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Steam News7 June 202625d ago

Update 0.7-Alpha Update

Steam post imagePatch Update 0.7 Alpha Hello, sorry its been a few days since the last major update (roughly 2 weeks), this is the first patch update for the game officially recorded, the reason being that the updates a

Full notes

Full First Age update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix14 additions8 changes25 removals
  • Gameplay
  • Events
  • Store
  • Workshop
changedSteam post imagePatch Update 0.7 AlphaHello, sorry its been a few days since the last major update (roughly 2 weeks), this is the first patch update for the game officially recorded, the reason being that the updates are now getting so large in terms of gameplay changes, and because it's fun to keep logs of everything being made in between each update, and hopefully gives a bunch of clarity to everyone who wants to know what is happening between updates; Please leave your feedback, as it would be fantastic to get as much as possible.
changedPacing Adjustementspacing for the game has been shifted to speed up actions for the player, there are a few actions which felt like they wasted the players time in a way that may have been more balanced on paper with cost through units, but lost out on pacing with player actions; to adjust for this additional momentum, gameplay pacing other places have been tightened accordingly.
changedPacing Adjustementsall of the following goals have been squished a little bit earlier to ease players into a run when the luck isnt going their way, (example being Age Goal 10->7), however later goals increase, this is to reward players specialising into certain trees (without being punished too hard for building wide on specialisation).
addedPacing AdjustementsAdded: Any Recipe type cost: card costs can now have any, meaning anything from resource to loot can be used for forming certain recipes, expanding constrained resource builds to be wider.
addedCards RemovedThe following cards have been removed because its play doesn't feel intuitive or interesting enough to warrant existance, it also props far too many confusing interactions that feel like they dont "add" anything to the loop
removedCards RemovedStorage Pit - Removed

Steam post imagePatch Update 0.7 Alpha

Hello, sorry its been a few days since the last major update (roughly 2 weeks), this is the first patch update for the game officially recorded, the reason being that the updates are now getting so large in terms of gameplay changes, and because it's fun to keep logs of everything being made in between each update, and hopefully gives a bunch of clarity to everyone who wants to know what is happening between updates; Please leave your feedback, as it would be fantastic to get as much as possible.

Pacing Adjustements

pacing for the game has been shifted to speed up actions for the player, there are a few actions which felt like they wasted the players time in a way that may have been more balanced on paper with cost through units, but lost out on pacing with player actions; to adjust for this additional momentum, gameplay pacing other places have been tightened accordingly.

Turns Per Age : 5 -> 4

Relics require 1 turn for a villager unit to search them in order to start relic quests -> Relics are now immediately searched, not taking a turn to look through.

Age Goals, Science Goals, Religion Goals, Culture Goals

all of the following goals have been squished a little bit earlier to ease players into a run when the luck isnt going their way, (example being Age Goal 10->7), however later goals increase, this is to reward players specialising into certain trees (without being punished too hard for building wide on specialisation).

Recipe Costs - Now allows for any recipe to hold the "any cost" which allows for any resource to be used in a recipe, this allows for builds to be broad and not maxed dependant on resource cost.

Added: Any Recipe type cost: card costs can now have any, meaning anything from resource to loot can be used for forming certain recipes, expanding constrained resource builds to be wider.

Cards Removed

The following cards have been removed because its play doesn't feel intuitive or interesting enough to warrant existance, it also props far too many confusing interactions that feel like they dont "add" anything to the loop

Storage Pit - Removed

Bastion- Removed

Sacred Grove- Removed

Stockpile - Removed

Adobe Dwelling - Removed

Wattle and Daub - Removed

EarthFast Hut - Removed

Smoke Shack - Removed

Stave Church - Removed

Clay Oven - Removed

Pagoda - Removed

Rasied Soil - Removed

Stone Fence- Removed

Broch -Removed

Stone Sculpture - Removed

Fort- Removed

Parthenon - Removed

Large Construct - Removed

Bronze Chunk - Removed

Thatch Bundle - Removed

Dye Jar - Removed

Bark Sheet- Removed

Palisades - Removed

Gatherer -Removed

Card Reworks/Adjustements

all card adjustments are to create more interactive experiences through each move with player choice.

