Added dynamic library and tax collector quests Map generation seed can now be manually specified Shadows can now be turned off Railroads are now rotated correctly when drag-placed Drag-demolishing railroads no longer requires confirmation Fixed bug where fish markets don't show w
Added dynamic library and tax collector quests
Map generation seed can now be manually specified
Shadows can now be turned off
Railroads are now rotated correctly when drag-placed
Drag-demolishing railroads no longer requires confirmation
You can now hold shift to pan the camera faster Revised some tooltips to improve consistency and provide hints Forester range and reliability increased Sheep pen no longer shows red border Improved Lumberjack <-> Stockpile range clarity When you have no wood, trees will gro
You can now hold shift to pan the camera faster
Revised some tooltips to improve consistency and provide hints
Forester range and reliability increased
Sheep pen no longer shows red border
Improved Lumberjack <-> Stockpile range clarity
When you have no wood, trees will grow frequently near Orr (enabling starts with no tree access)
Lumberjacks no longer require paths
River dock now unlocked at 30 population
Ocean dock now unlocked at 80 population
Rail crossing and rail bridge are now unlocked at the same time as railroad
Building subcategory menu is now closed when path, house, etc. is selected
Fruit Market moved to policy menu
Resource counter now counts resources in Carts
Houses can now be drag-placed
Fixed a bug where drag-placing sometimes skipped the first tile
You can now pan the camera with the mouse
Monument of the Forest and Watchtower are now unlocked through the upgrade tree
Town Hall is now unlocked when the first policy is earned
Orrstead officially releases March 7 at 12am EST ! Message to the Community I've been working on this game for the past 4 years, and am very excited for people to check out my first major release. Orrstead has evolved dramatically over the years, and I'm proud of what it has beco
Orrstead officially releases March 7 at 12am EST!
Message to the Community
I've been working on this game for the past 4 years, and am very excited for people to check out my first major release. Orrstead has evolved dramatically over the years, and I'm proud of what it has become.
Thank you to community members who have supported the game and volunteered their time to test the game and provide feedback.
Launch Day
While I've been testing the game to ensure a smooth launch, this is the first time a (much larger) player base will be experiencing the game, so I expect there will be some unanticipated bugs. If you experience any, report them in the Discord and I'll work to fix them ASAP.
Aside from that, I'm very excited to see your gameplay, reviews, and what you think of the game!
Presskit
If you are a reviewer / content creator, you can find the presskit here: drive
IndividualKex
p.s. don't forget to build tax collectors
Thanks to everyone who discovered Orrstead in Steam Next Fest, and the thousands of players who tried the demo! There has also been lots of useful feedback, some of which has already been incorporated in the latest patch: Increased wisdom gained from quests House and lumberjack a
Thanks to everyone who discovered Orrstead in Steam Next Fest, and the thousands of players who tried the demo!
There has also been lots of useful feedback, some of which has already been incorporated in the latest patch:
Increased wisdom gained from quests
House and lumberjack are unlocked earlier
Forester no longer needs water
Reduced wood construction costs
Big trees now give 2 wood, small trees give 1
Farm now needs water to be built
Added special "No Wood", "No Wheat" etc. warning icons
Orrstead now has seasons! Experience this final major update for free. The demo now ends after the first year. This includes: - Parks - Breweries - Sawmills - Libraries - Haybales - Universities - River Docks - Lighthouses - ...and more! The demo will remain playable until leap d
Orrstead now has seasons!
Experience this final major update for free.
The demo now ends after the first year.
This includes:
- Parks
- Breweries
- Sawmills
- Libraries
- Haybales
- Universities
- River Docks
- Lighthouses
- ...and more!
The demo will remain playable until leap day. See you in Orrstead.
Mechanics Overhaul This update features an overhaul to resource management, adding much more depth to the resource management. Core Features In conjunction with the resource management improvements, railroads have been added to the game. These are experimental, with the first ren
Mechanics Overhaul
This update features an overhaul to resource management, adding much more depth to the resource management.
Core Features
In conjunction with the resource management improvements, railroads have been added to the game. These are experimental, with the first rendition available on the demo.
Release Date
With the core mechanics and systems stable, further development will focus on adding content. The release date will be...
March 7, 2024
This update focuses on the introduction of several Unique Buildings . Each of these buildings double the wisdom gained from the respective resource, as well as other provide other unique bonuses. Bread (2x wisdom from each) Grand Bakery : Upgrades nearby Village Houses to Baker's
This update focuses on the introduction of several Unique Buildings. Each of these buildings double the wisdom gained from the respective resource, as well as other provide other unique bonuses.
Bread (2x wisdom from each)
Grand Bakery: Upgrades nearby Village Houses to Baker's Residences, which have higher happiness and produce a bit of wheat.
Grand Oven: Must be built near Grand Bakery.
Grain Mill: +50% efficiency to nearby Farms.
Grain Silo: Must be built near Grain Mill. Stores 250 Wheat.
Baker's Guild: Must be built near Grand Bakery. Increases happiness of nearby households.
