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Hello Elders!
Just before the summer vacations start, I got in a new small update. This new version brings some balance changes to some of the new buildings (and a few of the older ones). As usual, thank you all for the suggestions!
Also, the Switch version of Trade Secrets is coming this week in the EU, and on the 30th of July in the USA!
The game has been out for a while now, but thanks to your support I still have updates planned for the end of the year and some for 2027!
For the next batch of updates, I want to focus more on customization of games for players that want to play their own way... expect more control on how your games are played, and some new story modifiers to tune the game to your liking!
For this, I have various ideas I am prototyping and testing, but I am also open to suggestions: what would you like to be able to edit?
Apart from that, I finally started to prototype a bit for a new project... I am very excited about it! For now I'm just having some fun in exploring mechanics and styles, so it will take a looong time before something can be seen (and if you have been following dotAGE you know that when I say long I mean long)! But keep your eyes open for announcement once I have something to show ;)
In the meantime, I'll be taking some time off in August to play with my daughter and teach her how to swim in the sea!
Have fun,
Michele
V 1.10.5 Balance: Buildings
Bird Hunter: Can now get Meat from Wild Chicken
Greengrocer: Now does not sell Eggs anymore
Tissue Box: Output from 2 to 3 Hope
Power Saw: Removed Stone cost. Replaced cost from 1 Iron to 2 Copper bars.
Alchemist: Output from 1 to 2 Gold Ore
Cart Mine: Iron output from 2 to 7
Critter Refinery: It is now a Hunter instead of Health building
Horseback Hunter: Can now also collect Leather at a lower rate
Pub: Added cost of 20 Stones
Brothel: Input from 1 to 3 Flowers. Serenity from 60 to 80.
Waste Furnace: Removed Brick cost. Added Copper Bar cost.
Oil Mill - Olives: Output Oil from 6 to 12. Reduced turns to produce from 2 to 1.
Oil Mill - Lemons: Output Oil from 1 to 6.
Loveboat Pond: Increased output by 20
Carousel: Reduced coin input from 10 to 5. You now need two basic Pips instead.
Ferris Wheel: Reduced coin input from 40 to 20. Reduced number of workers from 3 to 2.
Private School: Coin exchange now produces once every 2 turns, and increased output from 20 to 40 science
Life Tree: Now works also in Winter
Balance: Elders
Wanna: Now forced to find Horse buildings in the research tree
Darwin: Now forced to find BBQ in the research tree
Balance: Events
A Dog Appears: decreased rarity from 3 to 2. Max Domain level from 4 to 5.
The Runaway Pip will not disappear anymore with ALL your resources as an Omen
Balance: Expeditions
Go on a long journey: Removed chance for Disappearance
Nominate a Grand Master: Removed chance for Disappearance
Graphics
Wild Horses and baby horses now do not look like blood is coming out when sleeping
Bugfixes
Fixed some WildPip events appearing even if a wildpip was already in the village
Fixed Deadly events sometimes not appearing if the Apocalypse was a specific one
Hello Elders!
I hope you are successfully fighting all the Heat events that the Domains have decided to throw at us these days!
This version brings some small balance changes, but they should especially help players that are struggling to find folks in their games. Also, double cats!
I also have news on the porting of the DLC: today the GoG version should be available, and the Switch version should be up next week! Enjoy!
Have fun,
Michele
V 1.10.4 Balance: Events
Basic Folk events that add new Folk to the village will now appear even if the relative Presence event has not appeared, provided you built at least one dwelling that can house the folks
Having resources to lure folks now increases chance for related events by x3 instead of x1
A cat joins: Renamed to Cats Join. Threat Max from 4 to 5. Now appears with 2 Cats. Now requires 10 Meat White for this to appear, and consumes 10 meat. Now is a Unique event
Nature's Ally: Threat Max from 4 to 5
Mercenary Dwarf: Threat Max from 4 to 5
Poison Ivy: Reduced hit Pips threat multiplier from 10% to 5%
Tax Collector VIP now produces 30 Coins per day instead of 10
Stonemason's Guild: Now appears only if you have at least one Stonemason in the village
Balance: Epeditions
Party in the Woods: Can now return with a Watcher, or a Serial Killer
Buy building materials: Reduced Stone from 10 to 5. Now also returns with 1 Tool at 100% chance
Patrol the forest: Now does not require the Watcher to be in the village for this to appear. Can now return with 1 Tool. Reduced maximum Gem generation from 20 to 15
Send an explorer out: Increased chance to get at least some Exotic resources
Explore the depths of the forest: Increased chance to get at least some Exotic resources. Added Malaria chance.
Send a mounted squad: Increased chance to get at least some Exotic resources.
Explore the Jungle: Increased chance to get at least some Exotic resources.
Venture into the jungle: Increased chance to get Exotic output
Investigate strange deaths: Increased chance to get at least some Exotic resources.
