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Full Steam announcements and update articles for this title.
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!
Here is our development update for July 20 to July 26.
We carried out a comprehensive optimization pass on all six random map types. We reviewed their overall structure, generation stability, and moment-to-moment play experience. Our goal is to preserve the distinct identity of each map type while reducing unnecessary swings caused by extreme starting positions or terrain.
We continued developing the save and replay features and completed a substantial amount of work this week. These systems involve full match states, action records, and compatibility across versions, so we will keep testing their stability and refining the details.
The revised Komeiji Empire has now been available for one week, and we have received a great deal of detailed feedback. We are very happy that many players enjoy the new focus on Fear, the redesigned heroes, and the stronger interplay between units. At the same time, players have also pointed out remaining issues with strength, counterplay, and some of the new mechanics, while some feel that certain parts of the previous version were more direct or satisfying. We will not assume that either the old or new design is automatically correct. Instead, we will continue comparing actual play experiences, identify the parts that are genuinely fun in both versions, preserve what works, and improve what does not.
The Hakurei Empire currently has several clear problems. For example, its economy grows too quickly on naval maps, but it feels dull on other maps. Its design focus is also not clear enough, and some combinations of heroes, units, and faction mechanics create significant balance problems. This is especially noticeable in PvP, where these combinations can leave opponents with too little room for counterplay. Among the heroes, Suika currently has too much strength, mobility, and utility at the same time. Kasen's overall strength and the handling of her Beast Lure need improvement, while Sumireko and Aunn also have mechanics that are difficult to understand or operate. The Valkyrie is similarly polarized: its protection can be difficult to counter, but a zero-attack support unit can also feel awkward to use. Direct sea access, Raid, Landing Assault, and Aunn's teleportation are important parts of the faction's identity and should retain their core appeal, while Danegeld Diplomacy and Einherjar Runes need a more fundamental review. We are now designing the next round of Hakurei adjustments around clearer priorities, less excessive stacking, better counterplay, and a more focused faction experience.
We are also continuing to collect feedback and review balance for the Scarlet Empire. Some issues can be handled through numerical changes, while others require another look at the underlying play experience, so this work will continue alongside the Hakurei iteration.
We should also clarify that future adjustments will not be decided simply by counting survey votes, nor will we rely on surveys alone. We will also consider actual match behavior, internal testing, interactions between mechanics, and the long-term identity of each faction. However, surveys are the most direct way for players to tell us what feels fun, frustrating, clear, or difficult to counter. They are extremely helpful for locating problems and deciding priorities, and we sincerely appreciate every detailed response.
The Scarlet, Hourai, and Moriya Empires were designed earlier in the game's development. Looking at them from the perspective of the current version, we can see that they still have shortcomings in areas such as pacing, faction identity, hero and unit synergy, and satisfying moment-to-moment play. We plan to audit them again in the order of Scarlet Empire, Hourai Empire, and Moriya Empire. The goal is not simply to make every faction equally strong on paper, but to make sure each one offers a distinct, smooth, and satisfying experience that fits the current game.
We are also continuing the design and development of the Myouren Empire. Alongside these larger projects, our long-term work continues as usual: usability improvements, localization, bug fixes, balance adjustments, and reviewing feedback from the community and in-game surveys.
Thank you to everyone who has taken the time to play, complete the surveys, and share detailed feedback. Your responses are helping us decide what to preserve, what to refine, and what to rebuild. Thank you as always for your support!
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!
Here is our development update for July 13 to July 19.
Most of our work this week focused on adjusting and refining the Komeiji Empire.
This round of adjustments is now largely complete and has been released. Alongside the update, we also launched a survey to gather your feedback on the revised faction. We welcome your thoughts after playing it, and your responses will help guide our next round of improvements.
Next, we plan to move forward with the following work:
Rework and optimize the generation algorithms for different types of random maps.
Continue developing and improving replay and save features.
Continue iterating on the Hakurei Empire.
Conduct a balance survey and analysis for the Scarlet Empire.
