
  • added: [PC/UI] added tooltip for enabled village zone layer
  • added: [PC/UI] added tooltip for enabled alliance zone layer
  • added: [PC/UI] added tooltip for enabled culture zone layer
  • added: [PC/UI] added tooltip for inspecting units when you zoomed in
  • added: [PC/UI] added new power toggle - Enable/Disable cursor tooltip for zones when zoomed out in mini map mode
  • added: [PC/UI] added new power toggle - Enable/Disable cursor tooltip for units when zoomed in
  • added: [UI] clicking on the statistics element will open the world statistics window
  • added: [UI] clicking on the time element will open the eras window
  • added: [PC/UI] tab button tooltips now show hotkeys
  • added: [PC/UI] pause button tooltip now shows hotkey
  • added: [PC/UI] hourglass button now shows hotkey
  • added: [PC/UI] brush buttons now shows hotkey
  • added: [PC/UI] some cancel buttons now show hotkey
  • added: [PC/UI] units tooltip shows hotkey for multi spawn
  • added: [PC/UI] hotkey to select culture zones on [Z]
  • added: [PC/UI] hotkey to select alliance zones on [X]
  • added: [PC/UI] hotkey to select kingdom zones on [C]
  • added: [PC/UI] hotkey to select village zones on [V]
  • added: [PC/UI] hotkey to select clan zones on [B]
  • added: [PC/UI] hotkey to quickly start following unit near cursor [F]
  • added: [PC/UI] hotkey to quickly start following unit from inspect window [F]
  • added: [PC/UI] hotkey to switch between demolish and life eraser [Delete / Backspace]
  • added: [PC] can hide UI with [ H ] hotkey now
  • added: a new window where you can edit the advanced parameters of random world generation templates
  • added: a new settings window with more options
  • added: a new setting to enable/disable wind on trees and wobbly buildings
  • added: a new setting to enable/disable night lights
  • added: a new setting to enable/disable age particles
  • added: a new setting to enable/disable normal clouds
  • added: a new setting to control volume of sounds and music
  • added: a new setting to change size of windows
  • added: a new setting to enable/disable map transition effects
  • added: [PC] a new setting to change size of tooltips
  • added: a new setting to change size of map names
  • added: templates - random shapes - change the amount of random land added on top of the initial generation
  • added: templates - cubicle sizes - change the size of the room in the cubicle (only) template
  • added: templates - noise level - change the scale of the main initial world generation. The bigger the value, the smaller the land masses
  • added: templates - noise - details - a second pass of generation that refines the edges of tiles
  • added: templates - noise - bonus - a third pass of generation that refines the edges of tiles
  • added: templates - random biomes - whether or not the newly generated world will have biomes
  • added: templates - mountain edges - add mountains to the edges of the world
  • added: templates - add vegetation - spawn trees and plants
  • added: templates - add resources - spawn stones, metals, etc
  • added: templates - add center lake - draw a lake in the center of world
  • added: templates - add center landmass - draw a land in the center of world
  • added: templates - add round edges for the whole world. Would smooth edges of your world to make it in circle shape
  • added: templates - add square edges for the whole world. Would smooth edges of your world to make it in square shape
  • added: templates - add ring effect - would add a smooth transition near high/low tiles and coastlines
  • added: [PC] hold shift in world templates to increase/decrease step by 5
  • added: pressing stats in power bar - would open world info window
  • added: pressing time element in power bar - would open world ages window
  • added: when unit gets new status effect - he would highlight white
  • added: a few more darker color sets for kingdoms(alliances and clans as well)
  • added: fire sprites for tiles that are on fire when zoomed in
  • added: new loyalty bonus, given if city was just got conquered
  • added: new loyalty bonus. Given to all cities if kingdom had just conquered a new city
  • added: new loyalty check, based if leader/king in the same clan
  • added: new loyalty bonus, based if city is part supreme kingdom in the world
  • added: new loyalty bonus, based if city is part of second best kingdom in the world
  • added: new loyalty bonus, based on how long king has ruled the kingdom
  • added: new sound engine. It's still in the transitional phase and some sounds/music are still missing. Would be in the future update!
  • added: new disaster - ice ones from dreams
  • added: new disaster - sudden tired snowman
  • added: new disaster - garden surprise
  • added: new disaster - dragon from far lands
  • added: new disaster - ash bandits
  • added: new disaster - alien invasion
  • added: new disaster - biomass monstrosity
  • added: new disaster - moon horrors
  • added: new disaster - heatwave. Happens in age of sun
  • added: smooth animation, when unit changes in size(by powerup for example)
  • added: unique burned/broken graphics(100+) for all tree variations!
  • added: [PC] you can close the tutorial bear now by pressing [ESC]
  • added: new trait - whirlwind
  • added: new secret achievement
  • added: New language: Belarusian
  • added: New welcome screen
  • added: 5 types of fire elementals. They do burn
  • added: number near save slot
  • added: new achievement
  • changes: new lightning look
  • changes: new boulder look
  • changes: fire logic and render on mini map. Now it has smooth fade out pixel animation
  • changes: burning status changed from 60 sec to 30 sec
  • changes: balanced some weapons/unit damage, and added damage spread range
  • changes: when zooming in from a mini map and you have borders enabled. The layer will switch to show only border colors. Not inside of .
  • changes: volcano now is animated
  • changes: golden brain now is animated
  • changes: corrupted brain now is animated
  • changes: acid geyser now is animated
  • changes: water geyser now is animated
  • changes: volcano now has nice spawn animation
  • changes: acid geyser now has nice spawn animation
  • changes: water geyser now has nice spawn animation
  • changes: golden brain now has nice spawn animation
  • changes: corrupted brain now has nice spawn animation
  • changes: new mine graphics with idle animation
  • changes: orcs won't attack golden brains anymore
  • changes: [UI] golden brain now has new icon
  • changes: [UI] corrupted brain now has new icon
  • changes: some previous effects now lit at night
  • changes: when you turn off acid geyser - now it has special animation
  • changes: when you turn off water geyser - now it has special animation
  • changes: when city is captured, captured zones effect would be shown as spreading, instead of random
  • changes: when a city is captured in a war that has multiple allies on the same side. City would be given to a main side of a war, if they are sharing borders
  • changes: spite power now works differently. When you use it on a specific kingdom, that kingdom will start a hateful total war against every other kingdom, which won't stop until only this kingdom is left in the world or you would stop it by using friendship on the kingdom
  • changes: new look for demons
  • changes: new look for cold ones
  • changes: new look for bandits
  • changes: new look for some mini map icons
  • changes: new look for ufo's beam
  • changes: dragons can be now affected by some status effects
  • changes: boats can be now affected by some status effects
  • changes: ufos can be now affected by some status effects
  • changes: friendship power. One drop of friendship now removes kingdom from random war
  • changes: when king dies, the heir to the kingdom will be an oldest member of his clan of his kingdom
  • changes: when leader dies, the heir to the city will be an oldest member of his clan of his kingdom
  • changes: some traits/statuses increase max age of units(note: when unit reaches max age doesn't mean he dies right away. But he have a chance to die from old age. Chance increases the older he gets)
  • changes: [UI] city window now shows loyalty
  • changes: [UI] culture list element now showing age
  • changes: [UI] culture window now has age icon
  • changes: [UI] culture window now showing foundation date
  • changes: [UI] kingdom window now showing foundation date
  • changes: [UI] kingdom window now has age icon
  • changes: [UI] kingdom zones moved to text box
  • changes: [UI] city window now has age icon
  • changes: [UI] city window now showing foundation date
  • changes: [UI] city zones moved to text box
  • changes: [UI] city names capital icon layout changed
  • changes: [UI] all tooltips with stats have background
  • changes: [UI] kingdom tooltip would show motto
  • changes: [UI] in kingdom menu you can see king avatar, and if you hover over it - see king's stats
  • changes: [UI] in kingdom menu you can see culture banner, and if you hover over culture stats
  • changes: [UI] in kingdom menu you can hover over capital button, and see it's stats
  • changes: [UI] in kingdom menu now a kingdom list button moved to the right side
  • changes: [UI] in city menu locate button moved to the right side
  • changes: [UI] in city menu added city list button to the right side
  • changes: [UI] in city menu you can now see kingdom banner, and if you hover over it - see kingdom stats
  • changes: [UI] in city menu you can now see city leader avatar, and if you hover over it, see his stats
  • changes: [UI] in city menu you can now see city culture, and if you hover over it - see it's stats
  • changes: [UI] in inspect menu you can now see city kingdom banner, and if you hover over it - see kingdom stats
  • changes: [UI] in inspect menu you can now see city clan's banner, and if you hover over it - see clan stats
  • changes: [UI] in inspect menu you can now see city culture, and if you hover over it - see it's stats
  • changes: [UI] in inspect menu you can hover over home city button, and see it's stats
  • changes: [UI] in inspect menu favorites button moved to the right side
  • changes: [UI] in inspect menu follow button moved to the right side
  • changes: [UI] in culture menu added "all cultures" button to the right side
  • changes: [UI] in village window now shows buildings representing village tech level and race
  • changes: [UI] windows have window titles in the left corner now
  • changes: [UI] improvements to kingdom tooltip layout
  • changes: [UI] improvements to unit tooltip layout
  • changes: [UI] health in unit tooltip now shows color level
  • changes: [UI] improvements to layout of ui elements in list windows
  • changes: [PC] cursor highlight when drawing a bit stronger
  • changes: when map names and cultures layer are on - it would show culture icon next to names
  • changes: meteorite will now fall from different directions when used
  • changes: chance to die from old age after reaching max age changed from 15% to 13.13%
  • changes: changed how loyalty is calculated
  • changes: changed how opinion is calculated
  • changes: trait super health max age + 100
  • changes: trait energized max age + 7
  • changes: trait plague max age -30
  • changes: trait blessed max age +10
  • changes: trait cursed max age -10
  • changes: trait skin burns max age -5
  • changes: trait tough max age +4
  • changes: trait strong max age +3
  • changes: trait weak max age -6
  • changes: trait regeneration max age 12
  • changes: trait lucky max age +7
  • changes: trait unlucky max age -13
  • changes: trait immune max age +10
  • changes: trait agile max age +3
  • changes: status cough max age -15
  • changes: status ash fever max age -45
  • changes: poisoned damage changed from 1hp to 1% of current health or 1hp ( whichever is higher )
  • changes: increased chance of some traits to be inherited
  • changes: tile creep decay is faster by 10x+
  • changes: somme traits now have fertility rate
  • changes: somme status effect now have fertility rate
  • changes: age now affects the unit's fertility rate(unless the unit is immortal). The closer units to their max expectation age, the less chances for them to have kids
  • changes: added chances to some unique/fun non-birth traits to be inherited, that can be added via trait editor/rain
  • changes: traits in trait editor now separated by categories
  • changes: [MODDING] set trait group of your own mod(if you want it to be separate) by using ActorTrait.group_id
  • changes: how babies in civs are born. Added timeout for same unit being a parent
  • changes: one game month now takes 7 seconds, instead of 3 on 1x time
  • changes: when units are babies they would grow at a faster rate now. Every year they could increase their biological age by a few years
  • changes: unit window trait bar - made bigger
  • changes: wheat won't grow at cold and dark ages
  • changes: favorite food line won't show anymore in unit's window, since it duplication of same info in the hunger bar
  • changes: speed icons have different colors now
  • changes: normal clouds won't spawn in age of sun
  • changes: rain clouds will spawn in age of tears
  • changes: rain, lava, lightning, acid clouds can only be huge now
  • changes: rain, lava, lightning, acid clouds are now slower than normal ones
  • changes: snow drops from snow cloud can freeze units
  • changes: orcs now have nightchild trait by default
  • changes: elves now have moonchild trait by default
  • changes: fairies now have moonchild trait by default
  • changes: fires in era of tears will be extinguished fast by itself around the map
  • changes: frozen status effect 7 -> 15 sec
  • changes: range weapons at night will have 50% less range attack radius
  • changes: short sighted trait "range weapons" attack range 0 -> 3
  • changes: eagle eyed trait "range weapons" attack range 0 -> -3
  • changes: super pumpkins now have trait thorns
  • changes: changed ranges of range items
  • changes: sight of units is now 2 chunks, instead of 1
  • changes: favorite unit list will show age of units
  • changes: in favorite unit you can click on whole element to open inspector
  • changes: if king is chosen from non capital city, he will move to the capital
  • changes: enchanted biomes won't give a blessed trait anymore. Instead it has a chance to give enchanted status effects. A bit stronger, but not forever
  • changes: rain/lightning cloud is not a disaster anymore
  • changes: tornado disaster now can only happen in age of tears, ash, chaos, wonders, moon
  • changes: meteorite disaster won't happen now in age of hope and sun
  • changes: earthquake disaster won't happen now in age of hope and sun
  • changes: hellspawn disaster only can happen in age of chaos
  • changes: mad thoughts disaster won't happen in age of hope and wonders
  • changes: greg only in despair
  • changes: disasters chances changed and now fully depends on a world age
  • changes: tornado would spawn only in ages of tears and ash
  • changes: dragons have reduced knockback when hit
  • changes: meteorite won't spawn in age of hope anymore
  • changes: earthquakes won't spawn in age of hope anymore
  • changes: hellspawn only can spawn in age of chaos
  • changes: wild mage won't spawn in age of hope anymore
  • changes: mad thoughts won't happen in age of hope and wonders anymore
  • changes: greg can only spawn at age of nightmares
  • changes: some kingdom colors adjustments
  • changes: some culture colors adjustments
  • changes: some save format change. Kingdoms/Cultures could mess it's age counter
  • changes: tweaks for opinion mod, based on kingdom age
  • changes: wolves now friends with orcs
  • changes: hyenas now friends with orcs
  • changes: UFO armor 0 -> 30
  • changes: UFO health 500 -> 1500
  • changes: gray goo damage to units 50 -> 200
  • changes: some tweaks to grass growth logic
  • changes: item speed modificators lowered
  • changes: assimilators now have bubble defense trait
  • changes: some improvements to dragon AI logic
  • changes: worms now can dive under tiles, not damaging them
  • changes: Moved printers to new AI system
  • changes: Moved dragons to new AI system
  • changes: Moved ants to new AI system
  • changes: Moved worms to new AI system
  • changes: Moved UFOs to new AI system
  • changes: assimilators now have bubble defense trait
  • changes: boats would now sink after a while if their kingdom is no more - and they don't have a dock to return to
  • changes: healing era interval 1 -> 2
  • changes: regeneration 1 -> 3
  • changes: kingdom list window now shows kingdom ages
  • changes: kingdom list window now shows max cities
  • changes: ice would break right away when unit is stepping on it
  • changes: ships won't die in ice anymore, but would break it when move thought it
  • changes: bowling balls now has shadows
  • changes: map icon for leader crown is changed
  • changes: boulders now sink in lava
  • changes: tornadoes throw less water particles now, but still a lot
  • changes: dragons can be favorited now. Star still won't render, but you will see dragon in favorites UI
  • changes: ufos can be favorited now. Star still won't render, but you will see UFO in favorites UI
  • changes: order of templates in new world window is changed
  • changes: loyalty bonus for new city is increased
  • changes: loyalty bonus for new kingdom is increased
  • changes: loyalty bonus for city being nearby capital changed from 15 to 20
  • changes: loyalty difference for cultures changed from 10 to 15
  • changes: units that taken by magnet not fully "frozen" anymore
  • changes: drops spawned from volcano and geysers a bit lower
  • changes: improved lava spreading logic, to make it more even
  • changes: lava would stay longer before turning into rock
  • changes: lava smoke effect is back
  • changes: cities won't try to build new buildings when fight is going on in that city borders
  • changes: many statuses will reset the timer when reapplied - e.g. if you caffeinate a caffeinated unit, the status will stay longer
  • changes: when earthquake happens, it will remove burned tiles
  • changes: EXPERIMENT(!) villages won't lose zones when some buildings are destroyed. Can be changed in debug options for now
  • changes: changed building animation logic, now little scale animations are synced with flow of time speed
  • changes: [PC] unit selection effect is improved
  • changes: antimatter bomb effect is improved
  • changes: pressing on the power bar's yellow left/right buttons will scroll the power bar to the left/right
  • changes: crab bombs don't harm crabs any more
  • changes: [PC] steam rich presence now localized
  • changes: peaceful trait will be removed, when unit turns into zombie, mush, etc
  • changes: increased amount of lines logged in the console
  • changes: save tooltip will show world's last save date in local culture format
  • changes: zooming in/out buildings/trees animation updated
  • changes: adjusted amount of farmers and soldiers in cities
  • changes: if city doesn't have enough food, it won't have many soldiers
  • changes: can remove good with sponge now
  • changes: snowman will die in age of sun
  • changes: orcs won't attack golden brains anymore
  • changes: village window now shows amount of babies
  • changes: village window now shows amount of adults
  • changes: village window now shows amount of farmers
  • changes: improved logic of how village assign jobs to citizens
  • changes: decreased max age for orcs a bit
  • changes: animation for button for changing map sizes on right click
  • changes: when there is a rebellion, alliance members will now only join the war against the rebels if they have a good opinion of the member. Previously, they would always join regardless of opinion.
  • fixed: zombie trait could be given by parents to their baby together with immunity for it
  • fixed: heat value on tile wasn't limited, resulting in a lot of lava sometimes
  • fixed: units had walking animation while frozen
  • fixed: boats could get infected or poisoned
  • fixed: pause button between tabs showing wrong icon sometimes
  • fixed: units experience getting duplicated sometimes when firing multiple projectiles
  • fixed: sometimes village storage become empty after reload
  • fixed: crash when trying to save modded map with 100k units
  • fixed: some fixes to debug console
  • fixed: world history logs had wrong red color sometimes
  • fixed: capture effect on mini map was rendered on top of other effects
  • fixed: zooming out sometimes had weird animation
  • fixed: units with powerup had weird slash animation
  • fixed: ufo not getting experience
  • fixed: units have negative health sometime
  • fixed: units couldn't get crippled/eyepatch sometime
  • fixed: baby could get zombie infection trait from parent 1 and immunity from parent 2 at the same time
  • fixed: crash, when you try to inspect unit, but after inspecting him unit gets killed by an arrow a moment later
  • fixed: sometimes fire was burned on water for a few moments
  • fixed: water drop position offset that spawned from water geyser
  • fixed: donut world gen template doesn't look like donut
  • fixed: king/leader/boats icons on mini map a bit jumpy
  • fixed: sometimes boats didn't count as dead within a kingdom. And the dead kingdom could stay alive forever until the world was loaded again
  • fixed: farmers and warriors sometimes keep walking around aimlessly, if their city is destroyed. Not joining some other kingdom's city or trying to create new one
  • fixed: cats attacking plague doctors
  • fixed: snakes attack cats, but cats doesn't fight back
  • fixed: crocodile avatar in unit window is out of bounds
  • fixed: dragon avatar in unit window is out of bounds
  • fixed: ufo avatar in unit window is out of bounds
  • fixed: civs can build on snowy mountains
  • fixed: when you switch speed via game ui, sonic speed button was still shown as active
  • fixed: clouds doesn't spawn drops if zoomed in
  • fixed: soft crash sometimes when rain used on wheat from minimap view
  • fixed: sometimes kingdom considered dead, and turns into "ghost" kingdom
  • fixed: green babies
  • fixed: soft crash if you generate a map, while holding mouse click
  • fixed: game crash when android system don't have enough space for save
  • fixed: printer unit is not visible
  • fixed: baby king/leaders can be given weapons and armor
  • fixed: flying heads cases
  • fixed: zombie dragon shadow was weirdly green
  • fixed: save descriptions didn't allow you to put empty text
  • fixed: gray goo sometimes stuck, if you use freeze ray on it
  • fixed: after changing name/description of saved world - it won't show in window until next opening
  • fixed: snowmen bug that made them actually super powerful
  • fixed: too long kingdom, city and unit names will be shortened in tooltips
  • fixed: highlighted zones had a small offset that was annoying when you look at it if you manage to notice it
  • fixed: kings, leaders, boats, army icons would render big on mini map, when they don't have home city
  • fixed: volcanoes and geysers were being destroyed by lightning if they were placed on an ocean tile
  • fixed: penguin swim speed
  • fixed: drop physics ( e.g. spawned lava by volcanoes ) should be now the same - no matter the game speed
  • fixed: tornado shadows did not change with the tornado size
  • fixed: units will be now smarter about which beach to swim to
  • fixed: killing a dragon while the game was paused, made them hang in the air until the game resumed
  • fixed: dragons sometimes had a weird distorted animation when flipping before an attack
  • fixed: lava colors were not correct based on their heat level
  • fixed: necromancer didn't cast curses correctly
  • fixed: [PC] zoom was wonky when you scroll to change zoom, but then moved cursor over UI
  • fixed: units that are ok with lava will swim to lava
  • fixed: some trees stay on tiles without biomes, water
  • fixed: sometimes abandoned buildings roofs had color of living buildings
  • fixed: crab bombs did not shake the world
  • fixed: fairies would fly through lava - killing themselves
  • fixed: flying insects would fly through lava - killing themselves
  • fixed: fairy that spawns in enchanted biome on high tile had energized trait(only the ones, that player spawns supposed to have that)
  • fixed: sometimes console logs would stack and appear unreadable
  • fixed: some soft crash related to status effect
  • fixed: added support for saving huge worlds without running out of memory
  • fixed: mini map was sometimes got dirty
  • optimizations: for enemy check logic
  • modding: changed how buildings are drawn
  • modding: building assets now has spawn animation support
  • modding: building assets now has disabled animation support
  • modding: units now has custom_data field where you can save int/float/string/bool/flags data
  • modding: buildings now has custom_data field where you can save int/float/string/bool/flags data
  • modding: kingdoms now has custom_data field where you can save int/float/string/bool/flags data
  • modding: cultures now has custom_data field where you can save int/float/string/bool/flags data
  • modding: plots/alliances/wars also has custom_data field where you can save int/float/string/bool/flags data
  • modding: clouds changed to cloud library
  • modding: added base stats library
  • modding: (!) stats like damage, health etc are replaced with access by id and used together with base stats library. Now you can add your own easily, without them being hard coded
  • modding: added new effects library, and migrated old code into it
  • modding: added tooltip library, migrated old system into it
  • modding: added loyalty library, migrated old system into it
  • modding: added opinion library, migrated old system into it
  • modding: added alliance levels library
  • modding: added clan levels library
  • modding: added new war type library
  • modding: added ages library
  • modding: added brush library
  • modding: added new sim globals library. Not used it much yet
  • modding: added hotkey library
  • modding: added options library
  • modding: building order library for cities changed
  • modding: added special_effect_interval to traits. Now can setup traits with different timed effects
  • modding: added action_get_hit to traits
  • modding: added action_get_hit to units
  • modding: added action_click to units - long clicking on a unit will call it
  • modding: added action_liquid to units - a unit that doesn't move, is not flying and enters a liquid tile will call it
  • modding: added action_dead_animation to units
  • modding: added item specific action_attack_target - inherited through item modifiers and the item asset
  • modding: "attack" action callbacks have now 3 possible parameters : who, target, tile
  • modding: "get hit" actions have now 3 possible parameters : who, attacked by, tile
  • modding: added support for light sources in projectiles, actors, buildings, effects libs
  • modding: animation frames not hardcoded anymore
  • modding: some method names now start with has instead of have
  • modding: removed callbacks_get_hit on units
  • modding: removed swimToIsland stats and moved logic to action_liquid callback
  • modding: defined callbacks are now copied between cloned units
  • modding: jobs have now a random bool - meaning their task order will be randomized on each iteration
  • modding: tiles now have DoUnits to apply some logic to units on the current tile. Use it instead of tile.units
  • modding: some game objects data now unified. Kingdoms, units, cities, cultures are now part of the similar system like plans, clans, wars, alliances.
  • modding: added support for custom unit render logic. Check override_sprite from ActorAsset, and boat/dragon for how it's used
  • modding: active mods are now saved in the saved world metadata
  • modding: stats moved to new statistics library
  • modding: mod .dll contents are loaded into memory first, before being loaded - so they don't lock the .dll file to the process ( thanks Nikon )
  • modding: symbol .pdb files are now loaded with the mod if provided ( thanks Nikon )

