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Songs of Syx News

Songs of Syx in 2026

V71 ‘Name pending’ - EARLY SUMMER
[p]We have news. Not a patch, not yet, but a look at what lies ahead for Songs of Syx in 2026.

We hope the next update will be coming early summer. The closed beta starts this spring (hopefully around mid-late April). As usual, the update became bigger than anticipated and needs a lot of testing. 

If you want more info on what is coming, or join the closed beta this spring, join our Discord where I am pretty open about what I am working on.

For the launch, we will be running a Midweek Deal at 25%. We may or may not be working on a new trailer for that one, and a certain someone may or may not make a downtrodden comeback… [/p][p][/p][p]What is this? Ouch... [/p][p][/p][h2]SPRING SALE AND MEDIEVAL FEST[/h2][p]Songs of Syx will also be participating in the Steam Spring Sale at 25% off starting today, and again in Medieval Fest in April, also at 25%. We intend to keep discounts at this level for a long time, well past 1.0. No artificial urgency. Just a good price for a game that keeps getting bigger. 

We also want to remind you that the plan is still to increase the price, probably to 29.99 later this year, right as we release 1.0. This has been the plan for years, and it has not changed. If you want the game at its current price, from now to 1.0 is your window. It is where we are.
[/p][p]Keep a watchful eye
[/p][h2]1.0 BEFORE THE END OF THE YEAR (We hope…)[/h2][p]We are targeting a 1.0 release before the end of 2026. This is not the finish line. It is a milestone, and the beginning of a new era for Songs of Syx.

If the launch goes well, we want to bring on a couple of more developers and push the game further than ever before. There is a lot more world left to build… and unfortunately I have way more ideas in my head than I could possibly finish. 

More soon. [/p][p]/Jake [/p]

Fantasy city-builder with huge battles Songs of Syx gets a major upgrade with a focus on war

Rated Overwhelmingly Positive from users on Steam, war is the focus of a major upgrade that just arrived for fantasy city-builder Songs of Syx.

Read the full article here: https://www.gamingonlinux.com/2025/12/fantasy-city-builder-with-huge-battles-songs-of-syx-gets-a-major-upgrade-with-a-focus-on-war/

V70 - Riders of Doom Available Now

[p][/p][p][/p]
Greetings, mortals!
[p][/p][p]The time has finally come. Version 70 of Songs of Syx is now available and will bring a host of changes and additions to the game. The brunt is focusing on war, and the battles that are fought. It also includes a few changes/fixes I believe you will enjoy, including a much requested Lab/Library fix. [/p][p][/p][p]And to mark the beginning of an even greater era for Songs of Syx, we have created a new trailer about a silly peasant called Bob. You should feel sorry for him: [/p][previewyoutube][/previewyoutube][p][/p]
MAIN FEATURES
[h3]RIDERS OF DOOM[/h3][p]With the additions of spearmen and cavalry, war in Songs of Syx has changed forever. Watch banners flutter in the wind as you flank the enemy with fast and powerful heavy cavalry, or shore up your buckling center with experienced spearmen. [/p][p][/p][p]A new and enhanced AI awaits you on the field, who will make short work of an unworthy adversary. Battles are inspired from antiquity with emphasis on tactics and morale. Feel the weight of 20,000 troops pushing against your shield wall. This comes packaged in a new UI, Quick Battles and more.[/p][p][/p][h3]RESETTLEMENT AND LEVELS[/h3][p]Did you lose the decisive battle, with the enemy at your gates? Has your city’s situation become impossible? Pick up your stuff and leave for new pastures. But do not worry! You can bring a large amount of resources with you, including your levels with their additional bonuses that carry over and make your next city faster to build. Titles and how they work has also been improved. [/p][p][/p][h3]EXPANDED SOUNDTRACK[/h3][p]Made by brilliant composer Jasinka, 10 new songs have been added to the official soundtrack.[/p][p][/p][h3]Full patchnotes and devlog video. [/h3][p]Patchnotes may be found at the bottom of this post. As usual however, I have created a video log where I go through all of the features with terrible sound and video quality. [/p][p]Enjoy here: [/p][previewyoutube][/previewyoutube][p][/p][p]The Riders of Doom Update marks a new beginning for the epic development that is Songs of Syx. In order to make this thing bigger than ever, I have employed the assistance of my new partner, Sterling. As a result, the following is happening: [/p][p][/p][h3]Daily Deal 25% Discount Starting 10AM PT (19.00 CET)[/h3][p]The Daily Deal will run for 24h, but the discount itself will continue for 14 days, until the Winter Sale, where we will also participate. [/p][p][/p][h3]Free Weekend Starting 10AM PT (19.00 CET)[/h3][p]For the first time in the history of Songs of Syx, we will host a Free Weekend. That means the entire game, including V70, will be available to play for free until Monday Dec 8. The demo will still be available of course, but this is so that even our demo players can experience the full game for a limited time. The green demo button will disappear (but the demo is still up of course), for the duration of the Free Weekend. [/p][p][/p][h3]PATCHNOTES[/h3][p]New quick battle mode
New unit cards, tooltips and QoL for divisions.
Division flags
Improved AI tactics, and division maneuvering.
Remade combat mechanics and stats (New battle engine)
Cavalry (livestock equip). Increases mass, offence skill, decreases defense skill
Spears. Increases formation defence (defence gained in the front of on guard divisions)
Visuals for all battle equips.
10 new soundtracks
Advisor.
Resettle option (start over but keep level + resources)
Labs and libraries have non-recource options, enabled by default.
Limits on techs in tech tree.
All titles can be unlocked per race for more effect.
More efficient janitors
Hunters effective for a bit longer, but diminishing returns per employee.
Autumn tree colors more prominent.
Lifebringer achievement fixed
Fixed stalled invasions
Fixed buggy caravans
Region delivery of farmed goods fix[/p]