Continue the design and development of the Myouren Empire.
Improve other usability features.
Continue our regular work on localization, bug fixes, and balance adjustments.
Thank you as always for your support! We look forward to hearing your thoughts on the updated Komeiji Empire.
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!
Here is our development update for July 6 to July 12.
This week, our work mainly focused on player feedback and the ongoing adjustments to the Komeiji Empire.
We launched the Hakurei Empire experience survey and received a great deal of feedback. Thank you to everyone who took the time to share detailed thoughts and suggestions. We are carefully organizing and reviewing your responses, and they will serve as an important reference for future improvements.
We continued the design and development work for the Former Hell faction, the Komeiji Empire. The new version will further streamline its mechanics and focus its strategy around Fear. We have also redesigned its heroes, especially Satori Komeiji and Koishi Komeiji, while strengthening the strategic interplay between them.
We expect the updated Komeiji Empire to meet everyone in a new version next week. We are also continuing our regular work on localization, bug fixes, and balance adjustments, while moving forward with the design and development of the Myouren Empire.
Because much of our recent time and energy has gone into collecting and analyzing survey feedback, our replies in the community have been slower over the past two weeks. We are sorry for the delay. If an important issue has gone unanswered for a long time, you can also message me directly on QQ or Discord, or send me an email. I may be able to respond more quickly through those channels.
Thank you as always for your support and patience!
Hello everyone! This is Tenkajin IceCream, developer of Tohotopia.
Here is this week's development update for June 29 to July 5.
This week, our main work focused on three areas:
We fixed several issues that appeared after the Hakurei Empire release. Several patches have now been released, handling a batch of bugs that affected the play experience, and we will continue investigating follow-up issues based on your feedback.
We worked on adjustments for the Former Hell faction, the Komeiji Empire. Next, we will continue reviewing its mechanics, pacing, balance, and unnecessary complexity.
We continued collecting feedback. We have now received several hundred survey responses. Thank you very much for taking the time to fill them in. Your opinions, play experiences, and specific reports are a great help when we decide development priorities.
Soon, we will also release a dedicated Hakurei Empire experience survey and begin further optimization based on actual play feedback. Whether you feel some mechanics are too strong, too weak, too complex, or simply not satisfying enough, please keep telling us.
Next, a brief note on our July plans. In July, we will continue developing and optimizing save features, replay features, and other usability improvements; keep iterating on the Komeiji Empire and Hakurei Empire; and continue our regular work on localization, bug fixes, and balance adjustments. We are also moving forward with the design and development of the Myouren Empire.
As this survey continues, we also plan to organize and share some of the more important information with everyone. These responses may also affect our future development plans and priorities.
Thank you as always for your support!
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!
Here is the development progress from my partner and me for this week (June 22-28).
To put it simply, this week's development can again be summed up in one sentence: all of our work went into developing the Hakurei faction!
The Hakurei Empire is finally here! Please give it a try, and please feel free to send us your criticism and feedback. After two weeks of focused development, we managed to bring this new faction to everyone before the end of June.
In the next few days, we will also add an in-game survey, so it will be easier for everyone to share detailed feedback on the Hakurei Empire and the current version. Whether it is mechanics, balance, game pace, or parts that feel too complicated or not satisfying enough, we would be very happy to hear from you.
Next, while collecting feedback on the Hakurei Empire and making balance fixes, we will also begin adjustments to the Komeiji Empire. At the same time, we will further refine and optimize the overall game mechanics. Recently, we have realized that the current design has gradually become a bit bloated. Our goal for the next round of adjustments is to keep the designs that feel smooth and satisfying, remove the parts that are tedious or overcomplicated, and make the game simpler and lighter while preserving what makes it fun.
Thank you all for your support!
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!
Here is the development progress from my partner and me for this week (June 15-21).
To put it simply, this week's development can be summed up in one sentence: all of our energy has been focused on developing the Hakurei Empire, and we estimate it is now about 60% complete.
If things go smoothly, the new faction, the Hakurei Empire, will be ready to meet everyone before the end of June.
