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The Nature Update Goes Live March 24!

Hello Citizens!


It's almost time for yet another update! Part 1 of the Nature Update will be releasing on March 24th! We have a lot of new changes to the game with this update such as updated UI, lighting, new buildings and citizens, mutants and a new weapon! We'll be sharing a full list of all the changes when it goes live.

Once more a big massive thank you to everyone for playing and also all your amazing feedback! With that, let's take a quick gander at just a bit of the content coming to the game next week.

[h2]Mutant Tuskars[/h2]



The Mutant version of Tuskars are now doing an Akira slide to the game next week! These big boys will mutate from their smaller versions, and are much angrier than before.

[h2]Greathammer[/h2]



Greathammer is the newest weapon to the game (and made even bigger thanks to everyones amazing feedback) that can cause knockout and stun on enemies. Also it gives you extra cool points because who doesn't want to carry around a ridiculously large hammer?

[h2]Lantern[/h2]



His name is Igni and he is everything. Igni the Fire Elemental lives within your Royal Lantern and can set fire to anything you smack your lantern with so you can commit arson. Igni loves crime.

[h2]New UI[/h2]



It's here! We've been working on replacing the UI in the game - and while there is still a lot more to do, it's definitely starting to come together and should give way more clarity to the game!

ʕ •ᴥ• ʔ That's it for the sneak peeks and we'll see you folks next week with the first part of our major update!

Also thank you for the book recommendations in the last post! Definitely going to grab a bunch of those!

Surprise! A Mini Update is Live!

Hello Citizens!


Happy Semla Day! And also happy birthday to our technical co-founder TF! And also Happy Update Day!

It's time for our (not so mini) Mini Update! We've been able to get a lil update done for you folks that adds a few new buildings, map icons, and quite a few new quality of life updates based off of everyones amazing feedback!

Giant thank you to every single one of our community members for playing the game, testing new features and bugs, and letting us know what changes you'd like to see!

While you can jump into everyone down below we also have a neat little devlog ready for you folks that also shows off just a few things visual things, such as new UI, coming in the next major content update!

[previewyoutube][/previewyoutube]

But lets jump right on into the rest of this lil steam post ദ്ദി •⩊• )

[h2]New Buildings![/h2]

[h3]Builder’s Barracks[/h3]



This new building employs three Builders on rotating shifts who build and repair kingdom structures.

[h3]Builder’s Post[/h3]



Builders will stand guard by Builder’s Posts like Halberdiers and Musketeers do with their respective posts.

[h2]New Map Icons![/h2]

New and improved



[h2]Patch Notes[/h2]

[h3]Features[/h3]
  • New building: Builder’s Barracks
    • Employs three Builders on rotating shifts who build and repair kingdom structures
  • Commoners can no longer build or repair structures
  • New building: Builder’s Post
    • Builders will stand guard by Builder’s Posts like Halberdiers and Musketeers do with their respective posts
  • Added Steam Cloud support. Saves will now be backed up on and synced from Steam Cloud if an internet connection is available
  • Map mode icons have been added for various entities:
  • Citizens — icons indicate their job and change to show relevant issues affecting them (e.g. fighting, starving, etc.)
  • Construction holograms — icons indicate construction state
  • Crop plots — icons are displayed for every contiguous group of plots
  • Natural world entity groups (e.g. plants, boulders) — if they contain a harvestable entity, an icon of the relevant resource will be shown
  • Added a basic fog of war system allowing players, citizens and friendly structures to reveal hostile entities, causing them to display a map mode icon. Enemy structures will display an icon after being revealed once, and enemy characters will display an icon as long as they are actively revealed
  • NPCs can now sleep
  • Sleeping NPCs have no vision and their hearing distance is cut in half
  • Outlaws will now sleep at their tents at night, or on the ground if they have no tent
  • Tuskars will now sleep next to their nest at night, or on the spot if they have no nest
  • Woolies will now sleep on the spot at evening and night if they have no barn
  • Citizens collapsing from exhaustion now have appropriate animations (but still no facial animations, so it’s only slightly creepy for now), and enter a new sleeping state rather than effectively being knocked down
  • Resources dropped as a result of an interaction or melee attack will now be absorbed by the interactor or attacker automatically, if possible
  • Players can now interact with or dash into mature crops, wild plants and fluffy Woolies to instantly harvest them
  • While on ground, shovel terraforming input (both raising and lowering) can now be held to terraform once every time the targeted tile changes, allowing for much smoother continuous terraforming
  • Added a “[HOLD]” suffix to related contextual prompts
  • While holding the seed bag or shovel, a preview of targeted tiles is now shown
  • The color of the preview indicates whether the action is possible or not
  • The opacity of the preview indicates whether it corresponds to a regular or alt action (e.g. lowering or raising terrain, respectively, with the shovel)
  • Map mode now has a virtual cursor when using gamepad to allow inspecting entities and selecting zones. Moving the cursor close to the edge of the screen will pan the camera
  • Changed panning on gamepad to right stick (from left stick) and zooming to D-pad up/down (from right stick up/down), as left stick is now used for virtual cursor movement
  • Added option to toggle screen shake under the general tab of the settings menu
  • The sound effect indicating when damage is fully absorbed by a character’s armor now varies to make a distinction between the local player, other players, enemy NPCs and friendly NPCs
  • Added VFX for shearing Woolies
  • Added more VFX to indicate an entity is burning
  • Added VFX to indicate an entity is wet
  • Added smoke VFX to indicate an entity is extinguished
  • Added chimney smoke and rooting/uprooting VFX and animation to the Alehouse
  • Added chimney smoke and rooting/uprooting VFX and animation to the Bakery
  • Added operation and rooting/uprooting VFX and animation to the Weaving Mill
  • Added chimney smoke VFX to the Pie Shop and the Soaper’s Workshop