Reworked:

Apothecary - Loot Gained: +1 Science Bonus Per Surrounding Villager or Herb or Spice -> Burning 2 Loot or 1 Herb on This: Produce 1 Concotion

Firepit - Is Immune -> Wood Burnt on this: Produce 1 Charcoal

Camp - Enviroment Worked: Settlement Cards gain +1 Bonus based on Resource gained -> Enviroment Worked: Settlement Cards gain +1 Highest Bonus

Lumber Camp - Stick Gained: .+3 Wood Bonus to Settlement Cards -> Burn Wood on This: +1 Wood Bonus to Adjacent Cards with Wood Bonus

Lumber Camp - NEW: Burning Sticks On This: Increase this Bonus by 7

Kiln -Resource Gained: Card to the Right of this Gain +3 Resource Bonus -> Placing Silt on This: Transforms into a Pot

Kiln- REMOVED - Building Produced: Produce 1 Loot

FiringPit - 3 Clay or 2 Silt Burnt on this: +4 Clay Bonus or Produce 1 Brick -> On Card Transformed: +4 Clay Bonus

Pottery -Burning Silt or 2 Clay on This Produces a Pot -> Burning Pot: +10 Clay Bonus

Pottery -NEW - End Age: Produce Pot

Farm - Food Gained: +1 Food Bonus to Settlement cards that produce Food -> End Age: Gain Food Bonus Equal to Food Eaten: 0

Flint Knapper - Burn 2 Resource on This to Turn it Into Loot. Burn 1 Loot to turn it into a Resource -> Burn 2 Resource on This: Produce 1 Flint

Flint Knapper -Burn on This: +2 Bonus Based on what was Burnt. -> Burn on This: +1 Bonus Based on what was Burnt.

Drying Rack - End Age: +1 Bonuses This has. Increase Bonus by 2 per unique Adjacent Loot -> End Age: Transform Adjacent Loot into Dried Loot

Arena - 2 Villagers Burnt on this: Double All Cards Bonuses and Production this Turn -> 2 Villagers Burnt on this: Double Adjacent Cards Highest Bonus

Irrigation - End Age: +2 All Bonuses this has -> End Turn: +1 Highest Bonuses to Diagonal Cards

TalleyingHouse- Gold Spent

+3 Gold.

Effects Diagonal Cards -> Gold Spent

Produce Worn Pouch

Catacomb - Villager Burnt

+ This Card's Bonuses to Surrounding Cards.

Villager Burnt

Produce 1 Bone -> Villager Burnt on This: Grant your Religion

Catacomb -NEW -Villager Burnt: Produce 1 Bone

Aqueduct: Food Produced in Settlement: +5 Food Bonus per Card in Settlement -> Start Age: Adjacent Cards Gain Highest Bonus Equal to Stored Bonus: 10

Aqueduct: NEW: Store 10 Bonus When Food is Eaten or Produced : 10

Clay Tablet: Loot Gained: Activate Diagonal Card's End of Turn Effects -> Card Transformed: Activate Diagonal Card's End of Turn Effects

Construction Hut: When Wood is Used for Construction or Burnt: Give 4 Wood Bonus to Adjacent Cards -> When Wood is Used for Construction or Burnt: Produce Ply

Potter's Wheel: End Age: Give Adjacent Cards +3 Highest Bonus -> End Age: Give Adjacent Cards +5 Highest Bonus

Potter's Wheel Passive: Activate your Religion: Transform a Random Resource Card into Clay, Increase Bonus by 3 -> Passive: Activate your Religion: Produce a Pot

Bread: Burnt on Villager: Gain +10 of any Bonus -> Burnt on Card: +15 Food Bonus if it doesn't have a food Bonus

Twine: Burn on Villager: Gain +3 of All Adjacent Card Bonuses -> Burn on Building: Give Building Sturdy Effect

WitchDoctor: On Morale Lost: Activate Above and Below Card's End Turn and End Age Effects -> Burning Concotions: +5 All Bonuses this has

WitchDoctor: NEW: End Age: Produce Concotion

LionMan: Religion Activated: Activate End of Age Effects to Card right of this -> Start Age: Activate Religion