I also want to apologize: last week's 0.7.4 version still has quite a few bugs, translation errors, and balance issues, but we did not release a new patch this week. Considering the current development progress and how our time is allocated, my partner and I decided to use these two weeks, June 15-27, to finish the Hakurei faction in one push and present it before the end of June. After that, we will focus on a new round of bug fixes, optimization, and balance adjustments. Of course, if we discover any bug that seriously affects playability, we will start fixing it immediately!
Thank you all for your support!
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!
Here is the development progress from my partner and me for this week (June 8-14).
We made small balance adjustments to 16 heroes. Based on actual player feedback, I adjusted some numbers for heroes that were clearly too weak or too strong in upgrade tasks and base stats. The signature mechanics of these heroes were basically unchanged, and this is not the final balance pass. Please see the patch notes for details.
We are continuing to follow community feedback. Because of cross-language communication and development workload, responses are currently slow. I have seen many suggestions and comments, but have not been able to reply in time. I am considering smoother ways to handle this in the future, such as adding in-game surveys.
We added several small features, including Steam Cloud saves, eye-comfort mode, remembering online room names, showing player names in online room rankings, and the option to hide online match network info.
The Hakurei Empire is now in active development. We will try to have it ready before the end of June.
For the detailed changes in this week's released version, please see the link below:
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!
Here is our development progress for this week (June 1-7).
We adjusted the overall pacing for deploying heroes. The positioning of class heroes was changed significantly, while and class heroes received smaller adjustments. The second and third heroes now start at Lv.2. This round is an overall adjustment only, and does not yet include detailed balance changes for each individual hero, so it is not the final hero balance plan.
We adjusted many designs related to Culture Points, Statues, and Codices, allowing Culture Points to start playing a role earlier.
We fixed many bugs. Important progress was made on difficult issues such as incorrect visual remnants after death and ships appearing on land. We also optimized the movement preview view and some display features.
We have already replied to and handled part of the community feedback about bugs, balance, suggestions, and other topics. Because the workload is still very heavy, and we need to prioritize game development, many messages are still backlogged. In the future, response times for community feedback may be extended to around 2-3 weeks.
For players affected by the price reduction issue, all compensation DLC for previously registered players has been sent out this week. If you did not receive it, I may have missed your case, so please contact me again. If you have not applied for compensation yet, you are welcome to contact me to claim it.
If you did not buy the game in a Chinese-language region during the first three days at the launch-day price, you can ignore the previous item.
Our planned development work for June includes developing the Hakurei Empire, making major adjustments to the Komeiji Empire, many balance adjustments, continued bug fixes, translation fixes, and improvements to the convenience of game interactions.
For the detailed changes in this week's released version, please see the link below:
https://store.steampowered.com/news/app/3774440/view/705522044475802589
Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA.
Here is this week's development update. Our main work this week focused on iterating the multiplayer module, fixing priority bugs, organizing community feedback, and planning upcoming version content.
This week's development focus was multiplayer iteration. Beta V0.7.2 was released tonight, Friday, May 29, and is expected to be updated to the official version tomorrow, Saturday, May 30.
We continued fixing several bugs this week. Among the current 5 high-priority issues, 1 has been confirmed fixed, 2 have been partially fixed and are still being tracked, and 2 are still being worked on.
We have recently received a large amount of feedback across platforms about bugs, balance, suggestions, translations, and more. We will organize and reply to them together this weekend.
For players affected by the price reduction issue who are waiting for the compensation DLC Key, the compensation content is still in Steam's review process. We will send it out as soon as the review is complete.
Our main development plans for June include: developing the Hakurei Empire, making major adjustments to the Komeiji Empire, balance adjustments, ongoing bug fixes, translation fixes, and improving the convenience of game interactions.
This week we mainly continued improving multiplayer-related content. Beta V0.7.2 has been released tonight and is expected to be updated to the official version tomorrow.