Exile yourself: Now requires an Expedition building
UX
Made the "You are going to fail this achievement if you pass the turn" warning more obvious
Improved preview of buildings in the research tree with correct jobs and output resources
Improved Pip icons on dwellings and research to show the correct race/class combo
Improved research tree arrow coloring
Bugfixes
Wanna: Fixed producing physical resources in 2 or more turns not triggering the achievement
Fixed being able to still produce output using buildings that require no Pips while performing a secondary action
Fixed bug with some resource modifiers remaining visible even if the Pip has been removed from the village
Fixed Pips during cutscenes traveling from expeditions back to the game
Fixed bug with traveling merchants dying to a landslide causing death maluses in your village without a way to remove it
Fixed bug with Wood for Research boon not showing the added value if you produced the exact amount of knowledge to research the new building
Fixed some events stopping the music until you pass the turn again
Fixed some trait maluses not disappearing in the UI when a Pip is sent in exile
Fixed having a Cat or Dog VIP making Pips naked in some UI elements
Darwin: Fixed Dwarven Clinic not being able to appear at all
Darwin: Fixed some buildings being able to appear even if the Key building is not present
Fixed optimized terrains not showing Jungle correctly
Fixed nullreference with the expedition details hint if you do not have Trade Secrets
Fixed bug with Experimental Stick messing with wood UI if resources are too slow
Fixed some minor UI bugs with the research tree
Fixed missing some minor UI elements
Hello Elders!
I got some more balance changes in before the end of the week and was eager to see what you thought, so here we go! This is focusing again on Wanna, but we also have some Darwin changes. For Wanna, this update should give you a nice baseline of coins for when you get to summer. For Darwin, I mainly added a few more exotic buildings to the tree to make him more interesting.
Remember, you need to start a new run to see the changes!
Also, for Controller and Deck users, I added a new Steam Input command to allow opening the Expedition panel, you can assign it to your preferred Steam Deck Layout (I'm working on making it the official configuration, Steam Input is always a bit weird to work with!)
Have fun!
Michele
V 1.10.2
UX
Controller: You can now access the research, memories, and expedition button by pressing Right and navigating to it
Controller: Added default prompt to open expeditions if no button is assigned(Hold R2 + Press R1)
Steam Deck: Added dedicated button to open expeditions (unassigned by default!)
PS Controller: Added dedicated button to open expeditions
Balance: Buildings
Greengrocer: Vegetable production from 3->5 to 4->6 (12 base for Wanna)
Greengrocer: Egg production from 3->5 to 4->6 (12 base for Wanna)
Supplier: Wood production from 2->5 to 3->8 (9 base for Wanna)
Supplier: Stone production from 1->5 to 2->10 (12 base for Wanna)
Supplier: Water production from 6->5 to 4->4 (12 base for Wanna)
Supplier: Rope production from 1->5 to 2->8 (12 base for Wanna)
Herbery: Flower production from 1->5 to 2->10 (12 base for Wanna)
Herbery: Seeds production from 4->5 to 3->5 (9 base for Wanna)
Provisioner: Cereal production from 1->5 to 4->8 (12 base for Wanna)
Provisioner: Meat production from 1->5 to 2->8 (16 base for Wanna)
Provisioner: Ingredients production from 3->5 to 2->5 (12 base for Wanna)
Provisioner: Animal production from 3->5 to 2->5 (12 base for Wanna)
Exotic Store: added a second production that sells 3 Exotic resources at a discount
Exotic Store: no more an upgrade to basic markets
Bank: replaced "Requires Coin Maker" with "Requires Stone path to Coin Maker"
Mint: replaced "Requires Coin Maker" with "Requires Stone path to Gold Ore Maker"
Jeweler: added "Requires Stone path to Coin Maker"
Spicehouse: Banana+Milk recipe from 6 to 15 Glop. Replaced Fruit recipe with Grapes recipe. Replaced Cereal recipe with Potato recipe.
Coffeehouse: Added Coffee+Milk recipe. Removed Health malus on Tobacco+Hemp recipe.
Advanced markets now hate only markets in distance 1 instead of 2
Luxury Market: Bonus increased to 20 per found Coin-producing building
Private School: Replaced "Bonus for each Coin-maker" to "Requires Clearing path to Coin Maker"
Toolshop and Ore seller now require a path to TownCenter instead of requiring it inside 2 tiles
Balance: Elders
Wanna: chance to get a better deal increased from 35% to 45%.
Wanna: increased coin values for a few resources to have a better baseline
Wanna: town hall will now spawn closer to the center
Wanna: now also starts with 2 dwellings built
Wanna: start roads are now generated only at the end to avoid the path being blocked
Wanna: underground water cannot spawn on roads anymore
Darwin: Reduced starting food clumps from 8 to 6
Darwin: Spring and Summer levels now scale a bit more to mimick the flow of other elders (it is hot in the tropics after all)
Darwin: Added Banana Stand, Cottonworks, and Coffeehouse as forced buildings in his tree
Darwin: Increased chance for mountains to spawn, but most are now scattered and in the middle of the map
Randolph: Annex is no more part of the starting pool
Balance: Expeditions
Learn more about the Guild: now requires an Expedition Camp
Venture into the jungle: Reduced duration. Increased chance to appear. Gratly increased Exotic resource rewards.NO!!!
