
Steam news
Full Steam announcements and update articles for this title.
General
Fixed parts of the desert not being possible to reach on some worlds.
Buildings & Constructions
Added a new Farmland removal tool.
The Crop removal tool will now return the seed of the crop.
Fixed demolishing Decorations not returning the materials.
Fixed demolishing upgraded Buildings not returning the materials of previous tiers.
Furniture
Added ability to sleep in more types of beds.
Bosses
New experimental Phoenix Fight Changes.
Fixed Cyclops boss fight sometimes being unable to progress.
Happy adventuring!
These patch notes are only for the Public Beta Branch
General
Fixed many rare crashes.
Fixed decimal points not showing on stats.
Fixed Bronze Cart able to fall through cliffs.
Fixed an issue that could cause a Character save data to become invalid.
Added Thai translations and font rendering.
Minor updates to some translations.
Fixed an issue where the game could be accepting input while the game is not focused.
Fixed issues with using Alt+Enter to toggle fullscreen mode.
Multiplayer
Improved network code to be more efficient and responsive. Please try it out if you have been having issues and let us know if it has helped!
Performance
Improved performance of game on processors with few CPU cores.
Buildings & Constructions
Fixed the furnace of the upgraded Blacksmith sometimes not accepting coal.
Fixed the furnace of the Brick Oven sometimes throwing out logs.
Fixed an issue with a decoration giving happiness directly to citizens instead of building appeal.
Fixed being able to place Beehive indoors.
Fixed a crash after deleting a Carpenter building while using its Workbench.
Fixed not being able to build road construction sites that were placed beneath objects.
Furniture
Fixed some rug furniture not being able to be looted from out in the world.
Dungeons
Fixed the spike puzzle in "Flamines Volcanalis Foundry" sometimes not having a valid path to cross.
Fixed some minor issues with dungeon quests.
Enemies
Fixed issues with stunning some enemies.
Fixed Ashmen only taking 1 damage from fire spells.
Fauna
Small animals picked up by players will no longer despawn.
Flora
Fixed fruit trees not shaking properly when hit.
Happy adventuring!
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General
Added Thai translations.
Fixed issues with Thai font rendering.
Minor updates to some translations.
Missing your language? You can help us translate to your language!
Join our Discord and ping our community manager Vicky and she can help you out!
Happy adventuring!
We have a special greeting from Sam Bloom and Björn Detterfelt, the founders of Beartwigs, where they share what they're working on and what's on the horizon for Romestead.
Before we dive into the details below, we would like to take this opportunity to thank the entire Romestead community. Thanks to your excitement and you recommending the game to your friends, the community has grown to over 400,000 players! It's been really fun seeing your excitement and also seeing the community helping each other out with our not-so-clear puzzles.
You've been helping us out by reporting bugs, leaving reviews, providing suggestions, and offering some very honest feedback. Based on that, this is our current Roadmap for Act I of Romestead's Early Access.
I: Full controller support: You will be able to bind any kind of controller or any keybinding to any action you want through the Steam Input API.
II: Network optimizations that should help out for those of you who have been struggling to play multiplayer.
III: Steam Deck Verification. Together with the Full Controller Support and some changes we're doing to the UI, we hope to get fully Steam Deck Verified.
IV: More varied dungeons that will reduce the repetitiveness in the world, and we think will be a lot of fun to explore and test out.
V: Quality of Life + Balance changes: For example, we're adding chest sorting alongside several other highly requested community fixes.
Now, we want to get updates out as fast as possible, but we also want them to be properly tested. This is why what we're sharing today is more of a team priority and less of a set-in-stone "this feature will ship at this exact timing" kind of roadmap.
Our goal is to patch in these updates before the end of summer (August 31).
Some of you have already completed most of what's in Romestead up until now, and you want more. And we hear you. What we can reveal for now is that there is a Fourth Major Biome on the horizon, and this one is a bit spooky.
Early concept art for the fourth biome
Romestead's fourth major biome will come with a new building tier, new armor sets, new enemies, new dungeons, and new challenging bosses.