This multiplayer module update mainly added and improved the following content:
Added support for team play
Added support for turn time limit settings
Added support for the host to decide whether AI should take over after a player disconnects in a room
Added support for setting AI player factions
Completed multiplayer notification sound features
Completed room chat functionality
Added support for changing room names
Added a network error monitoring screen
Added a room block feature
Added an in-game bug report feature
Multiplayer functionality will continue to be iterated. Next, based on actual testing and player feedback, we will continue optimizing multiplayer stability, room experience, disconnection handling, sync issues, and multiplayer-related interactions.
There are still many accumulated bugs and small issues in the game, and we are gradually investigating and fixing them.
The current progress on the 5 high-priority issues is as follows:
We have found part of the cause of this issue and completed the corresponding fix. In theory, the frequency should decrease, but we are still investigating other possible causes.
If you still encounter ships appearing on land afterward, please continue reporting it to us through the in-game report feature.
We have also found part of the cause of this issue and completed a partial fix. However, unit overlap may involve multiple trigger paths, so we are still tracking other potential causes.
We have found the root cause of this issue and completed the fix. Under normal circumstances, units with 0 HP should no longer remain alive in future versions.
If you still encounter similar issues in the new version, please be sure to let us know.
This issue has not been completely fixed yet. We are already investigating the related causes and will continue pushing it forward.
This issue has also not been completely fixed yet. If you encounter it in the current version, you can first exit the game and then continue the game to trigger normal settlement.
We will continue investigating the root cause of this issue and fix it as soon as possible.
A bug report button has now been added to the lower-left corner of the game's main menu, so everyone can submit issues directly in the game. Thank you for taking the time to help us report and locate issues. This is very important for fixing them.
In the two weeks since launch, we have received a large amount of feedback on Steam, Bilibili, Xiaoheihe, QQ groups, Discord, Twitter, and other platforms.
Thank you very much for being willing to raise issues, suggestions, and criticism. Handling and replying to feedback across different platforms also takes scattered attention, so over the past week we mainly focused on development and fixes first. This weekend, we will organize recent feedback together and gradually reply and follow up by category.
The feedback we have initially seen is mainly focused on the following areas:
Poor late-game experience
Hero and balance issues
Various bug reports
Translation errors
Suggestions for operation and interaction improvements
Suggestions for multiplayer-related improvements
Suggestions about visual presentation, UI, interaction feel, text, story, art design, and more
Next, we will also consider gradually adding more direct feedback channels in the game, such as bug / suggestion uploads and in-game surveys, so that everyone can report issues more conveniently and we can organize and handle these opinions more efficiently.
For players affected by the price reduction issue who are waiting for compensation DLC Keys, we are still stuck at the Steam review step. Once the review passes, we will push forward with distribution as soon as possible.
Please wait a few more days. We are very sorry to have kept everyone waiting for so long.
Also, I noticed that there are still quite a few eligible players who have not emailed me or registered their compensation information. If you meet the compensation conditions but have not contacted me yet, please remember to find me and register.
If you are not in a Chinese-speaking region, did not buy the product within the first three days after launch, or did not buy it at the launch-day price, then you can ignore this item.
In June, we plan to focus on the following content:
Hakurei Empire development
Major adjustments to the Komeiji Empire
Multiple balance adjustments
Ongoing bug fixes
Ongoing translation fixes
Improving game interaction and control convenience
These items were also mentioned in last week's development progress report. Next, we will continue moving forward according to the plan and adjust priorities based on player feedback.
Next week's main plan is to continue bug fixes and a small number of balance adjustments, while focusing on developing Hakurei Empire-related content.
Thank you again for your feedback, support, and patience during this period.
TOHOTOPIA still has many areas that need improvement. We will continue carefully fixing issues, adding content, and doing our best to keep sharing weekly development progress. You are also welcome to continue reporting issues through the in-game report entry or community channels.
Heads-up first: This notice only applies to players who are in Chinese-speaking regions (Mainland China / Taiwan / Hong Kong) AND purchased before May 18, 16:00 (UTC+8 / Beijing Time). If that's not you, feel free to ignore!
