Hey all! Been a while since the last build but lots implemented! Still very rough but all the core mechanics of the game are now in there in some form :) In no particular order, features implemented in past 3 months include:
A Living Population — Settlement populations were collapsing at roughly −16%/year; they now grow at about +0.9%/year with a plausible age pyramid, measured over five simulated years.
The Dark Guild. Commission court espionage, run plots, and manage hostages through dedicated screens. The Dark Guild is now a genuine third party in the world rather than an extension of the player.
Guild Reputation & Trust. Per-kingdom reputation now drives recruit intake, branch-town arrivals and setup discounts. Trust is earned by rescuing captives from goblin boroughs and exposing traitors in court.
Call to Arms. Kingdoms under threat can call on your guild. New rally screen, support actions, and full win/loss resolution.
Diplomacy Screen. A full four-tab diplomacy interface: Relations, Incidents, Census and Counsel. Advise your king on war, peace and alliances, with confirmation gating on the irreversible ones, and watch opinion shift over time through a decay-weighted model.
Royal Relations & Dynasties. Rulers, consorts, heirs and succession for all eight kingdoms, with an Overview table, per-kingdom house detail, and a chronicle of dynastic events. Marriages, pregnancies, births and deaths now run on a real person registry rather than flat records.
Kingdom Intelligence & Census. Population intelligence per kingdom: exact figures for your own, rounded estimates for foreign ones, gated on what you've actually scouted. Includes year-by-year stacked charts and a comparison table with vital statistics.
Twelve-Month Calendar. The year is now twelve turns across four seasons, with ageing, illness and annual events resolving at the year boundary.
Race-Aware Names. 14 races and 6,625 authored names, correctly weighted and gender-routed, so a dark elf no longer gets a human farmhand's name.
New Graphics Pipeline. The project moved to URP: new sun and ambient lighting, cel-shaded water, reworked rain, a skybox and a full post-processing grade. 361 materials converted.
Kingdom Selection Rebuilt. The pre-campaign kingdom screen returns, rebuilt: crest picker, per-kingdom history and culture, and a world map showing capitals and your starting location.
Every Kingdom Is Playable. Start locations authored for all seven non-Demon-Lord kingdoms, including a new twelfth E-rank dungeon so the last kingdom has one in reach.
Loading Screen. Starting a campaign now shows a proper loading screen with a progress bar instead of hitching on a black frame.
UI Design System. Around 40 screens migrated onto a single token palette, plus a project-wide tooltip system, rank badges as sprites, sortable column headers with direction arrows, and stat-delta indicators.
End Turn & Notifications Rebuilt. A phase-driven end-turn banner, and a notifications system with read/unread persistence, category filtering, click-to-navigate, and mark-all/clear actions.
Dungeon Improvements. Floor status icons, a rest system, relic assignment, rescue reports, and clearer floor cards that no longer mark your current floor "Cleared".
Adventurer Roster Table. A six-column sortable roster (Name, Class, Rank, Level, Status, Party) with click-through to full stats.
World Locations Actually Accept Parties. Send-party dispatch was silently doing nothing at five of six world locations; the Fairy Fort, Goblin Borough and the rest now take a party. The Wizard Tower's training enrolment works too.
Readable Map. All 185 location plaques rebuilt on the design tokens, measured at 10.75:1 text contrast and legible on grass, snow and desert alike.
Please do follow on Bluesky and Wishlist on Steam!