  • stability fixes for android devices

  • stability fixes for android devices

  • fixes: druids being too nice to bandits and orcs
  • fixes: brazilian mobile players will see brazilian portuguese
  • fixes: some mod support for traits that don't exist anymore
  • fixes: mobs tooltip was not translated
  • fixes: santa / magnet crash
  • stability fixes for mobile devices

  • fixed: crab bomb sounds
  • fixed: life is a sim description didn't have number in it
  • fixes: [mobile] There was a way to adjust time without having the hourglass power unlocked for non-premium players
  • updated locales and languages
  • stability fixes for mobile devices

  • added: radiotraitive rain of 3 types. Select which traits you want to apply for multiple units and drop them.
  • added: radiotraitive rains. They save their state through sessions
  • added: crab bomb! it's rave time
  • added: gamma rain. Pick some traits and make it rain
  • added: delta rain. Pick some traits and make a train
  • added: omega rain. Pick some traits and make them train
  • added: city inventory legendary items would have special outline
  • added: unit inventory legendary items would have special outline
  • added: new debug cheat CityUnlimitedZoneRange
  • added: added separator between fertilizers and minerals in nature tab
  • added: added Nikon to the special thanks section. Thanks!
  • added: particles and shake, when unit gets infected with zombie infection
  • changes: crystal tiles are changed
  • changes: golden brain is now free
  • changes: corrupted brain is now free
  • changes: snow cloud is now free
  • changes: fat trait will increase size of sprite of a unit a bit
  • changes: agile trait will decrease size of sprite of a unit a bit
  • changes: made some achievements not hidden
  • changes: vortex tool won't remove biomes and water
  • changes: vortex tool won't destroy buildings
  • changes: tweaked some achievements descriptions
  • changes: crabzilla moved from other powers to destruction
  • changes: gray goo moved from other powers to destruction
  • changes: in kingdoms tab moved toggles to the right
  • changes: kingdom, cultures, cities list now have a special button background
  • changes: chance to get infected by zombie on attack 30% -> 50%
  • changes: culture tech zones tier 2 - max range 1 -> 2
  • changes: culture tech zones tier 3 - max range 1 -> 2
  • changes: human base city zone range 4 -> 7
  • changes: dwarf base city zone range 4 -> 7
  • changes: orc base city zone range 3 -> 6
  • changes: elf base city zone range 5 -> 8
  • changes: human base cities(without king effects) amount 3 -> 5
  • changes: orc base cities amount 2 -> 4
  • changes: elf base cities amount 1 -> 3
  • changes: dwarf base cities amount 1 -> 3
  • changes: king bonus for max cities based on stewardship by 50%
  • changes: when revolt happens, maximum amount of cities that could join revolt changed from 50% -> 33%
  • changes: when revolt happens, time before next revolt check is longer, the bigger is last revolt was
  • changes: cheat CityFastZonesGrowth is more smooth
  • changes: cheat unlimited house is more smooth
  • changes: tweaks for how it's decided where settlers build new cities
  • changes: newly spawned civ unit won't run to random place on the map to settle a new city
  • changes: make starting worlds more random
  • changes: added some more debug buttons, while worked on settler logic improvements
  • changes: reworked algo for settlers. They would try to settle a bit further away from their kingdom borders(instead of being aligned), so the new city would take more space
  • changes: watch tower increases city zone range by 1 now
  • changes: when city gets conquered - their current army gets disbanded
  • changes: cities logic for placing new houses would be faster
  • changes: unlucky trait triggers it's bad event only on older units
  • changes: only civ immortal units can get evil after a long time. Not immortal sheep and bunnies
  • changes: evil trait max cities -3 -> -2
  • changes: content trait max cities -2 -> 0
  • changes: greg is more greggier
  • changes: Life is a Sim achievement reduced for mobile devices
  • changes: Magnet: the units will now rotate in magnetic patterns
  • changes: Magnet: when dropping units, they will be pushed towards the current brush that you have selected
  • changes: tips now in Welcome window
  • changes: added some empty window placeholders in some windows
  • changes: right click on map size will decrease the map size again
  • fixed: in trait editor tooltip overlaps icons awkwardly
  • fixed: danish translation was broken
  • fixed: sometimes soft error on mobile when receiving gift power
  • fixed: creating new cities/buildings would be blocked by minerals
  • fixed: mobs won't spawn in low candy biomes
  • fixed: cities not getting updated stats after culture gained new tech right away
  • fixed: cities keep trying to claim diagonal zones and losing them after a bit
  • fixes: spectate icon would be stuck if the unit you watched would die on its' own
  • fixes: There was a way to adjust time without having the hourglass power unlocked for non-premium players
  • fixes: found the last hiding santas
  • fixes: cities getting removed/bugged out if game is paused right after city is created
  • fixes: sometimes cities don't have visible zones
  • fixes: kingdom with bad king can have -1 max villages
  • fixes: magnets will not show units correctly if you zoom in/out from minimap
  • fixes: kings, boats, generals, etc won't show up on minimap at their old position if you're dragging them with the magnet
  • fixes: boats that were dropped with magnet and have an unreachable dock, won't be just stuck forever in one place
  • fixed: inspiration drops showed fire, instead of inspiration
  • fixes: if infinity coin removed unit inside a house - his death didn't count
  • fixes: 18 year old babies running around
  • fixes: when using madness on army bannerman he still stays bannerman