V69 - final showdown

[p]Update, 25th of June

I'm now setting V69 on the main branch on steam and other stores. The older builds are still available as betas on all stores, use them to continue old saves. I will now take it easy for a bit, then work on V70, which will be even smaller changes, and polish heavy. It will focus on battles. After that I will work on 1.0. At least that's the current plan. Have a good summer!

/Jake

Old event:


Hello!

[/p][previewyoutube][/previewyoutube][p]
This patch has mainly been about polish, very little juicy new things.

Both previous version 67 & 68 has not been fully released. This is because they've been my attempt to balance the game, and make it more of a challenge. Problem is, this generally creates more frustration, and if the game itself is frustrating in other ways, there's simply too much frustration, and people calling for my head.

But now, V69 has had a lot of that functional frustration fixed. I've also balanced the game to be easier in general, allowing for more freedom and creativity. My only vision has been a game that doesn't snowball with progress, because I want a game that you can learn from for as long as possible, not quit because of boredom. I might, and I might not have succeeded with that currently, we will see.
V69 have been alpha tested, and is now going live on the beta channel. You know the drill, go to preferences in steam, select EA69, play.

V69 is a bit easier than 1.0 will be. The nobles, which you can currently use, have no perpetual cost, and that's something 1.0 will address. But we will see what you guys think.

Also, apologies, but the 1.0 launch is delayed. There are a few more things I want to fix and tweak before its release. For those who own the game, this means nothing for you. For those waiting on 1.0, you're simply going to get a better product. If you don't want to wait, get the game now.

In the future, there's a few systems I want to fix up, and some polish overall. I also want to spend some time on battles, and balance those to a great state. It would be a shame not to.

I'm also in the process of moving into a run down farm. So I will be a bit swamped this summer. Have patience. I'll try to respond to everything on discord:

discord

Patch notes (I'm fully aware I can't spell)