[h3]Changes[/h3]
  • All wild plants can now be lifted, thrown around and rooted, and are no longer destroyed upon being uprooted or thrown. They also have cute little roots!
  • Crops in their growing stage are now destroyed when lifted (instead of just mature ones)
  • In map mode, on mouse and keyboard, middle mouse button can now be used to demolish structures targeted by the cursor (rather than the structure in front of player)
  • Sunflowers and herbs, as well as planted wheat and garden crops, now disappear in Winter
  • On the last day of Fall, farmers will no longer sow crops and players will also be unable to, since those crops will disappear in Winter anyway
  • Player are now unable to sow during Winter
  • When first starting a new world, no natural entities (trees, boulders, etc.) will spawn close to the player and crown spawn positions
  • In map mode, there is now a restriction on the maximum distance from the player within which buildings can be constructed. Buildings placed outside this range will appear as holograms instead of being constructed immediately, even if they can be afforded
  • In map mode, there is now a restriction on the maximum distance from the player within which lifted entities can be rooted
  • Construction holograms are now hidden when far enough away from the player outside of map mode, or when zoomed out enough in map mode, unless build mode is enabled
  • Raising/lowering terrain on the spot with the shovel pogo is now faster
  • Map mode icons that are currently displaying an override icon (to indicate an issue) will now alternate between that and the base icon (e.g. the building’s icon)
  • Low priority map mode icons no longer disappear when zooming out; instead, icons of the same type will fade away when overlapping
  • Changed default keybind for map mode drag panning on mouse and keyboard to left mouse button (from middle mouse button)
  • Removed buildings and wildlife counters from map mode UI, since that information is now more clearly conveyed via map mode icons
  • In map mode, only the boundaries of the currently selected zone and the boundaries between playable and non-playable zones are shown now (rather than all boundaries between all zones)
  • The “Shoot” contextual prompt appearing when players are inside Hunting and Mortar Towers are now greyed out while the tower is not reloaded
  • Updated the Powder Keg explosion VFX size to match its damaging radius
  • Updated Mortar Tower and Field Mortar firing, shell, and impact VFX
  • The Halberdier’s Post and the Musketeer’s Post models have been updated, matching the new Builder’s Post
  • Charcoal Burners (employed by the Charcoal Kiln) now have their own models, rather than reusing the Sawyer models
  • Tree foliage now becomes transparent when the player or camera intersects it, instead of fading out completely
  • Grass tiles now visually overlap dirt and stone tiles, rather than the other way around
  • Fire sounds now vary based on the burning object’s size
  • NPCs harvesting entities will no longer cause resources to drop in a lower than normal arc, since that was done to make it easier for them to immediately target and pick up the resources. This is no longer needed as NPCs will now automatically absorb the harvested resources (see Features section)
  • The Tuskar walk cycle has been polished
  • The “Bread and Games” research has been renamed to “Entertainment”


[h3]Balancing[/h3]
  • Fortified entities (castle walls, stairs, battlements and arches) are now resistant to explosive damage and take 50% of the damage rather than 100%
  • Increased health of arches to match castle blocks


