
Steam news
Full Steam announcements and update articles for this title.
Loyal subjects,
Our neighbouring kingdom ByteRockers' Games has a message for you:
We are hosting our very 1st Publisher Sale tonight! As an indie studio that just recently expanded into supporting other developers, it would help us a lot if you could check out the page:
https://store.steampowered.com/developer/ByteRockersGames/sale/ByteRockersUniverse
Not interested in discounts, but always ready to playtest free demos? Between our oddly-satisfying Mining & Automation game Exovia and the beautifully chaotic Bullet Hell DeeSicks, there should be something for everyone.
Is it also incredibly hot outside where you live? What better incentive to stay inside and play games all day than the full concentrated power of the sun 🌞
To get started, take control of the weather for a change and combat nature’s corruption in our just-released Dark Fantasy Deckbuilder Solnox – Grimoire of Seasons!
While we set this surprise drop to a devilishly low price as is, for a limited time you can pick up Solnox with a launch discount at under 5 EUR/USD.
That’s not low enough? If you made it here between the 15th of July (19:00 CEST) and the 17th of July (19:00 CEST), you can grab our 4-player game of tag Catch Me! for free to keep forever; you just need to claim it within these 48 hours.
Thank you so much for reading this far. If you’d also like to talk to us directly, we run a Discord Server for all our communities to mingle and help us make better games. If you are more of a Social Media person, we of course have that covered too.
Keep rockin’ 🤘 Your traders at ByteRockers’ Games
Loyal subjects, Not happy with the lands surrounding your most lucrative settlement? The royal builders are ready to help.
Through new Landscaping construction options, you can now transform certain tiles adjacent to your cities into more suitable terrain types. Of course, reshaping the kingdom itself is no small undertaking. Such projects require significant resources and determination from your workers. Once completed, the result will be a fresh tile ready for new development. Available transformations are carefully regulated by royal decree:
Only tiles adjacent to your cities can be changed
Landscaping options are unlocked through research
Certain terrain types can be converted into specific alternatives e.g. forest tiles can only be transformed into fertile land tiles and vice versa
Large-scale landscaping projects require substantial resources
Whether you want to optimize production chains, create room for expansion, or simply impose your will upon nature itself, the choice is now yours. With that the roadmap has come to an end. The royal developers and Mr. Nuts are still working on one final update that will give you even more options to costumize the way you play. Until then with royal regards,
Increased trader ship speed upgrades from +30% to +50%
Increased base trader ship speed
Trader speed party reward is applied to ships as well now
Added trader usage info to castle resource tab
Tweaked iron deposits in sandbox map "TheNewWorld"
Iron was too far away from the player start.
Fixed happiness neighbor effect not applied and removed correctly
Fixed direct trade selling not being able to use harbors on the way back
Castle traders were stranded on foreign shores.
Fixed traders stranded between cities not using recovery.
Fixed movement costs on tile variations
Knights would walk slower over the new biome tiles than their original counterparts.
Fixed some tile segment movement costs not applied correctly
Sometimes units would leave the road and only get slower at the tile border.
Ahoy loyal subjects ⚓
The long-awaited Seafarer Update arrived on our kingdom’s shores – quite literally so! Let us guide you through the contents before you (and your exploration party) can step right on board.
BUT FIRST: another –50% discount has been granted by your gracious king, to celebrate our participation in the Medieval Festíval. Tell a friend!
Don’t worry, we tested all ships in our fleet for compatibility with iron-heavy outfits 🤺
Ships can be unlocked through research
They will be used by knights to move over water without bridges
Knights can now explore additional tiles from water tiles
No one can travel the seven seas without save harbor, so the king demanded we build some!
A new building type that expands the transport system to water tiles
The harbor building is unlocked through research
Traders can move between two harbors, but only on water tiles
Bandits won’t move on shipping routes (that would be too conspicuous)
Enough talk for now, you better go and get your sea legs ready!