Rebalanced selection weight of various expeditions
UX
Improved highlight on what building will be dismantled by an event
Added a Paging function to food and building side lists so they do not go out of the space available
Correctly set some more automatic start languages inside the game build
Minor UI changes
Bugfixes
Granny: fixed yet another workaround to upgrade buildings (but hopefully Grandma did not notice this time)
Granny: fixed placement of buildings if you find more
Fixed bug with jumping to the Apocalypse occasionally increasing domain Threat too much
Fixed bug with exporters not removing all barrels correctly
Fixed bug with producing 10k coins or more at once breaking the game
Fixed single resource modifier UI not working with coins and barrels
Hello Elders! Thank you for the great reception of Trade Secrets, I am happy you like the quirky new mechanics! I received a lot of comments in these first days, and I've been reading all of them! I've been especially fond of the stories with the new elders (and of some very weird but funny bugs!) It turns out that introducing Coins to Pips caused all kinds of quarrels in their world (who would have thought??) and especially made it so that Wanna's story was a tad too harsh. Capitalism seems to have made thinks worse for Pips! Fortunately for us, Goldlings have decided to be a bit more understanding (or maybe Wanna has been very convincing?) and give your traders more coins in exchange for the cool looking resources you can produce, and decreased a bit the variance of it. That, and she got a buff on research to help you early game. Also, following your feedback, I've revised the selection balance for Expeditions so that their flow feels better. Expeditions will now appear less likely if you already saw or sent them (unless no other can be found), and this should make cool ones appear more when possible! Take a look at the whole changelog below to see all changes.
Let me know what you think, I'll be reading feedback and do more balance as needed!
Have fun, and don't forget to pay your Pips! - Michele V 1.10.1 Balance: Buildings
Crops with multi-turn depletion now reduce depletion value only on completion (such as Coffee Field and Tobacco Field)
Exotic Store: increased output from 1 -> 3 to 1 -> 5
Provisioner: Now also sells Fish and Eggs
Herbery: Now also sells Mushrooms
Supplier: Now also sells Water and Coal
Sponsor Office: now produces 1 more Science
Sponsor Hall: now produces 2 more Science. Coin input from 15 to 18
Ore Seller: Ore input from 2 to 3
Liquor Store: Beer production from 1 -> 10 to 2 -> 20. Wine production from 1 -> 10 to 1 -> 30
Toolshop: Basic Tools production from 1 -> 10 to 2 -> 15. Planks from 1 -> 25 to 2 -> 40.
Cookshop: Elaborate Food production from 2 -> 30 to 3 -> 40
Mercer: production from 1 -> 15 to 2 -> 25. added a second Textile 'bulk' production selling 4 items for a discount
Pharmacy: Infusion production from 1 -> 20 to 4 -> 30
Book Store: Paper production from 2 -> 10 to 6 -> 20. Book production from 1 -> 30 to 2 -> 50. Ink production from 3 -> 5 to 6 -> 10
Balance: Resources
Mushroom is now tagged as Nature
Raw Fish is now tagged as Animal
Egg is now tagged as Animal
Balance: Events
Revised selection chance for new Trade Secrets boon so they appear more
Market Insight: replaced bonus from +50% to +1 Coin
Balance: Expeditions
Expedition selection weight is now reduced with the number of times it has previously appeared, and the number of times it has previously been picked
Expedition selection now forces only one expedition to appear at most for tier 2 or 3
Expedition selection now guarantees that at least one can be performed with the base or current Pips
Rebalanced various Expedition tiers for low level expeditions
Increased chance for 'Search for a cure' to appear
Increased potential gain for Exotic expeditions
Balance: Elders
Wanna: Added some Underground Water to the map generation
Wanna: Reduced variance of resource-to-coin values for negative percentage values (now has a 25% chance to get a negative value instead of 40%)
Wanna: Additionally reduced coin value variance during Spring to avoid too big swings in early game
Wanna: Rebalanced base coin value of several resources (Exotic and hi-end resources especially)
Grandma: storage now scales based on game speed. 20% at fast, 25% at default, and 40% at slow
Grandma: reduced starting resources to 8 of each
Darwin: unexplored tiles do not self-deplete at season changes
Darwin: increased chance of Darwin specific expeditions
Darwin: added some new building choices in the jungle
UX
Buildings now list the expeditions they can start
Obtained expedition tags are not shown anymore as obtainable to avoid confusion
Obtained expedition tags are now shown with a tick
Grandma: Renamed various specific search expeditions to give better hints
Bugfixes
Fixed a bug where the 'Big Robbery' expedition would never complete
Fixed a bug where if a Pip would come back home while a rescue party was searching for him, the rescue party would never return
Fixed a bug where Stations would kick the builder out during the building phase
Grandma: only Ripe active crops now count towards the Crop Collector bonus
Darwin: fixed birds being able to generate a null child, breaking expeditions
Darwin: fixed auto-applying pavements on some terrains soft locking the game
Hello Elders!
The time has come for the second DLC of dotAGE! Trade Secrets is here! This DLC introduces mechanics I've been wanting to add since... probably 2016? So it was about time they saw the light!
