Bugfixes
-Fix bug to custom game start options -Fix alert graphics bug -Fix to map screen being dismissable when a custom start location hasn't been chosen

Developer posts and news about this game.

-Fix bug to custom game start options -Fix alert graphics bug -Fix to map screen being dismissable when a custom start location hasn't been chosen

Version 1.0 is here, along with the new biome, the Badlands. The badlands are an inhospitable region. The only animals there are dangerous when attacked, and plants don’t grow. Any village trying to grow there will need food imported in large quantities, as well as resources like

Hey everyone, we have some big news! We are changing the name of the game from We Need No Kings to Mercantisle ! Alongside this we are also giving the Steam art a new coat of paint, and have made a shiny new logo. We felt that it better represented the game to people who otherwis

Our first large content update is here. Weirdness allows you to slowly build up a population of weird members of your society. Normal people get unhappy when weird people do their thing, which can harm your village’s growth rate, but weirdness comes with its own advantages. They

Fix for an issue which was being reported on certain monitor setups (including ones with a secondary monitor to the left of the main one) which prevented building placement

After some delays, the beta-branch now has its first content update, testing some elements of the Weird update. Marketing has been a little turbulent, but would could have predicted a major US protest movement would appear with the same name we chose over a year ago? Still, we sh

Fix to right click not allowing you to access a building's recipes Also changed it so the player character doesn't start with a trait

Another small set of tweaks and changes. The larger changes (new buildings and newer, more complex animal) are being worked on in the background, and will be on the beta-branch soon. Gameplay: -Buffed enemy insect "tiredness" to increase its effect (reducing enemy evasion over ti

UI: -Improved click accuracy on buildings -Warning added to world map islands if they lack stone/wood Bugfix: -Fixed missing graphic for tin deposit

Just changed the UI for the buy screen to now default to not letting you automatically buy stuff and resell it, because it was a feature I personally rarely used and cluttered stuff up if unneeded. Single button click to re-enable. UI -The buy-to-sell part of the buying spreadshe

Just a minor patch to fix a few things up. Main one is that the insects now slowly get tired while attacking, making them easier to hit. It's set to a fairly low value right now, and the effects of tiredness will be tweaked possibly over the next couple of patches, depending on h

Tiny bugfix for an issue which may have been causing games to fail and be unable to progress, which I believe was cause by sailors thinking about drinking witch potions while at sea. Don't drink and sail, folks. Bugfixes -Fixed bug caused (probably) by a sailor thinking about dri

Following some feedback, the villagers now are a bit more intelligent, to make them less frustrating. They now evaluate the needs of the village before picking skills and building industries. This speeds things up, and reduces the player's ability to exploit the gaps in the marke

A few things, a couple of which players felt were critical missing UI bits. There's still work to be done on task prioritisation, to give people better control over their character's daily life, but limits on harvesting are a start. Gameplay -Added UI to allow you to set limits o

Three major things: Firstly, this update breaks saved games slightly (terrain on islands), so it introduces the "previous version" Steam branch so saves can be continued. This branch will be updated whenever the main one is, to avoid anyone losing progress. Secondly on the UI sid

A few much needed UI changes to help people navigate the first few steps. Getting the game a bit more intuitive to play by fixing some issues players have mentioned in their feedback. Changes: -Added option to allow AI advisor to set first buy/sell prices and thresholds automatic

A few changes to make the game easier to follow, and a much needed icon graphics update -Added a bit of recoil when a character fires a bow -Added mention of people failing to make Iron Tools -Added hover-selection circles under units and buildings -Added icons for person buttons

This update brings the critically needed option to disable the fog shader which was causing major framerate drops on some hardware configurations. It also brings a few other important UI and graphical changes to make combat easier to follow and a few bugfixes Changes: -Shaders ca

Quick update to tutorials and sound Tutorials: -Added mention of Right Click -Added animated tutorial screens for core game themes Sound: -Fixed building placement sound and possible other sound issues

Reduced texture sizes and changed GPU compression to hopefully bring the VRAM usage below 2.0 gig (down from 4.4 gig on 1920x1080) Also added seagull animations Expect minor graphical oddities as a result of these changes (objects may be larger or smaller than anticipated, should