  • added: trait editor: Explore different units to unlock new traits! Click on traits to unlock them in the editor
  • added: trait editor: Add or remove unlocked traits to any character
  • added: trait editor: Some traits are unlocked after getting a special achievement!
  • added: movement wind animation effect for trees and and fleshy buildings
  • added: new item generator. Now items can have a lot of different graded modificators instead of previous 2(suffix+prefix). Items from old saves could suck now tho, sry
  • added: new world law - enable/disable minerals popping
  • added: new world law - enable/disable population growth for civs
  • added: new world law - enable/disable population growth for animals
  • added: new world law - enable/disable tumor/pumpkin/bioblob/cybercore tiles being removed after base building is dead
  • added: new world law - population limit of 100
  • added: new world law - enable/disable making warriors for civs
  • added: new world law - seeds - trees and plants will spread seeds, growing more trees and plants around them
  • added: resource mechanic changed. High rank metals not abstract anymore, but an actual resource that needs to be mined
  • added: new mineral - adamantine
  • added: new mineral - mythril
  • added: new mineral - silver
  • added: new mineral - gems
  • added: new mineral - common metals
  • added: new mineral - bone mineral. Spawned in corrupted biome
  • added: new resource - herbs. Civs collect it for food
  • added: new resource - candy. Can be found in candy biome. Restores a lot of health
  • added: new resource - lemons. Can be found in lemon biome
  • added: new resource - evil beets. In corrupted biome
  • added: new resource - mushrooms. In multiple biomes
  • added: new resource - peppers. In infernal biome
  • added: new resource - crystal salt. In crystal biome
  • added: new resource - bananas. In jungle biome
  • added: new resource - coconuts. In normal sand
  • added: new resource - desert berries. In arcane deserts
  • added: drinking tea can give caffeinated status
  • added: eating crystal salts can give caffeinated status
  • added: eating crystal salts can give madness/strong minded traits
  • added: eating peppers can set unit on fire
  • added: eating peppers can give unit fire proof trait
  • added: eating mushrooms can give unit madness, strong minded, paranoid and/or content traits. Also powerup status
  • added: eating evil beets can give unit pyromaniac and/or evil traits
  • added: eating pie can give unit fat trait
  • added: eating pie can give unit slowness status
  • added: eating burger can give unit fat trait
  • added: eating burger can give unit slowness status
  • added: eating Desert Berries can give unit poison and slow traits
  • added: eating Desert Berries can give unit poison immunity
  • added: drinking ale can give slowness status
  • added: eating coconut can give shield status
  • added: eating candy can give tiny, giant, bloodlust and fat traits
  • added: eating lemons can give eagle eye, regeneration traits
  • added: eating banana can give unlucky trait
  • added: eating meat can give tough and strong traits
  • added: eating fish can give tough and strong traits
  • added: eating jam can give regeneration trait
  • added: eating sushi can give fast trait
  • added: legendary weapons/items now have special and unique generated names
  • added: legendary weapons/items will appear shiny in the tooltip, weee
  • added: legendary weapons/items can now include king names
  • added: legendary weapons/items can now include kingdoms
  • added: legendary weapons/items can now include kingdom's enemies
  • added: legendary weapons/items can now include kingdom's culture of weaponsmith
  • added: legendary weapons/items can now include city name where they were made
  • added: weapons would remember how many units they have slayed
  • added: if unit dies on territory of a village, his inventory/equipment would go to this village's inventory
  • added: new knowledge - equipment storage 1/2/3
  • added: danger logic to city zones. If there's an enemy on a city territory - the local army/warriors would go there
  • added: kingdom customization: Press the kingdom banner in the village/kingdom window to do it
  • added: kingdom customization: You can change the banner designs of kingdoms now
  • added: kingdom customization: You can change the colors of kingdoms now
  • added: kingdom and village windows now have 2 race icons on top, to show which race they align with
  • added: new biome - Arcane Desert. Units walk slowly in the desert (duh)
  • added: new biome - Lemon biome. It's a very ACCEPTABLE biome
  • added: new biome - Candy biome. The most evil biome
  • added: new biome - Crystal biome. It's very shiny
  • added: new vegetation - desert plants and desert trees
  • added: new vegetation - crystal plants and trees. Plants and trees give out a lot of minerals and don't burn
  • added: new vegetation - candy plants - give candy resource
  • added: new power - Arcane Desert Seeds. Magic seeds that keep turning into smooth golden desert sand, and then eventually fill the vast lands into Arcane Desert.
  • added: new power - enable/disable showing battles on the mini map
  • added: new power - enable/disable showing civ armies on the mini map (decoupled from king/leader button)
  • added: new power - enable/disable showing civ armies' attack target arrows
  • added: new tool spade - removes biome tiles only.
  • added: 3 new culture knowledges - that increase zone range for villages
  • added: 3 new culture knowledges - that increase max equipment storages for villages
  • added: biomes can now grow through 1-sized roads
  • added: [PC] with kingdom overlay on - when you mouse over a kingdom, you would also see enemy kingdoms highlighted with red color
  • added: [PC] Steam achievements!
  • added: [PC] Steam will show now how you're playing WorldBox in your Steam status
  • added: new achievement - starter
  • added: new achievement - islander
  • added: new achievement - mainlander
  • added: new achievement - life is a sim
  • added: new achievement - the dwarf
  • added: new achievement - the creator
  • added: new achievement - the king of kings
  • added: new achievement - the accomplished
  • added: new achievement - the demon
  • added: new achievement - the broken
  • added: new achievement - planet of apes
  • added: new achievement - super mushroom
  • added: new achievement - the princess
  • added: new achievement - greg
  • added: new achievement - ninja turtle
  • added: new achievement - the corrupted trees
  • added: new achievement - the hell
  • added: new achievement - world war
  • added: new achievement - great plague
  • added: new achievement - touch the grass
  • added: new achievement - god mode
  • added: new achievement - traits explorer
  • added: new achievement - great traits explorer
  • added: new achievement - great traits explorer
  • added: new achievement - super traits explorer
  • added: new achievement[steam only] - the light
  • added: new achievement[steam only] - the sky
  • added: new achievement[steam only] - the land
  • added: new achievement[steam only] - the sun
  • added: new achievement[steam only] - the moon
  • added: new achievement[steam only] - the living
  • added: new achievement[steam only] - the rest day
  • added: health bar in spectate mode
  • added: pause or speed up the game in spectate mode
  • added: animations in detail windows - make the numbers go brrrr
  • added: animations in health bars - click click click
  • added: X effect when trying to spawn bush where not possible
  • added: X effect when trying to use fertilizer where it's not possible
  • added: deposit with bones will spawn in corrupted biome
  • added: new trait: death nuke. Unlocked via achievement
  • added: new trait: death bomb. Unlocked via achievement
  • added: new trait: death mark. Unlocked via achievement
  • added: new trait: super health. Unlocked via achievement
  • added: new trait: shiny. Makes shiny
  • added: new trait: flesh eater. Restores health when attacking
  • added: new trait: divine scar
  • added: smaller windmills ( windmills are tiered now )
  • added: when you have kingdoms enabled and show kingdom names - race icon would be shown next to kingdom name text
  • added: sparkle effect for some minerals
  • added: [pc modding] some unifications, and work of asset manager for the future official mod support. Ask in chat
  • added: [pc modding] added SpriteTextureLoader for texture loading from Streaming Assets for the future. But can be used atm as well
  • added: [pc modding] refactored map icons code into MapIconLibrary which should be simple to use
  • added: [pc modding] moved world behaviors into WorldBehaviourLibrary
  • added: trees and plants now spread from other vegetations
  • added: increased chance for trees to spawn on zones without civ buildings
  • added: [PC] when you mouse over kingdom with enabled kings/ships icons with enabled Kingdom zones - the icons would be bigger by 300%
  • added: [PC] when you mouse over village with enabled kings/ships icons with enabled Village zones - the icons would be bigger by 300%
  • added: civ icons on mini map will adapt to zoom, to be more clear
  • added: trade boat icon will be a bit smaller on mini map
  • added: separate icon for boats for mini map
  • added: army banner on mini map now has two kingdom colors
  • added: fishing docks that allows to build fish boats right away
  • added: new border indicator for cities that are getting conquered
  • added: new effect for showing enemies of a kingdom
  • added: a chance that on units with unlucky trait meteorites would fall. Disasters need to be enabled for this
  • added: meteorite has a chance to spawn adamantine mineral where it landed
  • added: you will be able to see what a unit just ate if you zoom in
  • added: units won't eat if in battle
  • added: when windmill is destroyed - city would lose all the wheat
  • added: [PC] added icon of selected power near cursor
  • added: [PC] added animation for when cursor is over history HUD
  • added: new world generator template - continent - big landmass
  • added: new world generator template - islands - many smaller islands
  • added: new world generator template - donut - land with a lake in the middle
  • added: new world generator template - muffin - circled world
  • added: new world generator template - pancake - square world
  • added: new world generator template - dormant volcano - square land without biomes
  • added: new world generator template - bad apple - mountain with lands inside
  • added: new world generator template - anthill - tunnels inside mountain
  • added: new world generator template - chaos pearl - fantasy round world with many biomes
  • added: new world generator template - chaos lasagna - fantasy square world with many biomes
  • added: new world generator template - cheese - world with many lakes
  • added: new world generator template - world in a box - GET IT?
  • added: new world generator template - boring plains - unless...?
  • added: new world generator template - checkerboard - chessbox time
  • added: new world generator template - cubicles - Become an evil overbosslord
  • added: new world generator template - empty -
  • added: city will automatically produce low amount of biome specific food for easier start based on where bonfire is placed
  • added: hall will automatically produce low amount of biome specific food as second bonus
  • added: new mob - lemon man
  • added: new mob - lemon boi
  • added: new mob - candy man
  • added: new mob - candy bear
  • added: new mob - crystal golem
  • added: new mob - crystal sword
  • added: color fade out effect for border zones, when you zoom in
  • added: weapons would show amount of kills
  • added: improvements to name generators
  • added: new debug window. Made it look nicer and more handy to use
  • added: new debug window. Also added more fun options there and "cheats" that we are using in development for civilization logic
  • added: new debug window. Main point of it is still to be used for testing and partly can be used for modders to work with their mods
  • added: new debug window. The debug options make the game play not as intended and probably will bring some non related bugs and break the balance(haha, balance...sure). Beware! Below short descriptions of a few of them
  • added: new debug cheat - fast cultures. Cultures get on last level in a seconds
  • added: new debug cheat - infinity city resources. Gotta have it all
  • added: new debug cheat - fast city construction. Have big city to appear in whim
  • added: new debug cheat - fast city zone growth. All your lands belong to us.
  • added: new debug cheat - fast city fast upgrades. Done and done
  • added: new debug cheat - fast city fast population growth. Babies go
  • added: new debug cheat - fast city unlimited houses. For people, who still want to see the whole world to be in small houses
  • added: new debug cheat - fast units. Gotta go very fast
  • added: new debug option - when you hover over a unit - you will see where it is going
  • added: new debug option - show which city kingdom wants to attack
  • added: new debug option - show which zone kingdom wish to settle
  • added: new debug option - add more info to city/kingdom map title
  • added: new debug option - show what resources units currently holding
  • added: new debug option - show units favorite foods on the map
  • added: new debug option - text overlay for units/buildings. Shows some useful info about everything
  • added: new debug option - text overlay for cities. Shows what city wants to build next, etc
  • added: new debug option - show various targets for AI logic. Where they want to go, who they want to attack
  • added: new debug option - various tile/zones indicators. That shows city centers, farm places, danger zones for cities
  • added: new debug option - show zones on mini map which have people that are infected with mush
  • added: new debug option - show zones on mini map which have people that are infected with plague
  • added: new debug option - show zones on mini map which have people that are infected with curse
  • added: new debug option - show zones on mini map which have people that are infected with zombie virus
  • changes: credits are updated
  • changes: some game text/translations changed
  • changes: elf base damage 15 -> 8
  • changes: dwarf base max age 110 -> 130
  • changes: dwarf base armor 4 -> 8
  • changes: druid won't spawn grass biome seeds anymore
  • changes: druid will spawn tree fertilizer
  • changes: effect for selected kingdom is not full white anymore
  • changes: "succession crisis" won't happen if kingdom is under max city limit
  • changes: the more cities go independent - the less chances for the next city to join it
  • changes: updated logo in the game with a brighter steam version
  • changes: [android/ios] updated launch icon
  • changes: world law - auto spawn trees renamed to random seeds
  • changes: trees can be spawned on vegetation now. Before if plants grew anywhere, trees had trouble spawning
  • changes: decreased vegetation growth timeout
  • changes: jungle trees could give bananas
  • changes: infernal plants would give peppers
  • changes: corrupted biome have evil beets
  • changes: savanna plants would give wheat and herbs
  • changes: default map generator changed to generate huge continent instead of many small islands
  • changes: overhauled the new world window! it has now templates you can pick from
  • changes: map sizes in new world menu now show size number and icon
  • changes: biomes won't generate per island anymore, instead they could take parts of the world
  • changes: rewritten village logic for build order, for easier balancing, future mod support, etc
  • changes: civ races have a bit different build order now
  • changes: watch towers will only be able to be built near borders if there are no other buildings nearby
  • changes: mines will only be able to be built if there are no other buildings nearby
  • changes: windmills will only be able to be built if there are no other buildings nearby
  • changes: farmers will sow farm fields close to windmills now
  • changes: harvested wheat will give 1 wheat per plant now
  • changes: amount of placed farm fields increased by 66%
  • changes: houses can only be built near other buildings
  • changes: the amount of zones the city can have won't depend on the amount of buildings the city has anymore. Only on civ/culture/unit stats
  • changes: amount of houses village can build would depend on amount of zones village has
  • changes: amount of buildings village has doesn't affect max amount of zones village can have
  • changes: new village window layout. Now with tabs
  • changes: village windows now shows the kingdom's banner
  • changes: added kingdom/village icon to banner element
  • changes: can see which items currently in village inventory
  • changes: city now has item equipment inventory, instead of keeping 1 of each kind. Storage increased based on new culture tech
  • changes: building shadows now generated and should look better
  • changes: added max 3 limit to miners who goes into mine
  • changes: minerals can be spawned by brush again
  • changes: minerals not infinite again and will be depleted
  • changes: minerals can randomly pop in the world depending on biome
  • changes: mine mechanic - when miners use mine, instead of giving resources to the city right away - minerals would spawn nearby mine instead. Mineral is based on biome where mine is placed
  • changes: miner trait - gives better mineral spawn chance. YO DWARVES
  • changes: corruption biome giving curse changed from 5% to 0.5% chance
  • changes: generated initial kingdom color would be more random, instead of always starting from same ones
  • changes: kingdom color themes won't depend on civ races anymore
  • changes: adjusted some kingdom colors themes
  • changes: roof colors and city title colors are now the same
  • changes: boats won't have short stops while moving anymore
  • changes: weapons/armor/accessories not require gold anymore
  • changes: copper equipment now cost 1 metal to produce
  • changes: bronze equipment now cost 2 metals to produce
  • changes: iron equipment now cost 3 metals to produce
  • changes: silver equipment now cost 1 silver to produce
  • changes: mythril equipment now cost 1 mythril to produce
  • changes: adamantine equipment now cost 1 adamantine to produce
  • changes: ores removed. Metals are instead created right away from the metals mineral
  • changes: metals renamed to common metals. They now include bronze, copper, iron
  • changes: tweaks to bannermans logic. They would move more towards the enemy's territory if there's no enemy nearby
  • changes: new warriors won't try to join an army that not in village, resulting in warriors run 1 by 1 to bannerman.
  • changes: army would stop going to their target to fight, if the city is not an enemy anymore
  • changes: swamp revamp: reswamp. Swamp acts like normal ground, instead of liquid. Civs can make villages there now. But it slows units down
  • changes: swamp biome can be generated in new world
  • changes: swamp biome can spread now
  • changes: sickle would remove only plants and other vegetation now. Biome tile removal moved to spade tool
  • changes: farm field tiles can be removed with demolish and spade tool now
  • changes: farm fields would "die off" slowly when not near windmills
  • changes: [PC] zones won't highlight on mini map, if they are behind UI where cursor is
  • changes: increased rate of acid blobs spawn
  • changes: removed maximum amount of zones limit per city/stats
  • changes: instead, the city has a maximum zone range from the center of the city. Range is increased based on buildings/traits/culture/leaders
  • changes: humans base zone range set to 3
  • changes: orcs base zone range set to 4
  • changes: elves base zone range set to 5
  • changes: dwarves base zone range set to 4
  • changes: statue would give +1 zone range
  • changes: maximum amount of livable houses village can have, now depends on zones and other building bonuses
  • changes: well gives +3 houses
  • changes: statue gives +3 houses
  • changes: docks give +1 house
  • changes: temple gives +2 houses
  • changes: hall gives +2 houses
  • changes: bonfire gives +3 houses
  • changes: increased amount of wood given from trees
  • changes: decreased limits for max storage for resources
  • changes: +1 zone range per 1 stewardship from city leader
  • changes: hall tier 1 doesn't require a knowledge anymore
  • changes: windmill tile width changed from 5 to 3
  • changes: shadows optimizations
  • changes: shadows now enabled for mobile platforms by default
  • changes: wheat crops would grow if you drop plant fertilizer on farmfields
  • changes: succession crisis after king's death only would happen, if kingdom has more cities than the maximum it can support
  • changes: bannerman would be colored with the main(roof color) kingdom color now
  • changes: king/leader/boat color would use the main kingdom(roof color) color now
  • changes: group leader would seek to destroy towers, to be able to start a conquest of a city
  • changes: units won't join the active army, if the army is already somewhere else. Instead they would stay in the village until the next battle/defending
  • changes: group leader would move slower, so his army could keep up with him, instead of being a leeroy jenkins
  • changes: armies attack only if they have at least 80% of max units
  • changes: if a city is under attack - even if capture not happened yet, because there's an army from another town - it won't be able to replenish soldiers
  • changes: if king is immortal, and lived very long - he will become corrupted and his personality would change to militarist
  • changes: if king is immortal, and lived very long - he can become evil
  • changes: trait evil max cities 0 -> -3
  • changes: instead of kingdom sending all armies to one target, the decision would be made by village leaders
  • changes: city won't revolt if their army is already fighting somewhere
  • changes: city won't revolt if they don't have an army
  • changes: trait tough changed armor 2% -> 10%
  • changes: trait tough changed warfare 0 -> 1
  • changes: trait skin burns changed diplomacy -1 -> -2
  • changes: trait skin burns changed warfare 0 -> 2
  • changes: trait eyepatch changed warfare 0 -> -1
  • changes: trait crippled changed diplomacy -1 -> -3
  • changes: trait evil changed warfare 0 -> 10
  • changes: fish boat changed health 500 -> 100
  • changes: side buttons in kingdom view now have a tooltip
  • changes: side buttons in creature view now have a tooltip
  • changes: tier 2 and 3 house knowledge cost decreased by 60-70%
  • changes: when revolt happens - only neighbor villages can join the new revolted kingdom. Less rebelled border gore
  • changes: rebellions only happen if the kingdom has more cities than it can hold!
  • changes: opinion far lands (when no aligned borders) opinion increases 25->35. If same island 35->60
  • changes: genius trait increases max cities by 1
  • changes: genius trait increases zone range by 1
  • changes: paranoid trait decreases max cities by 1
  • changes: ambitious trait increases max cities by 2
  • changes: ambitious trait increases zone range by 1
  • changes: auto save button moved to top in save slots, to be more visible
  • changes: animals won't eat tiles themselves anymore, instead they will eat plants and herbs that grow on them
  • changes: animals will make babies only if not hungry
  • changes: animals will spawn a bit hungry
  • changes: herbivore animals get less hungry ( restore more "hunger" ) after eating
  • changes: updated icon for shovel
  • changes: sushi now requires herbs in addition to fish
  • changes: jam now requires herbs in addition to berries
  • changes: burgers now require meat, bread and herbs instead of meat and wheat
  • changes: tea now requires herbs, instead of wheat
  • changes: berry bush has a chance to be destroyed after units collect berries
  • changes: berry bush can has a chance to spawn in some biomes
  • changes: [Mobile] first autosave can be used without premium
  • changes: when using spawn berry bush power - bushes will spawn without a limit in the area
  • changes: decreased "strength" of enchanted biome compared to other "neutral" ones
  • changes: village capture speed is now affected by game speed as well
  • changes: farmers won't stay near "doors" when return wheat to storages
  • changes: amount of farmers city will have changed
  • changes: farmers would stay near windmill and farms instead of keep switching jobs
  • changes: adjusted numbers for kingdom view to make them same sizes
  • changes: increased wheat growth time
  • changes: ambitious trait max cities 2 -> 5
  • changes: bloodlust trait max cities 0 -> 3
  • changes: pacifist trait max cities 0 -> 2
  • changes: genius trait max cities 1 -> 3
  • changes: greedy trait max cities 0 -> 2
  • changes: stupid trait max cities 0 -> -3
  • changes: content trait max cities 0 -> -2
  • changes: in battle units won't always attack the closest unit to them
  • changes: units will be a bit more smart about not getting into fires
  • changes: tornado won't be removing liquid, to avoid recalculating chunks
  • changes: for new players city/kingdom names, kings, battles and history logs will be turned on by default
  • changes: meteorite damage increased from 100 -> 1000
  • changes: disaster meteorite damage increased from 100 -> 500
  • changes: meteorite won't terraform base tiles
  • changes: orcs will attack beehives now
  • changes: roads will decay for civs that don't use roads
  • changes: kings and leaders won't be farming and mining
  • changes: units can become warriors even without weapons
  • changes: lowered timeout for making a warrior
  • changes: for rebellions - amount of newly rebelled cities can't be bigger than half of cities kingdom had
  • changes: trait - miner have a chance to get more amount of resources from minerals
  • changes: world shake effect because of bombermans happens only if explosion was in visible area ( and zoomed in )
  • changes: if king has evil or bloodlust trait they will never go for peace if they have a bigger army
  • changes: if enemy kingdom doesn't have a king - a peace deal won't happen
  • changes: a peace event won't be possible while an army is fighting in an enemy city
  • changes: disasters laws now ON by default for new maps
  • changes: [PC] tweaked timeout for opening inspection window when you scroll the map. To prevent accidental window opening
  • changes: non unlocked achievement button is changed
  • changes: locked icon for powers on mobiles are changed
  • changes: santa time is over
  • changes: Added more world name variations
  • changes: world info window will show world names again
  • changes: how settle targets are calculated
  • changes: how many people city should have, before they send out settlers 30 -> 22
  • changes: some other changes to settlers logic to avoid sending them when don't need it
  • changes: wars less likely start on beginning of a world, when civs don't progressed yet and there's still a lot of space to build around
  • changes: make drops to be affected by game speed
  • changes: army bannerman would move a bit slower, than other units for them to catch up
  • changes: armies will move more packed nearby bannerman. Instead of bannerman going to fight first
  • changes: if current tile region is too small near bannerman group, army would be more spread on other regions
  • changes: drawing with sand/soil won't destroy buildings
  • changes: using finger tool won't destroy buildings if you copy ground tiles
  • changes: docks still will be removed if you "put" ground under them
  • changes: unit's get hungry faster while in battle
  • changes: grenades, bombs, asteroids won't remove city zones (unless they destroy buildigns there)
  • changes: crabzilla won't destroy tiles fully
  • changes: exploding crabzilla won't create wasteland
  • changes: exploding crabzilla will spawn greater crabs
  • changes: random vegetation won't remove ruins
  • changes: using fertilizer for trees/plants won't remove ruins
  • changes: dropping minerals won't remove ruins
  • changes: [PC] Improvements to Discord status messages
  • changes: water bomb had mountain color on minimap
  • changes: landmine color now reddish on minimap
  • changes: mush can be killed now by divine light. Mushrooms donโ€™t like bright light anyways (c) LukXD99/HardDuckman
  • changes: improved support for wide screens
  • changes: in portrait view on mobiles you will be able to see more, before the game switches to minimap
  • changes: civs won't build on ice anymore
  • changes: improved readability of tooltip texts
  • changes: color changes in tooltips
  • changes: Nicer favorite unit view
  • changes: Show placeholder if we're showing favorite window without any units
  • changes: Show placeholder if we're showing history log without any history
  • changes: updated steam icon
  • changes: Slight design improvements in kingdom city list
  • changes: You can now go to the patchlog when reading the patchlog
  • fixed: difference between visible renderered objects before minimap switch for mobiles
  • fixed: movement speed was limited by one tile range on higher speeds, as a result very fast units still moved with about the same speed in 5x/sonic speed. This has been fixed and this is huge game changing fix
  • fixed: sometimes builders go to build roads for other civ
  • fixed: [PC] sometimes clicking on power tabs on the bottom can open kingdom/city/cultures view on mini map
  • fixed: [PC] sometimes clicking on power tabs on the bottom can open unit view if he was behind a button
  • fixed: [PC] Steam cloud not syncing settings correctly
  • fixed: burned tiles stay for too long. Now they would decay much faster
  • fixed: dogs die from hunger
  • fixed: animals don't eat flowers
  • fixed: civs only eat food that is highest in supply
  • fixed: weird sand lines generated on bigger maps
  • fixed: humans stuck in a place sometimes after they see monke
  • fixed: shake effect for buildings didn't work
  • fixed: non killable archer from the boat. FINALLY FOUND YOU
  • fixed: [Android] sometimes saving names didn't work on Android
  • fixed: camera movement wasn't synced with cursor logic, as result sometime hover blinking would happen
  • fixed: save window tooltip shows mobs 2 times
  • fixed: warriors/armies/group-leaders - after a fight could reset their jobs, and return to their village. Resulting in bad behavior and "weird" conquest, where everyone just walk over and back, over and back
  • fixed: sometimes villages getting "stuck" in early progression and stop building
  • fixed: sometimes army leaders got confused, when the zone they wanted to attack didn't belong to any city anymore once the army arrived there. So they were just chilling in one place while war is happening
  • fixed: living houses were sometimes pink
  • fixed: after loading sometimes units "swim" nearby their transport boat
  • fixed: game started lagging after long time of playing
  • fixed: some crash reasons
  • fixed: relationships tool showed village names, instead of kingdom names
  • fixed: lava2 and lava3 had colors switched on mini map
  • fixed: tween errors spam in console
  • fixed: culture techs that increased how many resources were given wasn't applied correctly
  • fixed: sometimes the world where all kings had diplomatic personalities was "stuck" in eternal peace. Because the chance of war was less than 0
  • fixed: [PC] achievement buttons blocking scrolling in their window
  • fixed: [PC] world laws buttons blocking scrolling in their window
  • fixed: bees make the game lag when going over mountain tiles
  • fixed: [PC] avoid bringing tooltip while window is closing
  • fixed: ufo not damaging buildings
  • fixed: save creation time showing wrong date
  • fixed: city center calculated wrong after bonfire destruction
  • fixed: (pathfinding/ai logic) sometimes connections between regions not calculated correctly, as a result - ai was doing weird things
  • fixed: sometimes the city wanted to colonize unreachable terrain. Like when there's a land inside a mountain
  • fixed: wheat wasn't rendered correctly in hand sometime
  • fixed: soft crash when crabzilla got healed by fairy while crabzilla is dying
  • fixed: units were shown holding resources when they didn't
  • fixed: city set target for other city even when it was not possible. For example, blocked by mountains, lava, double water lines, etc
  • fixed: snakes attacking elves
  • fixed: cities trying to send units to friendly cities blocked by mountains
  • fixed: armies sometime decide to chill somewhere, and do anything for years
  • fixed: unit/boat map icons didn't had z sort for them
  • fixed: game lagging when units were being shoved into mountains during fights
  • fixed: kingdom relationship history kept resetting, and timings were off sometimes
  • fixed: effect for fire on unit not animated when unit died
  • fixed: funeral boats: if a unit died from age/hunger inside a boat, his body stayed forever inside that boat. Eventually the boat had 1000 of bodies and counting
  • fixed: soft crash because of the dragon sometimes
  • fixed: some icons had wrong compression applied, ruining the colors
  • fixed: sometime units would target enemies that were not possible for them to see or attack
  • fixed: amount of boats kept increasing in one dock as the world progressed (when one dock is destroyed, ship joined another friendly one) because boat check limit was not actually used all this time
  • fixed: error because of a plague
  • fixed: poison immunity didn't work
  • fixed: some kingdom relationships had a bug and would count the age wrong
  • fixed: kingdoms button had the wrong description
  • fixed: sometimes cities got stuck and did not build anything, because they thought there's a fire nearby (spoiler: there wasn't)
  • fixed: unit selection effect was working behind menus
  • fixed: tween error spam on map reload
  • fixed: mobs were attracted to ruined golden brain after game loading
  • fixed: butterflies and flies dying over mountains
  • fixed: mountain damage gave exp to unit
  • fixed: divine light didn't affect poppoints (idle units inside houses)
  • fixed: crabzilla could be infected by plague causing soft crash
  • fixed: some buttons showed tooltip on tap, that wer not supposed to show one
  • fixed: sometimes pre-calculation for pathfinding/regions found wrong connections. Changed hashset formula
  • fixed: sometimes units in inspector were showing wrong weapons
  • fixed: bug with docks/boats textures
  • fixed: mountain tiles not aligned correctly with other ones
  • fixed: [mobile] saves from autosave menu didn't show titles
  • fixed: [mobile] crabzilla joystick was stuck if crabzilla died while using the joystick
  • optimizations for map loading times
  • optimizations for world/mini map switch effect
  • optimizations for island/pathfinding pre-calculations
  • optimizations for some sprites
  • optimizations for unit effects
  • optimizations for mini map rendering
  • optimizations for farmers/farm tiles
  • optimizations for name generation
  • optimizations for buildings

