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Full Steam announcements and update articles for this title.
Fixed an issue Claw Hammer provided rent and tenant to blueprints even when properties gained rent or tenant.
The issue with Claw Hammer tool + Mall property doing an infinite loop has been fixed and resolved.
Made significant changes to tenant handling for optimization. After around 50 regular tenants occupy a space, additional tenants will no longer be rendered or animated. At the current state, this new set up may cause issues in niche cases involving Highways and Move Stamp, which will be addressed in a following upcoming updates. We thought the positives far outweighed the minor visual bugs that might occur in certain cases, so we're uploading the patch now.
Here is a comparison between the OLD version and the NEW version, tested with 1,200 tenants on every board space, for a total of 14,400 tenants:
OLD VERSION
NEW VERSION
Avg. 15 frames per second (spike after creating thousands of tenants)
Avg. 59 frames per second. In extreme cases, the game application held at 59 fps with more than 50,000 tenants on the board.
(Honestly though, we didn't expect you to be THIS GOOD at our game to the point where it would require a patch like this! Sorry for underestimating your skills!)
Along with the tenant rendering changes, the maximum number of tenants that can be removed per frame has been set. In the OLD version, there was a chance the application could crash if the game attempted to remove tens of thousands of tenants in a single frame. Now, the game will handle only a few hundred tenant removals per frame to mitigate this issue. You may notice the calendar going up after a short delay at the start of season if you have tens of thousands of tenants on the board. However, for most players, this change will not be noticeable in normal gameplay.
Adjusted the Stone Tower Property behavior. Instead of each Stone Tower starting a chain reaction of landing on other stone towers, the effect will stop triggering after the chain has continued more than three times. This prevents potential crashes when multiple Stone Tower Properties are placed on the board.
Fixed an issue where additionally built copies of Farm Fields would continuously copy the original's modifications.
Fixed an issue where players could click "Start Season" on the calendar multiple times, causing unexpected issues. (Sorry, no more double rerolls!)
Thank you very much for playing RentPoly and your valuable feedback!
Hello, everyone!
Thank you all for your support and your feedback. RentPoly is finally available on Steam!
RentPoly is a roguelike real-estate game where every run is about discovering ridiculous synergies and getting rich!
Have fun!
Adjusted the descriptions of Beach House and Stilt House to make it clearer which properties receive their buffs.
Improved text clarity and readability across various UI elements.
Additional UI polish throughout the game.
Thank you for playing RentPoly!
Hi, everyone:
1.0.0.e patch includes some minor UI improvements to enhance the legibility and responsiveness of certain UI elements in the game.
It also fixes some minor visual bugs related to the double Stamp.
Hi everyone! Hope you're enjoying Steam Next Fest!
We've made several significant changes to RentPoly based on player feedback. Here's what's new:
This was done to reduce choice paralysis when viewing blueprints offered in the shop. We noticed some players felt overwhelmed by the number of available items. It was especially noticeable when it is their first time playing RentPoly. This change slightly increases difficulty, but we felt RentPoyl could benefit more from increased difficulty and addition of meaningful choices. Now, we felt restocking is more valuable option rather than just purchasing what's offered in the shop.
After playing the game for hundreds of hours myself, this adjustment felt like a positive direction to me, which made runs smoother and more strategic instead of stagnating into old builds I know that works.
This change will make saves from previous versions outdated. Please simply start new runs to continue playing RentPoly!
Opening a food package will no longer give multiple foods with the same function. Previously, you could end up choosing between things like three different cheeses that did the exact same thing (e.g. gain 6 / 8 / 10 credits), which didn't create interesting decisions. You pick the highest rarity one always. Preventing duplicate food functions also reinforces rarity and makes food choices feel more distinct.
We also added new food icons, and adjusted icon sizes to indicate better of foods of their function before reading its texts. Foods that belong to the same functional group (which has same function icons) will no longer appear together in a single package.
Default game speed has been increased from x1.5 => x2. You can still increase speed up to x4, just like before.