先に大事なことをお伝えします:こちらのお知らせは 中国語圏(中国本土・台湾・香港)にお住まいで、かつ 5月18日 16:00(UTC+8 / 北京時間)より前 にご購入された方 が対象です。それ以外の方には影響ありませんので、ご安心ください!
먼저 중요한 내용부터 말씀드립니다: 이번 공지는 중화권(중국 본토 / 대만 / 홍콩)에 거주하시면서 5월 18일 16:00 (UTC+8 / 베이징 시간) 이전에 구매하신 분들에게 해당되는 내용입니다. 그 외 분들께서는 신경 쓰지 않으셔도 괜찮습니다!
【Update on the price-drop refund — official Steam Support reply】
We've now received an official reply from Steam Support:
For players whose playtime has exceeded 2 hours, Steam does not provide developers with a tool to issue refunds to specific players. However, if you choose not to take the DLC compensation, you can still go through the regular refund process:
Help → Steam Support → Purchases → select the game → "I would like a refund"
Just briefly explain the price-drop situation in your request. No need to worry about getting banned or losing account credit — this is explicitly allowed under Steam's official refund policy and is not considered abuse.
Sorry again for the trouble 🙏
Hi everyone, this is the developer, Tenkajin IceCream. It's been almost a week since TOHOTOPIA launched in Early Access, and I wanted to share an update with all of you on what me and my partner have been working on this past week, along with our plans for what's coming next in EA.
Right after launch, we pushed out three emergency patches as quickly as we could (V0.7.1i, V0.7.1j, V0.7.1k), fixing a number of freezes and launch-failure issues, cleaning up a lot of incorrect game units, and adjusting some translation problems. That said, it's still nowhere near enough. The game may still encounter serious issues such as freezes and failure to launch, and there are still many in-game combat bugs, sluggish UI interactions, translation errors, UI overflow issues, and so on — not to mention all the optimization issues like incorrect art asset resolutions, high CPU usage, online networking problems, and more.
We've also addressed the pricing error in Chinese-speaking regions and put together a refund and compensation plan. This was entirely due to my own oversight. Sorting it out took some of our time as well — thank you so much for your patience, and I'm truly sorry.
Our current plan is to release a small update roughly every 1–2 weeks, addressing various bugs, optimizations, and translation issues. If we run into a more severe problem, we'll do our best to push out an update within 1–2 days. Every 1–2 months, there may be a larger update, which could include adding a new system, adding a new faction, reworking an entire module, or rolling out balance adjustments. The exact cadence will be adjusted based on actual development progress.
Prioritizing fixes for serious issues like failure to launch and freezes
Fixing various bugs in combat logic and visual display
Going through all the community feedback from this past week and addressing them one by one — this includes various interaction improvements, BGM tweaks, cloud save support, and so on
Reworking the multiplayer lobby system: customizable room names, a "Ready" function, faction selection for AI players, and more
Adding team PvP and team PvE modes, and adding a turn-timer option for online matches
Various smaller refinements to the overall online experience
Developing the fifth faction — the Hakurei Empire
Once the Hakurei Empire is ready, we'll do an overall balance pass across all five factions
Going through community feedback and fixing various translation issues
Fixing translation-related issues such as UI overflow and inappropriate font sizes
Improving the multi-language MOD tools
Fixing new bugs and optimization items we hadn't noticed before
Adopting reasonable suggestions (response time may be delayed by around a week)
In addition to long-term, ongoing bug fixes and balance adjustments, Content already confirmed for future EA updates:
Four new Empire factions: Hakurei Empire, Toyosatomimi Empire, Nippaku Empire, and Myouren Empire
New story content, new tutorials, achievements, save system, spectator mode, replays, and more
More dialogue and interaction content between characters
Content we're considering for the EA roadmap: Steam Workshop MOD support, additional victory conditions, an iteration of the tech / culture / economy systems, custom maps, campaigns, and so on. These will be adjusted through ongoing feedback and discussion with the community.