  • changes: [Android] You can resize now the game or play in split screen
  • changes: [Android] Some performance improvements
  • fixes: Some stability fixes

  • fixes: Some performance fixes
  • fixes: Some stability fixes

  • fixes: Some performance fixes
  • fixes: Some stability fixes

  • fixes: Some performance fixes
  • fixes: Some stability fixes

  • changes: Faster loading times
  • changes: Removed lots of libraries
  • fixes: Some stability fixes

  • fixes: Tutorial won't show up sometimes
  • fixes: Autosaves doesn't work sometimes
  • fixes: Empty slot folders may have crashed save window
  • fixes: Tooltip for save slot is not cleared, when you delete the world
  • fixes: Don't show slots available that don't have a map in it
  • changes: Tutorial can be skipped even on first launch now(yes, arrrgh!)

  • changes: If a game error happens, the console will pop up
  • fixes: Clean up unsuccessful autosaves
  • fixes: Achievement popup would show lower and smaller than needed
  • fixes: Performance improvements for longer games
  • fixes: Some stability fixes

  • fixes: Some stability fixes

  • changes: New map loader! It will make the sheep go round and round brrr
  • changes: Smaller console font size
  • fixes: Some save slots showed up as existing, although there was no map inside
  • fixes: Some people could not get any ads
  • fixes: Some iOS devices had freezes
  • fixes: Soft crash when checking kingdom relations
  • fixes: Some freezes here and there

  • fixes: Potential issue when trying to spectate a dead unit from history log
  • fixes: Old save files with cultures that don't exist, could cause issues
  • fixes: Grass growth could cause some soft crash
  • fixes: Some older save files could cause an issue when trying to preview it
  • fixes: Stability fixes

  • fixes: Errors when trying to load maps sometimes
  • fixes: Samsung S-Pens should work now!
  • some performance updates
  • some stability improvements for mobile version

  • changes: Show regional price savings where available
  • fixes: Landmines had too low chances of blowing up
  • fixes: errors when trying to load autosave sometimes
  • fixes: Smol Crabzilla fixes
  • some performance updates
  • some stability improvements for mobile version

  • changes: Changed language window
  • changes: Changed feedback window
  • fixes: [Steam] Language preference will not change back to English if you changed it in-game
  • fixes: Power bar resizer now available in mobile version as well!
  • fixes: Fixes random disappearing lock icons
  • fixes: Fixed possible autosaves issue
  • some performance updates
  • some stability updates

  • fixes: Fixes for ad powers and unlockable save slots
  • changes: Limit to max. 5 auto saves per world
  • updated languages

  • changes: Allow to change language based on Steam settings on every start
  • changes: Limit to max. 5 auto saves per world
  • some stability improvements

  • changes: Removed annoying rain sound... for now
  • some stability improvements

  • added: [STEAM] Share your worlds with your friends in the Steam Workshop! Or destro... play the worlds your friends made! For fun!
  • added: Auto Saves! Never lose hope again!
  • added: New Autosave is created every few minutes for currently played world
  • added: If you load another world, then the current world will be autosaved as well!
  • added: [PC] New map size! Iceberg! Bigger than Titanic!
  • added: New Achievement - THE PIE
  • added: [PC] tooltips for your world's window. Shows you the world name and some other info when you hover over them
  • added: describe your worlds! when saving a world - you can now add a description to it
  • added: ROUND WORLDS - in the world preview screen. Your worlds will now show as a rotating globe!
  • added: credits screen now includes beta testers! Thank you!
  • added: ~christmassy feeling~ ( or festivus - for the rest of us! )
  • added: you can now change the size of the power bar in your settings!
  • added: Zombie dogs
  • added: Zombie buffaloes
  • added: Zombie crocodiles
  • added: Zombie foxes
  • added: Zombie frogs
  • added: Zombie hyenas
  • added: Zombie monkeys
  • added: Zombie rhinos
  • added: Zombie snakes
  • added: [STEAM] You can now select the game language in Steam on first start
  • changes: rhinos would make less baby rhinos
  • changes: the power bar is now smaller by default - you can change the size in the settings
  • changes: showing now much more information about the world in the saving & loading screens
  • changes: moved delete world button to the side of the save world window
  • changes: improved window for world slots
  • changes: orcs can now research more rare techs!
  • changes: changed buttons for save/load/delete confirmation dialog. From yes/no to SAVE/LOAD/DELETE/CANCEL
  • changes: a few nicer icons
  • changes: improved logic for splitting city borders. Always biggest area of city would stay
  • changes: decreased chances to die from an old age for mobs and units
  • fixed: Village names would show the old name in the villages window
  • fixed: Casting madness on kings announced them as having died - they will now show up as having abandoned their kingdom instead
  • fixed: Dragons won't be killed by flying over Volcanoes any longer!
  • fixed: stability fixes
  • fixed: soft crash when using magnet sometimes
  • fixed: sometimes UI buttons stopped working. The strike is over!
  • fixed: Dwarven renaissance: dwarves never got intelligence stats, which resulted in very slow culture progression - oops. Dwarves will seek intelligence again! Yay!
  • fixed: the race icon always showed humans in the village list - now it will show orcs, dwarves and elves again. We spoke to it. Everything is fine again.
  • fixed: can't scroll in save slots window, when mouse over save slots
  • fixed: cities were randomly abandoned. We found the saboteur... and he has been taken care of.
  • fixed: Saves that were created in earlier versions had issues with fields, ice and roads being loaded as dirt
  • fixed: auto-spawned units used non-biome skin colors
  • fixed: Unit inspection windows sometimes had too long text with Japanese and other languages

  • added: WorldBox is now available on Steam! Woohooo
  • added: new powers! Grass, savanna, enchanted, corruption, infernal, mushroom, swamp, jungle seeds!
  • added: new power! Power up! Adds powerup status to unit for 5 minutes
  • added: new power! Super Pumpkin! It's never too late for halloween
  • added: new power! Biomass! Infects ground with biomass and spawns bioblobs
  • added: new power! Cybercore! ASSIMILATE! ASSIMILATE! ASSIMILATE!
  • added: new power! Plants Fertilizer. Use it to grow plants
  • added: new power! Trees Fertilizer. Use it to grow trees
  • added: new spawn power! Spawn snake. Also spawns by itself in multiple biomes
  • added: new spawn power! Spawn frog. Also spawns by itself in multiple biomes
  • added: new spawn power! Spawn rhino. Spawns in savanna
  • added: new spawn power! Spawn monkey. Spawns in jungle
  • added: new spawn power! Spawn crocodile. Spawns in swamp
  • added: new spawn power! Spawn buffalo. Spawns in savanna
  • added: new spawn power! Spawn fox. Spawns in grass biome
  • added: new spawn power! Spawn hyena. Spawns in savanna
  • added: new spawn power! Spawn dog. Woof
  • added: new status effect! Power up. Doubles damage and other stats of a unit. And makes them huuge
  • added: new status poisoned! Poisoned unit would be taking slow amount of damage for long time
  • added: new biome - wasteland
  • added: new mob: jumpy skull. Spawns in corrupted biome
  • added: new mob: ghost. After units die in the corrupted biome - their soul would become corrupted as well. Their angry ghost would haunt other unfortunate living beings.
  • added: new mob: fire skull. Spawns in infernal biome
  • added: new mob: acid blob. Spawns in wasteland biome
  • added: new building for civs - windmill. Only visual for now. Gonna be used in "resources and economy" update
  • added: new culture tech - windmill
  • added: new map size that goes after gigantic - TITANIC. It could sink your mobile device, so good luck
  • added: different skins system for animals
  • added: piranhas, turtle, sheep, bears, wolves, chickens, cats and rabbits now can be spawned in various colors depending on terrain
  • added: huge rework for tile system! As a results, we can add more easily new tiles
  • added: more tile skin variations
  • added: a lot of new plants, trees and flowers for new biomes
  • added: biomass tile have a chance to give slowdown effect
  • added: biomass tile have a chance to give madness effect
  • added: inferno tile have a chance to set units on fire
  • added: if player split city borders somehow(by drawing over city for example) - not connected city zones would be abandoned by villagers
  • added: new heads for civs
  • added: new worldlaw - biome overgrowth. Enable/disable biomes trying to overgrowth each other
  • added: special map would be shown in the first launches of the game
  • added: some biome tiles now have animated effects. Enchanted, swamp, inferno, biomass, tumor, pumpkin vines
  • added: a lot of new heads for civs
  • added: buildings on minimap now have kingdom colors as well
  • added: map generator - now generates new biomes
  • added: aye! (for unlocked achievements, aye!)
  • added: mad units restore health on kills
  • added: corrupted biome has a chance to give curses and remove blessed
  • added: enchanted biome has a chance to give blessed and remove cursed
  • added: snow plants
  • added: a lot of name generators for old and new units
  • changes: demons now can be damaged by rain
  • changes: tumor monsters now also wants to attack golden brain
  • changes: can use demolish tool to remove tnts, roads, mines, fuses, cybertiles
  • changes: trees can grow on normal soil. But in much smaller amounts!
  • changes: civs can build farms in snow biomes
  • changes: increased amount of trees that can be grown per different biomes
  • changes: updated credits screen
  • changes: temperature up won't burn tiles anymore. It would start burning units if you hold long enough it over them
  • changes: temperature down would freeze units if you hold long enough over them
  • changes: new improved wave effect
  • changes: new look for achievements window. A lot of new achievements would be added in the next updates
  • changes: atomic bombs now create wasteland
  • changes: improved city border growth. New zones would be added from nearby ground borders, and won't go to other islands without units access to it
  • changes: less border gore. City zones should be connected, otherwise they would be abandoned now
  • changes: bow and sight range is decreased
  • changes: some trait icons are improved
  • changes: some culture icons are improved
  • changes: improved "city place finder". Units won't think that the new city place is too close to another city, if it's separated by mountains/water/etc anymore.
  • changes: when you use acid on tiles, instead of removing soil it would turn it into wasteland tiles
  • changes: life eraser removes pop points in houses now
  • changes: rain won't turn soil into grass anymore. Since we have a lot of new different biome seeds
  • changes: grass is grown from other patches of grass
  • changes: seeds power is removed. Replaced with biome seeds
  • changes: different types of biomes are added that now grow on soil
  • changes: different types of grass can be grown on soil
  • changes: city zones not randomly shrinked anymore, when some building is destroyed
  • changes: robot santa power moved into destructions tab
  • changes: living trees/buildings moved into others tab
  • changes: moved ice tower, demon tower and tumor to creatures tab from other
  • changes: moved worm and sand spider further away in creatures bar
  • changes: tumor tiles won't damage units anymore
  • changes: tumor tiles have smaller chance to give tumor infection
  • changes: baby elf would create flowers on death instead of trees
  • changes: flower tiles are removed. Instead actual flowers would grow based on biome type
  • changes: fairy can spawn in enchanted biome now
  • changes: rats can spawn in wasteland biome now
  • changes: tumor growth logic improvements
  • changes: tumor tiles would now die off when not connected to the main tumor building
  • changes: knowledge - tower is now requires bows tech
  • changes: knowledge - fishing boats tech is removed. Fishing boats now unlocked together with docks
  • changes: changed how knowledge gain is calculated and increased knowledge gain for all civs
  • changes: atomic/czar bomb explosion optimizations by 10x
  • changes: druid pixel color on minimap is now green, instead of red
  • changes: trait wise now gives +1 to each attribute
  • changes: lil bit increased chance for orcs to get int attribute
  • changes: transport boats tech not required to have trading boats tech unlocked
  • changes: [PC modding] TileType now moved to AssetManager
  • changes: [PC modding] Moved a lot of power logic into PowerLibrary
  • changes: [PC modding] Added new TileCap type. Some of the old Tiles now TileCaps
  • changes: [PC modding] buildings now use same system as units for kingdom colors, and separated by folders
  • changes: remove ability to set fires from power temperature up
  • changes: new printer animation! bzzzzzzzzrt
  • changes: new background image for loading screen
  • changes: adjusted shadows for some animals
  • changes: bear health is increased
  • changes: added some traits to turtle
  • changes: added trait fast to rabbit
  • changes: decreased rabbit health
  • changes: decreased crab health
  • changes: other animal balancing
  • changes: divine light damages undead units for 40% of their max health, instead of 20 health
  • changes: [PC] improved touch and drag controls for power power bar
  • changes: [PC] can use scroll wheel on power buttons bar now
  • fixed: units would walk on mountain if you draw it while they are moving in that direction
  • fixed: acid blood spills acid not only for zombie
  • fixed: knowledge - armor strategy not giving bonuses
  • fixed: watch tower can shoot while is under construction
  • fixed: sometimes units doesn't reproduce enough to fill whole village(especially on sonic speed)
  • fixed: crash reasons when loading modded maps on vanilla game
  • fixed: android restore button open iOS faq page
  • fixed: towers can shoot while under construction
  • fixed: lag when there's many god fingers
  • fixed: sometimes acid geyser is destroyed by acid
  • fixed: baby units can grow up while game is paused
  • fixed: tumor sometimes grows on another/blocked space where it's not supposed to go
  • fixed: sometime can see green skin on units if zoom in/out very fast
  • fixed: sometime islands wasn't calculated correctly, and units stuck on them
  • fixed: this one dwarven warrior that had a weird head. You seen him
  • fixed: santas won't kill each other with bombs anymore
  • fixed: weird santa's hit box when using lightning
  • fixed: ufo and santas are affected by heated tiles
  • fixed: sometimes skin color is not saved correctly, and after loading - character generates new color
  • fixed: newly spawned civ units are created without attributes - diplomacy, warfare, etc
  • fixed: ruined buildings on minimap doesn't change colors
  • fixed: jumping animation for living buildings/trees
  • fixed: weird lines between tiles
  • fixed: animals hunt each other when hunger is off
  • optimizations when a lot of buildings on map
  • optimizations for a lot of nukes/explosions
  • optimizations for spawning a lot of drops
[update was supposed to be even bigger, but we decided to cut some new big features to polish them more before releasing this update]