Royal regards,
Fixed a rare bug where production stats were wrong when destroying and rebuilding the same production building that had a synergy effect applied to it.
Fixed background when room is disabled
A small performance update that should especially help slower systems.
Fixes Nobel Prize achievement not triggering
Fixed a Pathfinder lag issue when loading old save games.
Loyal subject,
The season of (re)growth has to be celebrated accordingly. The King has declared that a Sale, an Update, and a Collaboration are to be shared with you today.
To grow the kingdom, a -50% discount will be instituted duting the Steam Spring Sale. Invite your friends to this party!
After an intense time of courting for votes on our Discord, the winners of the Community Map Contest have been announced as follows:
🥇 Winding River by @SmokyMist🥈 The Labyrinth by @Nicdus🥉 Riverrun by @OnkelStofferAs promised, these creations are now also available directly in the main game, without having to interact with the Steam Workshop. We hope you feel as honored as we (the developers) felt seeing so many creative submissions for our little indie game. Even if you did not win, know that we had a fun time playtesting your map. Here are all submissions for your perusal: Alongside these winning maps, we also implemented some hotfixes; detailed patch notes will be shared in a separate news post right after this one. With this update, we are one step further along the roadmap:
Our publishers have assembled a collection of games we can only be proud to be a part of. Maybe you will discover a new game for yourself by clicking on the widget above? From the code-based bullet hell Net.Attack() to the hand-drawn metroidvania Constance, a variety of genres is waiting.
Royal regards,
Added map contestant winner maps
Set main menu theme from winter to normal
Fixed Golden statue effects in save games
Fixed HUD party progress bar sometimes not vanishing
Added trader task information to the city trader tooltip
Fixed a rare case where traders could get stuck moving in a circle
Fixed bandit spawning issues in some campaign maps
Fixed traders sometimes ignoring very cheap resources
Cities now raise prices for cheap resources not traded as desired, as long as the price stays below production cost
Added savegame recovery for units in cities and castles that could not be restored from outdated savegames
Fixed transporter upgrades not being repaired correctly when loading older savegames
Fixed transporter capacity being set to one when loading older savegames
Added recovery for the global resource pricing system when critical errors occurred due to outdated savegames
Fixed production output mismatches in outdated savegames
Fixed castles not auto-selling resources until the desired amount was changed manually
Fixed the tailor modification tooltip
Fixed keybindings displaying “none” when unassigned
Just in time for the new update, we recorded a new gameplay stream - this time with interview!
The town crier has a whole stack of news for you today, so let’s start with a look at the headlines:
Map Building Contest: Show off your creativity and win prizes!
3 New Maps added to Let Them Trade. Who will rise to the challenge first?
Master both lands and the seas in an Upcoming Update; Roadmap below
In case you missed it, as a thank you to our Steam Workshop community and to encourage more players to discover the world of custom maps, we started a contest last week!
Read more in the last Steam news Participate in our Discord
While you are supporting the kingdom's expansion with your own creations, we also added three new challenges of our own to the game. Let us know which one is your favorite!
Great River
Spacious lands cut apart by a wide stream. Time to build some bridges!
All That Glitters
Let’s turn the resource economy on its head: in lands full of shiny materials, the basics have become sparse and therefore the most valuable. Can you thrive in these empty halls of gold?
Snake River
This river gets dirtier the longer it flows onwards through the continent, on account of the trash some people (not naming names) throw into it. Therefore, high society insists on settling upstream, and your logistics will have to accommodate them.
The King has considered many of your townhall suggestions, and declared two new ventures are to be pursued:
Seafarers
Travel via roads is not always the most efficient solution. Harbors will be built to enable the flow of resources through the kingdom’s waterways. Your knights will also be trained in basic seamanship for exploration purposes.
Landscaping
Not happy with the lands surrounding your most lucrative settlement? Research enables our kingdom’s builders to convert some tiles into a more fitting type, but beware: such endeavors are going to be costly. ---
Thank you everyone for supporting our indie game on its journey so far. Providing new content to such an engaged community is always a blast – we cannot wait to see what you will make of it! As always, we are looking forward to hearing from you on our Community Discord.