Once you have purchased the DLC and updated the game to the latest version, when you start the game, you will notice that new memories have appeared in the memories menu! These memories are placed so to provide a nice progression flow, but, contrary to Folkways, you'll be able to play earlier with the content.
To help existing players, the first new memory (Expeditions) will cost zero memory points if you have already surpassed it, so you can start playing with the new exploration mechanics right away!
If you want to get to new stuff earlier, or if you are a new players that finds the amount to unlock too daunting, remember that you can enable the new "Fast Memories" option in the Accessibility settings in game.
Once you unlock the Expedition memory, you can start exploring the world outside!
The mechanics work as follows: once you build a Gate (for example, a Forest Gate), three new Expeditions will appear in the new Expedition menu. Each Expedition has a set of costs, and a number of required Pips to start. Once you start it, it will take a variable amount of days for Pips to go out and then return with (hopefully) some good stuff and (probably) some ugly ailment.
Remember that you might get all or none of the Rewards and Risks, as the percentages are independent.
The first type of Expedition is Exploration. Each Exploration can be pretty different from one another and provide different outputs, but they often have risks to them. Some specific Pips can mitigate the risks however! Some Traits, Boons, Jobs, and even Folks and VIPs can affect the chance for various expeditions, so decide with care who to send out (especially as they might not return!)
There are more than 100 Expeditions to find in the game, as more are unlocked by playing! I had a lot of fun in adding some... subtle (or not so subtle) movie references, as I always like to do. Also, some of the more advanced expeditions have sub-narratives of their own!
Once you build a Gate and then connect through a road a Market to it from the "Basic Trade" memory, you will start seeing new strange Pips with what appears to be golden face masks appearing. Do not worry, they are the Goldlings! Lured by your markets, they will appear in your village by traveling on Roads to buy your hard earned resources in exchange for a new type of resource that it seems only them can produce: Coins!
These small rounded coin pieces are mostly useless to you (well, unless you play as Wanna, the Merchant), but they seem to be pretty useful for whoever lives in the outside world, as they will accept it as currency! You can thus access a second type of Expeditions: Trade, which has its own tab in the Expeditions panel.
Trade Expeditions usually require coins to work, and often a Trader or Merchant must go out (as they are the only ones that can haggle successfully, it seems)
Through Expeditions, you might find familiar resources, but sometimes you will also find new ones! Many new resources can only be obtained through expeditions and they are called Exotic. Alongside Exotic resources, you will also find Exotic buildings! These buildings can be pretty strong, and often produce exotic resources. Exotic resources can also be used for trade, as Goldings love them!
The DLC also adds a new track by Luigi, tied to the new buildings!
Trade Secrets also introduces a new 'riding equipment' mechanic! Some buildings will require a creature or machine (a new game element type) to be built, generally called 'equipment'. When a Pip works in a building with an Equipment, they will jump on it (or drag it, in some cases). Buildings that use equipment are generally stronger, and often can reach farther than usual. A horse hunter, for example, can efficiently hunt on the whole map!
The DLC introduces horses, boats, carts and harvesters to use as equipment, once you unlock their memories! I heard there is a way to however ride other creatures too...
For the daring, and those that really want to make the most of the DLC, advanced trade mechanics are available under the form of an 'Export System'. Exports will require Stations to first collect resources and place them into barrels, and then special Exporter Markets will be needed to sell the barrels to the outside world.
The two building types have special rules for how they define the final coin output, and it will require a complex road connection!
This DLC introduces three more elders to the world of dotAGE! They focus on the new mechanics in different ways, but remember you can also play with the new content with your existing elders!
The three elders are Grandma, Wanna, and Darwin. Let's meet them!
She just wants to be left alone in her peaceful garden, grow her vegetables and knit! Grandma is a great cook and a proficient knitter, and she can make very nice recipes and easily makes advanced fabric in her own buildings.
This can be very useful, as Grandma has access to special Trade Expeditions that let you sell her work in exchange for coins, or for new buildings! The new buildings are picked from choices not in the research tree. Her Pips are also very flexible, and they can work in multiple buildings!
Of course, this does not come without costs! She has a few quirks that will mess with your usual strategies: her garden, while lush, is very small, and she cannot accept having more than ONE structure of each type (not counting upgrades). So, if you are used to just spam small buildings, though luck!
Wanna is the best haggler in the world! She focused on making a lot of coins and has various ways to make a lot of money, and can even use coins in her village!
She also has access to more markets than other elders, so try to look for seasonal bargains, as in her story resources will change their Coin value each season (you can hover on resources to see the coin value!)
However, her Pips don't really like her that much, so they will also require a wage to work for her... or they will go on strike! Damn it, capitalism!
At last, Darwin! He's been looking for a secret island all his life and has finally found it... the island has a very thick jungle, so thick that you cannot even see what is inside it from above! You will have to send your Pips into the jungle and cut some trees to reveal what is inside!
They say that long lost buildings are lurking there... and that one of them might be very, very valuable! Go and explore, but be wary of the jungle diseases!