Fish (2x wisdom from each)
Fisherman's Wharf: Supplies boats to nearby Docks, doubling their efficiency.
Harbormaster: Must be built near Fisherman's Wharf. Increases happiness of nearby households.
Lighthouse: Must be built on a peninsula. Provides +1 global happiness.
These new builds are accompanied with sweeping balance changes, as well as minor UI tweaks and bugfixes.
This update features balance tuning and bugfixes, as well as the addition of autosave. Reduced random quest frequency from 60-90s to 90-180s Reduced Frenzy duration from 120s to 90s Reduced Resource Multiplier nugget durations from 60s to 45s First policy point unlocks slightly l
This update features balance tuning and bugfixes, as well as the addition of autosave.
Reduced random quest frequency from 60-90s to 90-180s
Reduced Frenzy duration from 120s to 90s
Reduced Resource Multiplier nugget durations from 60s to 45s
First policy point unlocks slightly later
Reduced wisdom per apple sold from 1m to 100k
Reduce wisdom per hat sold from 10m to 1m
Sheep now unlocks at 200 population instead of 250
Reduced base cost of apple market, sheep pen, shearer, and milliner
Added autosave (every 5 minutes, up to 3 saves, can be toggled on/off in settings)
Indicator now shows in bottom right on save
Fixed bug with drag indicator flickering
Fixed bug with blue area indicators not immediately updating
Placing area-of-effect buildings now shows areas for existing buildings of the same type Slightly reduced frequency of timed quests Increased early game quest wisdom Several small tweaks and bugfixes
Placing area-of-effect buildings now shows areas for existing buildings of the same type
This update features a major progression & UI overhaul . Major changes include: Happiness is now calculated based on household average, no longer scaling inversely with population. All buildings now cost an increasing amount of wisdom, which comes from markets selling goods t
This update features a major progression & UI overhaul.
Major changes include:
Happiness is now calculated based on household average, no longer scaling inversely with population.
All buildings now cost an increasing amount of wisdom, which comes from markets selling goods to nearby households.
Old tutorials and wisdom progression have now been replaced with the quest system, which features a combination of main quests for unlocking buildings, and random timed quests for bonus wisdom.
New features: New building: Sheep Pen holds Sheep. Requires grassland. New building: Shearer provides Wool from nearby Sheep. New resource: Wool can be made into Hats . New building: Hatmaker makes and sells hats. New resource: Hats provide happiness. New building: Fertilizer upg
New features:
New building: Sheep Pen holds Sheep. Requires grassland.
New building: Shearer provides Wool from nearby Sheep.
New resource: Wool can be made into Hats.
New building: Hatmaker makes and sells hats.
New resource: Hats provide happiness.
New building: Fertilizer upgrades nearby Efficient Farms to Fertilized Farms.
New building: Harbormaster provides increased happiness from Fish for each nearby Dock.
New housing upgrade: Town House provides increased happiness. Requires 2+ nearby markets, including at least one Bakery.
Major changes:
Markets now sell luxury consumables (fish, bread, hats) directly, providing gold. Citizens no longer consume these resources unless buying them from Markets. Markets no longer provide bonus happiness for each nearby house.
Bridge and Harbormaster now cost gold, cost increasing for each built. Future updates will introduce more buildings that cost gold.
Coal Mine can now only be built on coal. Can now be built near another coal mine.
Removed Fishery and Coal Pile.
Minor changes:
Homelessness penalty increased.
Farms produce two wheat at a time.
Citizens consume luxury consumables (fish, bread, hats) less often, approximately every 3 days.
Reworked Hunger: Hunger and eating internals have now been reworked. Instead of all citizens attempting to eat at the beginning of each day, they now get hungry independently, and will keep re-attempting to eat while hungry. Now, at no point should you have excess food and hungry
Reworked Hunger: Hunger and eating internals have now been reworked. Instead of all citizens attempting to eat at the beginning of each day, they now get hungry independently, and will keep re-attempting to eat while hungry. Now, at no point should you have excess food and hungry citizens.
Removed building: Shrine I decided that the Shrine system just didn't feel right in Orrstead. The system and Shrine itself just felt too detached from the town, and I felt detracted from the feeling of the game. So, I decided to remove it. I will be shifting my focus to 0.6 - The
Removed building: Shrine
I decided that the Shrine system just didn't feel right in Orrstead. The system and Shrine itself just felt too detached from the town, and I felt detracted from the feeling of the game. So, I decided to remove it.
I will be shifting my focus to 0.6 - The Animal Update, which will be more core Orrstead content, and will revisit experimenting with progression systems in Update 0.7.
Build a Shrine and complete tasks! Playable now. This update lays the groundwork for additional systems to be integrated in Orrstead. I'd be happy to hear your feedback on the Shrine and Task system, as this points toward how future systems like Trade and Fishing Expeditions coul
Build a Shrine and complete tasks! Playable now.