  • changes: favorite units won't die after infinity coin use
  • changes: stupid trait gives -5 intelligence
  • changes: genius trait gives +10 intelligence
  • changes: spawn less disaster demons, since demons are stronger now
  • changes: made demons a bit slower
  • changes: adjust when some rare knowledges are given to cultures
  • changes: favorited units are 200% more likely to become village leaders
  • fixed: humans lost their gorgeous blonde hairs
  • fixed: plague doctor spawning with broken staff
  • fixed: playing some modded maps from discord caused a soft crash
  • fixed: kingdom's culture was not cleared although there were no villages left
  • fixed: some saves not loading correctly
  • fixed: a few soft crash reasons
  • fixed: village window had a black gradient
  • fixed: heads of units are blinking sometimes
  • fixed: item that unit is holding rendered when unit is in water sometimes
  • fixed: civs have pants and skirts mixed up before they settle
  • fixed: culture layer shows unit as kingdom faction, instead of culture they belong to - when some tool is selected
  • fixed: sometimes units stay alive at -9000 health
  • fixed: grenades/nukes still destroying water pit tiles

  • fixed: babies don't keep their exp/level after growing up
  • fixed: babies don't keep their culture after growing up
  • fixed: babies don't keep their attributes after growing up
  • fixed: a few soft crash reasons

  • fixed: tents only gave 0 housing slots

  • added: units now have colored clothes of their kingdom!
  • added: boats now have colored elements and flags of their kingdom!
  • added: skin colors for humans, dwarves, elves and orcs!
  • added: new building for civilizations - watch towers. They Protec but They Also Attac
  • added: No more ricardo kingdoms(for some of the cultures...)! Humans figured out how to wear shirts.
  • added: Culture system and Knowledges! Cultures would now develop as the time goes, unlock buildings, features and bonuses depending on culture leaders. (Cultures in existing maps could be wonky, because they would be applied to existing villages)
  • added: new use for bonfires. Here where cultures are initially born
  • added: new opinion modificator. Units of different cultures may don't like each other.
  • added: around 50 knowledges for cultures. More to be added in the future to make them more unique!
  • added: cultures are founded in villages and spread across the borders, starting from village heart - bonfire, where villagers talk about their lore
  • added: depending on culture, skins of clothes for villagers and warriors would differ
  • added: culture of different races have different amount of rare knowledges
  • added: using coffee on village leaders - increases culture tech speed
  • added: boats now have colored flag of their kingdom
  • added: new stat for unit - intelligence. Affects culture tech
  • added: village window shows kingdom total population next to the name
  • added: kingdom window shows capital total population next to the name
  • added: kingdom window shows age of king next to the name
  • added: village window shows age of leader next to the name
  • added: village window shows culture name
  • added: village won't create armies, if weapon production not researched
  • added: unit window will show culture name of unit
  • added: new power switch - show culture zones
  • added: new power switch - show kingdom zones
  • added: when cultures layer is selected - it would show names of cultures
  • added: [PC] when on minimap and cultures is selected - use one click to quickly open culture window
  • added: 6 new statues
  • added: new button for kingdom tab - list of cultures
  • added: [PC] when on minimap with enabled layers(village/kingdom/culture) - zones will be highlighted when you mouse over them
  • added: new unit - alien. Sometimes they would survive an UFO wreckage. Watch out!
  • added: new item - alien blaster. Pew pew pew
  • added: name generator for demons
  • added: name generator for fairies
  • added: name generator for crabs
  • added: name generator for cold ones
  • added: name generator for bugs
  • added: name generator for ants
  • added: name generator for aliens
  • added: name generator for UFOs
  • added: wooden stick
  • added: updog
  • added: new trait - golden tooth
  • added: power temperature up - have a chance to start fires when used
  • added: random(often silly) generated mottos for kingdoms. They can be edited by clicking/tapping on them
  • added: refined in-game logo for welcome screen
  • added: warfare skill of leader increases amount of watch towers village can build
  • added: [Languages] Luxembourgish was added!
  • changes: villages won't try to build new buildings if village is capturing
  • changes: kingdoms won't make peace, if there's active villages capture is going on
  • changes: village won't be captured if it has watch towers
  • changes: ants can be inspected now
  • changes: when selecting relationships - it would show titles of kingdoms instead of villages
  • changes: tab icon for units/kingdoms changed
  • changes: spawn orc/human/elf/dwarf moved to creature tab
  • changes: when on minimap and depending on switch kingdom/village/culture, when you do click/tap - related inspect window will be shown
  • changes: button order in kingdom's tab
  • changes: window hide animation speed is increased
  • changes: tumor infection and mush spored unit count as infected in bottom ui panel and village/kingdom window
  • changes: tent housing 1->3
  • changes: tier 2 house housing 3->4
  • changes: tier 4 house housing 5->6
  • changes: hall 1 housing 3->5
  • changes: hall 2 housing 5->8
  • changes: hall 3 housing 10->12
  • changes: grenade damage 10->50
  • changes: village buildings health drastically increased
  • changes: unit's pixels on mini map look more of their kingdom colors
  • changes: village won't be getting captured if there's living soldier on it's borders
  • changes: base demon's health set to 666
  • changes: decreased start diplomacy stat for all races
  • changes: orcs base damage 18->20. Health 150->170
  • changes: dwarves base damage 22->17. Health 200-150
  • changes: atomic bomb won't destroy tiles anymore
  • changes: terror weapons won't give health bonus anymore
  • changes: seeds won't grow fruit bushes anymore. Only fruit bushes would grow fruit bushes. Fruit bushes. Fruit bushes. Fruit bushes
  • changes: smoother unit "jumping" animations
  • fixed: units get stuck sometimes in one place
  • fixed: crabzilla camera moves too slow, when zoomed in
  • fixed: world information window shows wrong amount of islands
  • fixed: nuke/czar bomba doing 100 damage, instead of 10000
  • fixed: landmines doesn't do damage, when unit steps on them
  • fixed: settler going to a place to build a village, when law is turned off
  • fixed: flying unit heads
  • fixed: humans skipping second tier of houses
  • fixed: sometimes village won't get full populations
  • fixed: units won't receive village made armor
  • fixed: when relationship power is selected - colors are messed up sometimes
  • fixed: part of the window still visible, when going hiding
  • fixed: skeletons can get skin burns
  • fixed: acid proof trait doesn't work
  • fixed: human docks shadow acting weird
  • fixed: human docks flag is not colored
  • fixed: boats "forget" that they are attached to their dock after loading, resulting in spawning more boats
  • fixed: bees/demons/cold ones/etc "forget" that they are attached to their home house after loading, resulting in spawning more of them
  • fixed: trees won't grow on forest tiles with flowers
  • fixed: civs can't build new villages on flower lands
  • fixed: fairy bombs
  • fixed: RTL language fix for map size button
  • fixed: units/kingdoms/cities randomly renamed sometimes, when you press back with active name change being selected
  • optimizations for rendering of huge amounts of units on screen at the same time
  • other various optimizations

  • fixed: On certain phones some reward ads would not release the reward after watching the ad

  • fixed: [Linux] Discord libraries not loading
  • fixed: [Windows] Discord libraries not loading on some systems
  • changes: Better explanation when an ad could not be loaded

  • added: pyromancers are now throwing a torch! ( new sprite )
  • added: [PC] Discord integration! Will now show when you play the game on Discord in your profile with info such as which powers you are spawning, statistics about your current world and much more!
  • changes: bandits will throw fire bombs more often
  • fixed: speed bug from previous update
  • fixed: fixes for crashing after loading some modded maps from discord
  • fixed: save slots would show the same preview image
  • fixed: previously unlocked powers would start flashing again if you unlocked another power
  • fixed: maps not loading if a dock was a living house
  • fixed: stability fixes
  • changes: increased impact range of fire bombs and torches
  • changes: firebombs sprites and bones are smaller

  • added: [PC] hold shift to move faster around the map with WASD and arrow keys
  • fixed: new buildings don't show under construction sprite
  • fixed: sometimes nobody attacks archers after they disembark from boats(need to confirm that it's fixed)
  • fixed: sometimes tornadoes would freeze/get stuck
  • fixed: pyromaniac trait not doing anything for civ units
  • fixed: some adjustments for vsync option
  • fixed: stability fixes and fallbacks for map saving and loading
  • fixed: many other stability fixes
  • changes: pyromaniacs will now try and burn down the cities they attack
  • changes: bandits will try to avoid blowing up own units... just a little bit
  • changes: bandits ran out of tnt
  • changes: restore purchases button on android will bring you to the faq/instructions
  • changes: if an error happens during map load/save - a window will show up where you can send us the error logs

  • changes: save files are now between 10-90% smaller and more memory efficient
  • changes: [ads] after watching a short video, you can now receive up to 3 random powers!
  • changes: [ads] after watching a short video, you can unlock multiple save slots for 3 hours
  • changes: [ads] you can now unlock specific powers with reward ads!
  • fixes: fixed a bug with save files, that may have saved kingdom data from other worlds in the current save file
  • fixes: interstitial ads won't show shortly after watching reward ads
  • fixes: [PC] we welcome back the VSync option - with fixes to monitors running faster than 60hz

  • changes: Adjusted some spawn rates for random events
  • fixes: white mages not defending themselves against bandits
  • fixes: force effect not centered
  • fixes: app crashing on some devices after viewing reward ads

  • fixed: zombies were able to shoot bows. Now they can't hold weapons any longer

  • added: [PC] new unit selection effect when hovering close to a unit with the cursor
  • added: [mobile] you can now unlock more save slots with reward ads - the save slots will be open for 30 minutes. The maps will stay forever
  • added: [mobile] you can now unlock the hourglass with reward ads - for up to 30 minutes at a time! Get it? Because it's about time
  • added: [mobile] nice new premium animation when you purchase it
  • added: new power - spawn Plague Doctors. They will treat any infections and also burn down tumors
  • added: new power - spawn Druids. They will leave a trail of flowers and grow trees around them
  • added: new power - mush spores
  • added: new toggle power - boats. Toggles visibility of trading and transport boats on the minimap
  • added: new modern power - modern coffee. Watch for caffeine shocks
  • added: new modern status effect - caffeinated. Gotta go fast
  • added: new status effect - slowness. Can't go fast at all
  • added: new unit - Mush. Units infected by spores can turn into mushes
  • added: new unit - Tumor Monster. Units infected by tumor infection can turn into tumor monsters
  • added: new spell - Cure. Used by Plague Doctor to remove plague, curses, infections and mush spores
  • added: new trait - Mush Spores. Turns the unit into a mush at time of death. Chance to infect nearby units with spores as well
  • added: new trait - Tumor Infection. Turns units into tumor monster when they die
  • added: new trait - Flower Prints for Druids. Beautiful
  • added: units will use tools when doing their specific jobs. Hoes, axes, pickaxes, baskets, etc
  • added: units will now hold items that they carry. Wheat, stone, etc
  • added: world law - erosion. You can toggle now if tiles near the water should erode into sand
  • added: world law - forever lava. You can now stop lava from cooling off to rock
  • added: world law - border stealing. Switch border stealing between kingdoms at war
  • added: world law - angry civilians. Civilians of the same race can now participate in wars with this law enabled
  • added: world law - random disasters. Adds a chance of random disasters to happen
  • added: included disasters for new world law - small meteorite, small earthquake, hellspawn, rain cloud, tornado, wild mage, mad thoughts, underground necromancer. Disabled by default after a lot of testing
  • added: a few more earthquake shapes
  • added: new animation for ad rewards
  • added: powers gotten via ad rewards will be highlighted now
  • added: new hover icons for window backgrounds
  • totally not added: new easter G**[REDACTED]**egg - [REDACTED]. [REDACTED]!
  • changes: tumor will spawn squishy tumor monsters now
  • changes: units walking on tumor creep will have a chance to get a nasty tumor infection
  • changes: some of the achievements and old world laws icons have been updated
  • changes: new look for world law window
  • changes: border stealing only happens between kingdoms at war with each other
  • changes: burning feet from demons won't increase lava level any longer
  • changes: rain clouds have now a chance to spawn lightnings
  • changes: heatray effect a bit more random and nicer looking
  • changes: shielded units won't get crippled, nor lose eyes any longer
  • changes: make repeated earthquakes less likely to repeat forms
  • changes: reduced forest fires
  • changes: [mobile] you can now watch more ads in less time - timer reduced to 2 minutes!
  • fixes: [PC] can't right click on unit when hourglass is selected
  • fixes: grass growing very fast on small islands
  • fixes: units sometime stood in one place and lagged the game when staring at enemies on other islands - too intense!
  • fixes: weird red squad flags
  • fixes: heatray lagging the game
  • fixes: heatray not destroying roads
  • fixes: units building through water and mountains
  • fixes: units teleporting or getting stuck in mountain tiles sometimes
  • fixes: EVERYONE HATING CRABS
  • fixes: cities will stop having more warriors than their limit allowed
  • fixes: units had a squad leader banner sometimes, although they weren't the squad leader - stolen valor!
  • fixes: cities sometimes produced a crazy amount of ships
  • fixes: wolves and bears attacked white mages, but white mages were too scared to fight back
  • fixes: amount of children not being updated for the second parent
  • fixes: some soft crashes
  • fixes: slow units were sometimes born with agile traits
  • fixes: RTL languages have now colors as well!
  • fixes: [PC] Sometimes the game would run way too fast
  • optimisations: long range pathfinding is improved up to x66 times
  • optimisations: other optimisations for units and cities

  • changes: some corrections to kingdom colors, to make them more distinguishable and less darker
  • changes: docks will be placed in more reachable places
  • changes: increased housing for dwarves
  • changes: clouds will now be less visible the more you zoom in
  • changes: added shadows for nicer readability
  • changes: added kingdom colors in inspector windows
  • fixed: some crashes related to docks
  • fixed: units stuck in magnet, if they were inside boat after loading
  • fixed: softcrash when you try to freeze docks
  • fixed: names have 2 upper letters sometime
  • fixed: kingdoms at war after loading save sometimes
  • fixed: villagers acting weird, when village have only docks left
  • fixed: favorite baby unit logged as dead after he grows up
  • fixed: infinity coin doesn't kill units watching worldflix inside houses
  • fixed: Improvements for small Japanese and Chinese texts