Honestly, it probably isn't ideal to be discussing DLC content before EA has even finished, but because of the pricing-error situation in certain regions, I had already publicly committed to sharing the DLC plan — so I'd like to make it official here as well. DLC1 — Multi-faction expansion pack: Tengu Empire, InvincibleAmazingEmpire This DLC has not entered development yet. This is just a heads-up.
Since launch, we've received far more attention and feedback than we ever expected. Me and my partner are genuinely happy about it, but at the same time we're feeling a lot of pressure. We originally started this project because we wanted to make a Touhou fan-game — partly because we wanted to "build something we love ourselves" and develop it at our own pace, and partly because, honestly, neither of us is what you'd call a seasoned professional developer. So please try not to set the bar too high for us. That said, the attention and feedback we've received has definitely pushed us to pick up the pace, hold ourselves to higher standards, and put more care into polishing the smaller details of the game. We're also thinking about using Steam Workshop MOD in the future to fill in the gaps where we fell short. Thank you so much for being our motivation. Even with the faster pace, me and my partner are still working through everything in a somewhat clumsy, single-threaded loop: bug fixes → new content development → community feedback → game promotion, and so on. To follow ZUN-sensei's guidelines regarding Touhou fan-games on Steam, we won't be looking for a third-party publisher — that's something we can't and won't do. For now, the two of us will be handling all distribution and operations on our own. Lastly, thank you so much for all your support. We genuinely love hearing from the community. To keep development moving forward, we'll be focusing our energy on development work first. On top of that, I rely quite heavily on translation tools to communicate with friends outside of the Chinese-speaking community, so our response time to community feedback may be a bit slow at times. Thank you for understanding.
Hello, I'm Tenkajin Icecream, the developer of TOHOTOPIA (帝国幻想乡). 【About this Announcement】 This announcement is primarily addressed to players in Chinese-speaking regions (China, Hong Kong, Taiwan), where I made a significant pricing mistake at launch. ⚠️ Players outside these regions: This pricing adjustment does NOT affect your region. No action is required from you. This announcement is provided in English so you can understand what happened, but the compensation plan applies only to affected players in Chinese-speaking regions. 【本お知らせについて】 皆様、こんにちは。『TOHOTOPIA(帝国幻想郷)』開発者の天火人雪糕(Tenkajin Icecream)と申します。 このお知らせは、主に中華圏(中国・香港・台湾)のプレイヤーの皆様に向けたものです。本作のリリース時、これらの地域において重大な価格設定ミスがございました。 ⚠️ 中華圏以外のプレイヤー様へ: 今回の価格調整は、皆様の地域には影響しません。特にご対応いただく必要はございません。 このお知らせは経緯をご理解いただくため日本語(英語版)でもご案内しておりますが、補償対象となるのは中華圏で影響を受けたプレイヤー様のみとなります。 안녕하세요. 『TOHOTOPIA(帝国幻想乡)』의 개발자 Tenkajin Icecream(天火人雪糕)입니다. 【본 공지에 대하여】 본 공지는 주로 중국어권 지역(중국, 홍콩, 대만)의플레이어 여러분을 대상으로 합니다. 출시 당시 해당 지역에서 중대한 가격 설정 오류가있었습니다. ⚠️ 중국어권 외 지역의 플레이어 여러분께: 이번 가격 조정은 여러분의 지역에는 영향을 미치지않습니다.별도로 취하실 조치는 없습니다. 본 공지는 상황을 이해하실 수 있도록 영어(한국어)로도 제공되지만, 보상 계획은 영향을 받은중국어권 플레이어에게만 적용됩니다. 【1. What Happened】 On May 14, 2026, TOHOTOPIA launched in Early Access.Due to a configuration oversight on my part, prices in Chinese-speaking regions were set significantly higher than Steam's recommended pricing, and higher than other regions like USD/JPY which were based on Steam's recommendations. This violated the expected regional pricing gradient and caused Chinese-speaking players to overpay. I apologize sincerely. This was entirely my mistake. 【2. Pricing Has Been Adjusted】 On May 18 at 16:06 (UTC+8), prices were adjusted to match Steam's recommended pricing: ▸ China: ¥28 → ¥18 (EA launch discount ¥16.2 until May 21, 17:14) ▸ Hong Kong: HK$35 → HK$25 (EA discount HK$22.5) ▸ Taiwan: NT$120 → NT$95 (EA discount NT$85.5) 【3. Compensation Plan Overview】 For players who purchased at the original (pre-adjustment) price in Chinese-speaking regions, there are three options: 1. \ If your play time is under 2 hours, you can request a standard Steam refund and rebuy at the new price. 