This is one of our biggest updates yet, bringing a large wave of bug fixes, quality-of-life improvements, balance adjustments, UI polish, performance improvements, and new systems that should make the academy feel clearer, smoother, and more alive.
A lot has changed again in this version: the Directorium has a stronger presence, graduate destinies are more meaningful, villages now offer deeper strategic choices, mana management is easier to read, the onboarding flow has been improved, and many frustrating issues reported by the community have been addressed.
New timed character demands have been introduced.
Characters who reach a breaking point can now trigger a timed demand instead of leaving without warning.
Timed demands now appear above the character’s head and in the alert bell.
Opening a demand pauses the game, giving you time to make a decision.
If a demand expires, its default negative outcome is applied.
Students preparing mischief now open a three-choice decision window: discipline them, let it slide, or redirect their energy.
Intercepting mischief now prevents the action, lowers the student’s morale, and counts as a blame.
A new dialogue can appear when dismissing a teacher.
Teacher dismissal can now affect Directorium Trust if no severance is paid.
A cleaner dismissal system has been introduced, with clearer costs and consequences.
Gold-based decisions now clearly show their cost.
Unaffordable gold choices are greyed out and displayed in red.
At least one decision option should always remain available.
The Directorium Emissary now presents a single combined report when visiting the academy.
The Emissary report now summarizes key events since the last visit.
Departures, expulsions, recruitments, failed trials, and teacher hires are now included in the report.
The Emissary report now uses a more narrative tone and concludes with a grade from A to F.
The Emissary grade now influences the next tax.
The exact Directorium tax amount is now hidden until the payment screen.
The Directorium countdown now tells you when the Emissary will arrive, instead of revealing the amount in advance.
Clicking the Emissary now focuses the camera on him.
New Directorium lore lines have been added.
The Headmaster’s Board replaces the previous Emissary-focused board.
A new graduate destiny system has been introduced.
Graduates who do not return to the academy can now receive a permanent profession.
Graduate professions provide permanent and cumulative bonuses to the school.
Stronger graduates can access more powerful destinies depending on their traits.
Each village now favors specific graduate professions.
Rank 1 diplomas now have a chance to offer a unique destiny, once per subject per game.
New village campaigns have been added.
Campaigns cost random resources and temporarily increase recruitment influence.
Campaign costs increase with each use and include a cooldown.
The Launch Campaign button now displays a proper hover tooltip with title, description, and click prompt.
Rival academy influence has been added to villages.
Village influence now represents the chance for a candidate to join your academy.
Rival academies gain influence over time.
Discovering a village can now reveal a rival academy.
Assigning an explorer to a village now grants an influence bonus.
Villages now display the chance of recruiting a character from that village.
Once the starting map is chosen, other world maps now display the name of a rival school.
Explorers are now required to interact with villages.
Building, upgrading, or launching a campaign in a village requires sending an Emissary to that village first.
Village actions now show setup time and the assigned character’s portrait on the world map.
The world map resource bar now displays Prestige, the currency used on the map.
The mouse wheel can now zoom in and out on the world map.
A warning now appears when clicking a village before building an Exploration Hall.
A new mana gauge has been added.
The mana gauge now displays storage duration and battery autonomy.
The mana gauge now includes a predictive sub-gauge for the next cycle.
Mana gain and loss animations now play when crossing resource thresholds.
Mana tooltips now display production, consumption, drought duration, and battery autonomy.
Mana battery autonomy now turns red when it will not last through the full drought.
Buildings consuming mana are now listed in a dedicated mana tooltip.
Mana per cycle values are now displayed more clearly.
New tutorial quests have been added for mana sources, mana windmills, and closing buildings.
The tutorial now introduces Trials.
A new tutorial quest introduces the Directorium Emissary.
In the tutorial, the Trial Room now unlocks after History of Magic for a smoother progression flow.
Teaching the first class now unlocks both student dormitories and teacher dormitories.
The first student recruitment quest now starts with its progress bar almost filled.
New candidates now arrive through the portal with a particle effect before walking to the waiting queue.
Candidates can still be recruited as soon as they appear.
Clicking a candidate during their walk cancels the walking sequence.
The Codex info icon now opens the Codex.