We can't give too many details right now, but let's just say you want to prepare. Exactly when this fourth biome will be available is something we will be able to share as we get further along, but we're currently targeting a winter release.
Q: Will villagers eventually be able to defend settlements?
A: Yes! We want your settlements to feel alive and secure. We are planning to introduce a Barracks building in a future update, which will allow you to assign specific villagers as defenders to help protect your home.
Q: Are there any plans to add options to make the game more difficult?
A: Yes, this is something we will look at once the foundation of the game is fully in place. We like the idea of players being able to opt in to more challenging gameplay that increases the risk/reward.
Q: Will additional Gods be introduced, and will there be a deeper worship or devotion system?
A: No comment 😉
Q: Are there plans to add animal taming, domestication, or breeding systems?
A: It’s a very popular request and something we’d love to explore down the line, but it’s currently outside the scope of our immediate roadmap. For now, our focus remains on tightening the core gameplay and delivering the next major biome.
Q: Is an ocean or sea biome planned? Will there be boats or ships?
A: This is not something currently in the plans, but we view it as an interesting area to explore in the future.
Q: Are there any plans to add fishing as a gameplay activity?
A: It’s a classic activity that many players love, so we’d definitely love to add it down the line. However, right now we are prioritizing features that are uniquely Roman and lean into our specific setting. Because fishing is a more generic mechanic, it’s currently lower on our priority list while we focus on the core identity of the game.
Q: Regarding boss loot chests, will players be able to place them as decorative or functional containers within their settlements?
A: Yes, this is something we want to add!
That concludes our development update for this time! Stay tuned here on Steam, Discord, or our social medias for future updates!
As always, a massive thank you for your support so far, and happy adventuring!
Roma Aeterna!
-The Beartwigs Team
General
Fixed some issues with loading a world.
Items
Fixed bombs not working properly.
Added Sausage recipe to Bakery.
Constructions
Fixed Automatic Scorpios being able to damage player built structures.
Citizens
Increased max level of Potter citizen to 5.
Multiplayer
Fixed some network related issues.
...and a few other fixes and changes!
Happy adventuring!
Multiplayer
Improved network code to be more stable and handle connection issues better
Added Network quality indicator and warning, including the ability to see the quality of other players connections
General
Fixed issue where the game would lag out for some players when loading some parts of the volcano
Fixed a crash with the furniture crafting menu
Some icon updates
Updated some translations
Some minor bug fixes
Citizens
Carpenter will now work better and get stuck less
Buildings
Fixed a crash with the Automatic Scorpio
Fixed a crash with the carpenter job
Sound and Music
Fixed issue where music would stutter or break
Fixed issue where sound would keep looping while the game is paused
Fixed issue where coal trap and braziers would be deafening if you placed a lot close together
Removed buzzing insect in plains ambience
Other minor sound changes and fixes
...and a few other fixes and changes!
Happy adventuring!
General
Fixed placeable chest using the wrong icon
Updated missing Icons
Fixed a bug where the player spawn point could be set incorrectly after sleeping
Updated some translations
Buildings
Fixed a bug where logistics would not transport items from claypits or lumberyards \
Constructions
Fixed a bug where Automatic Scorpios would not fire for some players
Items
Fixed weapons sometimes not activating their special effects
Fixed some trinkets dropped by enemies not having random modifiers
Dungeons
Updated missing droptables for some dungeons
This adds a few items that were previously unobtainable, like the Druid Scroll
Enemies
Skeletons and Ashen skeletons will no longer fight each other
...and a few other fixes and changes!
Happy adventuring!
General
Updated some icons
Fixed not being able to place some furniture on top of other furniture properly
Fixed an issue where the game would create an incomplete save file
Items
Pilums are now cheaper and faster to make
Bosses
Fixed a crash while fighting Pyzifax
Flora
Fixed not being able to place crops next walls
Happy adventuring!
