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DevLog: Upcoming Content & Community Feedback

[h3]Hello Citizens![/h3]

A month has passed since Overthrown launched into Early Access and the year has now swapped to 2025! Wow time goes by quickly! I'd like to start off by saying thank you all so much for playing our little city builder - we feel so honored to be able to create this game together with our player. We've seen so many castles and so many shenanigans that have given us a ton of new ideas!

But lets take a gander at the upcoming January Update!



[h2]Livestock Update[/h2]

To jump right into it, the team is currently working hard at getting the big content update going for this month! It will include things such as fire, mortars, and bringing our favorite good boy;

[h3]The Woolie[/h3]

Woolies will be the first farmable livestock creature added to the game! These fluffy little buddies will have their own little hay feeders and cute little barn for when they are not in their gigantic evil mutated forms.

If you throw them - I will cry.



[h2]Expanding The Research Tree[/h2]

With new content comes new research and folks will find later this month that the research tree has been further expanded and adjusted to reflect not only the January changes but a lot of overall changes that we are making to the game as we further develop it.



[h2]Community Feedback[/h2]

Aside from everything in the roadmap we also have a bonkers amount of changes coming back based off of everyone's feedback. We're absolutely here to listen to everything you folks have to say, and as I noted earlier we're so grateful to develop this with everyone at heart of all the changes.

So let's dive in to just a few of changes brought about from you folks!

Plants
Plants grow every day (instead of once per season) and seasons are longer (except winter)

Taxes & Salaries
Removed sliders for taxes & salaries. Instead employed civilians generate coin passively without happiness penalty, and soldiers cost a one-time amount of coin to recruit (refunded if they switch jobs, but otherwise lost on death/defection)

Housing
Citizens spawn to fill available housing (instead of available jobs), and their spawn rate depends on global happiness (instead of a fixed rate). Since we removed tax sliders, the benefit of providing amenities is now instead a faster spawn rate, and to avoid various penalties if happiness is in the negative

Consumption & Zones
Food and amenity resources are consumed globally (citizens do not have to be near an establishment to benefit). Resources like vegetables and fruit can be consumed immediately without refinement

Poop
Removed bladder need, outhouses are now instead an optional way of generating extra fertilizer

Difficulty Options & Raids
Added difficulty options, with outlaw raids disabled on lower difficulties

Raids are no longer seasonal and will instead happen when a new “stability” meter has bottomed out. Being in possession of the crown or having many soldiers increases stability, whereas allowing outlaw camps to exist or losing the crown lowers stability over time, etc. Spawn rate for outlaws is higher the lower stability is. The goal here is to make the outlaws a more dynamic threat, rather than just passively increasing in difficulty over time

Tech Tree Progression
Removed “Knowledge” as a resource/game mechanic, new tech is now instead unlocked by spending a large amount of construction resources (and other resources) to encourage more active expansion of the settlement to progress

These are just a few of the changes that folks will be seeing come January - there's a lot more that we'll be adding to this upcoming update!

[h2]What Comes After[/h2]

The next update after the Livestock Update will be the Parks update! For this, we're asking folks to give us any requests for decorative items that you would like to see placed in your kingdom. The first most important one is already being finished up.

The extremely important Froggy Throne that was requested on our discord server



This update will also include UI, thanks to Mik who joined the team in December! Below is just a sneak peek at some of the upcoming UI you'll be able to see in the second update! It's still a work in progress but it's super cozy to see!



Thats it for this latest devlog! If you'd like to catch up a bit more you can always find us on our discord server where we share all progress for the entire work week every single week!

Discord Server