On behalf of The King, Spaceflower
The King demands an expansion of our territory 🗺️
Not only are we working on an update containing three additional maps ourselves (to be released at the end of this month) but also organized this fun opportunity for you to get involved!
We even plundered The King’s personal coffers for some rewards 💰
Today (19th of January): The contest begins! Use the ingame map creator and submit your Steam Workshop link on our Community Discord in the #map-contest channel
Check out our tutorial on custom maps & the Steam Workshop functions below!
9th of February: Submissions close
16th of February: After a brief period of consideration, we present you with the developer-selected finalists. The whole server can now vote on their favorites
20th of February: The voting period ends and three winners are announced 👑
TBD: The winning maps get added to the base game in a future update
1st place – 50 EUR Steam Gift Card + Let Them Trade OST 2nd & 3rd place – 20 EUR Steam Gift Card + Let Them Trade OST
After using the Map Editor to design your level, making it available to other players is simple.
Click on “Play” and select your custom creation in the second column. Then find the cloud-shaped upload symbol, double-check name and description, and commit with a last button click.
This is where it will show up afterwards:
https://steamcommunity.com/app/1313290/workshop/
Found something you like while browsing the Steam Workshop?
Subscribe to it, and the next time you click the "Play" button in the main menu, the map will be available in the third column.
Don’t worry, adding maps this way works regardless of whether you are currently running the game or not.
---
And with that, go forth and be creative! We cannot wait to see what you come up with.
On behalf of The King, Spaceflower
Fixed: Output resources for potatoes, wheat, and coal were incorrectly removed after donating or collecting coins from a city on the Happy Holidays map after a game has been loaded from a save slot.
Hey folks,
'Tis the season and we are trying our best to get you into a festive mood! That's why we made a special winter update for you to enjoy while you snuggle up with a warm blanket and a hot cup of chocolate*.
And to boost your mood even more, you can get Let Them Trade in this year's winter sale with a 30% discount!
*sustainably sourced and with oat-milk of course
We created a special map that is covered fully in snow! Of course, this affects the production of food resources and therefore creates a challenge for you to keep your inhabitants happy. And it just looks cool.
We tried to strike a balance between aesthetics and readability, that's why you can see the resource tiles when you zoom out, but get a view of the cozy winter wonderland when you zoom in.
We at Spaceflower like to take our winter holidays seriously and that's why we had to decorate the room around the game table to fit the mood! We hope it gives you the same fuzzy feeling it gives us! <3
Speaking of the room: You can finally turn it off! Quite a few of you wished for that to get the last bit of performance out of the game and we hope it helps! Reworking our lighting for the last update made it easier for us now to make the room optional, that's why we can include that option now.
Let us know if it helps with performance, for example on the Steam Deck!
We improved the transporters (again), also reworked some stuff so they don't get overloaded as quickly. (again)
We are participating in Steam's Winter Sale and that means you can get Let Them Trade with 30% off! That is our biggest discount yet and you know what to do with it. Treat yourself and get the game now or get it for a friend who likes cozy city builders. Or gift it to your favorite economics teacher / professor. The ideas are endless, the sale is not. Get it while you can!
As is tradition when a year comes to an end, we took a step back and looked at the year that is behind us. And what a year it was! The first public playtest of Let Them Trade, the release of the demo and of course the final release of Let Them Trade - all of that happened this year.
And that is where we want to thank you - our community. We never expected Let Them Trade to blow up on release like it did. But we are very happy that it got such a positive reception from so many of you.
Thanks for letting us know by leaving a review, by joining our Discord to tell us, by creating videos and streams, by gifting the game to your friends or simply by playing!
