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Full Steam announcements and update articles for this title.
Added a video setting for locking the cursor to the game window.
Improved Escape key behavior so additional menus, settings windows, and keybind screens can now be exited more consistently.
Fixed some German settings text appearing in the wrong settings rows.
Added new sprites for elevated center-tile road intersections.
Improved dynamic audio sound effect balancing based on zoom level.
Fixed an issue where, with the Improved Fountains perk active, cities built on tiles that received freshwater solely from fountains would not provide freshwater to surrounding tiles.
Ave Patricians, Anthony Sorise here, from Sower Interactive - and I’m extremely excited to announce that Nova Patria is approaching 1.0 and will be available to purchase on May 14! It has been a long and incredible journey to reach this point, and I cannot wait to finally get Nova Patria into players’ hands. From the beginning, the goal was to create a game that captures the spirit of classic city builders and simulation games - a world of cause and effect, where small decisions can ripple outward, systems interact in surprising ways, and creative strategic planning is rewarded. Nova Patria is also built around a setting I have wanted to explore for a long time: an alternate history where the Roman Empire never fell, but instead endured, industrialized, and brought steam-powered ambition to the New World. It is a hopeful Roman Steampunk world - one that celebrates the best parts of our past while imagining how human ingenuity can change the course of history. I am very happy to say that this vision for Nova Patria has been realized. Soon, you will be governing your own colonies, shaping living systems, unlocking new strategies, and bringing glory to the Empire. This journey began back in 2022. For the first couple years, Nova Patria was mostly a part-time endeavor, and truthfully, I was not always sure how far it would go - or whether it would ever reach the finish line. But along the way, incredible people joined the project. They helped push through roadblocks, strengthen the vision, and bring Nova Patria to full release. Their shared passion and belief in what we were building made an enormous difference. It is no exaggeration to say that their contributions were vital in getting the game to where it is today, and it has been a real blessing to shape this game alongside them. Special thanks to: Tony Assenza, Dave Batista, and Julio Amado — Judatone Studios Stella Laghi — Lead Artist Andrew Carroll — Music Mark Camperell — Sound Design Irish Chua — Illustration Artist Anaïs Lafond — UI Artist Austin Meyer — Technical Playtester And a very special thank you to the Nova Patria playtesting community. Your feedback, bug reports, suggestions, encouragement, and willingness to explore the game’s systems helped shape Nova Patria in countless ways. I also want to thank the creators, streamers, and community voices who helped bring attention to Nova Patria over the years. Every video, post, comment, and recommendation helped more people discover the game. The road to making Nova Patria a reality has been long, but we are nearly there! Thank you for following the journey. For the Empire! Anthony Sorise Founder, Sower Interactive Lead Developer of Nova Patria
Another week of steady progress across the Empire. This week’s updates focus on tech balancing, world animation, and performance improvements, alongside continued polish to UI clarity and localization.
Here’s what the team has been working on:
We’ve made several adjustments to better align tech progression with gameplay impact:
Increased production bonuses across multiple techs
Rebalanced tech effects to better reflect:
Research cost
Requirements
Additional bonuses
Affected buildings
These changes aim to make tech progression feel more meaningful and better paced across all stages of the game.
Producers will now refrain from sending resources if a closer storage building already has that resource available
Fixed incorrect tech bonus application:
Navis Automata export bonus was being applied to the wrong tech
The world of Nova Patria continues to gain motion and cohesion:
Animated Winery sprites
Animated floors to visually sync with surrounding water:
Merchant Docks
Fishing Docks
We also made targeted visual improvements:
Removed compression from aqueduct network ends to eliminate artifacts when zoomed out
Fixed crane positioning for Winery construction
We’ve continued refining how information is communicated across the game:
Added green highlighting for:
Currently researching tech
The path leading to it
Improves readability and planning within the tech tree
Now tracks the number of undersupplied buildings
Tooltips display this information clearly
Arrow direction and color now reflect:
Production rate
Number of undersupplied buildings
Improved alignment, spacing, and readability for:
Hovered information panels
Text across multiple UI systems and languages
Fixed City Center information window border pattern inconsistencies
Added German language support
Continued improvements to formatting and alignment across all supported languages
Several improvements were made to ensure smoother gameplay, especially in larger colonies:
Optimized heatmap rendering, particularly when zoomed out
Improved resource range calculations:
Better cache handling
Faster rejection of invalid paths
Reduced unnecessary cache recalculations triggered from road construction and demolition
Improved sprite animation performance
Reduced temporary slowdowns when:
Loading a save
Starting a new map
A number of issues were addressed across systems:
Fixed tooltips not triggering in City Information Window
Fixed Goals & Perks checkbox interaction issues
Fixed trade icon visibility in heatmaps
Each week continues to refine Nova Patria - not just in how it looks, but in how it plays and performs. From deeper tech balancing to smoother simulation and a more animated world, the Empire is becoming more responsive and immersive with every update.
