In this update4
Full notes
Full Brewconomy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Performance
- Balance
Brewconomy changes
The first playable demo — featuring fully functional city management, property ownership, first rival companies, farming, mining, and dynamic events — all wrapped in a smoother UI and optimized experience.
🏙 Gameplay & Content
Added Rival AI simulation: competitors now own, staff, and operate properties.
Introduced Mining & extraction zones (iron, copper, coal, salt, etc.) with new visuals.
Expanded Farming system — dozens of new fields, crops, and recipes (flowers, vineyards, olives, rootcrops, and more).
Balanced resource prices and recipe timings for demo pacing.
Added seasonal and weather systems (spring, summer, autumn, winter + rain, sun, clouds).
Improved roads, field tiles, and mine visuals with consistent connections and materials.
Added wind sway shader for vegetation and animated world feel.
💼 Simulation & Systems
Implemented SaveManager rewrite for stable, deferred autosaves.
Added centralized harvest and production flow for player and rivals.
Introduced auto-buy and manager configuration for logistics and trade.
Rebalanced research tree (worker training, logistics, recruitment, expansion).
🪶 UI & Experience
Overhauled Property and Manager windows, Events, Research, and Year Recap UIs.
Added map zoom controls, smoother camera pan, and clearer city previews.
Integrated new icons for seasons, weather, research, and management.
Reworked demo start flow, with a faster loading and async caching pipeline.
🌐 Localization & Polish
Updated translations and UI layouts for multi-language support.
Cleaned tooltips, stat displays, and name labels across all menus.
Improved save/load reliability, performance, and in-game transitions.
Source
Changelog.gg summarizes and formats this update. How we read updates.
