
Steam news
Full Steam announcements and update articles for this title.
Hello dear Monarchs, Hear comes our latest update because what better way to understand what your citizens experience in your city than to step into their shoes?
This update brings two new features:
Villager View: now, you can see your city from your citizens perspective by clicking on the villager icon, experience the glory of your buildings, the layout of your fieldom and the details of what makes your city unique!
Camera Mode Improved: what better way to celebrate your city than to have the best tools to frame it! Now with the photo mode improved, you can change the time of the day, the filter colors, the contrast and many other features to create the best shot possible!
To take a screenshot, use F12 on Steam or directly your other screenshot tools!
To celebrate this new release, we are organizing a screenshot contest: share with us your best city's screenshot to try to win a DLC or Firesquid Game!
Share your picture on our Discord in the dedicated Screenshots Gallery channel
Add your name and the name of your city with the mention "contest"
Results will be announced on April 27th!
The prizes for this contest are:
#1st Place winner: A key for a Firesquid Game + City Tales' Fluffy Animals DLC key + City Tales' Supporter Pack key
#2nd Place winner: City Tales' Fluffy Animals DLC key + City Tales' Supporter Pack key
By participating in this playtest, you give the authorization to share your screenshots on our social media with your name credited.
Good luck everyone, have fun visiting your city among your citizens!
-The City Tales Team-
Hello Monarchs!
First of all, a huge thank you for the warm welcome you gave City Tales: we have reached 90% positive reviews and are now close to 500 total reviews.
Don't hesitate to share your feedback and review if you have not done it yet, it helps little indie studios a lot! Now, let's dive in the Architect Update content!
In this new major update, we wanted to give you more tools to express your creativity and your personality through your cities buildings. 2 main elements are part of this new update:
You can now regenerate housing and production buildings which means different display and rotation available;
New alternative appearances are available for the town hall and wonders, with roof and banners recolors;
We hope this update will boost your creativity for your glorious cities! We are hard at work on the next update that will come later! Don't hesitate to share screenshots of your new cities in our Discord!
Have a marvelous day, Monarchs!
-The Irregular Shapes team-
Fixes some save game that were loading indefinitly;
Fixes Rownea Balanced Humors quest description
Fixes advisor think it has one more quest after completing all his quests
Fixes fair masterwork is never unlocked in no-story mode
Hey Monarchs!
A small Patch Notes focusing on the demo this time with bug fixes! Patch Notes 1.0.0.6: Bug fix
Demo:
Fixes Armageddon when a save has no version
Removes broken devlog link
Fixes unavailable painter mode tooltip
Fixes unavailable save tooltip
Non-demo:
Removes painter mode tooltip
Hello Monarchs! First of all, a huge thank you to you all for the warm welcome and the amazing support we got on this full release! Our team is super happy to see all the screenshots of your amazing cities and how they flourish with time and in your care! City Tales: Medieval Era aims to bring a relaxing aspect to the citybuilder genre with some spatial challenges through the zoning and district system, while not punishing our players for wanting to take the time to do things in their own way.
With your reviews and comments, we are delighted to read that most of you enjoy this aspect and that is the greatest joy a game studio can feel, so again, thank you so much!
Here comes our first Hotfix after release, focusing on bug fixing issues with save files being corrupted during a crash as well as improvements of some quests requirements and UI (full Patch Notes at the end of this news)!
If you ever have an issue regarding a crash/ a save not working / an achievement not triggering, you can always share your save files to us so we can take a look at it!
You can fin your save files here: DISK:\\Users{USERNAME}\\AppData\\LocalLow\\Irregular Shapes\\City Tales\\saves
Zip the saves files and you can send it to us directly at our email: [email protected] or on Discord in the bug report channel! Thank you!
We are still working hard on other feedback you shared with us, and if you spot any new issue, feel free to share it either in the Steam Discussions or on our Discord!
Fixes missing translation to Alberic "Family man" quest
Fixes "Letter to Tariq" quest requesting paper instead of books
Fixes Isobel dialogue line for her first hamlet assignation
Fixes French objective translation in "Weary travelers" quest
Fixes mismatch between “Fabric” resource name and its usage in quest objectives
Fixes empty French dialogue in "A Matter Of Family" quest
Fixes save game may become corrupted if the game crash or exit during saving
Fixes district population achievements were not always triggering
Fixes cross-game achievements were not triggering (GoG only)
Fixes some upgrade constructions fail to properly finish
Fixes errors related to the quest UI
Monarchs, it is time!
After almost 9 months in Early Access, we launch the full version of City Tales: Medieval Era! 🎉 Some of you have been there from the start, others arrived along the development process, we are grateful for each and everyone of you! For the launch, the game will have a discount of 35% and 20% on our Supporter Pack!