To everyone following development and sharing feedback - thank you! Your continued support helps shape Nova Patria.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord:
More soon!
Ad victoriam, - The Nova Patria Team
Another week of progress across the Empire. This week’s work focused on resource range clarity, construction flow, UI polish, world animation, and economic balance - making Nova Patria easier to read, smoother to control, and more responsive as colonies grow.
Here’s what the team has been working on:
The world continues to gain motion and polish:
Added remaining animated coast sprites, beach coast sprites, and river mouth sprites
Improved steam particle positioning for:
Tier II Houses
“Leo Vaporis” upgraded train
We also fixed several visual issues:
Fixed animated world sprite sets not updating properly when freshwater changed dynamically in some instances
Fixed animated building visual bugs caused by compression
Improved how aqueduct sprites are used during aqueduct construction
Wealth UI now includes the denarii symbol
Global Resource tooltips now include colored + / - indicators for clearer cumulative breakdowns
Wealth tooltip formatting improved with better indentation and additional City Upkeep information
Fixed Global Resource tooltip display issues where zero values used green instead of red
Tech Tree connection lines now better visualize research progress
Fixed queued tech color not clearing properly when switching research
Increased Tech Complete window height for larger descriptions
Added a dedicated Tech font icon and integrated it throughout UI and tooltips
Save files now show unlocked Tech count using the new icon
Goals & Perks selection now allows clicking the whole item, not just the checkbox
Tooltips repositioned below items for better readability and consistency
Fixed Total Wealth goal text still showing 500k instead of 1 million
Goals/Perks diamond icon now appears in relevant tooltips
Added Resource Range Preview Border
When constructing or hovering over a building, the game now shows the maximum possible resource range achievable with roads
This appears alongside the active resource range already shown
Added resource range tile highlights to economy resource heatmaps
Construction now auto-unselects a building after placement
Network demolish now locks the cursor to valid demolish positions
Network construction tooltips now reposition dynamically to avoid covering the area being built
Added an option for storage buildings to spawn without default storage resources selected
We continued refining the game’s economic pacing:
Lowered tax rates revenue
Significantly lowered City Upkeep costs
Increased Benefice / Monastery Upkeep costs
Overall goal: make the early game more forgiving while making the mid-to-late game more challenging, and budgeting more interesting
We also improved storage and resource behavior:
Storage buildings now better evaluate whether closer storage buildings can actually reach the destination before withholding resources
Fixed cases where buildings storing a resource with none available displayed incorrectly in heatmaps
Heatmap performance received a major improvement:
Heatmap updates now use queued, incremental refreshes
This replaces immediate full redraws and should make heatmap interactions much faster
Fixed Wealth UI tooltip spacing and alignment
Fixed Tech Tree Benefice tooltip trigger behavior
Fixed production bonus tooltip translation and pluralization issues
Fixed resource dropdowns staying open when opening the main menu
Fixed bullet-point tooltip text wrapping in Tech Tree and Quickstart Objectives
Improved save/load icon sizing and positioning for population, denarii, techs, and time icons
Changed “empty storage selection” to “missing storage selection” for clearer wording
Each week continues to bring Nova Patria closer to the experience we’re building toward: a deep, readable, and rewarding simulation where every road, resource, and city decision matters.
To everyone following development and sharing feedback - thank you. Your input continues to help shape the Empire.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord:
More soon!