Steed: End of Age or Burn Food on This: Eat 1 Food, +1 All Bonuses -> End of Age or Burn Food on This: Eat 1 Food, +3 All Bonuses

Cave Painting: Constructed: +3 All Progress and Resource Bonus to Cards with that Bonus -> Start Age: Level up a Random Progress Path

Mint: Gold Level Up: Steal +5 Adjacent Card Bonus as Gold -> Gold Level Up: Produce a Random Card you would obtain from the Shop

Golden Ring: Place on Villager: +3 Gold to Adjacent Cards each turn -> Place on Villager: Start Age: Level up Gold

Wooden Bracelet: Place on Villager: +3 Wood Bonus to Adjacent Cards each turn -> Place on Villager: Give Villager Sturdy Effect

Brass Necklace: Place on Villager: +3 Stone Bonus to Adjacent Cards each turn -> Place on Villager: End Age: Gain +10 Stone Bonus for Every Adjacent Building that Produces Stone

Herbalist: Food Gained: +3 Food Bonus to Surrounding cards that Produce Food. -> End Age: Adjacent Cards Gain 10 Highest Bonus

Herbalist: NEW: Increase bonus by 5 per concotion made

Flint: NEW: Burn on Building: Give +5 Bonus it doesnt have

Buffed:

ClayPit - Whenever a Card is Transformed, Gain +1 Clay Bonus -> +4 Clay Bonus

Chopping Block -Enviroment Worked: +1 Wood Bonus -> Enviroment Worked: +2 Wood Bonus

Effigy - End Turn: +1 Religion Per Adjacent Villager -> End Age: +5 Religion

Animal Pen - End Turn: +1 Food Bonus -> End Age: +4 Food Bonus

Monument -Start Age: +5 Highest Bonus to Adjacent Cards -> Start Age: +10 Highest Bonus to Adjacent Cards

Woodworks- End Turn: +1 Wood Bonus for Adjacent Cards with Wood Bonus or Production -> Wood or Stick Used in Construction: +5 Wood Bonus

Woodworks- Burning Sticks: Increase this Bonus by 1 -> End Age: Produce 1 Stick

Grindstone - Stone Gained or Burnt: +3 Highest Bonus to Card Left of This -> Stone Gained or Burnt: +5 Highest Bonus to Card Left of This

Tent -Start Age: +10 Wood Bonus if not in a Settlement -> Start Age: +15 Wood Bonus if not in a Settlement

Burial: Bone Burnt: +3 Religion Bonus per Surrounding Card -> Bone Burnt: +5 Religion Bonus per Surrounding Card

Longhouse: End Age: Settlement Cards Gain +3 of All Bonuses this has -> End Age: Settlement Cards Gain +5 of All Bonuses this has

Root Cellar: Burning Food: Store Bonus-> Burning or Feeding Food: Store +5 Bonus

Root Cellar

End of Age: Give Bonus to Card on the Right of this.

Lose Bonus - >End of Age

Give Bonus to Card on the Right of this. Lose Bonus

Hay Bale: When Adjacent Cards produce Food, Store 7 Bonus -> When Adjacent Cards produce Food, Store 10 Bonus

Pillar

Burn to give that Bonus.

Current Bonus

3 -> Burn to give that Bonus.

Current Bonus

5

Pillar: When Stone is Produced Store 3 Bonus -> When Stone is Produced Store 5 Bonus

Stone Column: End Age: Gain +10 of your Highest Bonus, +3 For Every Adjacent Stone Producing Building - >End Age: Gain +10 of your Highest Bonus, +10 For Every Adjacent Stone Producing Building

Shed: End Age: Burn 1 Wood, this and Cards below gain 5 wood Bonus -> End Age: Burn 1 Wood, this and Cards below gain 10 wood Bonus

Stone Henge: End Age: Burn Adjacent Gemstone Cards +10 of All Bonuses this Owns for Each Gemstone Burnt -> End Age: Burn Adjacent Gemstone Cards +30 of All Bonuses this Owns for Each Gemstone Burnt