In this 1.0 release, you will have access to what was already accessible during all Early Access and brand new features and improvements:
A unique zoning mechanic to plan your city (Early Access)
Organic road and bridges system (Early Access)
10 companions and your advisor to accompany you in your journey (Early Access)
3 handcrafted maps with 3 spawn points each (Early Access)
Fully composed OST with more than 60min of original score (Early Access)
3 different difficulty levels (Bard, Settler, Advisor) (Early Access)
Full economy with 48 resources (Early Access)
46 camps, farms and production buildings (Early Access)
18 civil buildings (Early Access)
6 Tiers of houses to improve along your progression (Early Access)
6 influence area with 3 Tiers each (Early Access)
Hamlets to expand your territory (Early Access)
Decorations to embellish your city (Early Access)
Full Main story unlocked (New!)
Two more quests per companion to a total to 4 quests for each companions (New!)
11 Masterworks (including 3 with upgrades) with each a specific city effect (New!)
Painter Mode (Creative Mode) (New!)
In Painter Mode, you will be able to build and create freely without any resources, influence or progression constraints.
Painter Mode will unlock after some time playing the main campaign. After that, you will be able to have a brand new start in Painter Mode or load a City from previous games.
From there, you will have complete freedom over your City, move and build without any cost!
This DLC adds new animal-themed decorations to make your city even more alive, featuring domestic pets like cats and dogs, farm animals like cows and wildlife!
To celebrate the launch, our cosmetic DLC, Fluffy Companions, has a -10% discount for 14 days!
If you enjoyed your experience with City Tales, don't hesitate to leave us a review on Steam, it helps indie games with visibility and it always warms our hearts to read your thoughts! If you have questions regarding the game, you can read our FAQ at the end of this Steam News or ask us in the comments of this Steam News!
There's only last one thing for us to add: let the tales be told! 📖
-The Irregular Shapes team-
We hope that winter and the holidays have been good so far, cozy despite the cold.
Today, we are back for our weekly content until release and we wanted to present you some of the companions who will help you during your adventure. They are one of the key component of City Tales, as important characters but also valuable help.
We wanted them to be meaningful, each with their own personality and lore, that you will discover as you progress through your main campaign.
As you take the role of a young monarch, you are free to identify and imagine your life from before, however with the companions, we also wanted to give you an anchor into the world, stories to follow and a grand quest to complete.
Not only they will be essential to start every production, hamlets, agriculture and so on but you will also see you story evolve trhough their eyes.
You will start with six companions, some known since childhood, other met along the way, right before leaving for Mountalba. As you progress, you will meet new allies throughout the story and some will join you as new companions. Each of them will have a special questline where you will discover more of their personalities and motivations.
Here are some of your early companions. Some of them have known you since childhood
The Advisor is a reassuring presence and guide throughout your journey, he helps you settle and take the right decisions.
For us, he was a great way to guide our players through a story, introduce mechanics in character then ease toward narration. Of course, he is inspired by a certain actor, we love the movie and the actor, it felt like a little easter egg and homage from us to introduce him like this.
(He actually has a name that is quoted once in the game, can you guess what it is?)
Named after one of the friendliest cat our writer has ever met, Mischa is a cat person, despite radiating golden retriever energy. He is one of your childhood friends, has a love for mischief and has a hard time settling down as a young heir himself. However, he is loyal to a fault and will follow you wherever you go!
Meet Alberic.
Alberic is quite the father figure. Despite his rough exteriors, he cares deeply about his companions, his liege and even the Advisor. Mountalba is at peace for now but old habits die hard and he’s still willing to
Initially, when our companions didn’t have a set story yet and in the demo, they were named after our team :D
We have more information about the companions, City Tales and Mountalba lore in our Lorebook, available in the Supporter pack DLC, in case you are curious!
See you next week for more and happy holidays!
_ The Irregular Shapes Team
Our newest Demo is also available, we're always happy to hear your thoughts!
https://link.irregular-shapes.com/BugReport
We’ve come a long was since our reveal and the beginning of our Early Access and today marks the beginning of our Countdown serie.
Whether you picked up City Tales in your Wishlist or just discovered the game, we welcome you, future monarch! Your Tale will be in your hands very soon and we want to take the opportunity to present City Tales once again!
In City Tales: Medieval Era, you will be tasked with a brand new territory in the luxurious Mountalbian region and the challenge to make it thrive.
Leading a selection of loyal companions, your Advisor will guide you from a humble town hall to a bustling city. His quest are the ones you will follow if you want to progress and unlock more buildings, as your city grows, starting from the basics: gather your first natural resources and transform them.
We wanted a very organic and streamlined way of creating your city but also give you the freedom of playing the way you want.
Whether you just want to follow the main quest, take on a challenge or freely build your city, we have 3 game modes for you. For each of them, you can choose to deactivate the main story (Progression objectives will still appear but you won’t have to read the story) and tutorial.