General
New damage type icons
Added Slovak language
Fixed getting stuck in cliffs after building
Citizens
Removed Citizen death penalty from failing a raid
Fixed issue where carpenter would prioritize material storages over loose resources
Buildings
Fixed Catapults level 2 and 3 not being removable from workbench
Farmstead can now handle more beehives
Dungeons
Fixed a bug that could cause a chest to sometimes not spawn in a dungeon
If you're missing a quest item, check again.
Reduced enemy amount in plains and forest Challenge Dungeons slightly
Bosses
Pyzifax now gets stunned after spinning
Enemies & Fauna
Ceres Magi now have an attack
You can no longer put small animals on tree stumps
...and a few other fixes and changes!
Happy adventuring!
General
Player Graves
When connecting to a game, invalid grave map markers will be removed
To prevent graves from being inaccessible, they will now sometimes be moved to the start of the dungeon
If you can't get to your grave, then reload the world or wait for the dungeon to reset
If a grave has been destroyed or lost, then when the world is loaded again, the gravestone will be recreated at the world spawn point (not beds)
Unfortunately we were not able to apply this retroactively to already lost graves
Fixed Depth of Field issue in Temple of Vulcan
Fixed piercing damage icon
Citizens
Removed negative traits from existing citizens that do not have any positive traits
Citizens will now teleport home if they get stuck
You can now move through citizens if you walk into them for 2 seconds
Carpenters are now better at getting to construction sites, and now have a max range of 90 tiles from their building
Buildings
Trade routes will now prevent you from using a starving citizen as carrier
Constructions
Gates will now close faster behind you
Fixed gates not auto opening for players carrying something
Dungeons
Fixed some players not being able to enter "Cure of Robigus"
Fixed not being able to fall into a pit in a volcano dungeon
...and a few other fixes and changes!
Happy adventuring!
The development team happily posing outside of the Beartwigs Office.
Big thanks to our first 250,000 Romans who have not only been fighting the fallen, but also bugs and balancing issues!
We’ve been observing your feedback, reviews, and bug reports closely since day one, and in order to make sure your experience is as smooth as possible, we have been patching the game daily (sometimes twice a day)!
We want to give you a quick look into why we've made some of our recent changes. We've gotten a lot of reports that citizens/workers eat too much and seem lazy, which means some of you are already starting to think just like a Roman emperor!
Most of the frustrations with early-game pacing are also coming from solo players, so we've taken steps to make playing solo a bit smoother. We are continuing to track feedback based on these updates, so please keep letting us know how you feel.
Less hungry citizens: We've made citizens less hungry across the board!
Earlier automation: We've moved the Logistics Tent (which is required for town automation) earlier in the game as a reward for defeating the Guardian of Minerva. Hopefully this helps make the workers feel less “lazy”!
Better trait balancing: Citizens can no longer spawn with only negative traits (they can now only get negative traits if they also have positive ones).
Inventory management: We've increased the stack sizes of various items, as well as the overall sizes of stockpiles!
Smoother early game: We've made some of the early-game creatures less aggressive, as well as added some resources and citizens closer to spawn.
Stability: And, of course, we've fixed a bunch of annoying bugs and crashes...
We completely understand you want a roadmap! So do we. An official, longer-term roadmap will absolutely come, but as a small team working hard to address immediate issues and refine the core experience, we want to ensure our foundation is rock solid first.
Right now, we are entirely in a “let’s fix what we have” mode, trying to get updates out to you as fast as we can. Our immediate development priorities are:
Full controller support using Steam Input Support.
Steam Deck verification
Network optimizations and clarifications: Including clearer information about the quality of your connection to the host.
More varied dungeons: Expanding the pool of dungeons that can spawn to reduce duplicates.
More QoL and balance: Implementing highly requested smaller fixes like sortable inventories, better citizen pathfinding, and more accessible tombstones.
Once we’ve secured that foundation, we will focus on major content. While there are still months of hammering away, we can already reveal what our first major roadmap milestone will involve: a fourth major biome featuring entirely new tiers of buildings, armors, enemies, dungeons, and bosses.
