In this update4
Full notes
Full Mandate Order update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- UI and audio
- Server
- Fixes
Mandate Order changes
Dear Fortifiers, seeing each other is like meeting each other.
The public demo of "Mandate Order" has ended at 09:00 PT, 24:00 and has been removed from the shelves.
In the past few days, we have continued to see suggestions and questions left by everyone in the comment area, community and feedback forms. Someone is asking: Can I still play the demo after it is removed from the shelves?
After the demo ended, the team did not stop. On the contrary, we are breaking down the feedback we received during this period into more specific research and development tasks, and entering a more focused closed polishing stage.
This development diary will be briefly synchronized with everyone:
After the Demo is offline, what directions are we prioritizing?
Make it easier for new players to “understand this city”
In this demo, we saw many players mention that there are many things you can do after entering the game, but it is easy to not know what to do next in the early stage.
For example, why there are not enough resources, why the buildings are not working, why the logistics are not delivered, and how to advance the title and sandbox goals.
So next, novice guidance will be one of the key adjustments.
We will continue to optimize the novice task process, teaching levels, target tips and system instructions to make it easier for players to understand:
What is the most important goal at the current stage;
When resources are lacking, where might the problem lie;
How construction, warehousing, labor, and production chains are related to each other;
After the sandbox is launched, in what directions can it develop.
We hope that when players enter "Mandate Order" for the first time, they will not be pushed away by a bunch of systems, but can gradually understand:
Why is this city built like this, why do resources flow like this, and why do the defense lines need to be organized like this.
Continue to optimize logistics, warehousing and resource circulation
In this demo, logistics and resource flow are still one of the most intensive areas of feedback.
We have seen that some players mentioned that the storage area is not intuitive enough, some players encountered problems such as lack of materials in buildings, far away resource points, and unsatisfactory utilization of civilians. Some players also made specific suggestions on water wells, food, and basic survival cycles.
This feedback will enter the next optimization focus.
Simply put, we want to reduce this feeling:
"I knew something was wrong here, but I didn't know where it was stuck."
The logistics system originally wanted to express the scheduling pressure in the operation of ancient city-states: where did the grain come from, how did the wood enter the city, how did the minerals transfer, and how did the supply relationship form between the front line and the rear.
In the future, we will continue to strengthen information prompts, interface expressions and rule representations to make it easier for players to understand where resources are, who needs them, why they are not delivered, and what the current city really lacks.
We hope that the logistics system retains the fun of "scheduling" but reduces the confusion of "don't know why".
Performance, city walls and combat experience will continue to be improved.
Performance optimization is still a very important task next.
In this demo, some players also reported that the operating pressure is high under some configurations, especially in sandbox mode, large-scale construction, a large number of units and combat scenarios, and the performance needs to continue to be optimized.
In the future, we will continue to pay attention to sandbox loading, large-scale units, farmland and resource transfer, interface refresh, file loading, long-term play stability, and image quality settings and other related issues.
At the same time, the city wall and siege experience will continue to advance.
The city wall and siege experience are very core parts of "Mandate Order".
After this demo, we are continuing to optimize the city wall rules, city wall UI, frame selection operation, navigation performance, model performance and related combat logic.
Contents including city wall construction and selection rules, soldier pathfinding, ladder experience, overlapping of siege equipment and soldiers, formations and combat movements will continue to be adjusted.
"Building a city" is not just about placing buildings, but it can really form a clearer set of defense organizations:
Players can make clearer decisions about where they can defend, where they can easily be broken through, how to mobilize their troops, and how their siege equipment works.
Sandbox, retainers, war of words and national policy will continue to be developed in depth
This time the demo has opened up the sandbox mode, as well as diplomacy, trading, bribery, titles, kingship and other content.
But we also know that the sandbox experience also requires clearer goals, a more stable rhythm, and more complete system linkage.
Next, we will continue to promote the optimization of the door system, war of words, national policy Jiugong grid, sandbox starting options and other contents.
These systems are not separate function buttons.
They ultimately serve a more complete sandbox experience: how you choose your opening direction;
How to shape your own city-state through retainers and national policies;
How to choose between resources, diplomacy, military and internal governance;
How to move from a small border town to a bigger situation step by step. This part of the content will continue to be polished. We will also combine the experience feedback of the Pioneer Server to gradually adjust its rhythm, performance and strategic depth.
Regarding the removal of public demos
Here is a brief explanation:
The public demo is a staged experience version opened during the Steam Medieval Game Festival. It has been removed from the shelves and cannot be continued for the time being.
The city is still under construction and the road is still long.
For us, the end of the public demo is not a pause point, but a consolidation period after concentrated feedback.
It allows us to see more clearly what players really care about, which systems need to continue to retain depth, where the cost of understanding must be reduced, and which experiences need to be expressed more clearly.
Thanks to every fortifier who is willing to give serious feedback.
Your questions, suggestions and imaginations will help "Mandate Order" get closer to what it should be.
The city is still under construction and the road is still long.
We will continue to build this city.
Sincerely, the development team of "Mandate Order"
May 15, 2026
About Mandate Order:
"Mandate Order" is an Eastern war construction simulation game. In this turbulent era where "a country has no fixed borders and life or death depends on the day", you will play the role of a "city defender" who sticks to the border - building a fortress brick by brick, arranging hundreds of workers, integrating the strategies of hundreds of schools, and running a warm life for a small country in the gap between the games between big powers.
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