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First Sengoku Dynasty Q&A 2025

Youkoso!

Here is the second part of the Q&A answers:

[h3]Will there be a militia you can create to defend the village?[/h3]
We plan to include basic companions (guards engaging attacking enemies) in the upcoming Village Raids feature.

[h3]Will you add a higher cap for storage?[/h3]
Yes, we plan to increase the max stack size of items in storage.

[h3]Why are there decimals in the currency?[/h3]
From the game design point of view, decimals give us a chance to better balance prices. If the cheapest items, such as grass, cost 1 coin, all prices have to scale up, causing an unpleasant feeling of inflation. From the narrative point of view – during the Sengoku period coins were not used for their nominal value, as it was too easy to cheat. Merchants weighed coins to determine their value and were frequently splitting them into pieces to achieve perfect balance.

[h3]Will there be more armor sets?[/h3]
Yes, we are currently working on a new armor set.

[h3]Will climate and weather affect the villagers and players? Will we get negative effects from being careless (diseases etc.)?[/h3]
Yes, we are currently working on implementing status effects related to weather and other environmental factors. Players will have to counteract them by, for example, wearing warm clothes or setting up a campfire.

[h3]Can you adopt a child as heir?[/h3]
The upcoming update will expand on the existing family quest system, allowing you to pass your dynasty to your heir and continue playing the game as a new character. We do not plan to add adoption as an alternative way of becoming a parent.

[h3]Will the skill/legend system be resettable?[/h3]
In the upcoming update when you pass your dynasty on to your heir you will reset all your character’s individual perks, while keeping starting background perks, allowing you to progress again with some head start. The legend progression represents the development of the whole Nata Valley and therefore will not get reset when your character passes.

[h3]When will Sengoku come to consoles? Can we play co-op there, too?[/h3]
Sengoku Dynasty will be available on consoles in 2025 along with the co-op mode and cross-platform play.

[h3]Can we build bridges on our own? [/h3]
We are looking into the possibility of player-built bridges. It may be added to the upcoming updates.

[h2]Part 1[/h2]

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First Sengoku Dynasty Q&A 2025

Youkoso!

We’re currently preparing the next update, so while we are at work, we’d like to share the answers you posted to us in the recent questionnaire.

You have sent us a lot of questions, some of which go beyond what we have planned for 2025, but maybe we will come back to them later this year. You know that we always read your suggestions and ideas and implement them if they are feasible. So, keep asking us your questions here, on Discord or our social media channels and share your thoughts, ideas or feedback with us!
Now without further ado here are the questions and answers!


[h3]Will the character editor be expanded? Will we get more hairstyles and more dresses/clothes?[/h3]

Yes, our art department is working on new faces, hairstyles and clothing sets that will soon be added to the game. We are also adding character backgrounds that provide some unique starting perks.

[h3]Will there be more sounds and animations for villagers?[/h3]

Yes, we plan to soon rework the living village simulation system, so that it feels more immersive.

[h3]Will the cap for villagers be expanded?[/h3]

We introduced the cap mostly for optimization purposes. After recent improvements in that regard, we are considering making it customizable as a game setting in one of the upcoming updates, along with other changes around population progression.

[h3]When is the new map coming? Or is it an extension to the existing map?[/h3]

We are currently considering expanding the existing map, but we don’t have any details to share yet.

[h3]Will we get more additions to the Zen Garden?[/h3]

Yes, there will be more structures added to the Zen Garden category.

[h3]Are there more languages to be added?[/h3]

There are currently no plans to localize the game into additional languages.

[h3]What about summer/winter clothing?[/h3]

We are considering adding a feature which would allow you to dress your villagers in a clothing set of your choice. Right now, we can’t talk about details though, including whether the clothing dynamically changes with seasons.

[h3]Will there be more unique quests?[/h3]

In the upcoming update we will be adding procedural, seasonal quests, which will be distributed by the player’s villagers and various random NPCs across the map. There are currently no plans to introduce new narrative side quests.

[h3]Will the map become livelier; will you add POIs to discover?[/h3]

We plan to continue working on new content that will make the map more interesting. That includes things like more variety in encounters or improved neutral villages.


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Dynasty Series - Community Survey!



Over the last five years, we have received so many incredibly good, interesting and funny ideas and suggestions for Dynasty games. Different eras from the Stone Age, to Egypt, to Rome, to the distant future. Various places, western dynasties, eastern dynasties (we know there are small but subtle differences that make up a dynasty).

Now we want to hear from you: What makes a Dynasty game perfect to you, what should be included and what would be your favourite setting?

We have created a small survey with a few questions, in which you can describe your “dream” Dynasty game to us!

Take the survey here:

https://forms.office.com/e/WB58NYxBQW

Do you have any further questions or comments? Then feel free to visit our Discord or our social media channels!