This is where you come in! Rome was not built in a day, and certainly not without input from its citizens. We are tracking feedback across all languages and regions, and we’re keeping a close eye on everything from bugs to suggestions. Please continue to tell us what you want to see on the future roadmap. Share your thoughts, upvote other players’ ideas, and let us know what matters most to you on Discord, Reddit, X, and in our local communities.
If you’ve played Romestead, leaving an honest Steam review is one of the most helpful ways to share feedback during Early Access. Reviews help new players understand what Romestead is today, and they help us see what is working, what is frustrating, and how the game is landing across different languages, regions, and playstyles.
It’s hard to imagine we’ve already been in Early Access for a whole week! We’re extremely happy with the progress so far, and we’re incredibly grateful for your support.
We are very excited to show you our plans going forward, and can’t wait to see what you get up to in Romestead as time goes on.
Happy adventuring!
Roma Aeterna!
- The Beartwigs team
Greetings Romans!
The latest patch we pushed contained some issues regarding dungeons!
We have since reverted that patch until we can fix it at the office tomorrow.
Make sure the game is up to date to fix it!
Happy Adventuring!
Greetings Romans!
While todays update is not quite the size of yesterdays, we've got bigger updates coming down the road!
General
Fix Depth of Field issue in Temple of Vulcan
Fix piercing damage icon
Citizens
Remove negative traits from existing citizens that do not have any positive traits
Constructions
Fix gates not auto opening for players carrying something
Dungeons
Fix for some players not being able to enter "Cure of Robigus" dungeon
...and a few other smaller fixes and changes!
Happy adventuring!
General
Fixed Issue preventing some citizens and clay from spawning in starting area
Music plays more often
Citizens
Negative traits will now only appear on citizens that has positive traits
Fixed issue where citizens would not eat until full
Buildings
Logistics tent is now a reward from defeating the Guardian of Minerva
Dev's Note: We've seen a wide demand for automation earlier in the game and thought this would be a more suitable spot for it
Non-repeating tasks will now take priority over repeating tasks when ordered
Gates will now automatically open and close for players and carts
Increased storage capacity of the material storage. Especially noticeable on the upgraded versions
Fixed a crash with Trading Post
Items
Fixed incorrectly swapped damage numbers on "Flamines Vulcanalis Bow"
Tectonic Boots no longer make you bald
Items can now be added to the secondary gear set without having to swap to that set (using the tiny boxes)
Fixed Tectonic armour rolling the wrong modifiers when crafted
Flamines Volcanalis Armour set can now roll modifiers when crafted
...and a few other fixes and changes!
Happy adventuring!
Any new walls built by Carpenter citizens will not be damageable by players. (We could not fix walls that have already been constructed.)
Fixed an issue where the rewards of a completed quest could not be claimed.
Tweaked quests to make it easier to unlock the Watermill and Claypit buildings earlier in the game.
Increased stack sizes of metal thread items.
Happy adventuring!
Citizens have been made immune to damage until we can improve their pathfinding system.
Fixed construction sites sometimes failing to build properly.
Fixed Insula upgrade not being unlocked.
Increased stack sizes of Flour, Empty Pots and Nails.
Buffed the ”Scorpion Stinger” spear.
Added a rare Gorgon spawn in the desert.
Updated stat icons.
...and a bunch of other fixes and changes!
Happy adventuring!
Because of popular request there is a new config option in the next build `"SleepThresholdMs": 10` that controls if/when the server thread will sleep. Setting the value to -1 will replicate the previous server behaviour that minimises the jitter in server update timings but uses 100% CPU which is our preferred value for best gameplay experience. We have set the default value to 10ms which will sleep if the server load is low and works well in our testing. The accepted values of `SleepThresholdMs` are `1.0` to `16.5`. Outside of that range sleeping will be disabled. If you want to minimise CPU usage without introducing too much jitter I would recommend a value of `3` or `4`.
In addition to that we have also made the server thread sleep while no players are connected which should lower the idle CPU usage a lot.