We hope you get the chance to unwind from another crazy year and get to spend time with your loved ones and with people close to you. And even if that is not possible, we wish you all the best and hope you have some time to relax, reflect and refresh,
We hope we made your year a bit better by releasing Let Them Trade - you certainly made ours! And we are very excited about what's to come. Our next project is already in-progress and we can't wait to show it to you!
See you all next year,
Spaceflower
Greetings loyal subjects,
I hope you haven’t forgotten about your gracious king yet, seeing he urged the developers to provide you with a fresh content update a mere week ago. In case you missed it, learn more about the new additions in this missive.
Regardless, today I am coming to you with a simple suggestion: Nominate Let Them Trade in this year’s Steam Awards!
While our beloved kingdom can be selected for any of the categories, my advisors tell me that the “Sit Back and Relax” or “Best Game on Steam Deck” awards are likely the most fitting.
If you would like to elevate your standing as a valued member of the Nomination Committee, make sure to also review Let Them Trade. This will grant you a fancy badge of participation right here on Steam.
May our kingdom only increase in size,
Updated Party Pavillon construction costs
Can now use upgrade build item to upgrade buildings in the map editor
Fixed building levels when starting a map with prebuilt buildings
Fixed party progress declining when producing too much party mood
Fixed achievement “Free Sir Render”
Fixed some audio issues
Hello folks,
we worked hard and long for this, and today is finally the day we can share with you...
This is the biggest update since the release of Let Them Trade, and it is packed with a lot of new features and improvements. So be sure to check it out if you already own the game - and if not, now is the best time to get into it!
Let's walk through the changes now, shall we?
With this update, there are quite a few new additions to our production buildings and production resources. These are there to make the mid-to-late-game more interesting and to use the mid-game resources for more complex production-chains.
An example is the Brewery, which creates Beer, which can then be distilled in the Distillery.
To accompany these changes, we had to rework the research tree. You can see, we also tried to make the research tree much more straight-forward and less cluttered.
A big part was separating the more general upgrades from the buildings and inhabitants. You can find stuff like the extra knights and extended city limits now in an extra column on the left side of the research tree. You will also find some new upgrades there, more below.
We hope that you will enjoy the new resources and production chains and that they make the game more interesting once you unlock the higher tiers of the research tree. Feel free to tell us how you feel about these changes on our Discord!
We wanted to give players a sense of closure after they completed all objectives on the free-play sandbox maps.
You are now able to hold a great feast in a new building called "Party Pavilion" - you can find it right at the end of the research tree. This is where the aristocrats go to spend all their luxury resources. And you have to keep them happy long enough so the party becomes a success!
A successful party now marks the official end of a free-play map. But to everyone who wants to keep playing - a successful party unlocks special bonuses that can completely change the balance of the game. So if you want to keep playing after the party, please feel free to do so and test out the limits of Let Them Trade.
Cities will now set out a bounty on bandits that robbed them. This will continue until you are able to find the bandit's camp and ask them nicely to go away. After you did this, you will be able to claim the Bounty as a reward.
We hope this improves the motivation to actually fight the bandits.
As we noticed that collecting money from, and donating money to cities is an important game mechanic that was a bit tedious to use, we made life for you a bit easier.
You can now press the left "Shift" key to pop out a new menu with a quick overview of the towns' happiness and easy access to the "Collect" and "Donate" functionality.
What was two became one in our Resource Overview UI. No more switching between two tabs to see market supply and market price. Now you can see everything at one glance, as well as a general trend and how the supply matches the demand.
Of course you can still click on these resources to get a more detailed overview, including graphs and charts and trends.
We received a lot of feedback about our city-transporters. That are these little figurines that move resources inside of a city. Many players found them too unoptimized and found them always a bit too overloaded a bit too often.
We made some changes to address that:
Transporters are now able to carry multiple resources. This can be unlocked via the research tree.
Loading- / unloading-times of the transporters now depend on how much they actually carry. Before, it didn't make a difference if they loaded 1 wood or 20 armor - it always took the same amount of time. Now the time it takes scales with how much they load (which makes more sense)
The logic for transporters was updated as well. They plan their routes much more intelligently and try to pick smart paths where they can pick something up on the way to somewhere else.