Ad victoriam, - The Nova Patria Team
Another week of progress across the Empire. This week’s updates focus on visual expansion, economy balancing, and foundational platform features, alongside continued improvements to UI clarity and performance.
Here’s what the team has been working on:
The world of Nova Patria continues to feel more alive with expanded environmental animation:
Added additional animated coast tile and beach tile sprites
Several adjustments were made to better tune progression and economic pacing:
Monastery upkeep / Benefice cost doubled
Slight reduction to House Tax Revenue
Total Wealth goal increased from 500,000 → 1,000,000
These changes help better balance long-term progression and make budgeting and spending decisions more challenging and fun.
We’ve implemented the groundwork for Steam Achievements:
Backend systems for tracking and unlocking achievements now in place
Initial base set of achievements added, based on Nova Patria's Goals and Perks system.
Several updates were made to improve clarity and usability:
Added “per month” values alongside “per day” in:
House tax tooltips
Tech Tree Benefice tooltips
Save files now display:
In-game time passed
Icons for Population and Time
Improved “close all” behavior:
Cancel inputs now properly retract UI panels that are still animating open
Updated Time Control tooltip to use consistent iconography
Transport status is now more accurate:
Transports that have not yet entered the map have their corresponding zoom-to button inactive
Tooltip now reads “preparing trade” instead of “waiting for opportunities” if transport has a trade route selected, but hasn’t dispatched yet
Reduced resource range prebake load when loading saves to prevent temporary unresponsiveness during load
Continued improvements to rendering performance via sprite compression
Added a hide UI cheatcode for cleaner screenshots and capture
Fixed quickstart objectives re-enabling after being turned off
Fixed traveler visual movement issue at camera edges
General fixes and polish across UI and simulation systems
Each week brings Nova Patria closer to a fully realized experience - refining systems, expanding the world, and laying the groundwork for features like achievements and long-term progression.
To everyone following development and sharing feedback - thank you. Your continued support helps shape the future of Nova Patria.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord:
More soon!
Ad victoriam, - The Nova Patria Team
Another week of steady progress across the Empire. This week’s updates focus on world animation, smarter logistics, and continued improvements to UI clarity and stability - refining how Nova Patria looks, feels, and flows as your cities grow.
Here’s what the team has been working on:
The world continues to come alive with more animation and visual polish:
Spring Tiles - All remaining variations are now animated
Water and Coast Tiles - Animated across the map (more to come)
Adjusted world animation speed for a more natural feel
Improved dock and bridge highlight colors to better match seasonal changes
Increased transparency of city borders to reduce visual clutter
Additional visual polish:
Scaled down Tier II house sprites to better fit within tiles
Fixed City Label sorting issues so they are no longer obscured by building details or alerts
Ensured rails render above borders for clearer network visibility
Several updates were made to improve clarity and usability:
Improved formatting of Storage Building Connections tooltip for easier readability
Enhanced Storage Building resource selection behavior:
Resources now intelligently shift to available slots instead of being released unnecessarily
Refined Tech Tree Benefice slider alignment
Fixed formatting issues with flavor text quotes
This week brings meaningful improvements to how resources and trade behave:
Improved resource scrap logic:
Producers closer to consumers are now less likely to scrap resources
Traveling resources behave more intelligently across the network
Updated trade route logic for carts and trains:
High-value, longer-distance routes are now considered more fairly
Replaced strict distance filtering with a gradual scoring system
This leads to more efficient and realistic distribution across your empire.
Several improvements were made to ensure smoother gameplay and faster loading:
Prebaked distance and resource range caches on load:
Eliminates slowdown in the first several minutes of gameplay after loading a save
Fixed loading screen progress bar reaching 100% prematurely
Improved startup stability and prevented temporary “app not responding” behavior during launch
Prevented tooltips from triggering accidentally from camera drag
A number of fixes were applied across systems:
Fixed storage building visual paths not clearing after closing window with right-click
Fixed city data sorting errors in simulation logic
Fixed various graphics and UI inconsistencies
Fixed alignment and readability issues in text and tooltips
Each week continues to refine Nova Patria - enhancing the visual experience, improving the intelligence of its systems, and ensuring the simulation runs smoothly at every stage of your empire’s growth.