2. \ If you can't refund or prefer not to, we'll provide a free DLC (priced ¥10 equivalent) as compensation. ⚠️ Note: This DLC is currently in development and won't be playable until the 1.0 release (planned for early 2027). 3. \ If neither option works for you and you'd like a direct price difference refund, please note that Steam doesn't typically support developer-initiated refunds. We're contacting Steam Support to explore possibilities and will share any updates publicly. 【4. About the Free DLC】 We will offer a faction expansion DLC (priced at ¥10) that includes 2 new factions: 1. "Invincible Amazing Empire" — led by Cirno (Greek-Civ) 2. "Tengu Empire" — led by Iizunamaru Megumu (Mali-Civ) Total: 2 factions, 10 new playable heroes. Notes: 1. The DLC is not yet complete. Expected release: early 2027 alongside the 1.0 full release. 2. The DLC has a Steam product page, and Keys can be activated in advance, but the content will only become playable after release. 3. Our team is just two people (me and my partner), so we have limited bandwidth. To avoid impacting EA content development, the DLC will be created after the main EA content is largely complete.Thank you for your patience. 【5. EA Development Roadmap】 The EA version (currently ¥18 in CN region) includes 4 playable factions. I'm currently developing the Hakurei Empire (led by Hakurei Reimu). Coming in future EA updates: ▸ Toyosatomimi Empire (Toyosatomimi no Miko) ▸ Rinno-Haku Empire (Zanmu) ▸ Myouren Empire (Hijiri Byakuren) Full release: planned for end of 2026. 1.0 will include 8 factions and 40 playable heroes (5 heroes per faction). ══════════════════════════════════════════════ 【6. How to Claim the Free DLC】 ══════════════════════════════════════════════ 【Eligibility】(must meet all 3 conditions) 1. Purchased TOHOTOPIA before May 18, 2026, 16:06 (UTC+8) 2. Actually paid the original price (with EA launch 10% discount applied): - China: ¥25.2 (¥28 × 90%) - Hong Kong: HK$31.5 (HK$35 × 90%) - Taiwan: NT$108 (NT$120 × 90%) 3. Order has NOT been refunded through Steam For special cases (gift purchases, etc.), please contact me directly. 【How to Apply】(choose one) ▶ Option A (Recommended for overseas players): Email [email protected] Subject: \ + Steam Username ▶ Option B: QQ Group (mainly for Chinese players) QQ Group ID: 952618884 After joining, DM "天火人雪糕" (Tianhuoren Xuegao) 【Information Required】(2 items) 1. Steam profile URL (Click your avatar → View my profile → Copy the URL from your browser) 2. Purchase record screenshot (Click your avatar → Account details → View purchase history) Screenshot must clearly include: game name, date, price, username, order status 【Notes】 1. For gift purchases: please note whether the gift has been activated and provide the recipient's Steam username. 2. For other special situations, please note separately. 3. To protect your privacy, please do NOT post this information publicly in the group. 【Timeline】 ▸ The DLC Keys are currently under Steam review. ▸ Application processing starts after May 27, 2026. ▸ Application deadline: December 31, 2026. ══════════════════════════════════════════════ 【7. About Bug Fixes and Development】 ══════════════════════════════════════════════ I sincerely apologize: due to spending the past two days handling the pricing issue, bug fixes have been delayed. I'll return to active bug fixing as soon as possible. The EA development plan will also be shared with the community soon. ══════════════════════════════════════════════ If you have suggestions about the compensation plan,or if your situation isn't covered, please let me know. To the players who supported us at launch by paying the original price — I'm truly sorry for the trouble. This pricing mistake was entirely my oversight, and I'll take this lesson seriously. First time launching a game — better to learn from these mistakes early than late. Thank you all for your encouragement. Our development is healthy — we're not going anywhere, and we'll continue updating EA content and the DLC. To everyone affected: my sincere apologies. To everyone who offered criticism, support, or suggestions: thank you. My partner and I will keep working to make this game the best it can be. —— Tenkajin Icecream (天火人雪糕)
Hello, I'm the developer of TOHOTOPIA
I've adjusted the pricing of TOHOTOPIA in Chinese-speaking regions to correct an oversight
where the previous pricing did not match Steam's recommended pricing for those regions.