General
Fixed Pyzifax Boss Music
Fixed issues with placing items on pressure plates
Fixed issues with incorrect item data (If you run into any crashes due to inventories or items, just make sure to click "Yes" to save the world and then reload and it should be fixed)
Items
Legendary Pilum can now be crafted (For real this time! 🤞)
Dungeons & Exploration
Softlock fixes
Bosses
Fixed an issue that revealed all boss locations
Fixed Cyclops boss fight not being able to start
...and a bunch of other fixes and changes!
Happy adventuring!
Important Note: If you see the message "Client version 0.X.X_X is not compatible with server version 0.X.X_Y" (version numbers may vary) This means that the player who is hosting the server, and the player who tries to join it are not on the same version of the game. The player with the lowest number needs to make sure their game is updated to the latest version (This may require you to restart Steam).
General
Fixed some issues with UI scaling
Increased max UI scaling on Steam Deck to 3 (full controller support is not yet added but we've seen some people have started to try it out)
Fixed some inventory related crashes.
Improved inventories stability
Flint no longer block arrows
Citizens
Fix Citizen in dungeons not being recruited to the nearest town properly.
Buildings
Fixed crash when trying to deposit money into Food Storage.
Fixed issue where the Cancel Work Order button was not always visible when hovering the order
Fixed a crash in the trading post UI
Items
Legendary Pilum can now be crafted
Dungeons & Exploration
Fixed Volcano pot platform and Offering plate disappearing when constructing on top of them.
If your Temple of Vulcan offering plate disappeared, the Temple will now be open after restarting the game.
Quest Dungeons will now be marked on the world map until the quest item has been taken out of the chest. If you have had trouble finding a quest item, check your world map after updating.
Bosses
Boss dungeons will now reset properly at the start of each day.
Dedicated Server
The server will now work with a redirected Std Out.
Thanks to the feedback we've received, we are also adding the following!
The name of the town that is being raided is now shown.
If you die in a challenge dungeon room it will now reset, preventing enemies from camping at the door.
...and a few other fixes and changes!
Happy adventuring!
General
Numpad now works when splitting stacks
Fixed odd lines over players and animals
Fixed odd lines over water
Fixed a crash in the furniture list
Increased character name max length from 16 to 32 letters
Fixed odd decimal number when healing
Added hit sound to some objects
Fixed an issue resulting in player getting stuck in the bow aiming animation
Citizens
Decreased hunger of early game citizens.
Items^
Fixed crashes with some scrolls
Spears can now harvest crops properly
Increased food value on some items.
Dungeons
Fixed assets appearing on cliffs
Made "Fortified Maze" dungeon easier to complete for quest items
Additional dungeon fixes
Bosses
We are aware that some bosses can not be respawned with the effigys, and are working to solve it!
Guardian of Minerva and Great Phoenix of Arabia fights now reset immediately if you die
Enemies
Reduced aggro range of boars and rats
Reduced spawn rate of boars
Fixed a crash related to Medusa
...and a few other fixes and changes!
Happy adventuring!
Thank you for a wonderful launch and an amazing day one!
What a crazy 24 hours it has been!
Thank you so much to everyone who has played the game during our launch period. We are incredibly touched by the reception and the feedback so far, and we promise to sort out the early game struggles as fast as humanly possible for a smoother experience for all!
As part of this, we'd like to share some fun stats from your first day in the fields:
Highest Player Peak: 10,700 players (Which, at the time of writing, has been beaten with 18,000 players!)
Owls Killed: 22,000
Towns Built: 116,000
Wheat Harvested: 82,000
But honestly, what's an Early Access release without some truly memorable bugs? We would once again like to apologize for the sudden appearance of a developer's face during the intro cutscene!
We use dev faces as "missing texture" placeholders, and a small packaging issue in one of the hotfixes yesterday caused quite a scare for some of our unfortunate players.
(To avoid traumatizing anyone, we've put a screenshot of the event behind a \-tag, reveal at your own discretion.)
A sudden developer appeared!