They also prioritize what tasks to do first and rank them by importance.
They also weigh in things like distance, travel time, estimated wait time and other factors.
Also indirectly connected: Input- and output-capacities for production buildings have increased to give transporters a chance of delivering and getting the resources in time before the building's storage gets overloaded.
The Ui of the transporter now also shows what they transport and what they want to pick up.
We did some testing and we still get some player that have issues with transporters overloading. Please tell us about your experience on our Discord! We have a much more stable base now to change the behavior of the transporters in the future.
We noticed a not-small number of players having problems with the performance and we got a good amount of crash reports related to the GPU.
That's why we reworked the complete rendering backend of Let Them Trade. This was no small task, as every model in our game and the whole look was dependent on the features the old rendering provided. But most of these features were not stable and reliable enough, but used a lot of performance.
You should notice no change in quality - but a pretty big bump in the games performance.
If you experienced issues and crashes before, please try out this update.
If you still have issues: Please update your graphics drivers to the latest available version, that fixes a lot of problems. If that doesn't help, feel free to come into our Discord and describe your problem.
As you can see above, some players even reported Let Them Trade running smoothly on the Steam Deck! Feel free to try that out for yourself! :)
To give some more visual variety, we added different variations of tiles that have vegetation and the like. We updated the old maps to fit the new look. And you are also able to use these new tile variations in the map editor for your own maps.
Over the last few months we also fixed a lot of stuff that popped up as players were playing the game. Thank you to everyone who reported their issues via the in-game reporter, the crash reporter or via our Discord.
Here are few of these smaller changes:
Fixed movement component accuracy at high game speed
Fixed bandit statistics, fixed display of bandit crimes in tooltip
Removed on tick production building inactivity
Bandits will speed up if necessary when attacking a target
Bandits wont spawn at unreachable locations
Fixed Global Resource Overview UI not updated properly with some tile synergy effects
Added custom bandit tooltip for bandit pin in HUD
New building models and icons
Added new modifications
Tweaks to existing upgrades and modifications
And to the achievement hunters: There are new achievements now and some have been tweaked to be a bit easier.
Alongside this update, we are also releasing...
Our soundtrack got a lot of praise from players, that's why we made the decision to release our soundtrack as additional content to this game. Buying this is a way to support us even after you bought the base game. Thank you for that! As a bonus, you get an album of banger music to listen to while you bake bread, ride on your bicycle through Europe or while snuggled up on your couch.
This soundtrack includes our Main Theme, which was recorded by a real orchestra - we are really proud of how that turned out.
If you want to check out how the Main Theme was made, please take a look at this Short we created of the event where it was recorded:
And to top it all off, we are part of...
Cozy Quest, the most cozy event on Steam is live RIGHT NOW! And we are a part of it! What does this mean for you? Well, a juicy 20% discount on Let Them Trade!
Now is the perfect time to jump into the game, as the new additions and improvements make it a much more rounded and stable experience.
And if you already have the game, now is also the perfect time to stock up on Steam-gift-versions of Let Them Trade so you can make your special relaxing-city-building-loving friends happy at the end of the year! Or why wait till the holidays?
One last thing...
In case you didn't know - we have a pretty active community uploading new maps to our Steam Workshop regularly!
Please check out the Workshop to find new maps to play when you already played through all the official ones. There are quite a few imaginative ones, ranging from recreated fantasy worlds, to real-life continents, to maps with fun challenges.
We want to give more attention to the creative works of our players, and that's why we want to showcase some of them here. We also want to have some contests in the future, where you can get the chance to get your map into our game.
Here are some maps that we found interesting:
Did you make your own map? Feel free to post it in our Discord!
And now, make yourself a hot chocolate, get a warm blanket and fire up a round of Let Them Trade!
Have fun, Spaceflower
Hey everyone!