The Codex alert now hides after being clicked and returns when a new entry is available.
New ambient snippets have been added.
Construction sites now display their remaining time when started.
Waiting construction sites now always display the “waiting for constructor” indication.
Existing rooms can now be moved again after a first move.
Existing rooms can now be moved to another floor.
During room movement, the blue / red placement preview is now displayed again.
Ruins now display progressive resource recovery.
Ruin inspection now shows real remaining time and remaining Glyphite.
Resource gain from ruins now appears as a per-cycle value.
Particle feedback now plays during ruin harvesting.
The Mana Wellspring now has clearer highlight and space delimitation.
Recruitment probability is now displayed more clearly in village and recruitment panels.
Blocked recruitment gauges now turn red when the waiting queue is full.
The recruitment panel can now be sorted by cost per cycle.
A popup now shows recovered materials before deconstructing a building.
Renaming a character now uses a feather icon that opens a small input box.
Pressing Escape cancels the rename action.
The feather icon is now available directly on student and character panels.
A sleep icon now appears on a teacher or student portrait when they are unavailable because they are sleeping or recovering well-being.
The management menu now includes a scrollable trait view for teachers and students.
Trait lists now support slow auto-scrolling.
Technology tree nodes now display clearer feedback when unlocks are available or unavailable.
Gauge gain and loss animations have been added to make value changes more visible.
When a room is vandalized, the responsible character is now selected and framed by the camera.
After a dialogue choice, the related character is now selected and followed by the camera.
The alert bell badge now displays the real total number of alerts.
The Order’s Lounge is now clickable as soon as it is truly unlocked.
The Badlands Mana Tree Room has received a full visual rework with four decoration levels.
The Lilac Grove Mana Tree Room has received a full visual rework with four decoration levels.
The Crystal Rift Mana Tree Room has received a full visual rework with four decoration levels.
The Castle Hill Mana Tree Room has received a full visual rework with four decoration levels.
The portals of the four world maps have received a visual rework.
The tops of buildings have received additional visual polish, especially Etherfang.
The game now includes a full July 2026 translation pass across the 13 supported languages.
This update includes a large quality-of-life pass across UI, onboarding, camera behavior, room movement, recruitment, villages, mana, and Directorium systems.
The Directorium Trust system has been refined.
Directorium Trust now communicates its consequences more clearly.
The text shown when Directorium Trust reaches zero has been rewritten.
Directorium Trust now remains frozen early in the game until it has been properly introduced.
Directorium Trust help panels have been reworked.
Ongoing trust effects are now easier to read.
Trust penalties for insufficient payments are now capped.
Dismissing a teacher now reduces Directorium Trust for several cycles.
Repeated dismissals increase the trust penalty.
Paying a severance fee can avoid or reduce trust loss.
Severance fees now use a random percentage of the treasury.
Retention bonuses now use a real amount, representing at least 50% of the player’s gold and potentially up to the full treasury.
Teacher dismissals now appear in the Emissary report.
The Emissary wording has been improved.
The Emissary report no longer displays a raw list of counters.
The report now aggregates student arrivals and graduations into totals.
Important events are now highlighted more clearly.
The tax is now described through appreciation rather than only raw numbers.
The report avoids repeating the same ambient sentence twice in a row.
The Directorium tax logic has been improved.
The tax now better reflects the academy’s resources, active rooms, and progression.
Active rooms are now taken into account when calculating the tax.
Prestige value for Directorium tax calculations has been adjusted.
The tax now remains fixed once set after the previous payment.
The Directorium tax payment screen has received visual polish.
The tax screen now displays clearer information for base tax, subsidy, net value, deadline, and Prestige.
The Directorium tax panel text has been simplified.
The tax quest now stays pinned at the top of the quest tracker.
The campaign button has been redesigned and repositioned near the relevant gauge.
The campaign button now displays the requested resource icon.
The village panel has received several UI improvements.
The Exploration Hall selection panel has received UI polish.
Professor selection for exploration is clearer.
The decision window has received its final visual pass, including portrait, state, red amounts, and disabled choices.
The quest area has been adjusted to reduce how far quest banners stretch to the right.