To everyone following development and sharing feedback - thank you! Your continued support helps shape Nova Patria.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord:
More soon!
Ad victoriam, - The Nova Patria Team
Another week of steady progress across the Empire. This week’s work focused on world immersion, UI clarity, and continued polish across systems and visuals - with improvements that make Nova Patria feel more cohesive, readable, and responsive moment to moment.
Here’s what the team has been working on:
Continued visual improvements across the game world:
Animated Spring Tiles:
Majority of variations now animated (with only a few remaining and coming soon)
Improved heatmap visuals:
Clean masking between network and intersection sprites for better clarity in heatmap mode when they are semitransparent
UI:
Sharpened wealth UI assets
We’ve made several improvements to how the world is generated and presented - bringing more cohesion and flavor to your colony:
Smarter City Naming:
City names now better reflect their surroundings (forests, rivers, coasts, etc.)
Expanded pool of names for greater variety
Map Generation Improvements:
Prevented forests and drylands from appearing directly adjacent
Reduced instances of very small dryland regions
Prevented beaches from closing off bays from the ocean
Fixed rare elevation issues with mountain tiles
Tile Naming Update:
Coordinates now use 1,1 → 150,150 (previously started at 0,0)
A major focus this week was improving how information is presented to the player:
Global Resources UI
Larger, more visible resource arrows
More pronounced arrow angles for clarity
City Center Information Window Tooltips
Added border expansion details to population tooltip
Improved layout and alignment for Population, Houses, and Buildings tooltips
Fixed issue where Next House Tier could appear blank
Improved Goals & Perks text color for better readability
Wealth indicator now turns yellow when ≤ 4000 (still red when negative)
Various text updates, including tutorial typo fixes
Several improvements were made to player control and system feedback:
Added Copy Building hotkey (fully configurable in keybind menu)
Expanded use of Enter key for confirmation actions
Broadened the set of valid characters for save names
Added Reset Profile option in New Game menu (with confirmation)
Updated save/load UI to:
Visually identify obsolete save files
Prevent them from being loaded
Fixed save/load bugs related to:
Demo version conflicts
Save file selection behavior after deleting saves
Title screen now blocks input when Save/Load or Options menus are open
Fixed hotkey visual feedback for Shift key, to match behavior of other hotkeys
Improved selection behavior in save/load menus
Roads and rails now remove hill travel speed penalties (Elevation changes still apply their own penalties)
Improved construction rules:
Prevents placing a City Center if expansion would absorb a Fountain that is the sole freshwater source (rule previously only applied to Level 3 Perk Fountains)
Tooltip now clearly explains why construction is blocked
Reduced volume of windmill sound effects for better balance
A wide range of fixes were implemented across systems:
Fixed Resource Range heatmap showing incorrect information for tiles that are potentially reachable with more roads
Fixed network heatmaps not updating after construction
Fixed Tier V house sprite alignment issues
Resolved bridge spawning visual bugs near rivers
Fixed mipmap compression artifacts on aqueduct animations when zoomed out
Removed outdated backwards compatibility logic from older beta versions
Each week continues to refine Nova Patria - not just in how it looks, but in how clearly it communicates and how naturally it plays. From smarter world generation to improved UI clarity, the Empire is becoming more intuitive and immersive with every update.
To everyone following along and sharing feedback - thank you! Your continued support helps shape Nova Patria.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord:
More soon!
Ad victoriam, – The Nova Patria Team
Another week of steady progress across the Empire. This week’s work focused on expanding game settings, visual upgrades, and meaningful improvements to controls, UI, and performance.