  • added: bridge tiles! ใƒฝ(๏พŸะ”๏พŸ)๏พ‰ โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌ Adds special skin for road tiles when they are in water/sand
  • added: new unique name generators for some mob types
  • added: when rebellion law is disabled, loyalty will now show as 100 in the kingdom view
  • added: new improved graphics for clouds!
  • added: villages can steal zones from other villages, if that village doesn't have buildings on the zone
  • added: new icons for UI - options, community, news, about, achievements, reward, hearts
  • added: new icons for powers - zombies, acid geyser, antimatter bomb, atomic bomb, bandit, bush, names, zones, clouds, demon, dragon, dwarf, elves, humans, orcs, ore deposits, sponge, tornado, volcano, cold ones
  • fixed: cats not attacking rats
  • fixed: after loading save some buildings disappear sometimes
  • fixed: nobody attacking bandits / bandits only attacking orcs
  • fixed: trading boats were stuck in one place
  • fixed: army banner would show above the king on the minimap
  • fixed: cities sometimes had huge distance loyalty penalties
  • fixed: abandoned and retaken building couldn't become living buildings
  • fixed: mines and statues couldn't be retaken
  • fixed: banner on squad leader sometimes was tilted (need to confirm)
  • fixed: boats will now make sure they return to dock to repair more frequently
  • fixed: items being covered by the phone/tablet notch in some portrait and landscape modes
  • fixed: items moving around to weird locations if phone/tablet has a notch present
  • fixed: history logs won't disappear now when the game is paused, or a window is open
  • fixed: favorite icon is shown, when unit is inside boat
  • fixed: shadow from unit sometimes renders
  • fixed: dead units are existing inside transport boat for eternity, if they died from hunger or old age sometimes. Very spooky
  • fixed: village name rendered in other village borders sometimes
  • fixed: units that doesn't have favorite food getting depressed by eating any food
  • fixed: Thai font not showing properly on iOS in the language selection, units and kingdoms windows and for history items
  • fixed: map creation buttons not switching to proper language fonts
  • fixed: map creation buttons not being update after language change
  • fixed: kingdom list showing kingdoms from a previous save file in some rare cases
  • fixed: hindi issues with elven names
  • fixed: arab and hebrew fixes for kingdom, unit and village inspectors
  • fixed: colors in arab, hebrew and hindi languages
  • fixed: kingdom window shows lower population
  • fixed: boats would sometimes not repair in docks
  • fixed: tapping on history items in top left corner should not bring you to a unit/location if a power is selected
  • fixed: capture icon blocks zooming
  • fixed: units spawn from same building in huge amount sometime
  • fixed: after loading units losing their health sometimes
  • fixed: some debug options was disabled in release version
  • changes: save and load confirmation design improvements to help avoiding accidental world lose
  • changes: capital will be always shown on top in kingdom window
  • changes: background for capital city is a bit darker now in kingdom window
  • changes: units that doesn't have favorite food getting depressed by eating any food
  • changes: if village doesn't have favorite unit's food - he will consume food that is in excess first, instead of eating random one
  • changes: boats will not re-enter docks many times per second (need to confirm)
  • changes: adjustments for item worth values()
  • changes: improved dock construction place finding logic. Now cities would have more chances to build docks
  • changes: added now the history hud layout to the history window as well
  • changes: new fonts for korean, japanese, hindi, thai, arab and farsi languages

  • added: new improved building sprites!
  • added: new ruin sprites for buildings
  • added: spectator mode! You can now watch your units work and live their lives. If they die, you'll follow their killer automatically
  • added: roof colors! Now races have different roofs depending on civilization colors
  • added: villages will supply other villages in it's kingdom with resources now. Some traits, like greedy - would affect how often leaders of villages share resources between each other
  • added: new opinion between kingdoms - close borders and far lands
  • added: new item resources: berries, bread, fish, meat, sushi, jam, burger, pie, tea, cider. Different races have unique food that only they can produce
  • added: different food restores different amount of hunger/health
  • added: units now have favorite foods. If unit eats favorite food it restores a bit more stats
  • added: unit mood system. When the unit eats his favorite food he gets happy. Happy king happy kingdom. But what about the grumpy human king that didn't get his sushi from trading with elves?
  • added: martial attribute. Used by the leader/king. The higher the stat, the more warriors they can have without penalties and more
  • added: stewardship attribute. Used by the leader/king. The higher the stat, the more villages there can be in the kingdom without penalties. Also affect taxes, how much good produced in villages, and more.
  • added: stewardship, diplomacy, martial attributes will be gained as unit grows older depending on unit's race
  • added: different personalities to king's and leaders. They are based on attributes and they will affect how kingdoms behave on political scale
  • added: tooltips to some attributes in windows
  • added: new power with option to show kings/leaders on minimap
  • added: new power with option to show latest history logs on screen
  • added: new icons for world laws
  • added: icon for cancel button that shows current selected power
  • added: new sprite animation for Crabzilla LAZORS!
  • added: new trait - kingslayer!
  • added: new trait - mageslayer!
  • added: abandoned buildings can be retaken now by same race village
  • added: events and history log entries when your favorite unit was slain or died
  • added: events and history log entries when a king was slain or died
  • added: mobile and pc - added inspect of unit on left click/fast tap
  • added: Optimization for huge villages. Some people are working from home - baking bread, polishing armor, thinking of next first April jokes, etc. And they go out only when needed to. Huge villages would lag a lot less because of it, since there would be less "jobless" units walking around aimlessly.
  • added: WIP - squad system for armies. Now armies have a "general" who they follow
  • changes: buildings in villages will be placed more nearby to each other. Trying to make worlds to have more nature in it instead of little houses everywhere
  • changes: (EXPERIMENT) same race warriors won't attack "civilians". Civilians won't attack warriors
  • changes: villages conquer mechanics. Now warriors will have capture timer
  • changes: decreased amount of diplomacy gained from items, traits
  • changes: some traits/items will now give stewardship/martial attributes
  • changes: maximum amount of village zones now depends on village buildings, base race stat and village ruler
  • changes: when clicking with right click(on mobile) or fast tap(mobile) in zoomed out view - village inspector will show. In zoomed in view - unit inspect
  • changes: stone/ore/gold deposits are infinite strategic resources now. The more of them village has, the faster these resources will be produced
  • changes: stone/ore/gold are placed as buildings, instead of via drops now
  • changes: [PC] don't show mobile power explanation text, when select powers
  • changes: trees would grow a bit more regularly, so civs would have more wood
  • changes: village - don't send settlers somewhere, if your village has less than normal
  • changes: king won't be able to be leader of village at the same time
  • changes: kingdom color adjustments
  • changes: amount of newborn kids more depends on village population now
  • changes: new king will be selected from current kingdom's village leaders by doing random diplomacy checks. Unit with highest diplomacy have more chances to become king, but not guaranteed
  • changes: "succession crisis": there's a chance that some leaders wouldn't want to be ruled under a new king and could form their own. The probabilities depend on diplomacy
  • changes: (EXPERIMENT - let us know what you think about this change) dwarves will place their buildings in a more organized manner than other races
  • changes: "distance" opinion bonus between kingdoms is decreased
  • changes: layout of unit/kingdom/village windows
  • changes: attributes in unit window are colored based on how good they are
  • changes: loyalty for the amount of villages changed. Now it's based not on diplomacy, but on king's stewardship and how many villages the kingdom can have without penalties. If there's more villages, then the king can handle - loyalty will fall.
  • changes: [PC] make kingdom relationship tooltip work on hover
  • changes: warriors won't be created instantaneously anymore. Speed will depends on village leader's warfare skill
  • changes: having barracks in village decreases time of making warriors by 50%
  • changes: added more info in unit/kingdom/village window
  • changes: chances of starting wars are more based on king's warfare, personality and stewardship skills
  • changes: toggles for map and village borders are now saved between play sessions
  • changes: adjusted shadow color
  • changes: new road tiles!
  • changes: grass growth rate is changed and increased
  • changes: make huge deserts appear less on new generation
  • changes: if unit dies from old age - his items will be returned to village inventory
  • changes: regeneration trait would not be working if unit is infected
  • changes: powers that place buildings(like golden brain, towers, etc) will now have drop effects
  • changes: cancel button for power moved lower, so your thumb can reach it more easily
  • changes: heatray now heats up lava
  • fixes: volcanoes create square lava pools
  • fixes: drops will from now on always fall from the center of the brush
  • fixes: units turn into zombies/skeletons outside map bounds and do a funny walk back
  • fixes: some old broken saves should be fixed
  • fixes: units not always swim to the closest island, when dropped in water
  • fixes: kingdom window displays wrong amount of villagers
  • fixes: nobody attacks crabzilla
  • fixes: vortex power using wrong brush
  • fixes: force power doesn't work on some units sometimes
  • fixes: boats having plague, immortal, cursed traits. Fix will work only for new spawned boats
  • fixes: boats won't be able to get wise anymore
  • fixes: units being picked up by magnet when inside boats/buildings
  • fixes: settlers not making new cities after getting out from boats
  • fixes: inspecting boat shows swimming unit that inside of it
  • fixes: all units were restoring hunger when killing each other. Even zombies and skeletons
  • fixes: soft crash when some debug visual options are enabled
  • fixes: boats not assigned to new kingdom after revolts, etc
  • fixes: boats moving units
  • fixes: napalm bombs not counted as bombs in total stats
  • stability and performance improvements
  • improved: many drops on screen performance

  • fixed: Some Android devices did not show the reward button

  • added: [PC] windows version on HumbleBundle now have 32-bit and 64-bit installers! (download the 64bit version if you're not sure which one you need)
  • added: Tagalog language ( complete )
  • changes: worms will mangle the earth they leave behind - just like real earthworms
  • changes: worms will also stay away from mountains and leave roads alone
  • changes: some worms will have their own little characters, and will be able to go in more directions
  • changes: divine light will heal skin burns
  • changes: smaller chances for giant and tiny traits
  • changes: Georgian language ( complete )
  • changes: crabs and crabzilla are now friends
  • changes: boats will now repair in the docks
  • changes: improved fire extinguishing logic in cities, making them less likely to burn down
  • changes: [PC/Mac] removed the default loader, and added screen resolution changes to settings
  • changes: [PC/Mac] you can now switch between fullscreen and windowed mode with [ALT/Left CTRL/Left CMD]+[Return] keys
  • fixed: worms being underground - will now be impossible to attack by penguins
  • fixed: bombs and other powers should be able to reach worms again
  • fixed: boats will now move away when under attack
  • fixed: units going after their old target after being picked up with a magnet. focus, unit - focus!
  • fixed: version numbers not showing in the "update available notification"
  • fixed: crabs can now be killed by infinity coin - it's sad, but it had to be done
  • fixed: launched bombs not counted for the achievement
  • fixed: units with shield inside lava freezes the game
  • fixed: log messages showing correctly for arab and hebrew scripts
  • fixed: inspection windows have now text and values swapped for arab and hebrew scripts
  • fixed: invisible units - found these guys and trapped them with honey
  • fixed: issues with save files sometimes opening up empty when loaded during a huge fight
  • fixed: [PC/Mac] weird loading screen background not covering the whole window

  • added: Hindu language ( complete )
  • added: Georgian language ( early version )
  • changed: many language changes!
  • changes: lava and grass logic optimisations. You'll be able to fill whole world with lava without affecting performance
  • changes: island calculation optimisations
  • fixed: a few soft and hard crash causes
  • fixed: arabic and other languages corrections
  • fixed: Thai font not showing properly on iOS
  • fixed: Right to left languages not showing the tutorial properly
  • fixed: Some pixel jumping of buttons

  • Steam page is live! If you ever plan to play via steam, please consider putting the game into wishlist! You'll get a notification when it's released there

In this update we made a lot of changes under the hood to prepare for neat future updates! Also new animal types, and magic units were a focus this time. Huzzah!

  • added: new creatures: Necromancers and very powerful Evil Mages, White Mages
  • added: new animals: Little Crabs, Cows, Penguins, Turtles
  • added: a new power: Bubble Shield. Protect your favorite units from damage!
  • added: new traits. Freeze proof, Evil, Giant, Tiny and Burned Skin
  • added: new status effects system.
  • added: new status effects: Burning, frozen, bubble shield
  • added: spell system for units. They will be able to cast fire, shield, teleport, blood rain, lightning, tornado and curse other units!
  • added: temperature decrease - now has a chance to freeze units
  • added: buildings and units now have a fire-burning animation
  • added: [PC] special worldbox cursor with working pinkie(!)
  • added: there's now a confirmation window before you destroy a world
  • added: MORE ZZZOMBIES
  • added: [PC] window is now fully resizable, when playing in windowed mode
  • added: [Android] game should work in fullscreen on devices with camera cutout(notches)
  • added: arabic language ( please report any issues since we're testing it )
  • huge under the hood AI rework to support possible future mods
  • changes: demons now have flame swords and will add could give burning effect on hit
  • changes: fixed save window back button.
  • changes: mountains are now non-passable. And if units are dropped on them, they will try to get out on free spot
  • changes: improved save window information. Now it shows info about population, kingdoms on map
  • changes: sheep are slower
  • changes: snowballs now have a chance to freeze enemies
  • changes: window will appear from the left when you press back
  • changes: curses are not black pixels anymore
  • changes: world laws, world history, favorites list and unit inspect icons updated
  • changes: touch controls should work on PC devices now
  • changes: game can be played with connected mouse on mobiles now
  • changes: minimap mountains colors updated
  • changes: many UI adjustments
  • changes: pathfinding - units will consider diagonal paths on islands as part of it
  • changes: better translations across all languages
  • fixed: units doing weird jumps in one place
  • fixed: warriors were walking around in one zone for a long time and causing lag
  • fixed: boulder was having a wrong explosion position
  • fixed: units won't be teleported into unreachable land from boats anymore
  • fixed: bandit firebombs didn't have sounds upon exploding
  • fixed: random moon faces appeared sometime
  • fixed: many other things that we forgot
  • fixed: roads from fallen cities won't decay

  • added: new zombies! Many more creatures can join the zombie horde now - can you find them all?
  • added: new creature - snowman
  • added: new power - snow cloud
  • added: new traits. Fire blood, acid blood, fireproof, acid proof for some creatures
  • added: [PC] option to disable tooltips
  • added: xmas/new year hats
  • changes: due to popular community request - drawing with tiles won't kill creatures anymore (!!)
  • changes: can remove tornadoes by life eraser
  • changes: tornado will decrease in size before being removed
  • changes: dragons are more spiteful now
  • changes: bandits will throw firebombs
  • changes: [PC] can change custom map settings by right and left click
  • changes: removed roads will be reset to the tile they were placed on, not to soil only - easier to clean up roads!
  • fixed: tornado stays in one place for long time, and then moves fast to other side of the map
  • fixed: wrong item and head placement in inspector window
  • fixed: ships are too big in inspector window
  • fixed: tumor tentacles have missing texture
  • fixed: more minor fixes

  • added: [PC] tooltip for pc. Many buttons will show tooltips on hover now
  • changes: 100 people limit for transport boats. Decreased amount of time they wait for passengers
  • changes: new icon for saving and deleting worlds
  • fixed: settlers create a lot of small cities
  • fixed: some problems with world crashes(blue ocean screen)

  • added: boats ahoy ahoy
  • added: new building docks
  • added: new pathfinding system
  • added: transport boats will move armies and colonists across ocean
  • added: trading boats will move between docks and generate gold
  • added: fishing boats will generate food
  • added: orc, dwarf and elf zombies!
  • added: zombies can now wear some gear of the original host
  • added: zombies will have now differing heads
  • added: zombies will now inherit traits of their hosts... with surprising results
  • added: different heads for demons and cold ones
  • added: [PC] click on unit with right click will open unit inspector
  • added: Poncho's burger heads
  • added: Glonk's trunk heads
  • added: message in main window when a new update is out
  • added: new mountain tiles
  • added: more info for unit inspector window
  • added: tornadoes will now interact with a few more powers
  • added: tornadoes can now move in all directions!
  • added: tornadoes will now accelerate/decelerate more naturally
  • added: tornadoes can grow to massive sizes
  • added: more animations for tornadoes
  • changes: improved a few icons
  • changes: improved sprites and animations for bears, wolves, sheeps, bunnies, cats
  • changes: zombies will not attack buildings any longer - they want brains!
  • changes: bears will not attack buildings any longer - they are not tasty enough
  • changes: decreased damage for bears
  • changes: archers will attack buildings with arrows
  • changes: flame tower can target buildings now
  • changes: more variations for godfinger behavior
  • changes: renamed wild sword into Ignizherziander o7
  • changes: bears won't randomly spawn anymore to murder early settlers
  • changes: cities will expand zones only from zones with their buildings
  • changes: more variety in human village names
  • changes: zombies now take the "un" name of the original unit
  • fixed: units won't go into lava anymore
  • fixed: favorite icon stuck on ground when using magnet on units
  • fixed: dead headless bodies that stayed forever
  • fixed: non-existing empty kingdoms stayed in kingdom relationships
  • fixed: tornadoes have their lifetimes shortened, and a bit more random logic

  • added: clicking on UFO will cause it to attack with beam
  • added: list of favorited creatures
  • fixed: units always crit
  • fixed: Dutch language have error with translation tags for items
  • fixed: dragon can get madness from corrupted brain
  • fixed: cold ones can take items from units(not intended)
  • fixed: placing tornado on lava creates water pixels
  • fixed: infinity coin removes 2 units, if there's only 2 on the map
  • fixed: error when spawning infinity coin and crab at the same time
  • fixed: worm can't be killed with infinity coin
  • fixed: geysers and volcanoes are destroyed when they are place on pit tiles, after water fills them
  • fixed: cursed trait missing description
  • changed: reduced spear attack range from 2 to 1
  • changed: unit can't be weightless and fat anymore
  • changed: unit can't be wise and stupid anymore

  • added: new unique power - crabzilla. Become the giant crab, the destroyer of worlds!
  • added: new power - curse. Make stats worse. Removes blessing
  • added: new power - skeleton. They can spawn with different weapons
  • added: new power - zombie infection. Infect whole towns with zombie virus!
  • added: new power - corrupted brain. Makes units nearby mad
  • added: 8 new bows items for range attacks
  • added: 2 new statues
  • added: slash effects animation for fighting
  • fixed: non-premium powers in the pool of premium powers in ad rewards
  • fixed?: units still take worse items after kills
  • fixed: beetle and bugs turn into chickens on death in water
  • fixed: tornado doesn't destroy tiles after it's affected with force/magnet
  • fixed: inspect tool on child shown 2 heads
  • fixed: units stop moving when fighting demons on fire tiles
  • fixed: energized trait triggers when baby grow up
  • fixed: ufo and santa doesn't damage the ground when fallen
  • fixed: boulder have water splash when hitting lava
  • fixed: saved conway game of life not loading
  • fixed: blessing not restoring health when applied first time
  • fixed: inventory items showing too close in unit window
  • fixed: magnet doesn't have highlight
  • fixed[MacOS]: mobile premium button is showing on first start up
  • changes: only units with weapons in their hands can become warriors now
  • changes: elves won't auto generate wood anymore
  • changes: bandits will spawn now with weapons and can take other unit's equipment
  • changes: improved attack system. Some units and weapons can hit multiple targets
  • changes: weapons have more stats now. Range, area of effect, critical chance, attack rate
  • changes: wood gained from trees 1 -> 3
  • changes: dragon speed 50 -> 60
  • changes: dragon health 600 -> 1000
  • changes: ufo health 100 -> 500
  • changes: decreased screenshake for ufo attacks
  • changes: increased nuke damages 100 -> 10000
  • changes: first blacksmiths job will be assigned when village have 15 people, instead of 30
  • changes: diplomacy - is "supreme" opinion changed from -50 to -100
  • changes: civs have preference for their weapons now
  • changes: fighting adjustments. Dodge and accuracy stats replaced with attack rate and critical hit chance.
  • changes: some traits and items will give percent increase to unit stats, instead of straight bonus
  • changes: level up experience requirements for units will grow with level