Quests without descriptions no longer display an empty details frame or unnecessary fold arrow.
Quests without descriptions no longer display a “view details” button.
Quest delays after dialogues have been reduced across the quest system.
The welcome quest above a teacher now only offers “Accept”; the unused “Refuse” option has been removed.
Reward displays have been cleaned up to reduce redundancy.
Reward descriptions now appear next to their icon as a translated list.
The Codex notification has been moved higher on the interface.
The recruitment panel now opens separately for students and teachers depending on progression.
Clear messages now explain when student or teacher recruitment is still locked.
The village recruitment button now follows the same lock rules.
The admission panel can no longer be opened before the first teacher recruitment stage.
The Exploration Hall tooltip no longer mentions it as a unique building.
The wind and mana windmill interface has been reworked.
Windmill values now display per cycle instead of per tick.
Windmill obstruction is now shown as a rounded whole number.
Windmill production is now displayed as an average per cycle.
Mana windmill production now better matches its real contribution.
A closed or unpowered mana windmill now displays 0 production.
Mana autonomy now displays “--” when mana consumption is zero.
The Mana Tree panel now displays clearer information before construction.
Placing the first Mana Tree now provides clearer visual feedback.
The Mana Tree upgrade sequence now correctly plays its camera movement again.
The objective arrow pointing to the Mana Windmill now disappears as soon as the foundation is placed.
The portal activation sequence in the tutorial now waits until the following dialogue has closed.
The first Elara dialogue now properly unpauses the game when closed.
Tutorial pacing has been improved to reduce empty waiting time.
The game over screen now fully freezes time until the player chooses Retry or Main Menu.
The main menu now loads faster and uses less memory.
Large environment assets are now loaded during the loading screen instead of being fully preloaded in the main menu.
The loading screen now covers the full initial preparation phase.
Construction and repair displays now share clearer timing feedback.
Construction sites now display cycle-based remaining time in a similar way to repairs.
Ruin destruction now behaves more like a construction task, with progressive work and feedback.
The ruins information panel has been simplified by removing unnecessary filler labels.
Only two teachers can now be sent on expeditions per Exploration Hall.
The “show traits” button has been removed where it was redundant.
Character ambient quote UI has been improved.
The activity log no longer repeats the exact same entry twice in a row.
Activity log messages now better explain the real cause of a problem.
The satisfaction penalty describing unhappy teachers now lists possible causes more clearly.
The terminology around the Directorium has been updated, including replacing outdated wording with “Directorium Emissary”.
The player role is now consistently called Headmaster in English.
Several hardcoded English texts have been localized.
The mana generation bonus from the technology tree now properly affects production.
The influence of rival academies, village campaigns, and exploration assignments has been integrated into village recruitment flow.
The system for blames, resignations, demands, timers, trust costs, and severance values is now centralized for easier balancing.
Recruitment cost now has a guaranteed minimum when a character has many negative traits, with the Crésus trait remaining the intended exception.
Corrected an issue with Mana Tree spots.
The Exploration Hall could sometimes refuse assignments.
The Exploration Hall panel had several interface issues.
Hover text for the Launch Campaign button no longer overflows outside its frame.
A dialogue could display incorrectly.
A mana arrow could appear in the wrong position.
Quest reward gold could be incorrect after a secondary quest choice.
Tutorial arrows could remain visible after completing the student recruitment tutorial through the village panel.
The Directorium Trust gauge now updates immediately when the second chance triggers at zero trust.
Departures now display only one clear alert.
Departure alerts now properly indicate their effect on Directorium Trust.
Clicking a decoration or decor element no longer causes an error.
The history log no longer closes automatically when switching between students.
The Emissary no longer keeps walking forever.
A large freeze at the beginning of save loading has been removed.
Broken mana windmills no longer continue spinning.
Mana windmills moved between floors now correctly follow roof visibility rules.
Teacher and student buttons no longer appear greyed out incorrectly when there are no new candidates.
Some rooms that refused to repair can now be repaired properly.
The Headmaster now resumes teaching correctly after resting.
The Headmaster no longer gets stuck at the portal after workshop destruction.
A substitute teacher now properly teaches after the previous teacher leaves for an expedition.