[h3]Fixes[/h3]
  • Fixed build mode being unavailable if the "build a town hall" objective is reached but then gets overridden (e.g. when dying and dropping the crown)
  • Fixed build mode being entirely unavailable in some old saves
  • Fixed failure to join server when another (non-host) client on that server is attacking
  • Fixed NPCs spawned in some places (like inside completely enclosed walls) being unable to path to targets
  • Fixed NPCs sometimes keeping themselves in a state where they can’t path, even though they should already be able to
  • Fixed enemies never picking up the crown
  • Fixed localization formatting errors causing the game to stop
  • Fixed foliage rustling effects sometimes causing the game to stop
  • Fixed entering buildings causing the game to stop under rare circumstances
  • Fixed certain ongoing NPC interactions being able to carry over logic when exiting to main menu, causing issues when then loading other levels
  • Fixed resource storage cap being 10,000 instead of 50,000 despite what was stated in a previous change log
  • Fixed raising/lowering terrain underneath a blueprint's footprint (most notably from explosions) not canceling the blueprint
  • Fixed NPC camp objects not leveling terrain when respawning on day change, making them able to spawn in midair or overlapping terrain
  • Fixed NPCs being able to start performing some job-related actions after reserving the job but before actually claiming it, such as idling at the workplace
  • Fixed outlaws being unable to claim jobs at tents at all once they’ve been interrupted from claiming a reserved job once (e.g. by engaging them in combat while they’re on their way to claim the job)
  • Fixed fences not displaying map mode icons when damaged
  • Fixed fences not being repairable with wrench attacks
  • Fixed knocked down NPCs not bouncing correctly off the ground some of the time
  • Fixed various systems checking for objects overlapping a certain volume sometimes also getting false overlaps from previous checks. This fixes some minor issues in some cases and is simply less wasteful in others
  • Fixed various plants not being rendered from too near of a distance, making them disappear and reappear noticeably
  • Fixed large objects sometimes being incorrectly occluded, causing them to visibly appear and disappear
  • Fixed armor hit VFX not appearing for non-host players
  • Fixed various plants flowering during Fall
  • Summoned back the night sky
  • Fixed building blocks not setting their footprint to the Construction biome when placed as a hologram
  • Fixed holograms that were automatically placed by a destroyed building, which set tiles underneath their footprint to the Destroyed biome, not resetting the biome to Barren when canceled
  • Fixed crop plot tile biomes being rendered as Dirt rather than their respective biomes when placed at Highland elevation
  • Added missing Mutated Woolie sounds
  • Fixed some wrong Mutated Woolie sounds
  • Fixed rooted sunflowers not rotating when other entities collide with them
  • Fixed plant destruction VFX sometimes stretching into long lines
  • Added tooltips to the join world menu which display long player/world/level names that have been truncated


[h3]Performance[/h3]
  • Optimized memory usage during save and level loading, which sometimes allocated too much memory and slowed down loading
  • Reduced memory allocations during loading, further speeding it up
  • Optimized water buoyancy checks for loose objects, reducing their performance cost
  • Slightly optimized occlusion culling, speeding it up
  • Fixed certain effects being able to break render batching, incurring extra rendering costs when they do



⊹₊。ꕤ˚₊⊹ Lastly, if anyone is reading any cool books - let me know i finally got a library card ⊹₊。ꕤ˚₊⊹

Hotfix #7

Hello Citizens!


We're dropping hotfixes faster than you can drop bandits with your sword. 😄

Today's hotfix is a smaller one that will improve your time in the game.

[h2]Patch Notes[/h2]

[h3]Changes[/h3]
  • Added a short timer to avoid building enter/exit sounds from the same building repeating or stacking when NPCs happen to enter/exit at the same or similar times


[h3]Fixes[/h3]
  • Fixed a(nother) crash related to Mortar Tower and Field Mortar automatic targeting, which tends to trigger often during outlaw raids
  • Fixed a crash related to water audio sometimes occurring during save loading
  • Fixed NPCs sometimes getting stuck in place trying to path to an object

Hotfix #6

Hello Citizens!


One more hotfix for you this week! This one now allows for crops to be placed on the Highland elevation (rather than just Lowland and Montane), as well as implements a variety of fixes. Thank you to the community once again for your help in squashing these bugs!



[h2]Patch Notes[/h2]

[h3]Changes[/h3]
  • Crops can now be placed on Highland elevation (rather than just Lowland and Montane)


[h3]Fixes[/h3]
  • Fixed various memory leaks (relating to the pathfinding hierarchy, grass, and terrain meshes) which cause performance issues over time
  • Fixed placing crops on Montane elevation only working on barren tiles, and turning fertile tiles into barren tiles instead
  • Fixed NPCs sometimes forgetting their targets immediately after finding a new task
  • Fixed characters being able to trample fertile tiles and turning them barren while in the air above them
  • Fixed fertile tiles underneath arches never becoming trampled when characters walk on them
  • Fixed most of the Weaving Mill’s ledges not working for ledge grabbing
  • Reduced excessive smearing when looking through lifted, semi-transparent objects
  • Fixed impostor shadow rendering issue seen on some objects moderately far from the camera
  • Fixed player (and possibly other characters) sometimes disappearing and reappearing in plain sight
  • Minor change to the banner texture on the Musketeer’s Barracks


[h3]Performance[/h3]

  • Merged some meshes and materials on the weaving mill to reduce draw calls

Hotfix #5

Hello Citizens!