Thanks for all your feedback for our recent update teaser! Today, we got a couple more announcements for you! 👀
First off, Let Them Trade will be playable at Berlin Gaming Festival Games Ground, starting tomorrow until Sunday!
Our publishers ByteRockers' Games will be bringing Let Them Trade along with their other lineup, so if you're in the area and want to support a fantastic indie games festival, go check it out!
We will be part of next week's Cozy Quest, a steam sale event for cozy and comforting games 💚
LTT will be available at a discount so this is a great opportunity for everyone who is still on the fence about getting Let Them Trade, or if you want to gift it to a friend!
Other than Cozy Quest we may have a nice surprise for you on Monday too, so look forward to it 😉
That's all from us for now! The king and Mr. Nuts thank you for your continued support of our kingdom!
As always, check out our discord if you have any questions, feedback, or want to hang and chat with other cool folks!
Hi everyone!
Thank you for your continued support of Let Them Trade! We're so very happy to see you having fun with the game and getting your feedback here and on our discord <3
The team is back in their groove and working tirelessly to bring you a new update soon - so today we wanted to share a little snippet of what you can expect when it drops!
New resources and research tree changes!
We are reworking the research tree and the production chains. New resources got added to make the middle to late game more interesting. Accompaning that are new buildings and icons for the new resources.
Visual variety!
We're introducing tile variations for some tile types, like different forests.
New Bounty System!
Cities will place a bounty on the bandits who stole their goods. Players will be able to collect the bounty after capturing the bandit.
Also a lot of smaller improvements in regards to the bandits.
Smarter Transporters!
Inner-city transporters will be able to work more efficiently. They are able to transport multiple resources and do multiple tasks at once. They try to combine different routes for different resources and to avoid travelling empty when there is something on their way they can pick up. They also prioritize the resources they need to transport differently. And loading/unloading times are now influenced by how much they carry. (that was a fixed time till now) The UI now reflects how much a transporter is transporting.
Performance optimisations!
Reworking our rendering to be much more stable and produce less visual artifacts. Lower-end systems should get more frames now and everyone should experience less crashes.
Balancing!
Rebalanced the economy
Added new modifications
Increased input and output capacities
Quality-of-life changes!
Redid the general resource overview in the top left to be much clearer
Quickly access "donate" and "collect" buttons by pressing and holding the "Shift" key
Lots of smaller bug fixes and tweaks
We'll post a more detailed changelog once the update is out!
Until then, owners of Let Them Trade can hop on the Discord to try out some of the new changes now!
One more thing - Let Them Trade will participate in Steam Autumn Sale next week, so if you're looking to get the game with a nice discount now's your chance!
See you soon and happy trading!
Hear ye, hear ye! Hark my words! Ahem…
Greetings loyal subjects! Thy great and glorious king greets thee and comes bearing news!
Since release the team has been busy fixing bugs and making some plans on how we can improve Let Them Trade based on all your amazing community feedback. After a busy release the team now needs a "vacation" - the lazy plebeians! - and so production will be slowing down for a little while.
Behind the scenes we have been working hard on various improvements, such as:
Improving city transporter pathfinding and carry capabilities
Improving bandit gameplay
Improving balance in the mid- and late-game
Improving the endgame
New production buildings
Performance optimization
A soundtrack DLC
In the meantime we will continue with fixing bugs and adding little quality of life improvements, but the team is small and good things take time… no matter how often I have the lazy sods flogged!
Thanks for your patience, keep the feedback coming, and thank you again for being such a great community.
Toodeloo!
Meanwhile, don't forget to:
Join our Discord to give feedback or discuss your favorite build order!
Check out the awesome array of Steam workshop maps or create your own! There almost 500 community maps now, wow!
If you're there, meet Let Them Trade at Gamescom - we are part of the Indie Arena Booth as well as the ByteRockers' Games booth. (exhibition hall 10.2)
Fixed an issue where inhabitants, especially Aristocrats, could not reach full happiness.
Let Them Trade is headed to gamescom!