3 Difficulty mode in which you will experience the full game
Bard mode where you can choose where to place your building
Settler mode: The intended experience, perfect balance between chill and challenging
Advisor mode: For those who want challenge and optimization
Creative Mode: Painter Mode
Everything will be unlocked and you can place, create, build any way you want.
Every City has a story and thus, building yours will lead you to explore a campaign with several quests. You can differentiate both by the design of their window or directly in the Town Hall: Main quest, progression quest and Companions (secondary) quests.
The Main Quest will help your progress, reward you with new buildings and essentials to help your city prosper, while the secondary quests will lead you to explore the story of your companions.
Once you’ve gathered enough wood, it’s time to create your first district!
In City Tales, you paint the landscape and determine the size, shape and position of each districts with our zoning tool. Your people will then divide it into several housing plots.
Each district has an influence area that will give several perks to any other district within it. Housings will need resources but also various civil amenities to evolve. It’s up to you to plan and build accordingly to make all your citizens happy so they can strive.
Your companions are an important part of your tale. They will give you quests to follow their story and, above all, they will be your most valuable support during your adventure.
They will help you in numerous ways: from automatizing production to take bigger responsibilities with as burgomaster.
Assigning a companion to a building will train the other citizens so they will be able to work even without a companion so production will become fully autonomous
That's not all, we still have so many thing to share about our journey and the game features: decorations, marvels, hamlets and so many little details!
In the upcoming weeks, we will delve a bit more into each elements and even more, without spoiling it too much. We are very excited to share the full game and story with you. Let us know what you think and if you have any questions, we will try to answer them as well!
See you next week and happy holidays!
_ The Irregular Shapes Team
Our newest Demo is also available, we're always happy to hear your thoughts!
https://link.irregular-shapes.com/BugReport
December has definitely settled in, it's cold, it's windy and the holidays are coming up. BUT we don't have the time to rest for now, because we are one month and a half close to our release date.
In case you missed it, we are proud to announce that the game will be out of Early Access on
With this announcement, please also take a look at our updated roadmap for 1.0:
You can learn a bit more about the Creative Mode in our latest Architects Log
Our newest Demo is also available, we're always happy to hear your thoughts!
Join our Discord and go to the #Public-Test-Branch channel
https://link.irregular-shapes.com/BugReport
We are happy so present our brand new Architect Log! The release date is coming up soon and over the next weeks, we will release some snippets of production and information regarding City Tales.
But first of all, we want to share our heartfelt thank you to everyone who left a review and played City Tales during Early Access. We have reached more that 200 positive reviews and we’ve read all of them!
We are also happy to confirm our release out of early access so Save the date!
That being said, with a bit more that a month to go until the release, we are still hard at work with some content and one that we really wanted to add.
In Painter Mode, you will be able to build and create freely without any resources, influence or progression constraints.
Painter Mode will unlock after some time playing the main campaign. After that, you will be able to have a brand new start in Painter Mode or load a City from previous games.
From there, you will have complete freedom over your City, move and build without any cost!
Upgrade and Downgrade houses, buildings and even a whole district at once!
Place decoration inside and outside plots (Be careful, if the house is upgraded or the plot deleted, the decoration will remain so you might notice overlaps while upgrading or will have to delete it before building anything on top)
Painter Mode was one of the game mode that has been in our mind from early on, we always had freedom of creation in mind and seeing how many different cities were created in normal mode we think we made the right decision.
Ultimately, we also wanted to give you the opportunity to play freely from a city you built in campaign mode.
Finally, we're adding the finishing touches to our main campain story and we can't wait to share it with you!
Our newest Demo is also available, we're always happy to hear your thoughts!
Join our Discord and go to the #Public-Test-Branch channel
https://link.irregular-shapes.com/BugReport
Greetings, Monarchs! 👑
We had a fex reports regarding loading issues after a certain point. This patch should address the infinite loading screen with an advanced save.
Please let us know in the comments how it goes for you!
Fixes infinite loading
Fixes fabric translation in stale wine objective description
Adds Maximized Window Mode
Please don’t hesitate to report any other issues you might have encountered:
https://link.irregular-shapes.com/BugReport
Greetings, Monarchs! 👑
We hope that you are enjoying the update! Today we bring a few fixes and a short tease for our upcoming Painter Mode.
Carriers & carts could go from a manufacture to another including gather camps and farms (and not exclusively toward or from commune house as previously)
Add a tooltip to explain Painter mode will be activated in the upcoming updates
Demo: better visual for locked map
Fixes double district validation
Fixes bridges move when loading
Fixes parcel can have two visuals simultaneously
Please don’t hesitate to report any other issues you might have encountered:
https://link.irregular-shapes.com/BugReport
Today, we are releasing our Advisor update and
Why Advisor, you might ask? Because he has a very important message for you!
You will be able to play your save once you buy the main game.
But for now, let's take a peek at the brand new 0.4 update!
Bridges are finally coming to your city. They will be drawn automatically, no more citizens walking underwater and nearly drowning!