It's hotfix time! We have a new hotfix for you that focuses on balancing and changes based on your feedback. We want to give a big shoutout to our discord community as well for helping us crush some bugs by sending over their player logs and save files - you folks are amazing thank you so much and also I want to add that my banana mango pizza order is a completely valid pizza order.



[h2]Patch Notes[/h2]


[h3]Changes[/h3]
  • New natural entity groups (trees, bushes, boulders, etc.) now spawn daily, rather than only on season change
  • Barren tiles turn fertile daily (except for trampled tiles, which will turn fertile on second sunrise)
  • Housing holograms no longer count towards how many citizens can spawn from the Town Hall
  • The “jobs exceed housing” issue tracker message has been removed to reduce confusion regarding what action needs to be taken
  • The “insufficient housing” issue tracker message now displays if either citizens or total available jobs exceed housing capacity
  • The “research available” issue tracker message is now hidden until the “unlock buildings with research” objective is reached
  • The overview menu tabs and hotkeys are now hidden until crown has been picked up for the first time
  • Musket, Hunting Tower, Mortar Tower and Field Mortar shots, as well as Powder Keg explosions, will now alert hostile NPCs from a large distance
  • Mortar shell and Powder Keg explosion terraforming now leans more towards wide, flat craters rather than jagged pockmarks
  • Hunting towers will no longer target enemy structures; only characters (welcome back Tuskar Farms!!!)
  • Saplings now only have 1 health and no longer interrupt drifting
  • The “dash to run” button prompt now appears after 2 seconds of regular movement (instead of 5)
  • Canyon is now the default map in the New World menu


[h3]Balancing[/h3]

  • Research costs have been lowered overall, especially anything that costs Wood
  • Path and Clear Land are now by the Frontier Settlement research (instead of Mining)
  • Outlaw camps and creature nests now respawn daily, rather than only on season change
  • Outlaw camps and creature nests can now spawn closer to the player’s settlement (except for the first day of a playthrough)
  • Removed Coin cost on Town Hall spawning Citizens
  • Increased ore deposits on a new world to 12 (from 8), and they can now spawn a bit closer together
  • The work radius for resource gathering buildings have been reduced to give players greater control over where NPCs should go
  • Increased citizen recruitment limit to 150 (from 100)
  • Tuskars now spawn faster, but have a bit less health
  • Musket shots now inflict Knockdown (instead of Stagger)
  • Reduced the Gunpowder cost for constructing Powder Kegs
  • Reduced the Gunpowder cost for firing the Hunting Tower and Mortar Tower
  • Reduced the Mortar and Hunting Towers’ firing rates, but greatly increased the Hunting Tower’s max damage
  • Powder Kegs deals more damage up-close and have a larger explosion radius
  • Increased the initial amount of Vegetables and Fruit in storage when starting a new world
  • Trampling now turns fertile tiles barren at just 10 steps (down from 20)
  • Players and NPCs can now spot targets for their faction’s mortars up to 300m away (increased from 200m)
  • Note that the Outlaws’ Field Mortar has an approximate max range of 250m on flat ground
  • The default difficulty for a new world is now Challenging


[h3]Fixes[/h3]

  • Fixed various memory leaks
  • Shoutout to Tone & Aeliora for your player logs you absolute champions
  • Fixed terrain updates sometimes being missed while terraforming in quick succession
  • Added missing Simplified and Traditional Chinese translations
  • Fixed being able to place a new crop plot on an already growing crop
  • Fixed automatic Mortar Tower and Field Mortar targeting causing the game to crash under certain circumstances
  • Thanks to Tone for finding repro steps!
  • Fixed Powder Keg and mortar shell explosions not burning the loot from objects that are destroyed due to being uprooted by the explosion’s terraforming
  • Fixed Mortar Towers and Field Mortars being able to lose and switch targets randomly
  • Reduced Mortar Tower and Field Mortar rotation jitter
  • Arch and battlement height placement is now more consistent and intuitive
  • Fixed players being able to make NPC-audible movement sounds while indoors by entering a building while moving
  • Fixed non-host players being able to change difficulty settings
  • Fixed natural entity groups (trees, bushes, boulders, etc.) being able to spawn entities out of playable bounds
  • Fixed NPCs searching for nearby resources sometimes failing and causing errors
  • Fixed Mortar Towers and Field mortars searching for targets sometimes failing and causing errors
  • Fixed occasional errors relating to resources on water
  • Fixed tooltips being offset when playing on aspect ratios less wide than 16:9
  • Fixed UI being scaled incorrectly if player settings somehow had an invalid value for the UI scale



[h2]Hotfix #4[/h2]

Released January 31st

[Patch notes here]