Construction menu novelty dots no longer reappear incorrectly after loading a save.
The Exploration Hall, Elementalist rooms, and Wizdomancy rooms are repairable again after loading.
Moving a Builder Workshop no longer duplicates it.
Room movement is now more reliable across floors.
Valid room placement positions are now accepted more consistently.
Moving an occupied dormitory now safely teleports the sleeping student to the entrance and restores normal navigation.
Room movement preview rotation should no longer get stuck.
Entrances should no longer disappear when placed near a neighboring building.
Village upgrades now correctly spend the displayed Prestige instead of gold or Golem Cores.
The strongest well-being trait now applies its proper value.
Energy recovery traits now affect only their owner instead of the entire school.
Energy recovery traits are now properly saved.
Several ruin-related issues have been corrected.
Characters no longer walk back and forth endlessly between ruins and their room.
The “constructor unavailable” banner no longer remains visible while work is in progress.
Ruins should now always display their mining gauge or timer correctly.
Teachers are now properly assigned to ruin slots.
A professor working on a ruin now leaves cleanly when sent on an expedition.
The same professor no longer forcibly returns to the old ruin after coming back from an expedition.
Points of interest should no longer display an exclamation mark when the related button is inaccessible.
Drag and drop now correctly assigns a teacher to the selected room position.
Drag-and-drop assignment states no longer remain stuck after the action.
Some professors no longer refuse a specific valid work position while accepting another.
Selection sub-windows now follow their main room panel properly.
The recruitment quest now completes correctly without waiting for a dialogue to pass.
The “show all quests” button now works properly again.
Room panels now update immediately when the inspected room breaks.
A professor who appeared inactive, red, and unselectable on the exploration map is now selectable properly.
A black square no longer appears during cinematics.
A character incorrectly marked as a student is now properly marked as a teacher.
The technology tree mana generation bonus now affects real production.
Advanced technology tiers can no longer be unlocked before previous tiers.
Buildings already unlocked through the tutorial can no longer be purchased again with Learning Points.
Mana windmill production displays now match their real contribution.
Deconstruction recovery previews no longer display incorrect values on first opening.
French satisfaction and Directorium Trust bonuses now display their distinct translated texts correctly.
The tax no longer updates live after being fixed.
Constructors no longer endlessly walk back and forth while working on ruins.
Reward icons no longer appear too far to the right.
Disabled buttons now appear properly greyed out.
A teacher animation issue when dropping them onto a work position has been corrected.
The first inspection no longer creates gold or Glyphite balancing issues.
The Emissary tax no longer sometimes repeats the exact same amount unexpectedly.
The “Let them leave” choice now always results in the character leaving.
The “Look the other way” choice now triggers the mischief immediately.
The Builder Workshop no longer remains incorrectly occupied after a failed action.
Room repairs should no longer freeze.
Teachers should now repair damaged rooms properly.
Doors should no longer be invisible on upper floors.
Teachers should no longer be assigned to rooms that can never open.
Several stuck character cases have been resolved.
Characters should no longer become trapped by buildings placed on their path.
Door navigation now updates more reliably.
Constructors should no longer remain stuck at the end of a construction site.
A parasite ground shadow circle that followed the camera has been removed.
Cloud shadows have been restored after fixing the root cause of the shadow issue.
Building names displayed above rooms should no longer be overwritten by an incorrect fixed label.
The room repositioning progress bar now appears only after holding the click long enough, instead of appearing on a simple click.
The camera no longer automatically jumps to a mischief event before the player chooses how to react.
The status below Hall portraits now correctly displays remaining cycles in all supported languages.
Several UI issues in the village panel, exploration panel, decision window, rewards, quests, Codex alerts, tax screen, and recruitment panel have been cleaned up.
With a large number of bug fixes, quality-of-life improvements, UI updates, balance changes, onboarding improvements, performance optimizations, and new systems, the game should feel significantly smoother, clearer, and more reactive than before.
The academy has changed a lot again with this update. The Directorium now plays a stronger role in your academy’s story, character tensions are clearer and more interactive, villages offer deeper strategic choices, mana management is easier to read, and many everyday actions now feel more polished.
Thank you for your feedback, bug reports, and continued support throughout Early Access.