This update lays the groundwork for additional systems to be integrated in Orrstead. I'd be happy to hear your feedback on the Shrine and Task system, as this points toward how future systems like Trade and Fishing Expeditions could be integrated.
New features:
New Feature: Unique Buildings have powerful effects, but only one can be built.
New Unique Building: Shrine allows you to complete tasks.
New Feature: Tasks can be completed (i.e. Catch 100 Fish) to gain a large amount of wisdom. Tasks are experimental and subject to change.
New Unique Building: Lighthouse can only be built with water on 3-4 sides and doubles global fish happiness.
Minor changes:
Better support for big numbers (i.e. -1.413M instead of -1413257 as happiness values get extreme)
Increased bridge exclusion radius
Docks and bridges can no longer be built near each other
(Modding) Replaced complex lenses with a universal blueprint lens, making it more streamlined to add custom buildings
Coal mine radius reduced from 3 to 2 Taverns, Fish Markets, Bakeries, and Farm Houses no longer tolerate pollution Decreased Mining Block housing capacity from 3 to 1 Drag-placed buildings are now placed in order Swapped housing and farming menu buttons Updated stockpile and coal
Coal mine radius reduced from 3 to 2
Taverns, Fish Markets, Bakeries, and Farm Houses no longer tolerate pollution
Decreased Mining Block housing capacity from 3 to 1
It's time for bread. Playable now on the free demo. New features: New building: Coal Mine produces coal New building: Coal Pile stores coal New mechanic: Pollution produced by coal mine, not tolerated by buildings such as farms, village houses, and fishing shacks New building: Ba
It's time for bread. Playable now on the free demo.
New features:
New building: Coal Mine produces coal
New building: Coal Pile stores coal
New mechanic: Pollution produced by coal mine, not tolerated by buildings such as farms, village houses, and fishing shacks
New building: Bakery consumes coal and wheat to produce bread; increased happiness for each nearby house, similar to Fish Markets
New resource: Bread provides bonus happiness when consumed
Minor changes:
Added 1 day grace period where citizens won't get hungry
Trees no longer regrow while placing buildings
Added mining info view
Info views now remain toggled, allowing building within an info view
Added tooltips to resource bar
Added additional UI elements for mod support (UIDropdown and UIToggle)
Added setting to toggle progress bars on/off
Added setting to toggle VFX on/off
Added setting to toggle VSync on/off
Added setting to toggle Autosave on/off
Added option to change between fullscreen/borderless/windowed
Added info views, to easily view housing, or resources / resource producers Adjusted spawn/depart rate to scale according to population Made pan scroll area narrower The "fishing" job priority is now not shown until fishing is unlocked Clarified path requirements in tooltips/tuto
Added info views, to easily view housing, or resources / resource producers
Adjusted spawn/depart rate to scale according to population
Made pan scroll area narrower
The "fishing" job priority is now not shown until fishing is unlocked
Clarified path requirements in tooltips/tutorial
Slowed fast forward from 5x to 4x
Storage info panel now shows currently stored count
Fixed happiness tooltip spacing
Fixed bug where blueprint indicator was showing in corner of the map
Lumberjack radius increased, rate decreased Added confirmation when demolishing 10+ buildings Added UI splash when unlocking buildings Upcoming unlocks now teased in build menu Added alpha popup after all buildings are unlocked Tuned spawn/depart rate, made sounds less harsh Acti
Lumberjack radius increased, rate decreased
Added confirmation when demolishing 10+ buildings
Added UI splash when unlocking buildings
Upcoming unlocks now teased in build menu
Added alpha popup after all buildings are unlocked
Tuned spawn/depart rate, made sounds less harsh
Active status of asset mods now saved
Mouse no longer pans while orbiting
Time controls no longer triggered while holding CTRL
Fixed uneven spacing in happiness tooltip
Fixed bug with incorrect prefab addresses for loose resource bundles
Fixed bug where play overlay could get stuck when rapidly switching between play/fast-forward
Split build menu into categories. Use B to open the most recent submenu, CTRL 1-6 for specific submenus Tweaked population spawn/depart rate Death unhappiness now decays slowly, instead of resetting the next day Fish now fulfills hunger; citizens can now survive on a fish-only di
Split build menu into categories. Use B to open the most recent submenu, CTRL 1-6 for specific submenus
Tweaked population spawn/depart rate
Death unhappiness now decays slowly, instead of resetting the next day
Fish now fulfills hunger; citizens can now survive on a fish-only diet!
Alpha 0.3 - The Fishing Update is now playable on the free demo! New building: Docks allow fishing. New resource: Fish provides happiness when consumed. New building: Fishing shack provides fish. Automatic upgrade for housing that is near Docks and against water. New building: Fi
Alpha 0.3 - The Fishing Update is now playable on the free demo!
New building: Docks allow fishing.
New resource: Fish provides happiness when consumed.
New building: Fishing shack provides fish. Automatic upgrade for housing that is near Docks and against water.
New building: Fishery stores fish.
New building: Fish Market provides +3% fish happiness for each nearby house (multiplicative).