[/p]
  • [p] Misc:
    [/p]
  • [p] Overhauled the overlays. Moved a bunch to them to the tools that actually uses them for less clutter.
    [/p]
  • [p] Unite is more expensive
    [/p]
  • [p] Gifts are more generous.
    [/p]
  • [p] Age death renamed to natural causes.
    [/p]
  • [p] Armies can be supplied in any state, as long as they're in your territory. You get more artillery when fortified though.
    [/p]
  • [p] Workload for farms, and in general fixed.
    [/p]
  • [p] Rivalry returns after 8 years for vassals.
    [/p]
  • [p] Admin and overhead fixes and UI.
    [/p]
  • [p] Admin notification.
    [/p]
  • [p] Admin special automate employees function.
    [/p]
  • [p] Work-group UI enhancements
    [/p]
  • [p] Colors added to tech tree.
    [/p]
  • [p] Some missing techs added.
    [/p]
  • [p] Service proximity is square rooted, so more generous.
    [/p]
  • [p] Fixed factions suggestions for stance changes.
    [/p]
  • [p] Grain farms yields less, but bakaries are better.
    [/p]
  • [p] New events, bug fixes
    [/p]
  • [p] Two new levels to smooth out the progression.
    [/p]
  • [p] Changed the global boost buildings - the worker's guilds now multiply workforce, and the others have reduced effects and lower costs.
    [/p]
  • [p] Raider adjustments
    [/p]
  • [p] Difficulty settings enhanced. Now there is casual mode (default) selected.
    [/p]
  • [p] Immigration rate increased. Has no effect on population growth.
    [/p]
  • [p] Breeding limit of nurseries higher.
    [/p]
  • [p] Ex-convict is no longer a type. Types are now native, immigrant and former slave.
    [/p]
  • [p] Ex-convict is set when freed from punishment and will remain for a year.
    [/p]
  • [p] native population gets a boost to fulfillment.
    [/p]
  • [p] University rate doubled
    [/p]
  • [p] Stocks, execution block, graveyards are no longer services. They will be visited on the subject's spare time.
    [/p]
  • [p] Subjects will move around more and do fun stuff.
    [/p]
  • [p] Water access combines sweet and salt water into one.
    [/p]
  • [p] Clearing rocks is a lot faster.
    [/p]
  • [p] Workers always go to their place of work initially, so that they don't go fetching raw materials in the wrong direction.
    [/p]
  • [p] The convert tool for structures is instant
    [/p]
  • [p] Auto replace button for noble death.
    [/p]
  • [p] Rearranged levels, removed a lot of rooms into the tech tree. Spreading out innovation and nobles.
    [/p]
  • [p] Nobles have titles for each rank.
    [/p]
  • [p] Nobles boost 50 workers with +2, every rank the same amount of workers.
    [/p]
  • [p] Dynamic boosting system for faction, royalties and regions.
    [/p]
  • [p] Fixed alliance cost
    [/p]
  • [p] Some fixes to global prices. Leather products stood out in V68.
    [/p]
  • [p] Many title changes
    [/p]
  • [p] Argonosh training speed set to 1
    [/p]
  • [p] City hall tax removed
    [/p]
  • [p] Regions buildings with global boosts changed to give multiplicative benefits
    [/p]
  • [p] Shorter Dondorians
    [/p]
  • [p] Garthimi dislike torches
    [/p]
  • [p] Amevian tourists
    [/p]
  • [p] Woodcutters, mines, and bakeries changed to use the correct (reduced) maintenance
    [/p]
  • [p] Many new events
    [/p]
  • [p] Recurring events that destroy things are disabled for now
    [/p]
  • [p] Text fixes
    [/p]
  • [p] Ingame wiki updated
    [/p]
  • [p] Natural stone amount decreased.
    [/p]
  • [p] Subjects can perform blocked off jobs.
    [/p]
  • [p] City ore deposits richness has been retired. All deposits now have 100% efficiency.
    [/p]
  • [p] World deposits is scrapped. Instead, now each region have prospects for all industries semi-randomly distributed amongst them. Terrain matters in this distribution. For the player city, the terrain matters as to what prospects you'll have in raw production.
    [/p]
  • [p] Pushed natural deaths off a bit.
    [/p]
  • [p] Decreased player trade caps and added some UI.
    [/p]
  • [p] Decreased species boosts slightly. This and the above should encourage more generalisation.
    [/p]
  • [p] AI factions can attack your allies
    [/p]
  • [p] Betrayal for attacking after peace.
    [/p]
  • [p] Many bugs / suggestions
    [/p]
  • [p] Armies max amount of supplies changed from 24 days to 6 days.
    [/p]
  • [p] Armies can be supplied everywhere at all times (unless your capital is closed).