  • added: new powers - spawn beehive. Bees will pollinate flowers. Pollinated flowers will create more flowers nearby
  • added: new powers - spawn flies, grasshoppers, beetles
  • added: new power - divine magnet. Pick up units and drop them anywhere
  • added: new powers - spawn butterflies. They will turn into flowers when killed
  • added: new powers - spawn rat and rat king
  • added: new powers - spawn fairy. Will heal units around them
  • added: new powers - create a flame tower. Will spawn demons and shoot fireballs at other creatures
  • added: new powers - create an ice tower. Will spawn cold ones and freeze ground around it
  • added: new unit - chick. It will come after an egg, but before chicken
  • added: tile variations
  • added: new trait energized.
  • added: 3 new variations for sand, grass, mountains, etc tiles
  • added: flowers!
  • added: old civ units will have heads with gray hair skin
  • added: crowns head skin for kings
  • added: helmet head skin for warriors(only if they have helmets in inventory)
  • added: particle effect when regeneration trait triggers
  • added: Different diets for animals. Some of them will eat crops, berries, flowers, grass, insects or each other when hungry(rats, wolves).
  • added: beehives can spawn when world is generated
  • fixed: lava becomes sand after using heatray on it
  • added: boat language
  • fixed: regeneration didn't work for living trees and houses
  • fixed: sand transforms into close ocean pit, instead of shallow waters pit
  • fixed: trees and building variations skins not loading from save
  • fixed(?): one kingdom joining another one, after reloading
  • fixed: tumor tentacle can be moved by force
  • fixed: units don't increase kill count
  • fixed: egg doesn't have shadow
  • fixed: lava creates water in nearby pits
  • fixed: copying grey goo with finger tool cause errors
  • fixed: can't place golden brain on fire
  • fixed: job error when civ units can choose unnecessary jobs
  • fixed: vortex tool doesn't have highlight effect
  • fixed: tumor tentacles counts as beasts
  • fixed: buttons in settings buttons act weird
  • changes: can change tool size for divine light. Effect
  • changes: added immunity trait for an egg
  • changes: can inspect eggs now
  • changes: eggs are smaller
  • changes: improved trees, ores, bushes, construction zones, dead trees sprites
  • changes: reduced rate at which elves generate wood
  • changes: reduced metal cost of hall upgrades and other buildings. So metal will be used mainly for weapons
  • changes: non civ units can have level and experience too
  • changes: traits and building cost adjustments

  • fixed: trees and statues after loading have the same skin
  • fixed: all four races only use one variation of the house sprite, instead of using both variations
  • fixed: temperature tools don't have highlight effect
  • fixed: human buildings on minimap is not blue
  • fixed: flying weapon on avatar when unit is swimming
  • fixed: health could be bigger than max health
  • fixed: dwarven heads render behind theirs body
  • fixed: units take worse items after kills sometimes
  • fixed: warriors lose profession after loading save
  • fixed: capital icon is blurry on some devices(try 2)
  • fixed: people not produce wooden, leather and bone items
  • fixed: meteorite won't appear when spawned in the corner of the map
  • fixed: heatray kills creatures in bigger radius that it should
  • fixed: mine still auto produced resources
  • fixed: some small brushes won't draw continuously
  • fixed: when building upgraded it didn't take resources
  • fixed: debug layer not properly cleaned up when active after reloading
  • fixed: king and leader won't take better new items, if they already have something
  • fixed: some dead kingdom information wasn't properly cleaned up
  • [PC] fixed: error when using ctrl+f9 and escape after, when power is selected
  • fixed: grey goo kills flying dragons
  • changes: grey goo won't one shot creatures when you draw with it
  • changes: blessing trait buffed
  • [PC] changes: camera movement via keyboard is smoother
  • changes: zones between cities lowered from 10 to 4
  • changes: cities won't expand into lava tiles
  • changes: bad weapon prefixes won't give negative damage stats
  • changes: building upgrades will cost more stone
  • changes: diplomacy world law. Now it'll be used only to turn on/off RANDOM diplomacy events, and it won't affect spite and friendship powers
  • fixed?: flying heads
  • credits names updated

  • fixed: Map edges in generated maps

  • added: Boats... .. . in loading screen
  • added: new inventory system for units. Items can be junk, normal, rare and even legendary! Items produced in cities by blacksmiths
  • added: kings, leaders and warriors have a priority at taking items
  • added: unit that kills other better equipped unit can take their items
  • added: 76 items and icons for them
  • added: new powers - Spite, Friendship
  • added: new city buildings - well, temple, 4 statues, barracks
  • added: shadows for buildings/units. On mobile is off by default
  • added: tents. Units will build tents first when they settle new city
  • added: blackout to the background when ui window is opened
  • added: resource metals. Made from ores by smiths
  • added: resource leather and bones. Collected from animals
  • added: resource gems. Rare cresource from mines
  • added: new trait for orcs - Savage. Adds a chance to get bones and leather resources from killing non-animals
  • added: new trait for dwarfs - Miner. Better chance for finding gems
  • added: shake effect for mine when miner enters it
  • added: hunting. Villagers will kill animals for food, bones and leather. Hunters will only hunt animals with age of 3 or more
  • added: new world law: Rebellions - on/off
  • added: new world law: Random Animals Spawn - on/off
  • added: age stat for kingdom, when clicking on peace/war banner
  • added: Greek, Danish and Croatian languages. Huuuge thanks to all translators that help!
  • added: Chinese language split into two separate - "Simplified Chinese" and "Traditional Chinese" languages.
  • added: new unit jobs. Metalsmith will convert ore into metals. Blacksmith will make items
  • added: warrior profession with new skin for all races
  • [PC] added: cursor and brush outline highlight
  • [PC] added: hide ui hotkey - Control + F9
  • fixed: kingdom info not get updated when you open another kingdom via their banner
  • fixed: some translation errors
  • fixed: units that's not part of a kingdom attack golden brains
  • fixed: mad chickens won't attack each other
  • fixed: mad units trying to build a city and crashing the game
  • fixed: units doesn't join city after spawn
  • fixed: jerky building animation when zooming in/out
  • fixed: traits icons going out of bounds if there's too many of them
  • fixed: war/peace banner positions in kingdom window
  • fixed: blurry capital star icon on iOS
  • fixed: farmers unloading resources 2 times
  • fixed: farmers will harvest wheat more efficient
  • fixed: villager chop trees until he dies from hunger
  • fixed: village still active when nobody lives there
  • fixed: village who created kingdom and first village counts as two in it
  • fixed: squared shapes appear in generated worlds
  • fixed: having volcano on big island causing an animal reproductive boom
  • fixed: fixed king sometimes goes living in non-capital city
  • [PC] fixed: possible fix for invisible units on Windows 7 and directx less than 11
  • changes: fuse and fireworks will transforms into pits, instead of sand
  • changes: gold will be used as currency now. Cities will collect gold from citizens every year and add it to the city treasury. Gold is spent on warriors, buildings upkeep, new inventory items
  • changes: city won't sent people to make new settlements until it's age more than 15
  • changes: added shadows to trait icons
  • changes: warrior job is separated into attackers and defenders. Defenders will stay in their villages
  • changes: city will surrender to attackers when city will lose it's army, instead based on their total pop
  • changes: diplomacy - same wars opinion increased from 10 to 50
  • changes: divine light will remove crippled and eyepatch traits from units
  • changes: axe tool can kill living trees
  • changes: demolish tool can kill living houses
  • changes: orcs no longer aggressive to neutral animals
  • changes: changed resource display in city window
  • changes: mine-building cost lowered. Stone, metal and gems will be mined from there
  • changes: mine is no longer automatic. Units with miner job will go inside for minerals. Sometimes they can get hurt
  • changes: building order. City hall will be built after a few houses created
  • changes: units will heal fully after leveling up
  • changes: ants can be attacked by units
  • changes: increased distance between new city spawn
  • changes: changed map chunk size from 50 to 64. 60%+ size increase for all maps. Please re-save your worlds to avoid future problems with it
  • changes: changed city zone size from 5 to 8
  • changes: hall and first wooden tier houses are not free anymore. Instead people will build free-cost tents and upgrade them when have enough resources
  • changes: removed backpacks for units
  • changes: units are more likely to target other units, than buildings
  • changes: units to be less likely to be born with immortal trait
  • changes: tooltip improvements
  • changes: decreased number of cacti to be placed in big deserts for generated worlds
  • changes: seeds won't grow bushes anymore
  • changes: size switch buttons in generator menu
  • changes: all new maps will be generated with square dimensions, so the game can display nice previews in loading menu
  • changes: armor stat changed to percent value -> for example, 10% armor will reduce incoming damage by 10%
  • changes: demons will get damaged by lava due pathinding changes for now. May change back in the future updates
  • changes: flying lava pixels won't bounce
  • other: island detection performance optimisation
  • other: unit enemy target search optimisation
  • other: unit search for new cities optimisation
  • other: unit render and logic optimisations
  • better burger

  • added: new power - Golden Brain
  • added: kings will get 20 experience per year
  • added: leaders will get 10 experience per year
  • fixed: using madness power breaking the game horribly
  • fixed: tumor and fuse not burning
  • fixed: back button in patch screen
  • fixed: age of kingdoms stays at 0
  • fixed: units have orc heads in unit window
  • [PC] fixed: escape button not bringing previous window
  • fixed: city resources drop to 0 sometime after loading
  • fixed: city zones are getting removed from center instead from edges
  • fixed: chicken won't lay eggs in water
  • fixed: stats won't update after unit get's trait or level up sometimes
  • fixed: back button in patch notes breaking the game
  • fixed: mobs ignore enemy buildings sometime
  • fixed: living trees power creates endless sprouts
  • changes: the amount of cities that can rebel under a new leader will be based on his diplomacy. Less chances for situations, where all cities will turn against the capital.
  • changes: reworked professions logic. Units stay at their tasks longer
  • changes: improved unit raid logic. Warriors will attack other cities longer instead of returning home and continue to attack other enemy's cities
  • changes: increased loyalty for pacifist trait
  • changes: decreased age, after units have a chance to die from an old age. Elves 300->200, orcs 60->50, dwarf 150->110
  • [PC] changes: increased log limit for world history from 40 to 200

  • added: diplomacy system. Kingdoms now can be at war and peace between each other
  • added: city relations rating and revolutions
  • added: villages with low loyalty can revolt and found its own kingdom. There's a chance that other villages with low loyalty join them.
  • added: banners for kingdoms
  • added: kingdoms can conquer cities of same race
  • added: new powers - diplomacy relations. Displays relations between kingdoms
  • added: new buttons in kingdom list window to quickly access capitals and kings
  • added: kingdoms will send armies to the enemy kingdoms
  • added: locate/gps button for creatures and villages
  • added: kingdom list button for kingdom window
  • added: kingdom window will display all it's villages now
  • added: version history link at superworldbox.com
  • added: back button to UI to return to previous windows
  • added: animation for village names
  • added: proper tooltip when clicking on ui elements
  • added: tooltip text for villages/kingdom windows
  • added: level and experience system for units
  • added: tile flash to lightnings
  • added: new languages: Thai, Vietnamese, Ukrainian
  • fixed: newly spawned units not displayed on minimap
  • fixed: baby grow up immediately after loading save with them
  • fixed: dwarf hall icon on minimap
  • fixed: name changing doesn't save last letter sometime
  • fixed: some animals doesn't die from an old age
  • fixed: villages stop farming after some time
  • fixed: blue pixels around ruined tiles on minimap
  • fixed: carnivores attack animals when not hungry
  • fixed: units able to get honest and deceitful traits together
  • [PC] changes: changed starting generated world to widescreen size
  • changes: world law "forever peace" changed into diplomacy
  • changes: cities under attack can lose border zones
  • changes: muted sound for pyromaniac
  • changes: windows are a bit bigger now
  • changes: regeneration perk works only if creature not hungry
  • changes: icons improvements
  • changes: kingdom color adjustments
  • changes: increased birth chance for many traits
  • changes: city borders grow faster now

  • [PC] added: VSync option. If you have issues with game having 900+ fps try to switch it
  • [PC] added: SPACE hotkey. Pause/Unpause game
  • added: stat tip when you click on unit stats icons in creature window
  • added: actual units will be shown in creature windows instead of race icons
  • added: beasts population
  • added: population/game time statistics to main panel
  • changes: pyromaniac trait won't start random fires in their own village. Instead, they will start fires only when fighting/attacking others.
  • changes: adjustments for some trait's stats
  • changes: increased damage for all races
  • changes: better settings window
  • changes: added patch notes screen back into toolbar(other)
  • changes: changed creature window layout
  • fixed: laggy sponge after prev update
  • fixed: some saves won't load correctly
  • fixed: hunger deaths not counted into statistics
  • fixed: water bomb not exploded when using rain on it
  • fixed: dragon not exploding landmines when landing
  • fixed: new units spawn with not full health

  • added: 9 new powers
  • added: infinity coin - removes 50% of creatures from the world
  • added: madness - makes creatures mad
  • added: inspiration - makes non-capital cities make their own kingdoms
  • added: blood rain - restore health for creatures
  • added: living plants - makes any plant come to life
  • added: living houses - makes any building come to life. Because why not
  • added: blessing - bless creatures to make them stronger
  • added: divine light - remove madness, infection and plague. Also kills zombies and demons
  • added: plague. Start contagious disease
  • added: old age. Creatures could die from an old age now. Races have different life expectancy
  • added: new world law. Old age - enable/disable
  • added: trait system with 43 traits. Some of them will work fully and start make sense only after Diplomacy(!) update
  • added: units have a chance to get random traits that affect their stats. And some units will born with special traits
  • added: babies have higher chance to get traits from parents
  • added: tip for unit-favorite button
  • added: "children" stat for creature window
  • added: death by natural/other cause in world stats
  • added: units will regenerate health after eating
  • added: new world stats. Deaths due to old age, hunger, eaten, plague and others.
  • added: kingdoms have a higher chance to build new cities close to their capital
  • added: Easter egg
  • added: zombies have chance to infect creatures after a bite
  • added: infected units can turn into zombies after death or after some time
  • added: put full lifetime patch log into public google doc. Link in the game and the website as well
  • added: new stats for units. Armor, dodge, accuracy
  • added: different max age stat for races. Elves will live longer than humans, for example. After the unit reaches max age, he has a chance to die from old age. Such as life
  • added: different grow up time for different races. Orcs will become adults faster than elves, for example
  • fixed: buildings on minimap have wrong icons
  • fixed: abandoned buildings on minimap shown as normal
  • fixed: [PC] T key launches tutorial
  • fixed: pixels fall in wrong location on higher game speeds
  • fixed: total deaths won't increase after babies are grown into adults anymore
  • fixed: units have full health after they grow up
  • fixed: lightning doesn't do damage sometimes
  • fixed: units lose name and stats after turning into zombie
  • fixed: wrong pixel spawn point for volcano/geysers
  • fixed: wrong random spawn position for clouds
  • fixed: kingdom window shows wrong amount of buildings
  • fixed: tornado life time was incorrect
  • fixed: game crash sometime, when baby in destroyed city grows up
  • fixed: units still attack monsters for some moments, after you switch peaceful monsters world laws
  • fixed: health is not restored for buildings, when they upgrade
  • changes: you can chop dead trees with an axe
  • changes: dead units will shown as grey pixels for a few moments on minimap
  • changes: fire is much easier to stop when using rain now
  • changes: grass/forest tiles have lower chance to catch fire from adjusting burning tiles. No more full world bonfire after a small sparkle
  • changes: you can remove Tornadoes with Sponge now
  • changes: moved show kingdom list into kingdoms tab
  • changes: updated some icons
  • changes: new spawn effect
  • changes: elves are now friendly with carnivore animals
  • changes: one month in the game changed from 12sec into 3sec
  • changes: bandits, cold ones and demons can turn into zombies now
  • changes: some unit stats

  • updated under-the-hood engine stuff. Hopefully it fixes some stability issues for some of the android devices
  • added: tutorial
  • added: [PC] WASD+arrow keys to move camera.
  • added: [PC] Q,E and +- keys to control zoom via keyboard
  • added: [PC] hotkeys to select power tabs 1,2,3,4,5,6
  • added: [PC] quit game dialog via escape button
  • added: confirmation dialog for saving/loading saved worlds
  • fixed: 3rd square brush doesn't work
  • fixed: 3rd circle brush is the same as 4th
  • fixed: some typos with translations
  • fixed: napalm doesn't remove snow
  • fixed: placing mines removes village borders
  • fixed: [PC] selected power tab not unselect when you press ESC/back button
  • fixed: existing grey goo doesn't work after loading
  • fixed: ufo can't be destroyed by lightning
  • changes: tornado life changed from 35 seconds to 15 seconds
  • changes: manually spawned civ-units will have age of 18