Companions and buildings last levels will be unlocked. Companions will now gain Prestige that will be used in late-game content.
A brand new narration and quest panel has been added so you can track your quest and read dialogs again, in case you missed anything!
Starting from Tier 4, houses plot will have a chance to merge together, and create a smaller district.
Also: Dogs 🐕!
Adds prestige system and unlocks companion and building last levels
Adds bridges
Adds three new music tracks
UI - Improves profession identification (colors, flags and icons)
UI - New dedicated quest & narration panels in the commune house
Add auto merges plots of houses
Pauses circular progress bar vfx when game is paused
Adds SFX and camera shake at invalid construction attempts
Improves zoning performances
Updates trade port fences to be fancier
Updates zoning and parcel placement visual effects
Renames Hyppocras
Updates missing clay/sand fertility message wording
Adds keybind (Shift by default) to hide construction panels that might get in the way
UI - Always show building construction stacks (civil, farming)
UI - display quest in the HUD in a specific arrangement (progression first, then sotry, then companions)
Adds unique voices for all companions for assignation and unassignation SFX
Keep zoning cancel confirmation interactable if zoning is invalid
Allow wider farming district
Balanced all sounds in game
Add parcel count indicator in habitation panel
Represent merged parcel inside district panel
General Perf optimization for very late game
Art
New visual for clay pits, sand pits, stone and iron carries
Removes underwater fences
Stone and paved road are wider in city centers
Polish Inns to accentuate differences between them (Inn, Lodge, Hostel)
Polish Tier 4, 5 & 6 habitations
Polish civil buildings especially at highest tiers
More visibile population from far
Add some new 3D mills
Add dogs walk among villagers
Balancing:
Tanner does not use tools
Lord Inn consumes deer meat instead of wine
House tier 5&6 merge percentage balancing
Fixes:
Fixes experience progress bars
Fixes rare occurrence of infinite tree fall
Adds save tooltip on load screen
Fixes Select Building Type Objective was not working when selecting Town Hall
It’s a pleasure to meet you again! Our architects are still working hard and we’re happy to share some of our latest features and news!
We have been working on our next endgame mechanic (Marvels and Masterworks), more QoL features and visual changes.
We want to thank you for your support as well. For the occasion, we are also releasing a new version for our PTB.
Please join us on Discord or on the forums and let us know your thoughts!
First of all, we would like to announce our final price change for City Tales: Medieval Era. After the Autumn Sales, on October 6th (~6pm CET), the final price will increase up to $22.99/€22.99
That said, here are a few things we are working on and our latest news:
A highly requested feature since the beginning was to be able to place your buildings wherever you wanted. It took us some time to implement it again as is was slightly different to how we envisioned the mechanic and we still wanted to make clear that the Influence Area would be tied to the District itself and not the building.
However, we know how important it is for you to be able to build the city you envisionned and we want to give you more agency in the placement. This feature is only be available in Bard Mode for now.
The country of Lars is filled with lush rivers, giving life to such luxuriant verdant landscape. Until then, our villagers were bravely crossing them on foot but we couldn’t let them nearly drown! So of course we had to build bridges. Design is not final yet, please let us know your thoughts!
Without knowing it, you probably already built one: The Castle was your very first Masterwork. This system will challenge you to optimize your production chains and engage further with your companions to create unique buildings with perks!
This mechanic will also feature a brand new resource: Companion Prestige, that we will detail in our next update. The goal is to engage you toward the challenge, not because you are inherently forced to but because you will get satisfying outcomes from it.
Last but not least, here is our updated roadmap!
Finally, we are releasing a new build for our PTB with the following features:
\ Can choose on which exact parcel(s) a building is placed
Adds control to upgrade the hovered building (ctrl+click by default)
UI - Production chain panel:
Adds resource quantity and trends
Adds building actions (see, building, pause, unpause)
Adds the potential usage of the selected resource
UI - Resource tooltip:
Compact information by default, and adds detailed mode
Includes inactive buildings
Replaces destruction cursors (now one for each destruction mode)
Adds effect to the castle (increases the influence area size of districts) (no UI yet)
Highlights their assigned building when selecting a companion
Improves height adaptation of fisherman and trade port docks
Right-click on “City Tales - Medieval Era” > Betas > in “Beta Participation” select “Public Test Branch”
Join our Discord and go to the #Public-Test-Branch channel
Reply to our PTB Survey
https://link.irregular-shapes.com/BugReport
Greetings, Monarchs! 👑
We hope that you are enjoying the update! Today we bring a few fixes, thanks a lot for your reports, it's always really helpful!