We've adjusted several tools, properties, and other parts that felt problematic in the full version. Most notably, properties and tools that doubled each year or in specific process was adjusted.
You can now hover over the player portrait to view the landlord's (playable character's) name and abilities. This isn't really necessary in the demo yet, but it should help new players as more characters become available in the full version.
Fixed various UI issues and made minor polish improvements. Also, fixed some outdated blueprint icons in the blueprints.
Thanks again for all the feedback and for checking out RentPoly during Steam Next Fest!
Hello everyone!
We’re excited to announce that RentPoly will be participating in Steam Next Fest!
If you enjoy discovering broken builds, building cities, and getting rich, give the demo a try this Steam Next Fest. Thank you for checking out RentPoly and supporting our project!
Sunpeak Games
Hi everyone!
We've polished the demo further for the upcoming Steam Next Fest. Here are the latest changes:
Fixed issues related to Borderless Fullscreen mode.
Changed the default display mode to Borderless Fullscreen mode. You can adjust this setting in the options menu.
Improved mouse behavior so the cursor no longer disappears when using either a keyboard or controller.
Tweaked the strength of some properties and tools.
Fixed graphical issues that caused certain items to display thicker outlines than intended.
Fixed several properties and tools that were not functioning as described due to outdated tooltip text for older designs.
Fixed various UI issues, control issues, and other errors.
Thank you for playing and helping us improve the demo!
Hi, everyone.
We've made some adjustments and fixes to the demo! Here are some changes:
Previously, the game only registered a gamepad controller after pressing one of the face buttons (A, B, X, or Y). Now, the game automatically registers your controller as soon as it is detected.
The mouse cursor will now be hidden when using a keyboard or controller. Click with the mouse button to regain the mouse visibility and control.
Selection movement on the settings panel / game start panel has been adjusted to provide smoother and more responsive controls for keyboard and gamepad users.
Additional colliders have been added to properties so the information panel no longer turns off when the player's mouse cursor hovers over an empty spot in the middle. This should reduce the flickering effect on the item info panel.
Removed the "Tag View" UI toggle. It was removed in a prior version to reduce visual clutter that provided little useful information, but this was not mentioned in the earlier patch notes due to the large number of changes at the time. This note is to clarify that the removal was intentional.
Removed the "Common Property" tag that was applied to Base Tiles and Undeveloped Tile Slots.
The property selection square is now animated to better indicate the current selection. Also, their height got adjusted to better fit the property.
Carabiner, Clasp, and Gloves have had their numbers adjusted, as their collection mechanics seemed too overpowered in many cases.
Additionally, Carabiner no longer collects from the tile with the least accumulated rent, which was often ineffective. Instead, it now collects from the tile with the marker.
Some items and properties that collected accumulated rent had their behaviors adjusted to fit their description instead of working on internal logic.
Hi, everyone!
Thank you for playing RentPoly during Steam's DeckBuilders Fest. We've still been working hard on the game and making improvements based on the feedback we received. Without further ado, here are some notable changes in 0.8.1:
When base tenants were gained by tiles or tenants were gained by properties, the effect usually wouldn't become noticeable until the next season. Because of that, there was some disconnect between the power-up and the immediate feedback players could see and feel.
To help mitigate this issue, new normal tenants will now additionally appear whenever a tile or property gains tenants. This impacts the game across all years, so we'll keep an eye on whether this new mechanic proves problematic or helpful.
As we developed RentPoly, it went through many design changes to make the gameplay smoother and more refined. However, with the shifting focus and emphasis in the game's design, some items started to feel outdated or relatively overpowered / underpowered.
So, we've carefully looked into each and every item to readjust its power level closer to its originally intended design. A lot has changed.
Some underperforming properties have been buffed: Rental House, Flower Shop, Grocery Store, Handyman, Newspaper Stand, Taxi Station, VIP Club, Dessert Restaurant, Stadiums, Farm House, Earthen Tower, Igloo.