This adjustment does not affect pricing in any other region.
Players outside Chinese-speaking regions: no action is required.
For affected players who purchased the game at the original price,a compensation plan will be announced within 48 hours (in Chinese).
Full details are available in the Schinese / Tchinese versions of this announcement.
Thank you for your continued support!
Tenkajin Icecream
May 18, 2026
✦ What is this game? ✦ - This is a Touhou Project fan-made game! The core gameplay is heavily inspired by Polytopia. - In short, it's a 30-minute casual take on the 4X strategy genre (think of it as an ultra-streamlined Civilization VI). ✦ What's playable right now ✦ - 4 playable factions: Scarlet Empire - led by Remilia Houraisan Empire - led by Houraisan Kaguya Moriya Empire - led by Yasaka Kanako Komeiji Empire - led by Komeiji Satori - 3 game modes: Standard / Ranked / Custom Match - 20 playable heroes, 17 enemy factions ✦ Up to 4-player online battles ✦ Invite your friends and clash head-on in Gensokyo! More multiplayer features and team modes are on the way! ✦ Why Early Access ✦ We want to gather feedback from a wider audience before the full release. 4X strategy games rely heavily on real player feedback — especially when it comes to balance, usability, pacing, network stability, and long-term replay value. Early Access lets us improve and polish the game together with you. ✦ Our Plan During Early Access ✦ We'll keep updating throughout Early Access, with focus on: - Adding more factions and heroes - Faction balance adjustments - UI and interaction improvements - Better multi-language support - Bug fixes and stability improvements Update cadence: we aim for one patch every 2-4 weeks. Major versions will be announced in advance on Discord / the Steam Community Hub. Critical bugs will be fixed within 1-2 days! ✦ Follow us ✦ - Dev updates: https://x.com/Tohotopia - Discord: https://discord.gg/wu2T3FCwCC - QQ Group: 952618884
Hi everyone! We have some exciting news and a quick dev update for you all!
Early Access Launch Date!
We are thrilled to announce that our Early Access will officially launch on May 14th (5/14 - Koishi Day)!
🎉 Thank you all so much for your continuous support and patience.
Apologies for the radio silence! I want to sincerely apologize for being a bit quiet over the last two months. Our two-person team has been completely heads-down "cooking" and coding new content, so I slightly fell behind on checking Discord and Steam discussions. Starting the next few days, I will be carefully reading through all your feedback and suggestions one by one!(But don't worry, I did read and apply all the balance suggestions you gave us back in March! Thank you so much!)
What we've been working on these past 2 months:
Here is a quick progress report on what we’ve achieved:
Chireiden Faction is fully developed!
Culture System is completed!
Faction Balancing has been adjusted.
Multi-Language Mod Support! (This allows community translations and new languages to be easily loaded directly into the game!)
Huge improvements to Multiplayer optimization, Tutorial, Encyclopedia, and various minor details!
What's next? From now until the EA launch, we will keep focusing on squashing bugs, fine-tuning the balance, and improving the overall QoL (Quality of Life) and user experience.
Just wanted to give you all a heads-up on our progress. Thank you so much for sticking with us!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for TOHOTOPIA, 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 TOHOTOPIA 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.