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Charterstone: Digital Edition News

Update ver. 1.0.7 - Costs and Benefits



In contrast to the previous updates - this one is live on iOS, Steam and Android already. #Yay

  • [Fix] The cost of the building is now properly taken into account when checking if a player can score an Objective.
  • [Fix] End of Campaign scoring will now properly refresh in the window in which we chose it.
  • [Fix] Fixed localization of the Candle window.
  • [Fix] Fixed the game 11 not-being-able-to-select-a-Minion bug.
  • [Fix] Game will now properly recognize Butler and money Friend interaction when determining if we can afford a bulding's Cost.
  • [Fix] Will no longer freeze when using the Treasure to skip building's Cost.
  • [Fix] Now proper text will be displayed when you try to build over an already visited Income building.
  • [Fix] The game will automatically skip Futurist's ability if there are no cards on the mat and in the deck.
  • [Fix] Personas window will now display two-digit number of personas used (as opposed to one-digit so far).
  • [Fix] Game will no longer insist we chose Metal as a Golem bonus.
  • [Change] Added a badge to the Objectives Mat button that will notify us when we can score an objective.
  • [Change] Added a badge to the Advancement Mat and Personas window that will notify us if we receive new cards.
  • [Fix] Fixed the Game 6 bug wherethe game froze after receiving points for the die roll more than once during our turn.
  • [Fix] Fixed the bug where game would freeze between campaign games (during the transition).
  • [Fix] Game will no longer allow us to send a robot to the Objective scoring building, when there is a Scroll on the Advancement Mat, since we couldn't use it to score an objective anyway. Assuming we had no Objective to score, of course.
  • [Fix] Game will now allow us to send a Golem to an objective requiring Coins (when we don't have any) and we do have an Alchemist persona.
  • [Fix] Scoring points at the end of the Campaign will now start with the player who made the Guidepost decision - as it should.
  • [Fix] Merchant persona will now properly generate a die roll even if we go to the Charted selected by a previous die roll.
  • [Fix] Fixes to deciding what ending we receive - taking into account inactive Charters.
  • [Fix] Localization fixes to the Guidepost and Final Battle windows.
  • [Change] Windows where we select resources will now display counters - i.e. Any Resource 1/3.
  • [Change] Added animations of constructing buildings in inactive Charters.
  • [Change] Enhanced the visual indication (vignete) of replay taking place.
  • [Fix] Constructor building now works again.
  • [Fix] Fixes to deciding whether the player can go to an Objective scoring building.
  • [Fix] Fixes to deciding whether the player can go to a building with an Influence cost while having a Chef.
  • [Fix] You can now play Treasures during your small turn (making decision during another player's turn) and not lose it's bonus.
  • [Change] The Cost and the Benefit of buildings will now be displayed in the same way in the buildings' index and on the board.
  • [Fix] Fixed the occasional game crash during Income phase.



Update 1.0.6 - Catch 22



This time we mostly dealt with weird edge cases that freeze the game because it actually works properly and we did not put safety measures against some Catch 22-like cases. This will not happen now, but they ones that already have will remain like this - so restarting that given game may be required.

Anyway, here's a nice bullet pointed list.
  • [Fix] You will no longer be misled you can score your opponents' objective.
  • [Fix] You will no longer be able to send a Worker (Golem to be exact) to an objective scoring building when you could not score any objectives.
  • [Fix] Fixes to the campaign scoring choice moment in the Campaign.
  • [Fix] Game 6 will no longer get blocked after the die roll.
  • [Fix] Timeline fixes to the Glory choices at the beginning of games.
  • [Fix][AI] Small errors fixed.
  • [Fix] Wins after games 2 and 3 will now be counted correctly.
  • [Fix] Scroll would sometimes skip the actual construction of a building, not just the cost of said construction. Now fixed.
  • [Fix] Fixed the background operations where the scroll should play itself automatically.,
  • [Fix] Game will now properly detect situations where there is no room for constructing a building and thus forbid you from visiting a construction building.

Update ver. 1.0.5.2 - Disco Italiano



Long story short - we fixed a whole bunch of pesky bugs, optimized the game a bit and added the Italian translation.

The update is live on iOS and Steam, and will be live on Android... when Google says so.