Here’s what the team has been working on:
Animated river tiles
Smoke/Steam updates:
Carts and trains no longer emit particles while stationary during unloading
Added smoke & steam effects to the Flavor Extractor
City Label Updates:
Added masking to prevent overlap issues
Population circle now matches overall transparency, and have a stronger circular border
Smoothed out traveling resource movement transitions
Added a fully-featured Keybind Menu
Players can now customize hotkeys across the game
Default keybinds have been reworked to feel more intuitive and universal
Added Yearly Autosave option (mutually exclusive with Monthly autosave)
Vastly improved speed when reloading save/load menu after deleting saves
Reorganized settings menu for better clarity and usability
Improved formatting for Population and Global Resource tooltips
Tutorial blinks additional specific buttons to click, improving onboarding clarity
Main menu now displays build version, map type, and map seed
Several backend improvements were made to improve performance and scalability:
Implemented compressed Sprite Atlases for reduced memory usage and lower rendering overhead
Optimized sprite handling by removing unnecessary transparent padding
Improved object pooling for traveling resources
Reduced redundant list instantiations in simulation systems
Travelers outside the camera view now only update position during simulation ticks (not every frame)
Fixed residential zoning not cancelling correctly from City Center window when right-click is used to close window
Fixed heatmap color issues affecting non-house buildings for the house-related heatmap options
Each week continues to strengthen Nova Patria - not just in how it looks, but in how it feels to play. The Empire is becoming more responsive, readable, and rewarding with every update.
To everyone following development and sharing feedback - thank you! Your input continues to shape the future of Nova Patria.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord: https://discord.gg/jPsPvhMSYv
More soon!
Ad victoriam,
– The Nova Patria Team
Another week of progress across the Empire. This week’s updates focused on visual upgrades and expanded player control, alongside continued improvements to UI clarity and simulation stability. We are also proud to announce that Portuguese language options have now been implemented.
Here’s what the team has been working on:
The world of Nova Patria continues to evolve with new animations and visual polish:
New building animated sprites: Tier IV and Tier V Houses
Aqueducts – New animated end pieces and variants (including construction-state visuals without water)
Rail intersection sprites
Updated Currus Pneumaticus wagon details and positioning within storage buildings
Best achieved results for each goal are now tracked across games
These records are displayed in Goals & Perks selection screen tooltips
This adds a persistent sense of progression between playthroughs, even after all goals have been completed to the highest level.
Added Map Seed input (0–999999), so players can regenerate and share worlds
Added Video Settings:
Display Mode
Resolution
Vertical Sync
Improved UI scaling to maintain consistent sizing across resolutions, preventing overlap, and allow smooth UI scale adjustment across the full range without fixed steps
Portuguese language support has been added
Thank you to MaduJoga and his community for providing the translations! Check out their YouTube channel here:
Prevented placement of a City Center on tiles that only receive freshwater from a Perk Level 3 Fountain, with tooltip explanation, ensuring cities remain sustainable after initial expansion
Grand River maps now feature smoother terrain blending near map edges, and small hills halfway up the river for quicker access to flour production
Corrected tooltip values for potential production rates
Fixed tutorial window not blocking minimap input
Fixed visual sorting issues for transport vehicles across bridges
Fixed heatmap tile color update inconsistencies
Fixed instances where construction cranes and Currus Penumaticus visual details would not change color with their corresponding building, when highlighted or from a heatmap
Fixed details in Global Production and Heatmap menus not updating dynamically in tooltips
Each week we continue to refine both the depth and clarity of Nova Patria — strengthening core systems while expanding the tools players have to understand and shape their empire.
To everyone following along and providing feedback: your support continues to shape the future of Nova Patria. Thank you!
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord: https://discord.gg/jPsPvhMSYv
More soon!
Ad victoriam, – The Nova Patria Team
Another productive week in the Empire. This week’s development focused on visual improvements, UI clarity, simulation reliability, and major performance upgrades to logistics systems. Several systems that operate behind the scenes - particularly storage networks and resource tracking - received significant improvements that will help large colonies run more smoothly.
Here’s what the team accomplished this week:
The visual world of Nova Patria continues to expand with additional building and infrastructure sprites:
Non-elevated road and rail curve sprites
Additional common road intersection sprites to replace roundabouts
New animated sprites: Sand Collector
We also made a few visual polish improvements:
Reduced size and adjusted positioning of construction cranes
Fixed aqueduct intersection sorting issues
Corrected missing road intersection sprites in some network configurations
A major focus this week was improving how information is communicated to players.
