Changelog

Track our progress as we build Estin City.

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April 2026

2 updates

Link
April 29, 2026

This was a fun update to get built! There is something deeply calming and peaceful about tending to the garden, making sure it's doing well and enjoying the beuaty. While we can't recreate the smells, feels, and positive energy that produces, we can give a healthy nod to it!

Introducing Update Green Thumb

Get your hands dirty (I know, we just went over this...), crack open that tool bin, dig out some seeds, and get to growing in the latest update! Launching with 5 initial crops, the Deep Kitchen expands with the Garden center! You'll be able to tend to a garden, expand your growing capabilities, level up skills, and ultimately harvest and enjoy (or sell) the fruits (and other edibles) of your labor!

Let's get to it!

Changes

  • Shopping Center now covers ingredients, recipes, and prepared food

Additions

Deep Kitchen Garden Lab

Garden beds have been added, each contains six slots to plant a seed of your choice in. These will grow and mature / rot according to some basic gardenign principals. Basic care will ensure plants/crops last until ready. Crops can rot, and eventually die. Rotting crops can be recovered, dead crops can not.

  • Added ability for players to manage garden beds
  • Added option to expand number of garden beds
  • Added Greenhouse upgrade module
  • Added nutrients and soil upgrades (basic initial gardening items)

Crops

The following crops have been added. Players may purchase the following currently available seeds:

  • Green Onions
  • Neon Greens
  • Blueberries
  • Sugarcane

We have plans to eventually extend this to a lot more crop types and even automation in the future.

Crops generally grow within 3 time periods:

  • Slow: A much longer cycle of days to harvest and re-harvest
  • Standard: A standard rate of growth for healthy, maintained crops
  • Fast: A quickened, unpenalized growth cycle for properly fed and well maintained crops

Nutrients, soil, and other factors will dictate this, but it's mostly up to the gardener.

Garden Items

Added the following items:

  • Storage Pod: Store all your garden-related items here
  • Green House: Protects plants from harsh seasonal effects
  • Plant Monitor: Allows you to gain isnight into a crop's health
  • Nutrients
    • SimuGrow: Garden nutrient to promotes quicker growth
    • Premium Soil: Garden nutrient that slows crop rot and speeds up recovery
    • Stablizer: Garden nutrient to protect against crop rot

When in the Garden Lab, you'll be able to access your Storage Pod's inventory (if you have one). This allows you to store seeds, nutrients, and other related items there without cluttering your inventory.

Deep Kitchen Garden Center

  • Garden Center will sell garden supplies and nutrients
  • Added filtering for store browsing

Items

Changes

  • Added Food Parser: Allows upgrading of single food items (blueberry, sugar cane) into their usable item - Pack of Blueberries, Sugar cube
  • Removed Sugar Particulates

Careers

Changes

  • Fixed a bug that prevented task locations from showing properly
  • Fixed career task flow issues tied to job-specific task handling
  • Fixed progression issues affecting some career paths

Mining

Changes

  • Fixed CR generation behavior tied to controlled luxury tiles and sector operations

General

Bug Fixes

  • Fixed silent bug that ignored uses on items across the game. Items now consume properly
Link
April 5, 2026

Factions

Faction systems continue to evolve as a core part of city structure, coordination, and gameplay.

Changes

  • Tier Amenities:

    • Updated and expanded amenities across faction tiers
    • Implemented new faction roles
  • Treasury System:

    • Improved treasury contribution flow
    • Added support for donating multiple items at once
    • Members can request items from faction inventory
    • Leadership can approve or deny treasury requests

Additions

  • Faction Assets:

    • Introduced war asset classes:
      • Ground tanks
      • Aerial drones
      • Ground mechs
  • Commander Role:

    • Added Commander role for faction leadership delegation
    • Commanders can manage faction war assets during sector wars
    • Commanders cannot declare war
  • Faction Spy:

    • Added high-tier Spy role with limited scope inside target factions
    • Leadership can assign a designated spy
    • Spy operations allow sabotage and investigation under alias-based identity
  • Activity Rating:

    • Added metrics for faction membership activity tracking (used by leadership)
  • Treasury Request Controls: This gives leadership options to control who can make treasury requests.

    • Tier 2: Controlled by time in faction and CR contributed
    • Tier 3: Expanded filtering through war involvement and custom rank
  • Faction UI:

    • Diplomacy menu now indicates when attention is required
    • War menu now indicates when attention is required
    • Admin settings relocated under Admin section in Faction panel

War Grid Sector Wars

Last update, we introduced the War Grid Sector Wars - a mechanic that allows Factions to fight for control over areas of their own Sector, and others.

Now, we've coined the official, less confusing name: Sector Wars. These take place on the Sector Grid. The grid that sets the playing field for control over key points of each Sector. Faction battles (formaly known as faction wars) are fought for stats and bragging rights. Sector wars are for power, benefits, boosts and economical gain. Struggles between sectors for influence and domination.

Wars are now fought for control over Sector tiles and benefits. These wars can be short-lived, but are designed to last and feel slow moving.

Changes

Introduced stability tiers and affects:

  • Sector Grid Basics:
    • Tier 0 factions cannot contest Sector Grid tiles
    • Tier 1 factions are restricted to their home sector
    • Tier 2+ factions can contest tiles across all city sectors

Stabilization & Destabilization:

  • Stability Tiers: Tile stability now determines how powerfully a tile works for the controlling faction:

  • Contested: stability is below 50% - bonuses operate at 50%

    • Unstable: stability is below the base stable threshold - bonuses operate at 75%
    • Stable: stability has reached the stable threshold - bonuses operate at full strength

Key tiles have higher stability ceilings. Reaching Stable on a strategic tile takes more sustained effort.

  • Stability flows (increase/decrease) introduced and weighted by wins

  • Stabilization & Destabilization:

    • Destabilizing - the initiating faction pushing to seize the tile and gain control

    • Stabilizing - the defending faction holding the line

    • Any tile can be contested

      • Leadership can stabilize, defend, and attack sector grid tiles
    • If the attacker abandons the tile - no assets deployed, no pressure - the conflict ends and occupying faction earns stability bonus

  • Sector Tile Bonuses:

Initially, the goal is to establish base tiles, these will be joined by more difficult to take and destablize tiles that offer bigger and more nuanced benefits.

Controlling tiles earns faction-wide bonuses based on tile type:

  • Industrial: +0.1% mining yield per controlled tile
  • Medical: -0.2% hospital treatment cost per controlled tile
  • Research & Science: +0.2% university course progress rate per controlled tile
  • Military: -0.2% defensive stability loss per controlled tile during war
  • Luxury: +25 CR per game day per controlled tile allocated to faction treasury
  • Civic: adds civic influence to faction standing through tile control

All bonuses scale with Stability Tier - a Stable tile contributes full bonus, an Unstable tile contributes 75%, and a tile under active attack contributes 50%

Additions

  • Leadership Controls:
    • Added battle grid management overlay for leadership

Careers

Changes

  • Fixed bug that prevented location from showing up for tasks
  • Fixed bug with Day Laborer not having tasks function at job site

Mining

Changes

  • Fixed CR reflecting spending / earning within the Mining Opeations