Hides construction menu when opening trade panel
Fixes an issue where saving was disabled during a civil building construction that replaced exactly one house
Fixes rare error during zoning tutorial
Fixes rare error during field vegetation visual instantiation
Fixes some Tier 4 houses ask for an invalid influence area
Fixes hamlet tab tutorial in non-16:9 screen resolutions
Fixes Tahir's quest objective description in French
Fixes trade prices in bard mode
Please don’t hesitate to report any other issues you might have encountered:
https://link.irregular-shapes.com/BugReport
Greetings, Monarchs! 👑
Today's Patch Notes focuses on bug fixing! We hope that you are enjoying the game as much as we do!
Fixes an issue where save was impossible during a construction replacing an habitation
Fixes highlighting error when destroying a district containing a civil building
Fixes “Golden parachute” steam achievement did not trigger if player sold more than 10k items at once
Fixes missing district creation button
Please don’t hesitate to report any other issues you might have encountered:
https://link.irregular-shapes.com/BugReport
Today, we are releasing our Hamlets (and Trade) update that I arbitrarily decided to name "Hit the road update" without consulting anyone (don't tell the devs!)
In this update, we are implementing the Advisor Mode, the Hamlets and trade system, roads adapting to your evolving city, and a highly requested feature: a refined destruction tool that will only delete the building and not the plot!
This update is also our biggest Optimization update.
Disclaimer: Due to heavy changes in the system and build, your saves in 0.2 are not compatible with 0.3. However, we have created a 0.2 branch so you can transfer your save there. PTB Saves are not compatible either, make sure to switch to the Main branch again if you haven't already, by clicking on the "Selected Version"
This new game mode will offer stronger challenges for players who are up to the task!
We've worked hard on optimization. We knew it was one of the biggest issue tied to the game and we are happy to present our biggest optimization update. We are still working on some details along the way but you should notice many improvements while playing!
Hamlets will allow you to expand your territory and bring new resources to your territory. You can access the menu via the Town Hall. While your Burgomaster will not be available for any other activities, they will bring their skills and perks to the new hamlet!
Gather camps now need to be placed inside the city construction area
Hilde's Trade Post will be unlocked with the Hamlets and will allow you to obtain gold in a different way than expanding, so you can have control over your growth.
This was requested by the community several times. It was originally suggested to be tied with the market itself but we wanted a system that would make more sense: if we were to use the marketplace, it would have been implied getting the money from your population.
This feature will allow you to have a different form of income without implementing taxes that we feel are a bit too idle.
We hope it will make your progression interesting! Please let us know your thoughts!
With the introduction of the Hamlets and Trade system, we have changed the resource depletion and regeneration. They will deplete a bit faster and you will have to be a bit more careful with the management of your production chain.
We have also deleted the agriculture zones, so you can now place your orchards, vineyards and farms anywhere you want!
New deletion tool and the ability to cancel construction
The building deleting feature was highly requested by our community and it took us a bit more time than expected to implement it with a satisfying result.
We also implemented a "Cancel" construction feature, that will allow you to cancel it if you missclick or change your mind.
It has a few ripple effects on the spatial puzzle that we were and are still worried about so please let us know what your think!
Changes in narration
When starting a new game, you can now choose to play without narration and without tutorial.
For your first game, the tutorial and narration will be enabled by default. However, as soon as you've progressed a bit in the game, all your subsequent new games will allow you to disable these options as you wish
This will allow you to create more freely without reading through the story. This change made us rethink the narration was intertwined with core features.
We have separated Narrative quests with the “Main Quest” that will unlock new buildings and new elements, you can prioritize easily and differentiate them in the UI, the Advisor will guide you well.
In “Non Narrative mode”, you will only get the Main quests.
Citizens and transporter: your city is coming to life with transporters carts instead of backpacks
Fancier roads: As your city evolve, the roads will evolve with it from dirt to stone to paved roads
Habitation fusion: Higher-tier habitation sometimes fuses with their neighbor after upgrading
4 more tracks have been added to the Supporter pack!
Disclaimer: Due to heavy changes in the system and build, your saves in 0.2 are not compatible with 0.3. However, we have created a 0.2 branch so you can transfer your save there.