Speaking of bugs, let us dive into what we're working on this week, and issues we're aware of that will be fixed!
We keep an owl eye on every single bug report and piece of feedback coming through Steam and Discord. Although we can't respond to every thread individually, please be assured that everything is being monitored and tracked. Here is where we stand right now:
During these opening weeks, our patching schedule will be highly reactive as we target immediate issues. We don't have an exact daily schedule until we reach a fully stable baseline, but we generally aim to deploy updates after 17:00 CEST (local Roman time).
Todays patch will contain fixes to:
Dungeons
Bosses
Crashes
Odd graphical issues over the water
Not allowing the numpad in stack splitting
...And smaller fixes like healing numbers rounding, cage hit noises, spear hitbox issues, and more.
While partial controller support is live, full integration and native Steam Input support are major priorities for the team starting this week. We cannot give an exact timeline for when this will be completed, but know that it's being actively worked on.
As some of you have noticed, we had previous to release said that yes, controllers were supposedly working, but with UI missing or minor issues. This was the case during our playtesting, but as we pushed the release build, there was a setting that accidentally made the game treat your controller as mouse + keyboard. This has since been fixed.
We are investigating reports of network instability and are actively optimizing gameplay performance under unstable internet connections. To help you diagnose issues on your end, we are also introducing clear UI warning symbols to flag when your connection is struggling.
We are actively working on rebalancing some issues occurring early in the game that make the experience rough or downright hard. Some of these include:
Citizen traits and hunger
Tweaks to aggressive enemies (like the boar)
Certain enemies that appear in the wrong areas
Onboarding clarity: addressing rough transitions in later parts of the game, such as how to unlock the farmstead, for instance.
Incomplete translations: Localization for a few languages isn't 100% complete yet (and we continue adding more words as we try to improve the game) but we're actively working on getting them finished. If you would like to help with translations, join our Discord and ping Vicky, our community manager!
We have teamed up with some absolutely fantastic titles to offer complete-the-set bundles at a discount. If you already own any of these hits, you'll get an extra discount on Romestead!
If you haven't already, the best place to chat directly with us devs, share feedback, and organize play sessions is our Romestead Discord Server.
Thank you once again for an absolutely amazing launch! Here's to a fun and adventure-filled future together!
Roma Aeterna!
-The Beartwigs TeamGeneral
Icon updates
Localization updates
Dungeons
More fixes to unenterable dungeons
More fixing falling through dungeon floors
Raids
Burning Fallen Horde will no longer show up after first boss
...and a bunch of other fixes and changes!
Happy adventuring!
General
Fixed various bugs and crashes
fixed crash regarding "Magus Ceres Scroll"
Dungeons
Fixed unenterable dungeon
Fixed falling through the floors in several dungeons
Removed random arrow from one of the dungeons
Fixed soft-locking in dungeon
...and a few other fixes and changes! Happy adventuring!
Sharpen your hastas, grab your pickaxes, and load the carts! Romestead is FINALLY available on Steam! If you haven't already seen it, go ahead and watch our Launch Trailer available now on youtube! You can also watch it right here if you'd prefer!
Romestead is an action-adventure survival game set after the apocalyptic fall of the Roman Empire. You and up to 8 friends will have to gather resources, build towns, fight tough foes, and reconnect with the gods - who all seem to have lost their memories... Romestead offers a beautiful mix between adventure and exploration, and town-building and city management. Explore during the day, farm and decorate during the night. But be careful! The enemies of Rome still linger, and they have caught your scent!
Early Access allows us to develop the game with your feedback and input! Many of the features in Romestead today are because of our community and their voices, and we strongly look forward to continuing this trend in Early Access and beyond!
The best way to leave feedback is via our Discord Server, where the devs are active and able to respond to questions and feedback!
We also frequently check our Steam Discussions board which will have categories available for bugs, feedback, and suggestions!
Following the launch, we will be prioritizing hotfixing for any immediate issues that arise. After that, we are looking to establish a steady patch schedule. Exactly how that will look is something we have to evaluate once we've had a chance to observe the incoming traffic and the rate at which we will be able to work, but rest assured, you will be notified!