The Global Resources tooltip now shows:
Total resources currently in storage
Total resources travelling across the colony
Several heatmap tools were expanded to be much more powerful for analyzing the in-game economy :
Resource heatmap options now automatically disable if the resource is not currently present in the economy, with an explanation in the tooltip
Resource Range heatmap now shows storage counts for every resource in each storage building
Added Zoom In / Zoom Out buttons next to the minimap (with tooltips)
Time controls now use Roman numerals for week numbers
Save files now show month tags or quit tags for autosaves
Updated cursor behavior so the build cursor only appears over the game map
Updated minimap save images to prevent scaling inconsistencies
This week included several important performance upgrades.
We implemented a flood-fill system to update storage building network connections.
This change provides several benefits:
Storage Building connected networks now update immediately
Larger colonies save much faster
Smoother gameplay
Additional optimizations include:
Refactored Traveling Resource and Building dictionaries for faster lookup and sorting
Improved thread-safety safeguards for trade type updates
A few simulation and gameplay rules were refined:
Waters of Healing tech: Monastery production bonus now scales with Imperial Benefice investment
Merchant ships now spawn on the first day of each Month, Sunday, instead of Monday
Flour will now prioritize other houses and buildings first before going to houses upgraded through Servitium Resolutum tech
Several usability improvements were made to controls and input behavior:
Save menu controls - ESC , Arrow Keys, and Del
Close information windows with mouse click (right-click by default)
Slowed keyboard and edge scroll speeds
Disabled hotkeys while certain menus are open
Goals & Perks panel now retracts using the same cancel input as other UI panels
A wide range of issues were addressed this week:
Fixed Autosave on Quit not triggering correctly
Fixed errors caused by autosave triggering while heatmap is active
Fixed Fountain Perk level 3 incorrectly evaluating water sources from City Centers
Fixed road intersection graphics not appearing in certain cases
Fixed broken tutorial road connection step
Fixed Monastery Capacity tooltip decimal display
We continued improving the localization pipeline in preparation for Portuguese language support, alongside ongoing improvements to how translated text is handled throughout the UI.
Each week brings Nova Patria closer to the polished, deeply immersive experience we’re building toward. Improvements to logistics, UI clarity, and simulation performance continue to make the empire more responsive as colonies grow larger and more complex.
Thank you to everyone following development and providing feedback. Your continued support helps guide the future of Nova Patria.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord: https://discord.gg/jPsPvhMSYv
More soon!
Ad victoriam, - The Nova Patria Team
Another week of steady progress across the Empire. This week’s work focused heavily on visual polish, simulation performance, and save/load reliability, along with a number of bug fixes and usability improvements. Many of these changes happen behind the scenes, but together they help Nova Patria feel smoother, clearer, and more responsive.
Here’s what the team has been working on this week:
Several buildings received new animations and visual updates this week, bringing more life and motion to the colony:
New Animation sprites for
Aquamotor
Monastery
Logging Camp (Upgraded)
Lumber Mill
Alternate Fishing Dock sprite variation to prevent boats from appearing on land in certain coastal configurations
We also made a few visual adjustments to improve readability:
Reduced the size of steam and smoke effects emitted from transports
Adjusted the position of resource production and scrap alert icons so they no longer cover building sprites
A number of UI elements were refined this week to better communicate game rules and system activity:
A save icon now fades in when the game begins saving and fades out when saving completes
Changed construction tooltip “Must have access to freshwater” to “All buildings require freshwater” for clearer rule communication
Updated aqueduct construction text, after Valvae Fontis is researched, to better explain that multiple aqueducts cannot originate from the exact same vertex position
We’ve made several upgrades to the reliability and speed of the save/load system:
Removed JSON pretty-printing to reduce save overhead, and adjusted its serializer optimization property to Fastest (larger save files but significantly faster saves)
Implemented multi-threaded save calculations for faster save times
Added additional safeguards to ensure autosaves and quicksaves cannot corrupt
This week also included several simulation performance improvements:
Implemented a more optimal “flood-fill” model for immediate Storage Building network connection updates
Moved traveler computations to multi-threaded processing
Cached traveler movement speed per tick to reduce unnecessary recalculations
Several issues across graphics, construction logic, and gameplay systems were addressed:
City Center sprites now correctly update to their proper level without needing a save/reload
Abandoned construction sites now properly appear gray like abandoned buildings
Guardrails preventing deletion of the last Merchant Dock now correctly check whether docks are active or abandoned
Fountain using the Level 3 Improved Fountain Perk now properly re-evaluates water networks after City Center abandonment
Each week continues to move Nova Patria closer to release - refining the simulation, strengthening the infrastructure behind it, and polishing the world players will soon be building in.