    [/p]
  • [p] Notifications for armies that have less than 1/2 supplies left.
    [/p]
  • [p] Walls gives roughly half the fortification bonus.
    [/p]
  • [p] Recruiting soldiers cost 6 days worth of health supplies up front.
    [/p]
  • [p] Disbanding armies does not return health supplies.
    [/p]
  • [p] Conscripts for the AI fix. The AI needs to wait for their conscript pool to regenerate before spawning armies.
    [/p]
  • [p] Redid army supplies. Improved UI and mechanics. Added Sithilon supply to Dondorians only for bonus morale.
    [/p]
  • [p] Foundation thing added. Gives you boost or malus to room maintenance depending on where they are built.
    [/p]
  • [p] Pre-generated road is special. Does not require maintenance and can not be repaired, only removed. No weirdness with maintenance on account of it.
    [/p]
  • [p] Degrade will become apparent sooner, from roughly 2 years to 8 days without janitors.
    [/p]
  • [p] Disabled rooms degrade x4 as fast.
    [/p]
  • [p]
    [/p]
  • [p] Logistics:
    [/p]
  • [p] Transports changed into mini-freight trains. Basically you need at least 6 employees and a distance of 100 tiles to make them more effective than deliverymen, else you're running them at a loss.
    [/p]
  • [p] Very effective transports that are fully staffed can be equal to 100-200 deliverymen.
    [/p]
  • [p] Transports only deliver to transport stations automatically. The stations also require minimum workers.
    [/p]
  • [p] Prioritized fetching. Enables warehouses and haulers to fetch from other warehouses without specific orders to do so. They fetch from those warehouses that are not prioritized.
    [/p]
  • [p] Market, eatery restaurant and in have warehouse-wroker carry capacity.
    [/p]
  • [p] Janitors also get warehouse-carry. Maintenance that require resources takes only one second to complete.
    [/p]
  • [p] Workers in rooms gets a "free" distance to fetch resources. The time fetching is separated from proximity, and called "input".
    [/p]
  • [p] Extensive copy-paste settings tool for logistics room.
    [/p]
  • [p] Export depots have priority-fetch and a global fetch limit as in olden times. This is enabled by default at 25%.
    [/p]
  • [p]
    [/p]
  • [p] Fertility:
    [/p]
  • [p] 4 soil types with different properties and nutrients for each map.
    [/p]
  • [p] Ground has moisture.
    [/p]
  • [p]Fertility = soil nutrients
  • moisture
    [/p]
  • [p] Natural moist maps will need very little irrigation
    [/p]
  • [p] Dry maps will depend on irrigation
    [/p]
  • [p] Dry maps has more nutrient rich soil.
    [/p]
  • [p] Moisture is essential to farms. You want 100% moisture for those, and perfect soil type. Pastures, orchards and woodcutters also needs moisture to some degree. Soil nutrients dictate density for these.
    [/p]
  • [p] Canal placement has helpful overlay.
    [/p]
  • [p] Canals radiate "stronger" fresh water.
    [/p]
  • [p] Hovering a canal / pumps tells you the pressure of the whole system.
    [/p]
  • [p] Pump changes. Different sizes, and easier to place.
    [/p]
  • [p] Region farms's once per year harvest can not be exploited.
    [/p]
  • [p]
    [/p]
  • [p] Tech
    [/p]
  • [p] Libraries now use leather instead of paper.
    [/p]
  • [p] Lab ratio halved. A quarter of innovation comes from your population itself (levels). Half comes from clay usage by the lab workers (clay tablets), which is then diminished to one quarter as you upgrade clay.
    [/p]
  • [p] Experience bonus decreased from +1.5 to 1.0.
    [/p]
  • [p] Max boost from tech increased from +5 to +6
    [/p]
  • [p] All production techs use innovation, while almost all others use knowledge.
    [/p]
  • [p] Laboratories produce twice the amount of innovation.
    [/p]
  • [p] The hammer value now shows how much workforce you gain from the tech, including upgrades and tool levels.
    [/p]
[p]






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Impressive colony building sim Songs of Syx is getting ready to leave Early Access with a big new Beta

Songs of Syx is a deep and engrossing colony-building sim from Gamatron AB that has steadily improved with new updates since the 2020 release into Early Access but the 1.0 release is finally approaching.

Read the full article here: https://www.gamingonlinux.com/2025/01/impressive-colony-building-sim-songs-of-syx-is-getting-ready-to-leave-early-access-with-a-big-new-beta/