Some concerning or overly powerful properties have been nerfed: Steakhouse (now gives Improved Steak when built), Food Wagon (now only works on nearby food-giving properties), Beach House (no longer gives food), Cottage (fewer basic tenants), Wood Tower (now makes tenants appear instead of gaining them).
Some properties have been reworked: Zoo (now gains rent when food is consumed).
Foods went through number adjustments to reduce the gap between common and rare foods being too powerful or too weak.
Also, Ramen and Spaghetti have been reworked to upgrade all properties on the board instead of building random properties. Building random properties went against our philosophy of designing your own city, so we found the design problematic and changed it.
A new food (Orange Juice) has been added to account for newly added stamp types.
We've looked at tools with a fresh set of eyes and readjusted their rarity and cost based on their effectiveness and usefulness. Some items have also been entirely adjusted to better match our current expectations for item balance.
Items that went through changes include: Mezzaluna Knife, Candle, Fluorescent Lamp, Barricade, Oven Mitt, T Pipe, Bottled Plant, U Pipe, Anchor, Trowel, Wood Pole, File, Propeller, Marble, Hard Hat, Straw Hat, Keychain, Allen Key, Switch, Stapler, Gloves, Copper, Grater, Ladle, Tape Measure, Knotted Rope, Red Brick, Sack, I Pipe, Paint Roller, Light Bulb, Pan, Spatula, Yellow Crystal, Green Crystal, Lead, Flash Light, Royal Charter, Cement Chunk, Circular Saw, HackSaw, Paint, Oil Can, Slotted Spoon, Engine, Brass Cylinder, Door, Plier, Coupon Book, Chalk, Chopstick, Glue Gun, Fan, Hand Drill, L Pipe, Waterskin, Steel Square, Shovel, KneePad, Goggles, Monkey Wrench, Paint Tray, Scissor, Quartz, Red Carpet, Nut, Scraper, Lever, Flail, Brush, Coin Purse, Bolt, Leisure Layout, Residential Layout, Commercial Layout, Public Layout, Granite, Ladder, Industrial Layout, Key, Gear, Glue, Golden Broach, Beaker, Paint Tape, Gauze, X Pipe, Clear Wax, Safety Vest, Jackhammer, Window, Diodes, Backpack, Picnic Basket, Miniature House, Electrical Sign, Electrical Cords, Steel Beam, Kettle, Screw Driver, Glass, Camera, Mop, Crane Hook, Landlord Emblem, Wrench, Level, Screw, Carabiner, Claw Hammer, Welding Torch, Gasoline, Whisk, Caution Tape.
Some item functions have also changed. Lever (reverse direction) has been changed to use Hard Hat's ability (% rent when at 0 rerolls). Carabiner now collects from the lowest-rent tile.
Tools that made special tenants appear now consistently modify their behavior instead of simply summoning them: Brush, Hard Hat, Caution Tape, Bamboo Hat, etc.
Special tenants once again went through major changes to better synergize with their related tag items. We felt some special tenants simply "did more" with tenants instead of interacting with other properties, so their abilities have been adjusted.
Painter: When painter \lands\ on a tile, if painter's tile has same property as blueprint in hand, blueprints gain $100 rent and 2 tenants. Painter moves forward 1 tile each turn. This new design pushes Painter toward "hand buff" builds enabled by some commercial properties.
Tourist: Tourist generates the total rent of adjacent tiles for each \tenant on Tourist's tile each turn. Tourist moves forward 1 tile each turn. This new design makes Tourist synergize with "adjacent" keywords in leisure tag properties.
Musician: At the end of the season, obtain 1 credit per 10 tenants on the Musician's tile. Musician moves 1 tile toward the most populated tile each turn. We didn't like special tenants just spam creating more tenants per turn, so Musician was also redesigned to better support Credit builds.
Some disasters were more disastrous than others, so we decided to rebalance the disaster on Winter seasons as well. Certain disasters, such as Eminent Domain, had its effectiveness reduced.
Also, some wordings on the disaster description were re-written to make it clear that they are negative debuffs rather than a random modifier.