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Hotfix to v1.0.2.1

Youkoso!

We have a few fixes for you and, of course, we are continuing to work hard on further improvements.

Changelog


[h3]FIXED[/h3]
  • Disabled HP Regen for enemies
  • Fixed that replacement tools in production slots feature stopped working due to repair mechanic
  • Fixed that broken tools won't be used during repair process if placed in general storage


Known Issues
  • The game can assign a broken version of a tool to the production slot instead of a functional tool. It's related to the old "logs as tools" bug. The issue will occur if the broken tool is of higher tier than available tools.








Sengoku Dynasty - Across the Realm



Following up on the 1.0 Daimyo Update, this patch focuses on improving your experience across the board. It offers a noticeable performance boost, along with several smaller improvements – including ranged enemies, repairing items, renaming buildings, and more!

[h3]Performance[/h3]
We optimized systems across the whole game, including farming, environmental audio, NPC animations, AI, net code, and others. Let us know if your gameplay is now smoother, and rest assured – this is not the end of our effort, and the tech team is already working on more optimizations for the next update.

[h3]Ranged AI attacks[/h3]
Combat just got a bit more challenging! Enemies will now attack you with bows from a distance, and switch to melee weapons when engaged up close. This comes with a bunch of smaller combat fixes and adjustments (listed below).

[h3]Structures enumeration and renaming[/h3]
All structures crucial to your production and dynasty management are now enumerated. Additionally, you can now give distinct names to each of your buildings by targeting the foundations. That should make navigating all houses, workplaces, and beds much easier, especially in the late game.

[h3]Knowledge tab[/h3]
Helpful tutorial entries, tips, and warning explanations are now always accessible in the new “Knowledge” tab. Its contents will be expanded in future updates.

[h3]Autorun[/h3]
Hit that NumLock key (or RS+LS on gamepad) and run, run, run!

[h3]Repairing tools and weapons[/h3]
When durability runs out for your more advanced tools and weapons, they will now break instead of getting destroyed. You will be able to repair those broken items, using new repair stations – for a fraction of the cost of a new item.



[h2]OTHER CHANGES[/h2]

[h3]Added[/h3]
  • HUD icons to represent healing and stamina regen consumable effects
  • Poise bar for hostile NPCs
  • SFX for arrows
  • Continuous ghost placement hints when building structures with a hammer
  • Items that can be stored in personal containers only now show "Personal storage only” status
  • Oil Press workstation furniture (Kitchen) for mass vegetable oil production
  • New village gates in the Kabuki-mon style
  • Masterwork Katana model and item
  • New traditional meals, including a new soups meal category
  • Decoration compositions for forager roofs
  • Monk XP rewards for selling goods to traders
  • New thatched rooftop for Fisherman’s Hut
  • New standing fishing animations included in the Fisherman's Hut


[h3]Changed[/h3]
  • Improved dash ability and its use in enemy behaviors
  • Improved enemies return to base behavior
  • Improved models, materials, and animation of several weapons and armor
  • Adjusted enemy camps and setup (behaviors and weapons)
  • Polished aiming with bows, including a new crosshair for aiming with a bow
  • Adjusted map texture in Map UI
  • Improved farming field interaction UI displaying the field name for growing plants
  • Changed Dynasty Management sub-tab menu from vertical to horizontal layout
  • Aligned enemy world marker with their health bar for consistent appearance
  • Rebalanced Lighthouse SP cost
  • Reduced fox spawn amount
  • Updated some deposit and resource placement on the map
  • Adjusted Wineberry and Lingonberry set up so that they can be permanently removed with a shovel in Winter
  • Adjusted foliage removal collider on fences
  • Adjusted enemy SFX to make them more audible when they approach the player


[h3]Fixed[/h3]
  • Fixed some players not being able to join co-op on late-game saves
  • Fixed snow appearing inside buildings
  • Fixed player being unable to swap outfits or accessories on the gamepad
  • Fixed Priority Tab resetting to default on load
  • Fixed inventory sorting button not accessible on gamepad
  • Fixed missing stats for a bandit outfit
  • Fixed layout of dialogue UI
  • Fixed missing RT/LT icon hints in some places
  • Fixed world markers not appearing after approaching them the second time
  • Fixed Fisherman's Hut Boat furniture grid preventing placement in some instances
  • Fixed Papermaker entrance limit being too low
  • Fixed bow jitter on the client
  • Fixed wrong NPC poise value on spawn
  • Fixed Peasant Outfit icon
  • Fixed Blade Ward perk not working properly
  • Fixed wrong calculations of warrior skill tree progression
  • Fixed missing fence in the pirate camp
  • Fixed projectiles colliding with dead enemy capsules
  • Fixed player being able to switch categories on gamepad when the tutorial is open
  • Fixed multiple small issues around the map



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