As a German indie studio, we are saddling our figurative horses for the yearly pilgrimage to Cologne.
If you want to play Let Them Trade onsite, you can find us at our publisher’s booth: ByteRockers’ Games is exhibiting a whole range of games in Hall 10.2 at position E-022g.
During our preparation, the Discord went under construction as well, so if you haven’t been there in a while or have yet to join, let us know what you think:
https://discord.com/invite/yaTeefS
. Stay tuned for more news from Spaceflower there!
Fixed an issue in the "Party Prep" mission where the warehouse sometimes failed to apply the castle’s extra storage effect.
Trader and transporter counts updated to match new game constants.
Outdated buildings rebuilt using base stats, upgrades, modifications, synergy, and global effects.
Outdated research effects removed; current research bonuses applied (e.g., unit speed, capacity).
Moved road/bridge deconstruction to a new build menu item.
Added global building count to build tooltips.
Hovering over a build item now highlights all buildings of that type.
Achievements now unlockable in custom maps.
Guard flags can be set on bridges.
Battles no longer occur on bridges; nearest bridgehead is used instead.
Added shortcut T for research tree.
Added shortcut Tab to select knights.
Single-slot residential buildings now start with “Content” happiness to prevent early departure.
Global stock info now updates correctly when a city is deconstructed.
Cities can no longer share duplicate names.
Fixed scouting sometimes revealing the entire map too early.
Fixed certain modifications reducing instead of boosting production.
Fixed some research effects not applying.
Fixed quests occasionally not starting.
Fixed possible crash during city destruction.
Battle zones now clean up correctly when a trader’s city is deconstructed.
Fixed final quest not spawning in some games.
Added prebuilt research lab to branching out
Small changes to quest timing in branching out to prevent simultaneous king messages
Removed visible fish tile on other side of bay from starting area in fishy business
Small change to scouting north quest condition in fishy business to prevent players from soft-locking themselves
Added more transporters to city upgrades
Upgrade 1: +1 → +1
Upgrade 2: +1 → +2
Upgrade 3: +1 → +2
Upgrade 4: +1 → +3
Start speed of city transporters +10%
Transporter numbers and stats will be updated on load if save game version is outdated.
We will rework the city transporters in the future but for the time being simply giving the player more slightly faster transporters should mitigate bottle necks in the city logistic.
Small balance change to Stone Tool Maker and Forge production.
Adjusted "Coal is the Goal 2" side quest in the "Livery Delivery" campaign map to recognize any coal production and not just the coal mine building.
Fixed a bug breaking the main quest in "Branching Out".
Fixed small mistakes in English and German localizations.
Fixed the Level IV Peasant Home upgrade incorrectly requiring Sheep Farm research.
Fixed Aristocrats having only 90% happiness when provided with all goods.
Fixed soft-lock in tutorials when accidentally selecting the wrong research.
Fixed loading save game in map editor.
Show bandit pressure meter in mission 7 “livery delivery”.
When bandit camp spawn is blocked a fallback will be selected.
Mission 7 “livery delivery” can no longer be blocked by critically placed city.
Bandit camps can no longer spawn on unreachable tiles
Fixed building count quest conditions when deconstructing buildings that are currently a construction site.
Players no longer can change gamespeed while a king dialog is beeing displayed which could lead to issues quests not getting started properly.
Fixed transporter capacity upgrade, making transporters only cayrring 1 item.
Fix economy data not being reset properly.
Fixes total storage numbers.
Fixes some cached trade data from last mission unlocking conditions for current missions.
Fixed a possible crash in tile cluster reveal algorithm.
Fixed a crash in movement component when actor did not load properly.
Fixed a crash where a city destruction exactly at the wrong time crashed the bandit manager.
Savegames from campaign maps Science of the Lambs, Livery Delivery and Bandit Lord Fjord may be not valid if players have encountered missing quests or bandits not spawning (Sorry).
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Let Them Trade, 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 Let Them Trade 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.