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Mandate Order Update Log: Feedback -Phase 7

[h3]Greetings, Builders! Happy Friday![/h3][p]The New Year's celebrations have just wrapped up, and flipping through the lunar calendar, we can see "Beginning of Spring" peeking around the corner—soon followed by Little New Year and the Lunar New Year, a string of moments to bid farewell to the old and welcome the new. This solar term is quite meaningful: on the surface, it’s the transition from cold to warmth, but beneath the scenes, all living things are quietly striving to push aside the outdated, letting new shoots break through the soil.[/p][p]Over the past few weeks, Mandate Order has been showered with your "sunshine and rain"—though let’s be honest, it’s mostly come in the form of gentle prodding (and some well-deserved tough love). Your feedback is the finest fertilizer we could ask for. In this dev log, we’ll take stock of the "new shoots" sprouting in our development field, and share how we plan to nourish the "soil" you’ve helped turn.[/p][p][/p][h3]I. We’ve Heard Your Feedback (and We’re Acting on It)[/h3][p]The whiteboard in our office has stayed covered in "battle reports" from before to after the holiday—we’ve read every comment, categorized them, and mapped out our next steps. Here’s a straightforward update on how we’re responding:[/p][h3]● "Crashes, lag, and failed constructions" (Bugs & Performance)[/h3]
  • [p]Feedback: All sorts of experience-ruining "features."[/p]
  • [p]Our bad: This is a bottom-line issue—no excuses.[/p]
  • [p]In progress: We’re maintaining a rolling fix list. Whether the problem is big or small, our stance is zero tolerance: these must be resolved.[/p]
[h3]● "Confusing start—all guesswork" (Tutorial & Onboarding)[/h3]
  • [p]Feedback: The tutorial feels like a riddle; getting started is a crapshoot.[/p]
  • [p]Our bad: We fully own this. The current framework is far too simplistic.[/p]
  • [p]In progress: A brand-new onboarding flow—from visual guides to progressive quests—is already in design. Our goal: let you comfortably "claim your throne" in the full release, not scratch your head solving puzzles. (Top priority!)[/p]
[h3]● "Piles of goods with no one to move them" (Logistics System)[/h3]
  • [p]Feedback: Carriers move like they’re sleepwalking; depots aren’t very smart.[/p]
  • [p]Our bad: Admittedly, the current logistics logic is a bit rigid—not intelligent enough.[/p]
  • [p]In progress: This is our current "core campaign." We plan to rebuild the movement logic from the ground up, with one key goal: make depots learn to "replenish when low, stop when full." It’s a big project, but our excavators are revved up and ready.[/p]
[h3]● "Awkward camera angles and misaligned roads" (Controls & UX)[/h3]
  • [p]Feedback: The camera is clunky, roads won’t line up—total OCD trigger.[/p]
  • [p]Our bad: We get it—this directly kills the joy of building.[/p]
  • [p]In progress: Camera feel improvements and road snap-to-align functionality have been flagged as "high priority." We’ll make construction smoother ASAP.[/p]
[h3]● "Warehouses are messy junk shops" (Resource Management)[/h3]
  • [p]Feedback: Items are disorganized, buildings lack depth, and upgrades feel unrewarding.[/p]
  • [p]Our bad: Resource management is the soul of a strategy game—it can’t be chaotic.[/p]
  • [p]In progress: Warehouse storage logic and richer building upgrade trees are already on the drawing board. Our goal: make every construction decision feel like a meaningful long-term calculation.[/p]
[h3]● "Little difference between units; siege weapons are overpowered" (Combat Balance)[/h3]
  • [p]Feedback: Combat strategy is shallow, and siege equipment is too strong.[/p]
  • [p]Our bad: Deep, engaging combat is one of our core goals.[/p]
  • [p]In progress: Right now, though, our focus is on "laying a solid foundation"—polishing core experiences like survival, economy, and logistics first. Once the game’s world feels stable, we’ll focus fire on refining "upper-level" combat systems: unit counterplay, formation tactics, and more. Rome wasn’t built in a day, and neither is great combat.[/p]
[p][/p][h3]II. New Shoots Breaking Through: Sneak Peeks at the Farming System[/h3][p]Interestingly, some of the new features we’re cooking up align perfectly with your wishes:[/p][p][/p][h3]● ✅ Farmland Cultivation System (Responding to: "Want to farm and raise cattle")[/h3][p]Coming soon! You’ll now be able to order land reclamation and make choices: Grow grains for food and stability, or cultivate medicinal herbs for medical emergencies. Farming isn’t just about waiting for harvest—it’s the starting point of your resource strategy. Ideas you’ve suggested, like "wells," "irrigation," and "fertilizer," are already in active development.[/p][h3]● ✅ Disease & Medical System (Responding to: "Can’t tell villagers’ statuses")[/h3][p]Villagers can now get injured or catch colds—and if left untreated, they’ll die. Medicinal herbs from the farming system, plus new buildings like apothecaries and clinics, create a complete chain from diagnosis to treatment. In the future, we’ll make health statuses more visible in the UI, so "caring for your people" is more than just a slogan.[/p][h3]● ✅ Epidemic System (Responding to: "Want more exciting events")[/h3][p]Beyond tornadoes and meteorites, epidemics were the greatest disaster ancient people faced… We’re bringing these uninvited guests to add unexpected variables to the world. They’ll tie closely to the medical system (e.g., plagues will rapidly consume medicinal herbs), testing your ability to plan ahead. But every cloud has a silver lining—could disasters bring unexpected benefits? (Spoiler: It’s not just meteor iron.)[/p][p][/p][h3]III. A Promise for the Beginning of Spring: Keep Cultivating, Await the Harvest[/h3][h3]●New Winter BGM Added[/h3][p][/p][previewyoutube][/previewyoutube][p]Before we wrap up, have you noticed we’ve updated the BGM and sound effects? From environmental ambience to UI clicks and work animations, we hope these sounds bring a touch of the journey’s vastness and nostalgia—whether you’re marching through snow or resting in camp. In war stories, these intangible emotions are often the most touching.[/p][p]Every piece of feedback—whether criticism or advice—is like a seed full of life. This month, our top priority is to carefully sort these seeds, plant them in the right "plots," and tend to them with care.[/p][p]As the seasons cycle, development won’t stop. Right now, we’re focusing on "strengthening the foundation": prioritizing smoother core experiences (logistics, controls, resource management) while integrating new systems (disease, farming) seamlessly into the game world. Once these roots are firm, the "branches and leaves" of combat will flourish.[/p][p]Thank you to everyone who endured the test version and generously shared your insights. You’ve made the future of this "land" clearer than ever.[/p][p]When spring blooms and the beacon fires rise again, we’ll see you on the battlefield.[/p]
  • [p]Wishlist now to get updates and test notifications first: [/p]
[p][dynamiclink][/dynamiclink][/p]
  • [p]Join the playtest: Click 【Mandate Order 】 on the store page to participate.[/p]
  • [p]Join our community to chat directly with the development team[/p][h3][/h3]
[p]Sincerely,[/p][p]The Mandate Order Team[/p][p][/p]