The calendar's disaster selection, result screen, and other UI elements received visual polish to better communicate selection and feedback.
Game Start tag selection menu has been polished to feel more tactile and indicate that they can be manipulated. Also added text description of each tags.
Fixed an issue the seed could be randomized on loading a run.
Fixed an issue the disaster selected would appear differently when the run was loaded (which was the result of the seed problem mentioned above).
Also, multiple treasure chests cannot be spawned onto same tile with the new 0.8.1 patch.
We appreciate your valuable suggestions and feedback. Thank you for playing RentPoly!
Hi everyone!
From today until May 11, RentPoly is part of Steam’s Deckbuilders Fest 2026. We hope you enjoy the newly improved and updated demo!
Thanks, and have fun!
Hi everyone!
Thank you very much for your valuable feedback. We’ve been working hard to improve the game, and we’ve prepared a massive update for the upcoming Steam Deckbuilders Fest! There are a lot of changes and improvements, so let’s go through them one by one.
We reviewed the effects of all tools and found that some had become outdated. In earlier versions of the game, where “tags” played a more prominent role, tag tools like Certification, License, Slate, Slab, etc offered more meaningful decisions. Over time, however, they became less interesting. So instead of holding onto designs that no longer felt engaging, we decided to remove them entirely. Gone. Reduced to ashes.
So… does that mean fewer items? Not at all.
We’ve replaced them with a wide range of new and more exciting tools: Big Axe, Bottled Plant, Cage, Candle, Coin Purse, Coupon Book, Emerald, Flail, Green Crystal, Keychains, Landlord Certificate, Landlord Emblem, Landlord Invitation, Landlord Key, Landlord License, Landlord Sign, Mezzaluna Knife, Nails, Necklace, Ring, Ruby, Sack, Slotted Spoon, Squeezer, Staff, Stakes, Tankard, Torch, VIP List, Waterskin, Yarn, and Yellow Crystal.
As you might have guessed, the new Landlord series takes over the role previously filled by tag-based tools. Other new items introduce entirely new game-changing mechanics. For example, Staff (reaching the target quota no longer ends the season) and Big Axe (applies Fragile material to shop tools. Fragile tools are free).
We’re excited for you to try them out!
We added selling to the game! Now, instead of always discarding your items, you can sell them for some credit by discarding them in the shop. The tooltip and UI will display how much credit you’ll earn (1C for common, 2C for uncommon, and 3C for rare blueprint or tools). Be careful, though, as “selling” won’t count as “discarding,” so if you discard an item in the shop, you won’t trigger certain item effects! Also, you can't sell foods as the shopkeeper won't accept it. Since discarding is now more limited, we buffed some items that synergize with discards, such as Pawn Shop.
This change was implemented because players often found themselves needing just 1 or 2 more credits to buy items. But with no way to stretch their resources even a little further, players had to be cautious about restocking the shop, as they needed to anticipate whether they could afford the most expensive items it offered. This change makes that decision-making process much easier and smoother, and we like it quite a lot!
We’ve updated several stamps to make them more exciting and impactful:
Rent Stamp: Now turns a blueprint/property into a rent-type and grants rent to the stamped property itself.
Tenant Stamp: Now turns a blueprint/property into a tenant-type and grants tenants to the stamped property itself.
Double Stamp: Doubles both rent and tenants of a property.
Hand Stamp: Grants rent and tenants while held in hand.
We’ve also moved away slightly from the old “land-to-gain” design of other stamps. Our goal is for stamps to change rules and meaningfully modify gameplay, rather than simply adding numbers.
We’ve renamed the “tool type" to "Material". For example, instead of “Eco Tool,” it is now applied as "Eco Material". We’ve updated the visuals of these modified tools as well.
Chromatic Material, Eco Material, and Holographic Material remain the same aside from their names.
Burning Tool has been renamed to Flammable Material.
Fragile Material and Golden Material have been newly added. Discover what they do in the game!
Hovering over items that apply or interact with stamps/materials now displays detailed information about them, similar to special tenants.