The new version, as always, also bring some UX changes, here are the most important ones:
Due to popular demand, I added new hints to introduce all elders, both new and old, giving some direction to their gameplay quirks. This should help you get started with their novel mechanics, without spoiling too much about the strategy!
The end score screen now has tooltips that explain the different score types, as well as some additional information such as what type of Apocalypse you got, and who was the Rogue Domain
The side UI for buildings got a revamp with a fourth column that distinguishes whether buildings are activated or not, tooltips, as well as a list of buildings on hover
I redrew the birch trees so you now think of a tree when looking at it (yes, I saw that!)
More can be found in the complete changelog here:
V 1.10.0 Changelog :: dotAGE General Discussions
As always, I appreciate all feedback, and there might be some very... extreme edge cases with all the new combinations, so do come to Discord or to the discussion forums and share your thoughts!
Please make sure to report bugs here or on the Discord, I'll be monitoring the release and try to be swift with updates if something big slipped in!
I also made a new trailer to show some of the new content for the occasion, you can share it on socials and help spread the word of dotAGE! All help with making more players be reached by dotAGE is important and very appreciated!
To celebrate the release of Trade Secrets, the base game will also appear today 3rd of June 2026 on a Daily Deal on Steam's home page, and will also be with its highest discount ever at 40% starting today for the next couple of weeks! So, if you have not yet played the base game, or if you have a friend that was waiting, it's time to make up for the lost time!
Have fun with Trade Secrets!
- Michele
Hello Elders!
I'm very happy to announce that the new DLC is coming in just two weeks! I've been working a lot on this and I can't wait for you to play it!
Make sure to Wishlist here so you are notified once it's out, and also share the news with all your friends!
So, what will the DLC add? New buildings, resources, events, mechanics, ailments, and even three brand new elders! Let's go and meet all the new stuff!
Resources gain a new role in Trade Secrets. The Goldlings have discovered your village, and they are eager to trade their coins for your resources! Stockpile goods in warehouses, move them via roads, and trade them through markets. Then use your hard earned coins to trade even more! (and yes, if you have Folkways, there might be a way to get Goldlings to join your village ;) )
The research tree has a new section connected to the new DLC, where you will find market buildings, as well as the expedition structures, and even buildings for an advanced trade mechanics that will test your layout capabilities!
Pips are now ready to explore the outside world! It all starts with a Gate, a special building placed at the edges of a village that lets you communicate with the outside. There are forest gates, water gates (docks), and mountain gates, and what you can do changes based on what you buildings you build.
Once you build a gate, you can send Pips out to explore and return after a few days with (hopefully) some resources and (hopefully not) some new disease. You can even find various new buildings this way for your village!
You will get two types of expeditions: Explorations, and Trade. Each has their own quirks!
Various other buildings unlock different expeditions, they more than 100, and you are going to unlock new ones as you unlock memories!
Some buildings will now require equipment such as horses, boats, and carts for Pips to ride and use to work. These new buildings can increase the efficiency of your village by quite a lot! Horses and equipmentss can also be used in expeditions!
Trade Secrets adds three more elders! To not spoil them too much, I will just give you a few hints for each one!
Wanna - She's the best haggler in the world, and she knows it! She's going to require a lot of coins, as her Pips don't like to work for free, but she also has a lot of aces in her sleeve to make lots of money.
Grandma - Her garden is quite small and she has this weird rule where you can not build duplicates! Hopefully she can find more ideas outside?
Darwin - In a quest to explore the world, he stumbled upon a very mysterious island... most of it is uncharted, so you will have to hack your way into the jungle to find its secrets!
I cannot wait for you all to try it out, see you in two weeks!
Michele
Hello elders! Work on the new DLC goes smoothly, but in the meantime here are some small fixes for balance and bugs that were reported in the last weeks. Have fun! Michele V 1.9.0e Balance
Avalanche is now a Misfortune instead of an Omen
Snow weather will now hit 2 tiles instead of 3 per turn
Lava tiles will not kill creatures on appearance anymore
Improved general tile-selection logic for terrain events, especially for sparse villages
Logic that avoids tiles spawning too close to road posts is now enabled only for animal spawning events
Sinkhole and Lava tiles cannot appear anymore below roadposts or dwellings
Bugfixing
Fixed bug with Temperature Omen threat changes being negated by a season switch
Fixed Cat VIP achievement not unlocking if you get the Cat via other means than the default event
Fixed bug with Endless mode skipping events at Threat level 21+
Hello Elders!
I finished work on the Lava Update! Analyzing all events and all their intricacies took a good chunk of time, but I'm happy with the result.
This new update brings a new resource (Lava), a new terrain (LAVA), 3 new buildings (Lava-related) and several new events (guess what? LAVA BASED!)
The lava buildings give you a new way to produce Heat if you find yourself full of LAVA, but they can be risky... All lava pits produce heat each turn, making they... not ideal during summertime.
The addition of lava introduces a change in how some events appear, as depending on whether your tree has lava or ice buildings, the system will adapt by generating events tied to the correct path.
