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Steam News6 June 20261mo ago

Demo - Hotfix #3

Hello everyone! As we expected, Hotfix #1 and Hotfix #2 fixed the vast majority of reported cases. Now we are focusing on the remaining edge cases and possible soft blocks.

Full notes

Full City of Atlantis update

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Repeated intro

Hello everyone! As we expected, Hotfix #1 and Hotfix #2 fixed the vast majority of reported cases. Now we are focusing on the remaining edge cases and possible soft blocks.

What changed

2 fixes0 additions6 changes0 removals
  • Fixes
  • Gameplay
  • Balance
fixedHello everyone! As we expected, Hotfix #1 and Hotfix #2 fixed the vast majority of reported cases. Now we are focusing on the remaining edge cases and possible soft blocks.
changedChangelog Ship Soft Lock Fix After Patch 1 and Patch 2, your reports helped us identify one more situation where ships could appear to be stuck. If the treasury ran out of money, ships could enter an “out of funds” state and stop working. Since the game did not clearly explain this state or provide a quick way to react to it, it could lead to an unintended soft lock. Dev Note In some cases, this looked like a “ships are stuck” bug, while in reality the ships could not reserve enough gold to continue operating. This was especially misleading because ships are essential in the early game, before your population starts building platforms and buildings on its own. It could also be confused with the “ship strike” state, which happens when there are not enough funds to cover ship costs.
changedNew Behaviour Ships will no longer stop working when the treasury goes into negative balance. Instead, unpaid ship work will now reduce Population Happiness . The longer you keep underpaid workers active, the stronger the happiness penalty becomes. A full ship strike system will be handled later in development. It will also be connected to debt, foreign nations, and monetary default as one of the future crisis scenarios.
fixedFixed a bug where some players could have a lower treasury tick rate than intended.
changedTreasury calculations now use a more precise data set.
changedChanged the tax calculation tick rate to make it more stable in different gameplay situations.

City of Atlantis changes

fixedHello everyone! As we expected, Hotfix #1 and Hotfix #2 fixed the vast majority of reported cases. Now we are focusing on the remaining edge cases and possible soft blocks.
changedChangelog Ship Soft Lock Fix After Patch 1 and Patch 2, your reports helped us identify one more situation where ships could appear to be stuck. If the treasury ran out of money, ships could enter an “out of funds” state and stop working. Since the game did not clearly explain this state or provide a quick way to react to it, it could lead to an unintended soft lock. Dev Note In some cases, this looked like a “ships are stuck” bug, while in reality the ships could not reserve enough gold to continue operating. This was especially misleading because ships are essential in the early game, before your population starts building platforms and buildings on its own. It could also be confused with the “ship strike” state, which happens when there are not enough funds to cover ship costs.
changedNew Behaviour Ships will no longer stop working when the treasury goes into negative balance. Instead, unpaid ship work will now reduce Population Happiness . The longer you keep underpaid workers active, the stronger the happiness penalty becomes. A full ship strike system will be handled later in development. It will also be connected to debt, foreign nations, and monetary default as one of the future crisis scenarios.
fixedFixed a bug where some players could have a lower treasury tick rate than intended.
changedTreasury calculations now use a more precise data set.

Changelog Ship Soft Lock Fix After Patch 1 and Patch 2, your reports helped us identify one more situation where ships could appear to be stuck. If the treasury ran out of money, ships could enter an “out of funds” state and stop working. Since the game did not clearly explain this state or provide a quick way to react to it, it could lead to an unintended soft lock. Dev Note In some cases, this looked like a “ships are stuck” bug, while in reality the ships could not reserve enough gold to continue operating. This was especially misleading because ships are essential in the early game, before your population starts building platforms and buildings on its own. It could also be confused with the “ship strike” state, which happens when there are not enough funds to cover ship costs.

New Behaviour Ships will no longer stop working when the treasury goes into negative balance. Instead, unpaid ship work will now reduce Population Happiness. The longer you keep underpaid workers active, the stronger the happiness penalty becomes. A full ship strike system will be handled later in development. It will also be connected to debt, foreign nations, and monetary default as one of the future crisis scenarios.

Treasury Fixes

  • Fixed a bug where some players could have a lower treasury tick rate than intended.

  • Treasury calculations now use a more precise data set.

  • Changed the tax calculation tick rate to make it more stable in different gameplay situations.

Balance

  • Reduced ship upkeep costs by 10 coins.

As always, thank you for the reports. If you still encounter any soft blocks or strange ship behaviour after this update, please let us know on the Steam forum or through the feedback survey.

Source

Steam News / 6 June 2026

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