Right-click on “City Tales - Medieval Era” > Betas > in “Beta Participation” select “Version_0_2_0”
You can find your savegame in {disk}:\\Users\\{username}\\AppData\\LocalLow\\Irregular Shapes\\City Tales\\saves\\{steam_userid}\\
Each folder with a number is a save slot with 0 being your autosave
Reworks building perks to be the same for all building types
Companion quest can be given up
Limiting quests to 2 active companion quests
Deprecates save prior to 0.3.0.1 + adds deprecated save UI
Three new quest related to a new Companion
4 new music tracks
Hamlets
You can expand your city by creating hamlets and naming one of your trusted companion as burgomaster
Gather camps now need to be placed inside the city construction area
New destruction mode
You can destroy a building without destroying its parcel
In progress constructions can be canceled
Performances
Many changes have been made to improve the performance of the game, particularly with larger cities
Carts
NPCs carriers now use carts instead of backpack
New economy buildings
Eight new production buildings with their unique visuals
New resources
New civil building upgrades
Houses can be upgraded one more time
New “Advisor” game mode for more challenge
Narration
The city progression and building unlocks are now separate from the main story
New option to play without the main story
Each companion has a new quest to further your relationship with them
Many existing quests and objectives have been reworked
Building and upgrading civil building have different costs (upgrading a chapel to a church has a different cost than building a church directly)
Habitations now start with their maximum of inhabitants, instead of gradually growing over a few minutes
Improves performances of carriers NPCs
Improves rendering performances of all buildings
Improves rendering performances of fields
Improves rendering performances of castle
Improves performances during district creation and building placement
Improves rendering performances of the terrain
Improves rendering performances of building alert icons
Improves performances of road creation
Improves rendering performances of collectable stones
Grass has been mowed below collectable resources
Vegetation fields growing animation has been replaced by a new, more organic one
Overall rebalancing of the economy to prepare for the new buildings and resources
Town hall construction area are smaller (but can be extended using hamlets)
Town hall upgrades and castle construction cost less gold
Reworked position of resources on maps
Removes fertility zone for animal and vegetation fields
Add game mode to save tooltip
Updates vinque font for better readability of some letters
Player name and city name can be longer (from 12 to 16 characters)
Increases camera panning speed at high altitude
Adds UI to castle placement
Influence areas: minimizes overlaps between symbols
Updates end of EA screen text and buttons
Reworks perks UI (production wheel, tooltips, icons) 🔵🟣
Updates destruction buttons UI
Updates dialogue UI
Adds hover/pressed state to notification card
Put all non-English words in italic in dialogues
Removes delay before mouse camera drag and rotation
Adds specific dialogue per companion to autonomy tutorial
Updates translation team credits (new members, fixed job title)
Adds perks onboarding
More mill visual variety
Fixes building a civil building on two houses increases the total number of inhabitants
Fixes destroying a manufacture or civil building or its parcel that was built on top of a house does not decrease the total number of inhabitants
Fix sometimes villager cross a district (especially mono-parcel districts) to go behind the district
Fixes placing a civil building over two habitations only cost the money of one habitation
Fixes placing a building over habitations only cost the money of the current tier (and not the sum of all current and previous tier)
Fixes additional money cost is not actually paid if the district has only one house
Removes crane from loading screen
Fixes fences are badly updated after building or parcel deletion
Fixes visual borders of large collectable resource zones
Fixes experience gained by buildings was not uniform
Fixes destruction highlight icon priority (icon was not shown if building had a 3D alert)
Fixes expertise icons in objectives and dialogues
Fixes cannot destroy a district if cannot afford each parcel destruction cost (but can afford total)
Fixes roof pattern
Fixes map border fog glitches
Fixes Montalban Meadows inhabitant spawn positions
Greetings monarch, kings and queens!
Today is Silksong day we bring you a small update for the PTB, fixing some issues and adding more features that will be finalized next week, with our Major Update (don't tell anyone but it should come on Wednesday!)
Note that PTB saves are not compatible with the main build.
Please let us know your thoughts!
Due to several changes made to the structure of the game, narration and progression you 0.2 saves will not be compatible with 0.2.
With 0.3, we will release a special 0.2 branch so you can load your saves and visit your old city.
You can find your savegame in {disk}:\\Users\\{username}\\AppData\\LocalLow\\Irregular Shapes\\City Tales\\saves\\{steam_userid}\\
Each folder with a number is a save slot with 0 being your autosave
To be safe, make a backup of your savegame before playing the test version:
You can find your savegame in {disk}:\\Users\\{username}\\AppData\\LocalLow\\Irregular Shapes\\City Tales\\saves\\{steam_userid}\\
Each folder with a number is a save slot with 0 being your autosave
Public Test Branch will have its own save folder
Right-click on “City Tales - Medieval Era” > Betas > in “Beta Participation” select “Public Test Branch”
Join our Discord and go to the #Public-Test-Branch channel
Reworks building perks to be the same for all building types
Companion quest can be given up
Can’t have more than 2 active companion quests
Deprecates save prior to 0.3.0.1 + adds deprecated save UI
Three new quest related to a new Companion
4 new music tracks
Cannot trade sell when merchant is absent
Adds hamlet onboarding
Adds trade introduction dialogue
Adds trade port icon and illustration + merchant portrait
Adds house tier 6 visuals
Adds red glow when destroying a building construction
Reworks boar collectable zone positions based on map start position
Updates trade UI
Adds tooltips to burgomaster locked timer and merchant absent timer
Updates new resource and building names