Pyramid: Passive: Activating your Religion gives Adjacent Cards +5 Highest Bonus -> Activating your Religion: give Surrounding Cards +30 Highest Bonus

Round House: When Adjacent Card Burns Card: +1 Bonus Based on what was Burnt -> When Adjacent Card Burns Card: +5 Bonus Based on what was Burnt

Fermented Fruit : Burn on Anything: +3 Culture or Gold -> Burn on Villager: +10 Highest Resource Bonus

Estery: End Turn: Adjacent Cards that Produce Gain +1 Bonus on what they Produce -> End Turn: Adjacent Cards that Produce Gain +2 Bonus on what they Produce

Workshop: Start Age: Your Next Building Built Gains +5 of this Cards Bonuses - >Start Age: Your Next Building Built Gains +25 of this Cards Bonuses

Silo: End Turn: Owning Less than 3 Resource Cards Produces 1 Random Resource Card -> End Turn: Owning Less than 5 Resource Cards Produces 1 Random Resource Card

Farmer: After Adjacent Card Burns 4 Resource Cards, Feed all Settlement Cards 1 Food -> After Adjacent Card Burns 3 Resource Cards, Feed all Settlement Cards 1 Food

Bard: End Age: +1 Bonuses this has to every Villager -> End Age: +5 Bonuses this has to every Villager

Nerfed:

Engravery -Loot Used: +3 Gold Bonus to This and Adjacent Cards -> Loot Used: +1 Gold Bonus to This and Adjacent Cards

Stone Cairn - End Turn: +5 Stone Bonus per Adjacent Card with Stone Bonus or Production -> End Turn: +3 Stone Bonus per Surrounding Card with Stone Bonus or Production

Market: Burn on this: Gain Gold Bonus Equal to Age -> Burn Resource on this: Gain Gold Bonus Equal to Age

Egg: Start Age: Become a DodoBird, +15 Highest Bonus to Adjacent Cards when Tranformed -> Start Age: Become a DodoBird, +10 Highest Bonus to Adjacent Cards when Tranformed

Cooked Egg: Burn on Villager: +2 of Villager's Highest Bonus to all Cards in its Settlement -> Burn on Villager: +1 of Villager's Highest Bonus to all Cards in its Settlement

New Cards:

NEW: Ply: Burn On Building: Give Building Effect - Sturdy

NEW: Wool: Start Age: Transform into Hide

NEW Concotions:

Green ConcotionBurn on Building: +5 Food Bonus, Increase all Concotions by 5
Orange ConcotionBurn on Building: +5 Clay Bonus, Increase all Concotions by 5
Brown ConcotionBurn on Building: +5 Wood Bonus, Increase all Concotions by 5
Grey ConcotionBurn on Building: +5 Stone Bonus, Increase all Concotions by 5
Blue ConcotionBurn on Building: +1 Science, Increase all Concotions by 5
Purple ConcotionBurn on Building: +1 Culture, Increase all Concotions by 5
White ConcotionBurn on Building: +1 Religion, Increase all Concotions by 5
Yellow ConcotionBurn on Building: +1 Gold, Increase all Concotions by 5

New: Dried Varients:

Spice- GoldBurn on Building: +3 Gold
Hide-CultureBurn on Building: +3 Culture
Herbs-scienceBurn on Building: +3 Science
Bone-ReligionBurn on Building: +3 Religion
Stick-WoodBurn on Building: Give Building Sturdy Effect
Silt-ClayAdd Silt- Transform into Pot
Seeds -FoodAdd Food - Transform into Bread
Copper- StoneBurn on Building: +6 Stone Bonus

Bug Fixes: Lots...

And so that's all of the changes for this patch, it's pretty long, and will involve plenty of changes over the next week or so, ill try my best to keep the updates regularly accounted for, as a bunch of stuff changes without it being documented because it's rather tedious

Closed Playtesting When?

closed playtesting will begin in a couple of weeks/ next couple of updates, this will be the final major gameplay update before fixing, cleaning and polishing the loop to be as tight as possible, so future updates wont feature so many big changes (unless im really getting excited by a new mechanic)

Source

Steam News / 7 June 2026

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