You will find Lava as a new memory in the memories screen! Lava can appear during your run, similarly to snow, it can be strong if harnessed correctly, but you cannot rely on it from the start!
While working on the event system, I also took the chance to revise the Apocalypse phase to improve the end game, which now has 4 different ways to appear (5 with Folkways)!
At the end of page 6 in the Prophecy, you will now be shown what Apocalypse type will appear, and can plan accordingly. This takes out the guesswork tied to cold and heat, and makes them more interesting, as each starts with a different bad effect! You can unlock them inside memories (and if you have unlocked everything you should already have all of them, plus the lava one!)
However, Apocalyptic event strength is not fixed anymore, so that losing by a little will net a lower strength event (apart from the last event, which is still Deadly). This should help players that are struggling with the Apocalypse.
I went over all events and systems and tweaked here and there both numbers and formulas to provide a better experience. The goal was to reduce the feel-bad moments, give players more leeway after losing events, and also make good events feel better as rewards.
Do note that the difficulty of the game is roughly the same, but this should help players that are struggling to avoid being obliterated by a single random event!
The number of changes is enormous, but here are the most important notes for what concern balance:
I added 20+ new good events, which will make your rewards more interesting
I added 9 new Omen scenarios, i.e. distribution of Omens in the prophecy, to provide more variety
At lower difficulties, higher level good events now have a higher reward multiplier
I improved the clarity of what Event Level will appear, and also increased the ranges to level up an event, making it harder to get too strong events at easier difficulties. Event level UX has been revised to make it cleaner as well.
Many Misfortune events are now Omens, increasing the overall variety
Events now hit fewer targets at the highest levels, making a single event less able to obliterate the whole village
Boss events are now all exclusive, making such events appear only if you fail a Doom
Many events that were too strong for small villages now require 15 Pips to appear instead
Events that spawn buildings now do so farther from the village, making it more interesting and useful
Rarer events are a bit less rare, making some cool interactions appear for more players (and allowing achievement hunters to get a better chance!)
Weathers are now less annoying, as they cannot hit the same Pip twice and the Consumed event trait reduces to 50% the production instead of zeroing it
And much more! See the changelog below
Also, almost all events have received specific balance touches to make them fairer, less annoying, and overall better to play with!
Check out the changelog for more changes, such as UX tweaks, new Agepedia pages, Randolph changes, some general balancing changes for easier levels, and the addition of new text lines for Yugong, Shaman and Captain in the English language, making their stories feel more in tune with their personalities!
Also, we are testing Korean localization, so if you know it, you can test it out on Experimental! Let us know how it reads!
And now, for a cool new announcement...
Yes!! You heard that! I'm making a new DLC, which will be ready in a few months! The new DLC is called Trade Secrets, and adds new mechanics tied to transports, expeditions, and trade!
Check out the page and make sure to Wishlist it to get notified when it is out, also share the news with everybody!
Don't stay too close to the lava, and have fun!
Michele
Lava
New resource: Lava
New terrain: Lava Pit
New job: Lavasmith
New buildings appear as a different path from Ice: Lava Well, Lava Generator, Geothermal Smelter
Added several new events tied to Lava
Some events now appear only with Lava or Ice paths
Apocalypse
Each story can now end with a different apocalypse (4 from the base game, 1 more from Folkways)
Different Apocalypses now have different start events with a starting, known, effect on the whole village. They also define what Apocalyptic events will appear, and whether the Apocalypse will be hot or cold.
Apocalyptic event strength is not fixed anymore, so that losing by a little will net a lower strength event (apart from the last event, which is still Deadly)
The nature of the upcoming Apocalypse now appears in the last prophecy page before it, so you can prepare for it
General Balancing
Start food on the map for Easier difficulty increased by roughly 20%
Start food on the map for Relax difficulty increased by roughly 50%
Event Balancing
Added 9 new Omen flow scenarios
Added 20+ new good events
Moved many Misfortune events to Omens, to increase variety
Overthreat can now reach value 23 instad of 14, making endless more interesting (let's see you reach that!)
Ranges to level up an event are now larger, making it harder to get a higher event level. This also now scales with difficulty at Hard and above.
When the chance to get a bad (or good) level is low, the event level now diminishes more (this makes losing with a small chance less punitive)
Higher maximum number of hits is now reduced, to avoid events engulfing the whole village (unless desired)
Rarer events are now a bit less rare
Threat ranges for events are now smaller, which makes it easier to predict what event can come at a given strength level
Boss events now are all exclusive (they appear only as Boss events). Moved some Risk events to Boss.
Events that spawn buildings now do so farther from the village, making it more interesting and useful
Many events that were too strong for small villages now require 15 Pips to appear instead
High level Good Events now have a stronger effect multiplier for easier difficulties
Comeback events now have a higher chance to appear
Omens cannot increase Threat value of other Domains anymore
Strong thievery events won't appear as Mini-events anymore
Weathers: now cannot hit the same Pip twice
Weathers: Consumed During Events trait is now x0.5 during events, to avoid blocking all production
Weathers: Rains are more common
Event chains: revised what events can chain and what not to be fairer, greatly reducing the number of events that produce consequences
Event chains: all event chains now count as Reckonings, to be clearer
Randolph: The minimum number of hits based on threat level is disabled to avoid events hitting too many Pips early
Randolph: Parametric events now cannot arrive at a higher level than their maximum level (any event level can still be selected)
Randolph: can now start with some Snow or Lava too
All events have been rebalanced to be fairer (too many changes to list! You'll see by playing!)