Updated some quest objectives
Adds one dialogue per companion when they are chosen as burgomaster
Adds Gold and Companion rewards in the progression quests without story mode
Differentiates main and story quests
Orders active quests to always have main quests first
Adds SFX on notification right click (snooze)
Changes floor and fence of glassware
UI
Updates end of EA screen text and buttons
Reworks perks UI (production wheel, tooltips, icons) 🔵🟣
Updates destruction buttons UI
Updates dialogue UI
Adds hover/pressed state to notification card
Put all non-English/Localized Language words in italic in dialogues
Removes delay before mouse camera drag and rotation
Adds specific dialogue per companion to autonomy tutorial
Updates translation team credits (new members, fixed job title)
Adds perks onboarding
More mill visual variety
Fixes profession line height in burgomaster selection UI
Fixes missing tooltip in hamlet hall burgomaster tab
Fixes some quests speakers
Fixes trade port is not unlocked when playing without tutorial
Fixes giant bucket decoration
Fixes Tahir voice
Fixes Collegiate localization and cost
Fixes University upgrade cost
Fixes "A feast for kings" step 2 missing dialog node
Fixes Judith quest objective localization
Fixes House tier 6 carrier value and construction duration
Fixes Tahir icon
Fixes trade confirm button
Fixes an issue where hamlet perks onboarding could be triggered by civil building
Fixes displayed hamlet population count
Fixes missing house tier 6 illustration
Fixes Rupert illustration
Fixes deprecated save icon appearing during saving
Fixes scaffolding height (too high)
Fixes dialogue next button sfx
Fixes can select then burgomaster twice if construction of the first hamlet is not over
Fixes displayed population count in hamlet hall upgrade tab
Fixes reshaping tutorial
Fixes "no gather resource" notification flickering
Limits inhabitant visit to a max distance + enables visit to hamlet halls
Fixes large tower fails to spawn
Increases number of inhabitants per tier 6 habitations (from 25 to 35)
Fixes Eike second quest objectives
Fixes glass quest title and description
Fixes glassware and jewelry store construction duration
Fixes "A city to be proud of" quest description
Fixes Supporter DLC quest objective description
Fixes destruction highlight icon priority (icon was not shown if building had a 3D alert)
Fixes expertise icons in objectives and dialogues
Fixes cannot destroy a district if cannot afford each parcel destruction cost (but can afford total)
Fixes roof pattern
Fixes map border fog glitches
Fixes Montalban Meadows population spawn positions
Long time no see! We’ve been working hard and we brought some changes to the game that we would like to discuss with you. We really want to include you in the discussion for upcoming features and changes, hence today’s topic: Public Test Branch and upcoming features!
From today, we will be launching our Public Test Branch (PTB).
With this PTB we will be able to share our current work in progress and new features. We want to gather your impressions and see how you would use them as regular players.
That said, here are a few things we are bringing to our very first PTB and are currently in development:
Hamlets are one of the core feature we’ve been developing for our next update. They will allow you to expand your territory and get new resources. It will also open Trade system and a different type of city to manage.
As such, some resources might not be available anymore near your starting point and you will only be able to build your Lumberjack, Hunters etc in range of your Town Hall.
The onboarding is currently still in progress and you will unlock the feature after the quest "An Apple a day" for now.
We would love to hear your thoughts regarding the system and the way you use it, how you expand your city differently and explore the mechanic.
We are introducing a Trade system where you can buy and sell resources you produce for gold.
This was requested by the community several and originally suggested to be tied with the market itself but we wanted a system that would make more sense (if we were to use the marketplace, it would have been implied getting the money from your population)
This feature will allow you to have a different form of income without implementing taxes that we feel are a bit too idle.
Currently, the quest and onboarding for the feature is not finalized so we are aware that it can be a bit confusing (also yes, the confirmation button is called "Button"...)
Please let us know your impressions, how you used it and you suggestions as a player!
With the introduction of the Hamlets and Trade system, we have changed the resource depletion and regeneration. They will deplete a bit faster and you will have to be a bit more careful. We are would like to hear your thoughts and see how you managed your city from start to finish, if you had to use the trade system or felt it was too easy/too hard.
We have deleted the agriculture zone (for now), it’s not definitive yet but please let us know what you think!
New deletion tool and the ability to cancel construction
Ever since the release of our Demo, this feature was highly requested by our community and it took us a bit more time than expected to implement both features with a satisfying result, as it had a few ripple effects on the spatial puzzle that we were and are still worried about. Please let us know your thoughts and how you used it!
Changes in narration
From the start, you can now choose to play without narration and without tutorial.
This is not advised for your first playthrough but it will allow you to create more freely without reading through the story. This change made us rethink the narration was intertwined with core features. Currently, we have separated Narrative quests with the “Main Quest” that will unlock new buildings and new elements.
In “Non Narrative mode”, you will only get the Main quests. We are still working on the quests and the feature but we are still curious to hear your thoughts.
There are a few more surprises scattered here and there but we will leave you to discover them by yourself ːsteamhappyː
We know this is still an ongoing discussion. We are still working on it and it should be ready for our next big update. It requires us to optimize each elements individually so it takes a bit longer than expected but the team is getting there!
Sorry for the inconvenience and thank you for your patience!