Thank you again to everyone following development and providing feedback. Your interest and insights help us keep improving every system in the game.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord: https://discord.gg/jPsPvhMSYv
More soon!
Ad victoriam, - The Nova Patria Team
Another productive week in the Empire. As we move steadily toward release, this week’s focus has been a mix of polish, performance, balance, and visual upgrades!
Here’s what the Senate approved this week:
The world of Nova Patria continues to come alive as we have finished animating the following sprites:
Flavor Extraction Workshop
City Center
Cement Factory
Fishing Dock
Fixed several visual issues, including:
Tree and Crane sprite sorting
Oversized coal sprite in the Steam Crucible hover panel
Economic and progression adjustments made this week for better gameplay pacing and balance:
Increased Imperial Monastery upkeep / Benefice cost
Increased Import Cost
Steam Crucible Tech now:
Negates the Ocean requirement for neighboring Cement Factories
If the treasury runs dry, Imperial Benefice donations now automatically reset to the lowest amount
As always, balance changes are informed by playtestings. Join our playtesting team if you would like to assist with that: https://sowerinteractive.com/playtest/
We’ve continued refining the interface to make information clearer and more intuitive:
Global Resource UI now includes import and export data
Disabled Global Resource tooltip while the menu is extending (matching Tech Tree behavior)
Updated tutorial text to reflect recent balance changes
Added “Research” cost labels directly into tech tooltips (e.g., Cost: 500 Research)
Additional localization groundwork for upcoming language support
We made some incredible progress here, and this will be a major focus in the weeks ahead:
Implemented a streamlined system for thread-safe multi-CPU computations
Optimized storage building calculations, heatmap values, and various Warehouse and Merchant Dock calculations
Smoothed slowdown caused after researching Indigenae Farming
Several important fixes across systems:
Airships were too restricted when other warehouses were in range of construction sites
Goals & Perks UI not resetting correctly on restart
Localization texts requiring restart to update
Construction sites were not going gray, like their building counterparts, after becoming abandoned
Goals & Perks UI alignment and checkmark reset issues
Various UI and graphical inconsistencies
Thank you to everyone in the playtesting community who has reported bugs, technical issues, and inconsistencies - they truly help strengthen the foundation.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord: https://discord.gg/jPsPvhMSYv
More soon!
Ad victoriam, – The Nova Patria Team
I wanted to share an update on Nova Patria and what to expect as we approach release in the next few months. Since the start of the year, the team has been hard at work implementing new features, new sprites, and a whole slate of quality-of-life improvements and UI enhancements.
Tutorials: 5 robust, guided tutorials covering every major system in the game, plus a separate in-game Quick-Start Goals system for players who prefer to learn on the fly.
Goals & Perks Meta-game: At the start of each game, players choose 3 goals. Completing goals unlocks perks that carry forward into future playthroughs.
Global Production Rate Menu: A new UI interface that helps players quickly digest production and consumption rates for every resource.
Active Trade Overlay: From storage building info windows, you can now visualize which road, rail, and air trades are currently active.
Dynamic Resource Range: The distance resources can travel on their own is now dynamically determined by terrain and roads.
City Centers Provide Freshwater: City Centers now provide freshwater to surrounding tiles - easing some early-game restrictions while preserving the importance of water networks for mid-and late-game cities.
New Art and Animations: Lots of new sprites and animations are bringing the world of Nova Patria to life.
Original soundtrack: Over 1.5 hours of high-quality original music composed specifically for the game’s unique setting.
We’re also actively working on localization, with planned support for Spanish, Italian, Portuguese, and other languages. And, keeping with the theme, we’ve even added a Latin localization option - for players brave enough to go full immersion!
Finally, a huge shout-out to our invaluable playtesters - your feedback has been instrumental in shaping the game. If you’re interested in becoming a playtester, or just want to join the community and follow development more closely, come hang out with us on Discord:
Ad victoriam, - The Nova Patria Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Nova Patria, 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 Nova Patria 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.