  • added: new powers: axe, demolish, grenade, napalm bomb
  • added: units will be shown on minimap as pixels
  • added: 12 more brush shapes
  • added: window to view all kingdoms, to see kingdom info, change it's name and see statistics
  • added: shortcut buttons to open kings info, kingdom, home village
  • added: news section
  • fixed: "don't try this at home" achievement
  • fixed: house upgrades destroy main buildings
  • fixed: units turn into invisible killing machines, if the house they stay inside is destroyed
  • fixed: units get damaged by fire/grey goo/lava on pause
  • fixed: kids lose favorite icon after growing up
  • fixed: ui scale tweaks for PC version
  • fixed: bomb don't drop sometime on click
  • fixed: human and dwarven kingdoms don't grow as fast, because wheat fields get stuck in "road blocks"
  • fixed: units attack other kingdom buildings when "forever peace" is on
  • fixed: units have resources blinking on their backs
  • fixed: some translations
  • changes: more words added into city-names-generator blacklist
  • changes: icons for save/load/delete in save slots menu
  • changes: increased amount of food from farms fields from 1 to 2
  • changes: capital city nameplates have priority to show over non capitals
  • changes: fire looks a bit nicer
  • changes: sickle will remove wheat
  • changes: life eraser will only kill creatures now. Borders and buildings are destroyed by "demolish" tool
  • changes: bomb won't set fire on tiles
  • changes: increased damage to units from bombs
  • changes: king will be selected in kingdom with 1 village if it have big population too
  • changes: improved sprites for ruins, volcanoes and geysers

  • added: PC version released! Available on superworldbox.com
  • added: we are on reddit! Added a link in the game. Join us!
  • added: kingdoms
  • added: new city nameplates with kingdom capital icons
  • added: kings
  • added: village leaders
  • added: villager babies for all civilization-races
  • added: genders for civilization-races
  • added: 5 world laws that can be set on/off for every world! Forever peace between kingdoms, peaceful monsters, hunger, grow trees, grow grass. More to come later.
  • added: hunger
  • added: abandoned buildings
  • added: map previews in saves will show buildings
  • added: road tiles will deteriorate in non-village-zones
  • added: plant crops by using seeds power on farm fields yourself
  • added: units will try to put out fires in villages
  • added: newly spawned race-unit by player will make new city and kingdom when spawned outside of their own race borders
  • added: kingdoms will try to make new colonies far from existing borders on farmable soil
  • added: ability to mark unit as favorite from "inspect creature" window. Favorite units will have special icon
  • added: villagers could stay and chill in houses if they don't have work
  • fixed: cold ones break ice
  • fixed: vignette/bloom option doesn't save
  • fixed: rain not affecting lava
  • fixed: tornado not removing lava
  • fixed: lightning damage radius
  • fixed: buildings spawn animation
  • fixed: grass grow on burned tiles after UFO attack
  • fixed: units won't attack unfinished buildings
  • fixed: bush can spawn on wrong tiles via seeds
  • fixed: tnt creates soil after explosion
  • fixed: orc buildings shown as stone instead of wooden on minimap
  • fixed: villagers building houses when not needed
  • fixed: grey goo not removing borders
  • fixed: fixed non english names for cities not rendering
  • fixed: can't place volcanoes, etc on mountain/hills tiles
  • fixed: burned tiles not clear up sometimes
  • fixed: animals always walk to the corner of the map
  • changes: improvement for tiles and ground
  • changes: improvement for buildings graphics and details
  • changes: improved unit animations
  • changes: starting generated world size from 3/4 to 2/3 for faster startup loading times
  • changes: dropping fire sparks removes grass
  • changes: decreased fire spread time
  • changes: farm field will turn into soil after fire
  • changes: increased chance to grow vegetables from seeds
  • changes: grass is burnable now
  • changes: units will stay in villages if they was spawned in its borders, even if the village doesn't have houses
  • changes: increased number of farm plots per village
  • changes: new unit cost from 10 to 1 food
  • changes: renamed tab humanoids into kingdoms. Moved everything related to civilizations there from other tabs. Moved zombies, demons, etc into the monsters tab.

  • fixed: random black pixels on minimap
  • fixed: building half scaling
  • fixed: trees removed with wrong animation
  • fixed: earthquake doesn't destroy buildings
  • fixed: life eraser won't remove village borders
  • fixed: only half of a map could load
  • fixed: trees won't grow on dead trees again
  • changed: dead tree icon on minimap
  • changed: orc building's graphics tweaks

  • added: new tiles and buildings graphics
  • added: minimap when zooming out to improve performance and battery life
  • added: tips in loading screen
  • added: inspect power/window for creatures
  • added: age/born values into village window
  • added: animation for animals when they eat grass
  • added: better farming mechanic. Farmers will lay crops and harvest wheat
  • added: using rain on wheat will make it grow faster
  • added: shallow waters can be turned into ice
  • added: ice will break when units walk on it
  • added: units can build in pits now
  • added: resource storage limit for villages
  • added: lava will burn nearby tiles
  • added: lava will unfreeze nearby tiles
  • added: seeds will turn soil into grass
  • added: finger will copy frozen/grass/water/roadblocks now
  • added: better village borders
  • added: trees/grass can grow on a place, where elf dies
  • added: selected power tab will turn red
  • added: more bugs?
  • fixed: next Santa die immediately
  • fixed: units having wrong position
  • fixed: chickens doesn't hatch from eggs after last hotfix
  • fixed: ant-world achievement
  • fixed: villagers collect herbs under building/trees
  • fixed: game blinks after preloading
  • fixed: trees won't grow on dead trees
  • fixed: resources won't spent when buildings are upgraded
  • fixed: buildings are placed on water corners sometimes
  • fixed: long range invisible building's tiles
  • fixed: villagers won't chop trees after loading save
  • fixed: stone can be placed in water
  • fixed: creatures born stat not showing
  • fixed: resources have ruins
  • changed: updated translations
  • changed: back button now red
  • changed: other small ui changes
  • changed: rain drops have bigger effect range
  • changed: 1000 creature born achievement
  • changed: lowered amount of resources in deposits
  • changed: villagers won't "eat" grass anymore
  • changed: graphics for resources and mines are smaller
  • changed: increased falling speed for TNT/landmine/fireworks blocks
  • changed: lava
  • changed: landmine explosion range from 6 to 3
  • changed: demons will be getting damage in water, instead of dying instantly
  • changed: decreased tornado despawn timer from 75 sec to 35 sec
  • changed: decreased lightning damage
  • changed: moved new world button into custom world menu
  • changed: less mountains in generated worlds
  • changed: elves can built farms now
  • changed: bushes can be removed for new village buildings
  • changed: more space between buildings in village
  • changed: cacti and palm trees can grow by itself
  • changed: fruit bushes can grow on grass by itself

  • added pickaxe power to remove resources
  • added chickens
  • added cats
  • added rabbits
  • added more sounds
  • added limit to sheep and animals per island
  • added animation for trees falling down after they being chopped down
  • added ARM64 support. Game should load faster on some devices
  • added Swedish, Finnish and Hebrew languages
  • made apk size smaller
  • wolves and other carnivores will attack peaceful animals only when hungry
  • improved animals logic. Sheep will try to stay in group. Wolves will move in pack
  • improved fights logic/reduced knockback
  • changed: sponge won't remove resources anymore
  • smaller save files + faster save/load times
  • citizens will bring resources to near building now
  • nomads won't join overpopulated villages anymore
  • zombies are stronger now
  • fixed TNT doesn't do damage
  • fixed zombie walks with rotation
  • fixed bushes grow on TNT/mines
  • fixed some buttons not having click sound
  • fixed animals doesn't reproduce after loading save
  • fixed heatray low damage
  • fixed tornado destroys gold/stones/volcano
  • big under the hood code improvements

  • added more sounds! Mining, chopping, ufo, resources spawn and more
  • reworked power bar UI. Added tabs
  • fixed trees grow on burned tiles
  • fixed dwarf heads
  • fixed villages borders
  • fixed villages have population, even if there's no people
  • fixed printer

  • added mining/chopping/building animation
  • fixed saves getting deleted
  • fixed santa animation
  • fixed grey goo doesn't destroy villages
  • fixed piranhas die near shores
  • fixed some typos
  • changed icons for width/height in world generator

  • added more save slots
  • added pine trees, cacti, palm trees
  • added portrait/landscape button switch
  • added villager backpacks
  • added create berry bushes, stone, iron, gold powers
  • added resource system. Now villages collect resources to build
  • added mine building
  • villages now require food to create new citizens
  • fixed reward timer bouncing around
  • updated credits screen
  • you can wake up dragon by tap
  • fix village doesn't lose zones when buildings destroyed
  • fixed lightning damage
  • many other fixes

  • new power: Dragons
  • new power: UFO
  • new power: Seeds
  • new power: World Stats
  • added new sounds for powers
  • added landscape mode. It will auto rotate if your device has auto-rotate on
  • added Dutch and Indonesian languages
  • added 3d sounds(still testing)
  • regular TNT now works as previously delayed TNT worked
  • delayed TNT explodes after 5 sec now
  • burned tiles stay longer
  • increased damage from atomic/tsar bomb to units
  • heatray destroys roads and conway's game of life
  • improved road placing logic. Should be a little less of a mess now
  • fixed heatray increasing heat before ray hit the ground
  • fixed can't erase units when they are in water
  • fixed UI slightly visible on transition screen
  • fixed no restore button on iPad
  • fixed missing pixels in human building sprites
  • fixed Santa not dealing damage to units when killed
  • fixed buildings gets destroyed near shores from corrosion
  • fixed builders create big squares from roads
  • fixed buildings/trees are removed immediately instead of getting destroyed by lava sometimes
  • UI and world optimizations

  • added new building system
  • added building upgrades. Now civilization improve their buildings as the time goes
  • added trees
  • added blacklist check for inappropriately generated town names
  • added Romanian and Hungarian languages. Updated other languages
  • new building sprites for humans, elves, orcs and dwarves
  • new sprites for geysers/volcano
  • improved town zone spread logic
  • towns can lose zones when/after buildings are destroyed
  • added error log by date. On Android can be found at Android/data/com.mkarpenko.worldbox/files/logs/
  • fixed Santa smoke trail
  • fixed hours in statistics
  • fixed black hole doing no damage
  • improved lava performance
  • animation optimizations
  • fixed ants trying to swim to an island
  • other fixes

  • fixed world saving/loading (please use new save or remove old cities from previous one)
  • fixed towns produce units and increase borders on pause
  • fixed building never finished if it was half-built on save
  • fixed zombies turn any race units into humans
  • fixed Czech language enables Chinese
  • fixed missing credits
  • grey goo makes 10x more damage to units now

  • new power: display village borders
  • new power: select village, where you can change village name and see some information about village
  • added: translation credits. If you want to see your language improved or added - write me to [email protected]
  • added: flip animation
  • added: unit skin system. Units will have different heads and weapons. Professions are coming soon
  • added: different holding weapons/tools for units
  • added: swimming animation
  • added: village name power is now a toggle
  • added: piranhas are dangerous now
  • added: new icon for custom maps
  • added: chinese language
  • decrease grass growth timeout by 40% after fire
  • pause game when window is open
  • demons will die in water now
  • changed procreate logic for sheep
  • changed custom map, village names icon
  • ui improvements
  • fixed: antimatter bomb doesn't kill creatures
  • fixed: delayed tnt not explode after being burned
  • fixed: random pixels after generating new map if previous map had falling pixels in air
  • fixed: some save won't load correctly
  • fixed: tornado having damage effect
  • fixed: units random shake animation
  • fixed: tumors grow through water/mountains

  • NEW city system. Villages grow huge now
  • new power: create bears
  • new power: create zombies
  • civilizations will send out explorers to other islands to establish new colonies
  • units will spawn from homes in villages
  • grass will grow faster after being eaten
  • grass/trees will grow longer after fire
  • decreased rate with which units build new villages
  • you can zoom out much further now
  • increased window slide animation
  • added animation when units build/farm/collect herbs
  • updated Polish, Spanish, Persian languages
  • improved unit fighting
  • trees will grow after rain
  • farms are built only after village have 10+ population
  • fixed: demons burn water
  • fixed: units not getting damage on center of volcano
  • fixed: units won't clean ruins sometime
  • fixed: buildings destroyed after one punch
  • fixed: zoom level not resetting on generation/loading
  • fixed: units immediately being spawn after being killed
  • fixed: units stop building after fights sometime
  • fixed: units shaking when paused
  • fixed: units attack buildings that not started constructing yet
  • fixed: city names showing in bad position
  • fixed: ghost roads appear after loading sometimes(for sure this time!)
  • fixed: tumor spawners disappear after loading the game
  • fixed: animals walk around island left bottom corner
  • fixed: animals find mates on far lands
  • optimizations

  • iOS release!
  • new power: pause
  • new power: anti-matter bomb
  • added explosion effect when santa hits the ground
  • added snow tiles generating at mountain peaks
  • added transition effect when loading/generating worlds
  • improved drawing. Lines are drawn between touches to avoid gaps
  • updated German and Italian translations
  • added Persian translation
  • fixed life eraser removes volcanoes
  • fixed ghost roads appear after loading sometime
  • change: sponge won't remove roads anymore
  • optimizations

  • new power. God Finger
  • new power. Bowling ball
  • new power. Fireworks
  • added congratulation effect when achievement is unlocked
  • added more variations for the generated world. Desert islands, forest islands, etc
  • added new effects for bomb/meteorite/nukes/czar
  • added Portuguese language
  • added Italian language
  • added new achievement
  • added sheep to loading screen
  • new world save format. Saves are created/loaded faster and are smaller size
  • improved world generation. Frozen tiles will only spawn on north/south poles now
  • improved bomb spawn when clicked with small brush sizes
  • fixed 15 units per city bug
  • fixed roads after loading bug
  • fixed goo tiles not load
  • fixed tnt explodes when cooling
  • fixed explosives don't do damage to creatures
  • tornadoes destroy roads now
  • vortex is now free
  • sheep need to eat more before reproducing
  • new grass won't grow so fast if it was eaten
  • wolves can reproduce now
  • ui improvements
  • added BAAH!

  • new power. Spawn demon
  • new power. Fuse
  • new power. Acid Geyser
  • new powers. Spawn rain/acid and lava clouds
  • !! fixed game doesn't work when device language is set to Spanish
  • units are able to attack and destroy enemy buildings now
  • fixed piranhas do not die on ground without water
  • dwarf buildings won't burn anymore
  • added help when unable to unlock premium
  • unselect power when opening window to prevent misclick
  • longer achievements popup time

  • added custom map generation. You can choose much bigger size than a standard map
  • added achievements window and enabled achievements
  • added a button to enable/disable ambient sounds. Building, random sheeps, punches, etc
  • added center camera after map generation
  • added effect for a heat ray
  • fixed santa spawn bug
  • fixed creatures not killed when out of map bounds
  • fixed tornado stuck at map border after using force
  • fixed premium locked when offline/no internet
  • fixed city names overlap each other
  • improved game loading speed
  • improved map generating speed
  • improved explosion performance
  • improved saved map previews
  • improved village name generation. Different races will have unique generated name templates
  • updated German/French languages translations
  • added Japanese and Korean translations
  • bigger explosion radius for meteorite
  • ui improvements
  • creep/tumor will be set on fire when using heatray on it
  • building and sheep sounds are bit quieter
  • using "increase temperature" on TNT/mines will explode them
  • life eraser will also remove/destroy buildings and roads now
  • rain will extinguish fire in bigger range now

  • added sound effects. Some of them are temporary and are subject to change. All feedback is welcome!
  • added discord. Feel free to contact me there
  • new power: Robot Santa. Can be stopped with lightning strike
  • TNT/mines/water bomb tiles will explode when heated with a heat ray
  • striking with lightning on volcano will spawn a lot of lava
  • striking with lightning on geyser will spawn a lot of water
  • striking with lightning on tornado will split it
  • striking with lightning on lava/water will splatter pixels around
  • tornado will die out after a while by itself
  • removed ability to spawn tumor on water and mountains
  • sponge also removes building ruins and roads now
  • ui improvements
  • stability improvements
  • secrets

  • new power - Hourglass. Changes the flow of time. Increased time can work in unpredictable ways!
  • new power - Spawn Worm. Crawls underground and messing up with the landscape
  • new power - Heat. Hold to heat up the pixels
  • new power - Spawn Tsar Bomba. This one bad boy can destroy the whole world. Have fun
  • new power - Tornado. Scatters pixels around and pull creatures to itself
  • added Loading Screen with new artwork piece
  • lightnings heat up pixels now. Multiple strikes can turn ground into the lava, etc
  • improved game loading times
  • force power won't damage creatures anymore
  • back button can close opened windows and unselect selected powers now
  • fixed some z render bugs
  • other minor bugs
  • added new shiny facebook button, where you can leave public feedback

  • new power - Villages Info: displays population and names for all Villages
  • new power - Spawn Bandits: dangerous boys who like to play with TNT and fire. Watch out!
  • new power - Spawn Cold Ones: remainders of an ancient race, who freeze the ground around them
  • new power - Spawn Piranhas
  • added directional arrows on Power Bar at the bottom
  • lowering temperature on pixel will cool off lava
  • printer won't be killed by "game of life" or mine anymore
  • stability/crash fixes
  • english typos fixes
  • fixed selected power tip going out of bounds
  • fixed Statistics window not being updated

  • added German, French, Spanish, Polish, Czech, Slovak, Turkish languages
  • you can move camera with two fingers, when "draw" type power, like Finger/Sand/etc is selected now
  • smoother zoom controls

  • added multi language support. Looking for translators to help to add your language to the game!
  • added Russian language
  • added outline for selected power description
  • font changes
  • bigger close buttons for window ui

  • added save/load tab
  • better camera controls. It's now possible to zoom and move camera when power is selected
  • fixed frozen tiles not cleared on new map generation
  • improved world generation variations
  • improved world generation speed
  • acid removes Game of Life and grey goo now
  • TNT and landmines explode when dropped in lava now
  • various optimisations
  • added ui decorations

  • added welcome screen
  • added patch log screen
  • fixed freeze when using bucket
  • fixed creatures doesn't move when volcano is active
  • fixed lava not removed when using shovel
  • made UI size bigger a bit
  • selected power tip shown longer
  • made fire doing less damage to creatures
  • fonts size tweaks

Initial Beta Release