Right-click on “City Tales - Medieval Era” > Betas > in “Beta Participation” select “Public Test Branch”
Join our Discord and go to the #Public-Test-Branch channel
Reply to our PTB Survey
Greetings, Monarchs! 👑
Today's Patch Notes focuses on bug fixing! We've also taken into account all your feeback on Steam and Discord to prepare our next Patch Notes, thank you for helping us shape the best possible version of City Tales!
We hope you enjoyed the first Major Update and are actively working on the next one as well!
Fixes error in town hall upgrade tab when town all is already max level
Fixes missing mortar from top HUD
Fixes rare building upgrade error
Fixes settings when no locale is selected
Fixes building construction errors caused by missing scaffoldings
Fixes two music tracks which contained glitch
Please don’t hesitate to report any other issues you might have encountered:
https://link.irregular-shapes.com/BugReport
We hope the summer heat has not been too harsh for you! With TactiCon about to begin, we are delighted to share with you our first Major Update of the year!
This Update focuses on the visuals of the game, improving the graphics, reworking all the UI, but also adding some new content like a new map, new music ,and new decorations.
Enjoy the Update, Monarchs, and feel free to give us feedback on Steam and Discord! Thank you again for your support and all the suggestions you shared with us!
New UI for buildings placement, upgrades, dialogues...
New Map, “Montalba meadows”, with 3 different starting points
New decorations to customize your city
Graphics improved and polished with more texturing of terrain, color scaling and shadow shader to highlight relief
Questions about the new Roadmap? You can check it in our dedicated Steam News:
Read the whole patch notes to see the changes in detail!
All new UI and UI improvements
New game : game mode step
Updates in world influence area icons
Improves performance of town hall habitation tab
Unifies visuals between the town hall quest tab and the HUD
Reworks parcel construction tooltips
Replaces neutral resource trend icon
Replaces game speed widget
Graphic polish
Better anti-aliasing
Terrain with more texturing/color
Terrain shader shadow to highlight more the relief
Color
More dense vegetation
Soft Vignettage effect
Reduces the number of trees in the parcel
Reduces the size of trees in the parcel and decorations
New map “Montalba meadows”
New main menu song and 2 new in game music tracks
12 new decorations
Adds third game speed
Can rename all companions at any time
Each map starting point has its own initial camera rotation
Adds spatial SFX to wheat farm
Improves camera automatic altitude adjustment
Improves camera panning smoothness
Improves scale of all trees
Improves hedge visual seen from a distance
Replaces sawmill spatial SFX
Improves farm fences seen from a distance
Improves peasant tavern roofs seen from a distance
Reorganizes resource families
Allows decoration to be placed on top of another decoration
Fixes fences height on sloped terrain
Fixes villager pathfinding around parcel gates
Fixes poplar tree shadows
Fixes visual glitch in theater and opera
Facilitates clothline decoration deletion
Fixes hitting the “decrease game speed” keyboard key when game is paused
Fixes money and population not updated
Fixes cropping in town hall companion tab
Fixes missing destruction buttons
Fixes influence area double edges
Fixes health fancy icon
Fixes missing habitation upgrade icons
Fixes French localization error on civil building panel
Fixes missing civil building panel vertical separator
Improves blurriness of keyart
Fixes unaligned building icon (orchard)
Fixes unlocalized titles (game mode, upgrade sections)
Fixes grass color
Hope you are excited for TactiCon as we will be part of the event with our new update and a sale! Join us on July 17th to celebrate the best of strategy games with talks, demos and sales!
As the title suggests, we’ve revamped our Roadmap: we wanted to dedicate more time to improving key elements, such as the UI and the overall visuals of the game. Therefore, we had to move some content to later updates to focus on the visuals first and foremost.
You can take a look at the upcoming additions that will be there very soon!
Our priority was to update the visuals and interface of the game before diving into the gameplay itself, and as you can see, there’s still plenty of new content, gameplay-wise, planned for the rest of the year.
The next update will be released on July 16th and here is a small teaser on what you can expect in it! 👀
We’ve also read all your reviews on Steam! Thank you for your kindness, support, and for bringing light on some features that needed to be improved. Among this feedback, the performance was one of the main topics you highlighted, and we can already tell you that we’re currently working on improving the performance issues, and it will be featured in the next update in September.
As we already stated in previous messages, this Early Access is here to build this game alongside you, our players, so don’t hesitate to join our Discord servers to let us know your suggestions for the future of the game, to share your screenshots, and to discuss with the whole dev team! We also give insights and exclusive information to our Discord members in priority so if you want to know everything before everyone, you know where to find us!
>> JOIN DISCORD <<
Stay tuned for the upcoming update and take care of yourself, lieges!
-The Irregular Shapes Team -
About
This page aggregates Steam news feeds, patch notes, and developer announcements for City Tales - Medieval Era, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main City Tales - Medieval Era statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.