In this update11
Full notes
Full Rise of the Settlement update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Workshop
- Balance
- Maps
- Compatibility
Rise of the Settlement changes
Greetings, Settlers 🏛️
This winter break turned into an intense development sprint. Even though it’s been a while since the last update, a lot has changed in Rise of the Settlement.
I’m happy to announce version 0.0.8, bringing major new systems, advanced production chains, UI improvements, balancing cycles, and important groundwork for the future.
Below you’ll find a full overview of what’s new, improved, and current limitations.
✨ Major New Features
🔹 Auto-Assigned Stat Points
A new Development Path system allows professions to grow automatically based on your choices.
Two supported stat assignment directions:
Max out stats
Follow perk requirements
Players can define how each profession develops its stats
Once a development path is set, all settlers of that profession follow it
On every level-up, the system checks the path and assigns stat points automatically
This significantly reduces micromanagement while keeping progression intentional.
🏗️ Advanced Production & New Technologies
Advanced production has been introduced, expanding the settlement’s industrial depth.
Craft Specialization Unlocks:
Oil Press
Saw Pit
Thread Workshop
Pottery Workshop
Metalworking Unlocks:
Bloomery
Forge & Anvil
Component Workshop
Blacksmith Workshop
Leatherworking Unlocks:
Tannery
Leather Workshop
Leather Atelier
Tailoring Unlocks:
Fabric Workshop
Tailor Workshop
Carpentry Unlocks:
Carpentry Workshop
Woodcraft Workshop
Each building comes with new production recipes, and new resources were introduced to support these chains.
This is an important step toward clothing and equipment systems, which are planned but not yet implemented.
🔁 Additions to Existing Technologies & Production
New production buildings:
Hemp Farm added to Farming
Olive Farm added to Horticulture
Added new production recipes:
Hemp processing now mirrors flax production chains
Leather production has been reworked and adjusted
📜 Building Details UI Enhancements
Based on player feedback, building details were reverted to a parchment-style UI with side tabbing.
Changes include:
Production statistics moved into the Production tab
Recipe input/output details now appear on mouse-over, saving space
Building upgrades are now displayed as a single card
Boosts are shown in a horizontal list instead of vertical
👥 Population & Economy Foundations
This update introduces several behind-the-scenes systems that lay the foundation for deeper simulation:
People Wages Each person now earns coins based on their work
Settlement Wealth (foundation) A global settlement wealth concept is now possible
Society Classes (early stage) Added internally, but not yet fully exposed to the player
Production Guilds People working in the same profession are grouped into guild-like communities
These systems will become more visible and interactive in future updates.
⚠️ Current Limitations
Please note the following limitations in version 0.0.8:
Old save games are no longer compatible. This update introduces and restructures several core systems. Because of these foundational changes, backward compatibility with older saves cannot be guaranteed. These adjustments were necessary to support new mechanics and future expansions.
Tools are currently not consumed, even though they appear in the needs list. This is a temporary state while the surrounding economy and consumption systems are being reworked and balanced.
Seasonal effects (winter / summer) do not yet affect consumption. Seasonal modifiers are intentionally disabled for now to allow proper balancing alongside the newly introduced systems.
As development continues and new features are layered on top of these foundations, similar structural changes may be required in the future. While this can be inconvenient, they are made to ensure the game delivers a stable, coherent experience and plays as intended.
🔧 Improvements
Updated all building icons
Improved UI scaling across a wide range of screen resolutions
Building upgrade progress is now shown directly on building list cards
Exclamation marks highlight buildings with unassigned workplaces
Improved recipe input/output display on mouse-over
Added new production quests (more coming later)
Added several new professions — all buildings are now linked to a profession
Balanced multiple production chains for healthier settlement progression
Adjusted feast quest requirements
Improved chronicle text for several events
Moved Pit Kiln from Digging & Fire to Fire technology only
Fixed multiple tooltip texts
Improved display of consumed resources in building lists
Improved daily settlement consumption logic
Performance improvements related to static asset loading
Improved auto-assignment logic to select random eligible workers
Missing input materials are now shown on active production cards
Adjusted people’s needs to match the new system
Added hemp seeds to the Fiber Farm objective
🐞 Bug Fixes
Fixed health not correctly reflecting HLT stats
Fixed technology names displaying internal IDs instead of proper names
Fixed boost remaining time display (UI)
Fixed incorrect formatting of production progress
Fixed production progress getting stuck when hourly contribution exceeded requirements
Fixed incorrect sharing of work units when inputs were missing
Fixed shaking numbers on the overview page
Fixed overlapping workforce texts on the overview page
🪶 Final Notes
Rise of the Settlement is still early in its journey, and while there’s plenty of room to grow in terms of visibility, playability, and community reach, my belief in this project remains strong.
I see this quieter period as an opportunity. It allows me to focus deeply on strengthening the core systems, expanding meaningful content, and refining what the game truly delivers, without rushing or compromising the original vision.
I started this game with a clear goal: to build a deep, systemic settlement experience where progression, people, and production genuinely matter. Every update, including 0.0.8, is a step toward that foundation.
I’m fully committed to continuing development and investing my time and energy into shaping the game the way I envision it.
The road is long — but the foundation is now stronger and more confident than ever.
🎮 Join our community: 👉 Discord Server
Let’s continue this journey together.
— Luki
Source
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