We know many of you will be looking for a roadmap. To ensure we can truly build this game around our playerbase's real experiences, we won't be providing a rigid roadmap immediately. We want to take a moment to get our bearings after the launch rush, digest your initial feedback, and then share a proper plan with you.
For us, this is not just any release. Romestead is our debut title as the small 6-person team that is Beartwigs, and we are so so excited to finally see it in your hands. The hype and engagement we've received from you all so far have been truly breathtaking, and we don’t take a single bit of it for granted.
As we step into Early Access, we want to hear your completely honest thoughts. We are excited to work together with you all to bring about the future of Romestead.
To all of you, a massive heartfelt thank you for your love and support so far. Now, grab your weapons and armour and enjoy your first steps in Romestead!
Roma Aeterna!
-The Beartwigs Team
It is only V days remaining until Romestead's Early Access! Romestead will officially release on the 26th of May, at 08:30 CEST
As the sun rises on the horizon, we'd like to share some additional information regarding what Early Access means to us.
You might have noticed that we've changed the art on our store page!
We received feedback that our original artwork made Romestead look like a pure city builder. While managing and building your towns is a core pillar of the experience, the game is also heavily focused on survival, exploration, and adventure.
The new visual matches the true energy and scope of what you'll actually be playing. We hope you like the new direction as much as we do!
As mentioned above, Romestead launches into Early Access on May 26 at 08:30 CEST.
However, for those of you not currently a resident of the former Roman Empire, that means:
Region
Launch time
US West (PDT)
May 25, 11:30 PM
US East (EDT)
May 26, 02:30 AM
London (BST)
May 26, 07:30 AM
Rome (CEST)
May 26, 08:30 AM
China (CST)
May 26, 2:30 PM
Korea / Japan
May 26, 3:30 PM
Early access contains hours of exploration and town-building, including three biomes, five bosses, and over 50+ dungeons and locations to explore.
Romestead has changed significantly since the demo, shaped directly by your feedback. Here are some of the biggest changes coming in Early Access:
We’ve improved the opening hours with clearer quests, more detailed journal entries, better progression guidance, and adjusted early-game resource placement.
We’ve done a broad balance pass across combat, weapons, bosses, raids, food, citizen loyalty, and the worship system to make progression feel smoother and more rewarding.
The largest addition is a new progression biome, bringing new enemies, bosses, dungeons, resources, building tiers, and gear sets.
Early Access also introduces several major new structures:
The University: Research advanced recipes and craft powerful scrolls.
The Trading Post: Automate the transfer of resources between your towns across the world.
The Sculptor: Craft stone furniture and ornaments, alongside a completely overhauled furniture system with clearer UI, smoother controls, and much more placement freedom.
Please note that demo saves will not be compatible with the Early Access version of the game. Everyone is starting over together.
Romestead is built to be enjoyed both as a standalone single-player journey or as a cooperative multiplayer experience.
The game is finely tuned for 1-4 players, but scales for groups up to 8 players. Additionally, we are releasing our standalone dedicated server software alongside the launch, so you can host your own persistent worlds from day one!
Launching into Early Access is a massive responsibility, and it's one we take seriously. While we have internal plans for future progression biomes, new building tiers, gear, and bosses, we want your help to shape Romestead's future.
Our immediate focus post-launch is to listen to your feedback and build our long-term plan together. The Romestead Discord server is the absolute best place to chat directly to us devs, share feedback, and organize play sessions.
Finally, we want to send you all of our heartfelt love and gratitude. It has been an incredible journey for our small team, and it feels surreal to finally release the game into the wild.
Thank you all so much for your support, feedback, and companionship along the stone road. We hope to bring you cartloads of content and fun in the updates to come.
Thank you.
-The Beartwigs Team
The time has FINALLY arrived!
During the Triple-i Initiative Showcase this evening we unveiled the official Early Access launch date! Romestead is made available for all MAY 26th this year!