While properties were already in a good place, we felt some lacked identity and impact compared to others. So, we’ve been reworking a number of them, including: Airport, Church, Library, Metro Station, Monument, Menusem, Parking Lot, Pharmacy, Dentistry, Post Office, Recycling Center, Town Hall, Train, Bridge, Theater, Warehouse, Newspaper Stand, Nuclear Plant, Graveyard, University, Baseball Stadium, Rugby Stadium, Botanic Garden, Eco House.
We’ve also added a bunch of new special tenants and reworks!
Botanist: When Botanist lands on a tile, the tile gains $150 base rent per empty tile slot on the tile. Botanist moves forward 1 tile each turn.
Baseball Player: When Baseball Player lands on a tile with stadium, collect 25% of accumulated rent on the tile. Baseball Player moves 1 tile forward each turn.
Cook: reworked into When cook lands on a tile, cook consumes food from properties on the tile. Cook moves forward 1 tile each turn.
Builder & Electrician: (available in the full version)!
Some of these newly reworked properties may not be accessible in the demo version, but we wanted to give you a glimpse of what we’ve been working on!
While the game’s rules and flow eventually clicked for some players, some found it confusing at first. We took this feedback to heart and carefully reviewed all texts in the game. As a result, we’ve rewritten much of the text to make it clearer and easier to understand.
Most notably, we introduced the keyword “base” to clearly distinguish between a tile’s rent value and a property's rent value. This also helps clarify what affects what in other cases, making the game’s mechanics easier to understand at a glance.
As part of this process, parts of the tutorial have also been rewritten and improved to better communicate the game.
Also, some niche mechanics such as treasure chest now shows what it does when you hover over it.
This has been an ongoing effort since the 0.7 patches, but we’ve continued improving the game’s punch and juice. Shop items are now more responsive, and blueprint packages are easier to identify. Also, some of small visual bugs (material information not showing the correct value, or side information panel going nearly offscreen) has been addressed and fixed.
We’ve been testing and patching as much as possible to resolve a wide range of issues. Most notably, the crash caused by interactions between Tea & Golden Fork, and Kneepad & Glue has been fixed.
Addressing this required us to completely rewrite parts of the underlying game mechanics, which is what has taken up most of our time.
We’ve also made various visual improvements and smaller fixes across the game.
As we've been fixing and addressing a lot of stuff, some internal changes were inevitable. So, the save from the previous version may not work with the 0.8.0 version of the demo, especially if you load a run where you were holding removed tools.
Please restart the run to clear the data from the previous version.
Thank you, and have fun!
Balance Changes & Reworks
Modern House: Reworked. Now grants all tiles the rent and tenant values of its property. Its “powerful but basic” identity felt outdated compared to newer synergies, so we kept the simple design while significantly increasing its impact.
Camp Site: Works the same, but now returns to your hand each season. It previously felt too forgettable, so this change makes it more central to strategies involving empty tile management.
Trailer House: No longer destroys itself to grant its blueprint. Instead, landing on any tile with empty tile slot spawns tenants on its tile. This was leaning too much on thematic action, rather than fun action so we decided to change this.
Fruit Shop: Now gives $1000, but loses $200 each time rent is collected (instead of each season). Also gives credits when destroyed that way.
Fortune Parlor: Reworked. Previously spawned tenants on adjacent tiles, which could be unreliable and confusing some times. It now spawns tenants on adjacent tiles when dice rolls max value.
UI / Polish
Added a subtle sliding animation to the disaster information panel.
Shop items now have a slight bounce effect to reduce visual stiffness and feel more lively.
Improved shop button responsiveness (clearer highlight states when selected).
Added a glowing indicator to make the “Return to Shop” button (from Board View) more noticeable.
Bug Fixes
Fixed an issue where the shop could become invisible after exiting Board View.
Bug Fixes
Addressed an issue where the game could occasionally get stuck on the first black screen. This occurs when the Steam client fails to register your ID, which is often a result of firewall or antivirus interfering with Steam’s authorization process. While we have implemented fixes to reduce this, we cannot account for every possible antivirus and computer configuration. Please let us know if you consistently run into this issue!
