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Steam News6 November 20258mo ago

Demo 0.7 is now available

Demo version 0.7 is out now! Thank you to everyone who gave us feedback! Our priority right now is to nail down the game's "Quality of Life" and ensure the first hour of the game is as smooth as it can be.

In this update5

Full notes

Full The people of Sea, Sun & Salt update

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

What changed

5 fixes14 additions19 changes4 removals
  • Gameplay
  • UI and audio
  • Performance
  • Maps
  • Fixes
removedDemo version 0.7 is out now!Important: The save from the previous version will no longer work. We can't guarantee saves stay valid during the demo version and they will not be valid once the game is released.
addedNew contentCreative mode: When starting a new save after finishing the tutorial, the player can pick creative mode
changedNew contentRebalanced some missions to make them a bit harder and their reward more interesting
addedNew contentAdded markets: Subjects go to and from the market at all time of the day, making the city seem more lively
changedChangesUI: Total change to the artstyle, layout and font
addedChangesUI: Added a little indicator showing off how much the item counts changed over 24 in-world hours

The people of Sea, Sun & Salt changes

removedImportant: The save from the previous version will no longer work. We can't guarantee saves stay valid during the demo version and they will not be valid once the game is released.
addedCreative mode: When starting a new save after finishing the tutorial, the player can pick creative mode
changedRebalanced some missions to make them a bit harder and their reward more interesting
addedAdded markets: Subjects go to and from the market at all time of the day, making the city seem more lively
changedUI: Total change to the artstyle, layout and font

Demo version 0.7 is out now!

Thank you to everyone who gave us feedback!

Our priority right now is to nail down the game's "Quality of Life" and ensure the first hour of the game is as smooth as it can be.

Important: The save from the previous version will no longer work. We can't guarantee saves stay valid during the demo version and they will not be valid once the game is released.

As always, you can join us on our discord to give us feedback or relay issues you had: https://discord.gg/vdpcGMf4Nj

New content

  • Unlocking the sixth era for the demo

  • Creative modeWhen starting a new save after finishing the tutorial, the player can pick creative mode
  • Rebalanced some missions to make them a bit harder and their reward more interesting

  • Added markets: Subjects go to and from the market at all time of the day, making the city seem more lively

Changes

  • UI: Total change to the artstyle, layout and font

  • UIAdded a little indicator showing off how much the item counts changed over 24 in-world hours
  • ControlCamera rotation now available using Q/E keys on qwerty keyboard, A/E on azerty keyboard
  • ControlCamera motion now available using arrow keys (WASD was already implemented)
  • Control: Inversed direction of zoom when using mouse wheel

  • ControlAdded option to move buildings by clicking them (Unlocked in the second era)
  • ControlImproved road placing. Click and drag to preview the road. Release to actually place the road.
  • Control: Camera rotation is now SHIFT + RIGHT MOUSE BUTTON to avoid canceling out placing when rotating camera

  • Control: Destroying buildings requires one left click per building, removing the issue where you could destroy a building behind the one you wanted to destroy

  • Control: Clicking on the button for unique buildings when its already placed will move the camera to that building

  • Control: When placing buildings, the preview snaps to the nearest valid location if there is one close enough

  • TutorialBuilding rotation introduced during the prologue rather than in the first era
  • Tutorial: Mentionning the keyboard controls in the tutorial steps

  • SettingsAdded brightness slider
  • Added auto save: At the start of every day or when leaving, the game saves (controllable in settings)

  • LocalizationAdded French and Spanish (more languages to come)

Tweaks

  • Improved winter visuals with actual snow

  • Removed console window

  • New logo

  • Balancing: Well workers produce water 20% faster

  • BalancingIncreased the base amount of food storage. Some player wanted to unlock the granary sooner but the early eras are already too packed with new mechanics so we will just do this for now.
  • Capping frame rate to 140 FPS to avoid straining devices with a very high monitor refresh rate.

  • "Missing embellishments" warning now provides an actual number of embellishments to place

  • Changed the ambient track a bit to have birds chirping

  • Small changes to the world geometry

  • End of era celebrated with a haiku

  • Improvement to the way cards are 3D rendered

  • Tweaks to summer color correction

  • Tooltip explains more clearly that all resources are given back when destroying buildings

  • Subjects can now pathfind through water so they aren't stuck in their houses as soon as water starts flooding them

  • Description of pathways makes clear the speed differential between walking on grass (very slow) and pathways (x3 speed)

  • Trees also turn red when the building is being hovered while the destruction tool is selected

  • Much slower subject speed in grass

  • Grass on some ledges

  • When placing buildings, a small margin is allowed for wrong terrain type (for example a quarry can have a few of its tiles on a grass tile)

  • Performance improvement on subject rendering and subject logic (trying to address stuttering issues during worship)

  • Showing how much stone clearing ruins gets you

Bugs fixed

  • Addressing low brightness issue on some monitors

  • Fixed shadows not appearing on some devices

  • Fixed narration text and card text not appearing properly in card screen

  • Fix to UI elements not appearing at the right location on high dpi or 4k screens

  • When the narration talks about hovering buildings to inspect them, you can actually do it right at that point in the narration

  • Removed "+0 item" from appearing over subject heads

  • Fixed issue where saves were considered invalid despite not being corrupted

  • WASD works even when the mouse is over UI

  • Fixed issue where cards were inspectable when they are stacked on one another

Future

  • There has been report of issues around the reporting from the scribe building. We are still investigating why the count can sometimes be off, especially culture.

  • Still trying to figure out how to improve camera motion around zooming. Your input on this is invaluable

  • Grid when placing: We tried this out but it is hard to make: the grid ends up concealed below the grass. We will continue to explore this

  • Show how far a subject can go from a given house: this feels like an important bit of information to communicate and we will explore ways to display it

  • Better overview of the city: A lot of people asked for more detailed information about their production. It is something we will explore but it's complicated: a field doesn't have a fix amount it produces every day. It depends on the number of workers but also the time the workers take just to ge to work. And there is such a thing as too much info in kind of casual game like this. To be explored.

  • Did you know? You can hold down the left button when placing buildings to place a bunch in a row. We probably want to communicate this to player one day

  • Panoramic mode with no UI

  • Up to now, the subject's worship has been quite vague and undefine. We are going to more precisely define the nature of their cult in future version

  • In the end game, subject assignment to different location can be a bit slow. We will make sure it happens faster in coming versions

Source

Steam News / 6 November 2025

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