  • [Fix] Crate opening replay animation was fixed.
  • [Fix] Bonus for the die roll in game 6 now works properly.
  • [Fix] Friends now combo properly with the bonus for the game 6 die roll.
  • [Fix] Gambler Persona no longer works in Commons and Cloud Port.
  • [Fix] Multiple fixes to the buildings' tooltips - they're now more accurate and more precise.
  • [Fix] The voice queue announcing the last round will no longer repeat when it shouldn't.
  • [Camera] Moving the camera during the between-rounds replay will take over the control over the camera. It will no longer reset with each player's turn. Looking around the map during other players' turns should be way less frustrating now.
  • [Tutorial] We changed around some of the tutorial screens in the Commons section.
  • [Fix] Titles of Glory categories now properly change with their descriptions.
  • [Fix] Replay button works again.
  • [Fix] Replay now works in the beginning stages of the Campaign - including the opening story screens.
  • [Fix] Certain multiplayer rooms broke during replay - this will no longer happen.
  • [Android][iOS] The game consumes less RAM now.
  • [Fix] Fixed the bug where we could not rename cards if we opened the cards screen for the first time.
  • [Fix] Games frozen at the end-of-game 8 will now unfreeze.
  • [Fix] The game will no longer get stuck when crafting an Item after sending a Worker to a Building (and no longer being able to afford the building).
  • [Tutorial] The tutorial will now appear at the beginning of our turn, not when placing the first building and it's been added to the multiplayer now as well.
  • [Tutorial] Additional tutorial improvements - appropriate elements of the UI are now being highlighted when tutorialized.
  • [Fix] The Online Game will no longer freeze if the player leaves it during placing of the first building.
  • [Fix] Progress Track now properly shows the amount of steps for the game.
  • [AI] AI will try to send its Minions before its workers now.
  • [Added] Italian translation.

Updade 1.0.4.0 - Long Live the Multiplayer



tl;dr Most, if not all issues with online games freezing, crashing or otherwise breaking should be fixed.

  • [AI] AI Easy should now be easier to beat.
  • [AI] AI will not open Crates with a lot of buildings in them at the end of games so that they don't lose those buildings.
  • [FIX] You can now load the local Campaigns that got broken and were stuck in the loading screen.
  • [FIX] Online Campaign error "Invalid saved game data. Error Code: -2" has been fixed. If you encounter it again, please contact us immediately.
  • [FIX] Advancement of Progress Token (and all connected triggers - like Sherpa) at the last step of the Progress Track will no longer happen. Last step is the last step, as it should be.
  • [FIX] Missing text from end-of-game 11 was fixed.
  • [FIX] Guideposts should all work properly now.
  • [FIX] Constructing a building is now a revertable action.
  • [FIX] Cards, resources and components that should be unlocked automatically at a certain stage now properly do so.
  • [FIX] Using a Crafter persona could have, in certain cases, grant us too many VP. It's been fixed.
  • [FIX] Text in the amount of Coins to gain choise window has been fixed.
  • [FIX] In some cases the game would allow us to send our Robot to a building we could not afford. The game would not allow us to revert that move due to revealing a card from the Advancement Deck - effectively freezing the game. This will no longer happen.
  • [FIX] You will no longer freeze the game by clicking the wrong way in the Sky Islands window.
  • [FIX] Game would sometimes not allow us take the Advancement Card via a Robot if we had the Persona card 255.
  • [FIX] Glory assigning issue has been fixed.
  • [FIX] Perills now correctly appear on buildings constructed automatically in inactive Charters.
  • [FIX] Objective Card 310 (Have at Least 3 Minions) now shows how many Minions we have and how many we're still missing.
  • [FIX] Online Games will no longer freeze during companion bonus selection.


Do bare in mind that whilst the update is live on Steam and iOS we can only guess (and hope) when will it be live on Google. So keep that in mind when playing online.

Update ver. 1.0.3.0 - Getting Warmer



Here's the comprehensive list of things we un-broke or otherwise meddled with:
  • [Fix] Game will no longer freeze during chosing a resource to gain after our minion was bumped.
  • [Fix] Game no longer freezes when we pick an Objective card, have an Ambassador Persona active and the Objectives pile is empty.
  • [Fix] Fixes to reverting your action in the end-of-game phase and adjustments to timeline during that phase.
  • [Fix] Game 6 dice roll bonus will not be aplied every time anymore.
  • [Fix] We will no longer freeze the game during AI turn (or turn replay) by opening random screens. Browse away!
  • [Fix] Personas that grant bonus for using buildings with a particular cost now properly also work on Income buildings.
  • [Fix] Personas awarding points for a particular type of resource (i.e. cards) at the end of the game now work properly.
  • [Fix] Merchant will not grant points twice anymore.
  • [Fix] Fixed a bug where we couldn't re-use once-per-game Personas later in the Campaign.
  • [Fix] In certain situations guidepost for the Game 6 could have been resolved improperly - which has now been fixed.
  • [Fix][Online] This actually happened in the meantime - server code was adjusted and many rooms that were broken are now fixed.
  • [AI] AI-Hard has a new playstyle now - it will focus more heavily on construction early in the campaign. (AI picks one of several implemented playstyles at random at the beginning of a game)


One thing we DID NOT fix is the Glory assigning issue. We're still tracking that one down. What we can tell you is that it seems to be a synchronous online issue only - so a temporary workaround is that you switch to asynchronous just before the end-of-game phase. And you do that by only having one person in the room at a time.