Full notes
Full Agecraft update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Events
Hi. I’ve updated the demo of Agecraft.
This is a big update for the demo: reworked buildings, worker management, UI, research, logistics, survival and several new systems. For convenience I’m calling this update “Demo 2.0”.
Stone Age refresh and Wonders
All Stone Age buildings have been updated visually.
Their roles, costs and production have been rebalanced.
The early economy should now be clearer and more predictable.
Wonders
Added Wonders – unique buildings with strong bonuses.
They have tougher build requirements and work as long-term goals for your settlement.
Settlement management: less micromanagement
New worker assignment system
Added a new system for distributing workers between buildings.
Less manual control of each individual unit, more focus on priorities and worker counts.
Managing the settlement should feel more like strategy, and less like dragging people around.
Logistics and warehouses
Added a new logistics system with warehouses.
Resources are stored and moved more explicitly, and the path they take through your settlement is easier to read.
Planning storage and supply becomes part of the gameplay.
Fully reworked UI
The UI has been rebuilt from scratch.
New panels, windows, icons and ways of showing your settlement state.
Information about resources, workers and population should be easier to read.
New research system
Research now uses a point-based system.
You generate research points as you play, and once you have enough for a technology, you unlock it with a single click.
The goal is to keep tech progression visible and responsive, without long, dragged-out timers.
Survival: food, cold and health
Food, saturation and processing
Added new types of food and ways to process them.
Different foods provide different levels of saturation, so it matters not only how much food you have, but what kind of food it is.
This affects settlement survival and how you plan production chains.
Diseases and injuries
Introduced a disease and injury system.
Bad food, lack of warmth and injuries now have consequences for your people.
Survival is not just about stockpiling resources anymore, but also about keeping your population in a healthy state.
Winter, building warmth and clothing
Winter is now actually cold, and that affects gameplay.
Buildings have a warmth aspect: without enough heat, people get cold, sick more often and work worse.
Added basic clothing for early humans, helping them handle the cold and lowering risks related to freezing weather.
This is not the final version of the demo
This updated demo is still not final. There are things that are missing or unfinished, and I plan to work on them towards the end of the year:
A tutorial to help new players ease into the game and understand the core systems.
UI sounds and better audio feedback for actions.
- Improved terrainupdated trees, ground and mountains.
More informational widgets and stats windows for each region.
An in-game notification system for important events (unit death, population growth, available research, etc.).
More complete translations – localization is not final yet.
Different difficulty levels, so you can choose how punishing the experience should be.
If something feels rough, unclear or like “there should be more here”, it’s probably already on the list. Feedback still helps with prioritising what to tackle first.
Feedback
I’m making Agecraft solo, and this update is a big step for the core systems.
If you try the demo, a short bit of feedback in a review or in the discussions would help a lot:
what worked/didn’t work for you in the update
whether managing workers and resources feels clearer
whether the difficulty – especially in winter – feels fair or over the top
Even a couple of sentences like “I liked X, but Y is annoying” is already very useful.
Source
Changelog.gg summarizes and formats this update. How we read updates.