If you haven't already, please check out the reveal trailer here!
There's a whole heap of new things to look forward to as part of the Early Access, adding hours of content to discover!
Including, but not limited to:
More helpful citizens as your people can now help you with more tasks in your settlements, such as the Carpenter being able to help you complete buildings
More bosses, more biomes, more dungeons including the brand new Volcanic biome that brings a fiery challenge to those who dare to face the two legendary foes slumbering within
Trading between settlements with the introduction of the Trading Post building which extends the town automation with empire-wide automations using player created automated Trade Routes
A new Decoration Mode for personalising your towns using an inventory-free system for collecting, placing, and customising furniture and decorations from chairs and tables, to lamps, plants, and statues
Better inventory management with the ability to expand player inventory and the addition of sorting functionality making it easier to keep track of your loot
Official support for Xbox and PlayStation 5 controllers with the option to remap a number of buttons for those who prefer to sit back and relax as they rebuild their empire
In the 47 days that remain, we at Beartwigs will be working hard on the Early Access build and everything that follows!
Until then, that is all. Early Access is coming, and we can't wait to share it with you!
Thank you, all of you, for your love and support. We are beyond grateful. Romestead is almost here!
Roma Aeterna!
-Beartwigs & Three Friends
We would like to thank you from the bottom of our hearts for helping us get this far! 150k Romans answered Minerva's call to help rebuild Rome, with thousands of you playing well over 20 hours each!
Your feedback during the demo is already shaping what comes next for Romestead! We are adding inventory sorting, expandable bag spaces, extended logistics tent options, improved tutorials, and much much more!
We also put together a little video containing some fun statistics from the demo! For example, you have collectively defeated the Guardian of Minerva a total of 230 000 times, and built a total of 1.7 million buildings!
Watch the video here for more stats!
We get a lot of questions regarding translations, and so now we're opening it up to you!
We will be using the crowdin platform, allowing you to directly help us translate the game to your language! We believe that letting the community take control is the best way to ensure that the translation is the best it can be! If you want to help us, then please take the following steps!
Create an account on Crowdin
Join our Discord server
Tag our community manager, @Beartwigs Vicky, and she will help set you up!
We will have special channels ready for you to ask questions and report translations issues!
BE WARNED: translating comes with spoilers!
... that the Triple-i initiative showcase goes live in just a week from now, and we will be there!
If you want to see what is next for Romestead, make sure to tune in!
We are very excited for the showcase and what the future brings, and hope that you will be there to hype alongside us!
Until next time, Romans!
Roma Aeterna! -The Beartwigs Team
The Triple-I initiative is a showcase with 45 minutes of trailers, reveals, and dates!
The event returns on April 9th, so make sure to tune in!
You never know what can be revealed on events like this!
Check out the Triple-I initiative event trailer here:
Roma Aeterna!
-The Beartwigs Team
Fixed a crash regarding Pyzifax
Happy adventuring!
It's been so wonderful seeing everyone enjoy and make the most out of the extra time we've provided during the demo!
Streams, gameplay videos, tutorials, towns, we see it all, and it invigorates us more than anything to make Romestead the best it can be together with you!
In order to show our gratitude, we've decided to push the demo back one more week.
This means the demo will be closed and unplayable after the 16th of March.
We have seen many comments and confusion this past week about why the demo isn't staying up until the game releases, and there is a few reasons for this.
The main reason is that we want to focus all our efforts on the Early Access, and keeping the demo up creates a distraction for us.
If Early Access was closer than it is, we could keep the demo open but as it is for now we as a team need to reroute our efforts and make the Early Access launch the best it can be for everyone!
We're beyond amazed at the positivity and excitement around Romestead, and we're so very excited to show you what's looming on the horizon.
Thank you for your support, your reviews, and your love! Roma Aeterna!
-Beartwigs & Three Friends
New font for chinese characters
New Sound Effect for eating and drinking
Crash fixes
Happy adventuring!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Romestead, 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 Romestead 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.