Also, instead of showing the version number, the text in the upper-left corner will now give instructions to restart the game when this occurs.
Balance Adjustments
Tree House: Effect trigger moved to the end of the year. This adjustment should increase the property's overall usefulness.
Rental House & Apartment: Decreased the cost for both. These "basic" properties felt too unexciting as picks, so we’ve lowered the price to make them more viable picks.
Property & Item Reworks
Fast Food Restaurant: Reworked to now consistently provide a Burger only. No longer gives rent multiplier for each Fast Food Restaurant on Board.
Burger: Reworked. It no longer has a chance to build a Fast Food Restaurant. Instead, it now provides Rent and Tenants to properties.
New Item: Added Sandwich food. New item! Woo hoo!
RentPoly is in an active development, so more changes may come soon! Thank you for playing RentPoly!
Gameplay Adjustments
Adjusted the prices for properties with minor one-time effects, such as the Convenience Store and Dessert Shop.
Gardener special tenant(Cottage): Reworked the Gardener's behavior. Instead of the Gardener landing on tiles each turn, any tile the Gardener lands on now counts as the player landing on it. This allows the Gardener to synergize more effectively with landing-related items and abilities.
Bug Fixes
Addressed a rare issue where the Winter disaster effect could linger between runs. As this issue was not consistently reproducible, we have implemented a preventative fix.
Fixed a breaking interaction between the Glue and Knee Pad tools.
Fixed a breaking interaction between the Stepping Stool and Boots tools.
Fixed an incorrect rent multiplier display on Chainsaw Tool. The tool was functioning correctly; this was a UI-only bug.
Removed outdated icon text.
Fixed text color issues occurring in specific localizations.
Fixed a bug where duplicate Pause screens could be opened simultaneously.
Fixed a UI scaling issue where menu buttons would occasionally appear squished.
Others
Side Information Panel: Added stamp images for Stamped Properties and Stamped Blueprints to more clearly illustrate their active effects.
Fixed an issue where the stamp's description value was overridden to 25.
Fixed an incorrect rent multiplier displayed for the Baseball Stadium.
Food Wagon no longer gives Salad when there is no restaurant on the board.
Improved keyword icon line breaking on various localized languages.
Thank you very much for your feedback! We’re actively developing and polishing the game, so we truly appreciate your valuable suggestions. Have fun!
Adjusted the total playtime display on the Results screen. Fractional seconds (0.xx) have been removed so the text fits within the box, even when playtime exceeds one hour.
Fixed an issue where the Painter special tenant would not move to the tile with the highest accumulated rent.
Fixed an issue where stamp descriptions displayed incorrect values. They were acting correctly (25% chance, $100, etc) but was showing outdated values.
Increased the value of rent stamp from $50 to $100.
Fixed an issue where the BGM had to be restarted (e.g., when entering the shop or during the winter season) if the volume was set to 0.
Added a feedback sound to the Tutorial "Next" button.
Fixed an issue where stacked money would appear when loading the game from the shop.
Fixed an issue where adjusting the screen size would cause the result screen panel to appear in the visible area.
Fixed an issue where Fullscreen mode text was not properly localized.
Fixed an issue where the localization loading icon would not fully fade away.
Hi everyone,
We're excited to announce that RentPoly Demo is officially available to download and play right now on Steam!
RentPoly is a roguelike board game where you build your own real estate empire on a monopoly-style board to squeeze an absolutely absurd amount of cash from your tenants!
The demo comes packed with tons of unique properties, hundreds of powerful tools, and dozens of foods that can create exciting money-making synergies! The full game will introduce even more items, characters, and maps that completely shift how you can approach your strategy.
Thank you for playing, and have fun! ːsteamhappyː
Sunpeak Games
About
This page aggregates Steam news feeds, patch notes, and developer announcements for RentPoly, 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 RentPoly 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.