UX
Revised English text for Shaman, Captain, and Yugong to be more in tune with their spirit!
The chance bar now changes color and function based on the first upcoming event, making it easier to discern upcoming Omens and whether the next event is preventable or not
Danger and Protection values are now always colored to hint at the upcoming event level for Risk visions
The chance bar will now be highlighted when an event is coming soon
When idle, the chance bar displays Unknown event values, so you can see whether you will win or not
Hovering on production / danger values will now show the event levels for eventual Risk events
Hovering on a Prediction will show the chance and potential event levels tied to it
Boons now show their level
The Event Level hint now shows the table with the threshold for event levels increasing
Omens that can appear as the first ones now have LEVEL ZERO, to distinguish them from ones that appear only when your threat is 1
Events that could appear only from Reckonings and Consequences are now labeled as "Major-misfortunes" to make it clear they do not appear as first losing events
Added new icons and text to differentiate Mini-Risks and Major-Misfortunes
Added a new Apocalypses page in Agepedia
Apocalypse Seasons now appear in the Agepedia
Randolph: Tooltips won't spoil anymore the upcoming event level
Localization improvements
Bugfixing
Fixed event strength for Risks at low danger or protection values being detected as zero instead of one
Fixed some flooding events not appearing at the correct time
Fixed some mini-apocalypses being selected incorrectly causing no event to be selected
Fixed various minor bugs with events
Fixed some buildings preview spoiling too much what you will find in the story
Fixed bug with constraints disappearing in Agepedia
Fixed bug with Cold apocalypse sometimes having the wrong Threat values for Temperature
Fixed event level sometimes being computed wrongly on load
Fixed bug with Fruity Woodlands being highlighted by Mushroom Finder
Fixed Fish Fountain not rerolling correctly
Fixed Careful Harvest erroneously showing bonus Seeds for non-crop buildings
Fixed Randolph still showing the (wrong) event level for Omens
Fixed some Building Techs disappearing on a reload
Fixed Newborn Feast using the wrong icon
Fixed small Agepedia UI issues
Fixed water Tech event having the wrong name
Fixed music disappearing for a while after the second page cutscene
Fixed Doom music sometimes remaining after the Doom is averted
Fixed bug with Lava buildings not being unlocked correctly if unlocking them from inside an old run
Localization updates
Hello Elders!
This is a small patch with some of the fixes I've been doing for the Lava update and that I could backport. The update is going good, with lots of big and small changes to event balancing, so stay tuned for the experimental version in the coming weeks! Have fun
Michele
V 1.8.2d Bugfixing
Fixed Longbows Boon granting double the range, instead of one more
Fixed Yugong's Intensive Farming counting crops that are only planned
Fixed Efficient special state being applied for one less turn than desired
Fixed ores trying to spawn on Cobblestone while playing with Trisavolo
Fixed water not animating anymore with wind (you can toggle the animation off in the settings)
Fixed tooltips of hidden elements being visible in Memory Unlock screen
Localization fixes
Hello Elders!
This is just a post to thank you for the great year we spent together, and all the support you've shown for the game! It was a blast to keep adding to dotAGE, and I am excited to work more on it!
Don't forget to play a Santa run to celebrate! Happy Holidays, and see you next year!
Have fun
Michele
V 1.8.2c UX
Improved achievements / highscore enabled / disabled warnings to be clearer
Sped-up Pips run animations when they need to butcher a far away creature
Sped-up Pips run animations when they need to get close during the first boon
Bugfixing
Fixed bug with Make Room and similar boons not correctly working on load, and sometimes moving Pips to new homes
Fixed bug with pavement connection being temporarily lost on hovering an upgrade over the town hall
Fixed being able to cheat out Recalls with a timed load
Fixed bug with missing IDs for some boon traits
Fixed some hints messing up with controller access
Fixed repeated hints not appearing after the first time until you restart the application
Fixed boons UI not being able to contain more than 9 boons
Minor UI fixes
Localization fixes
Hello Elders! I bring some cool news today if you are looking for a cool new game to get for the season!
First of all, dotAGE is 30% OFF to celebrate the addition of the new Endless game mode! So if you were on the fence about it, now it's the time to fight the Apocalypse (or not, if you go endless....)
Every year, dotAGE is happy to be part of the Games in Italy promotion! Check out the breadth of games that we make in this wonderful country! I'm very happy that our industry keeps growing year after year, and you might find some cool underdogs there (we Italians tend to be quirky, you know)
'm happy to say I got in contact with the good folks at Stray Fawn Studio and we set up a bundle with The Wandering Village, and it is live now!
Since both games are having a nice discount right now, you might be interested as this lets you save 10% more by getting both games at once! (Yeah I'm getting it too ahah (yes I do own dotAGE, thanks))
Have fun!
Michele
Hello Elders!
If you own a Steam Deck, I created a startup movie for dotAGE for fans that want to pick it up!
You can find it on the Steam Point Shop here: Steam Points Shop
Have fun!
Michele
Hello Elders!
How is it going? I hope everything is great! I am here today with a brand new update for you!
This new update brings Endless mode to the game! This is a special mode that will test your skills against insurmountable odds.
This mode has some different rules:
There is no Apocalypse
Boons and Seasons repeat after page 8, forever!
Season sequence will get a bit wacky after the first year
The prophecy can be seen from the start, but only for the current page
Pages are always 30 turns long at Normal speed (apart from the first, which is a bit longer)
Omen selection logic is a bit different, and Omens can rise Threat above 7!
Fortunately however, events at threat 7+ are not Mortal
No cutscenes are played, it's more of an 'arcade' mode
There is no Dilemma boon phase, and instead 3 new boons appear at page 6 (these are also available at page 4 for all game modes!)
You can skip boons in exchange for some wood
It has a SINGLE leaderboard, so you will have a single score online (your best! but you can have any amount locally)
You can enable it for any Elder-Difficulty-Speed combination, apart from Santa (that old Pip has complete control over his prophecy!)
Paired with this new mode, you will see that the Highscore Screen now has changed, and will provide more information about what happens in the game.
This will work only for newly saved highscores, as new data has been added internally!
Here are a few more changes:
You can now see how your scores compares to players
You can now filter by "ALL" for Elders, Speed, or Difficulty, which will get all the highscore tables at once (default, for Endless)
Improved score loading UX
As I keep working on the Lava update (a lot of work, due to the event system being so big!) I'm reviewing all feedback related to the event system. Thank you very much for all the valuable feedback, I've identified various things I want to touch!
In general, here are some things that I'm testing:
All events are being rebalanced (phew, that is a lot of work!), especially focusing on improving some subpar good events, and making bad effects less sad
Some mechanics are getting overhauled
I'm making some of the UI clearer, especially for what concerns event level
Some... now hot content will await you!
I will have more cool news to share later on as I have been doing a lot of stuff lately.. let's just say I've started prototyping some new cool things, so you can expect some cool news in 2026. for now, enjoy the new update and have a great season!
Until next time, have fun!
Michele
New Mode: Endless!
Added Special Game Mode: Endless! (Found among modifiers)
UX
Added logic to show highscores around the user's rank instead of global top scores
Added new leaderboard for Special Game Modes
Added 'Show All' filters for Elder, Speed, and Difficulty
New scores now save more information on your probable demise
Balance
Added 3 new Page 4 Boons (which are used as Page 6 Boons for Endless Mode)
Extrapolated (Threat 8+) Danger is now quadratic
Resources for score are now counted only if directly produced by a building, not by any effect
Domain agnostic events have their cooldown doubled to avoid them appearing too often
Bugfixing
Fixed wind making water act up in a weird way
Fixed a bug with analytics reporting and new Unity versions
Fixed bug with upgrading costs being counted as negative if the previous building had a higher cost
Fixed height of building column when you have too many buildings unlocked
Fixed nullreference with Text
Fixed forced hints not being reset correctly
Fixed bug with Elder effects being erroneously counted for difficulty reduction (UI issue only)
Deleted a folder that should not be there (not a problem, but just in case)
Various localization fixes
Hello Elders,
I got feedback that some players still had their Soil being able to power up Plants, which should not be since 1.8.0. If you encountered that 'unexpected bonus' (you lucky elder!), this should now be fixed when you start a new game Please note that this was changed to make Meadows more interesting, and to power down Soil a bit when not used for Crops, as it made too many games too similar due to its sheer power, while being unintuitive as a strategy (most players did not do this at all) and too map-dependent.
Also, this was changed to counterbalance the new starting boons, which if picked carefully can make starting food much more manageable. I also took the chance to touch the code to slightly increase starting food on the map, so all should be good!
Have fun!
- Michele
V 1.8.1 Balance
Slightly increased starting food on the map
Bugfixing
Fixed a bug where some players' Soil still produced 1.5 for Plants
Hello Elders, Since the game is made in Unity, and they notified all developers that there is a security issue (you can image how happy we all were in the indie dev discords), I made sure to update the engine to get rid of it. Have fun! - Michele
(P.S: This version gave an error on some events for a hour or so if you updated right away, so if the game hangs an event please try restarting Steam so the game updates! The current build should be fine!)
V 1.8.0j System
Updated engine to 2022.3.62f2 due to a security issue
Hello Elders! This is just a quick post to celebrate with you all the second birthday of dotAGE! It has already been two years since release, and I would not have thought that we'd still be here talking about it, yet here we are!
Thank you to everybody who purchased the game and all players who made this a reality!
On to the next year for dotAGE, with more to come!
Have fun
Michele
About
This page aggregates Steam news feeds, patch notes, and developer announcements for dotAGE, 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 dotAGE 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.