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Norland at the Hooded Horse Spring Publisher Sale

Norland is part of the Steam Spring Sale at 35% off! Check it and other games out in the Hooded Horse Spring Sale.Down below, we’re sharing the recently unveiled roadmap for Norland, including new features and improvements in development.

Hooded Horse Spring Publisher Sale 2025

[h3]Norland's Spring-Summer 2025 Roadmap[/h3][hr][/hr]The team is hard at work on Norland, focusing on a structured approach to development. While the original roadmap didn’t progress as planned, that time was used to establish a long-term foundation and set a clear six-month timeline for upcoming updates.

Development is advancing in three tracks, each addressing different aspects of the game. The Conservative Track strengthens core mechanics, including walls, bodyguards, guest reforms, new lore, a global map, and dynasty menus. The Experimental Track explores larger gameplay ideas, introducing unique visitors, 3D terrain, and puppet mechanics. A new Player Experience Track focuses on UI, menus, and interactions, ensuring systems are more intuitive without altering the game’s depth.

With all three tracks moving forward together, Norland is expanding in multiple ways, balancing stability, new mechanics, and usability.


[h3]Art and Content[/h3][hr][/hr]The team has brought on two new artists and is working on redrawing all of the game’s art. While this is a long-term effort, the aesthetic concept is already locked in, focusing on realistic architecture and thoughtful design.

The camera, interior view, and zoom will remain unchanged, but the world itself is becoming more diverse. Three distinct biomes—northern, midlands, and subtropics—are in development. Work is also beginning on local map generation, though it’s still in an experimental phase.

Early visual concepts include high-level residential buildings, a new type of Lord’s Hall, and fresh environmental designs, shaping a more detailed and immersive world.





Read the full details here:
https://store.steampowered.com/news/app/1857090/view/532092240505339997?l=english

Norland Spring-Summer 2025 Roadmap

Hello everyone,

First, I want to acknowledge that the previous roadmap didn’t progress as expected. Development always brings surprises and forces us to rethink plans. However, the time wasn’t wasted. We’ve established a long-term development plan and built a strong foundation for what’s ahead. With a clear direction and flexibility in place, we’ve set the timeline for this roadmap at six months.

Game development is a bit like building a city. Some teams focus on laying strong foundations, others experiment with bold new ideas, and some make sure everything is easy to navigate. That’s exactly how we’ve structured Norland’s development.
  • Conservative Track – This is the foundation. It focuses on the core mechanics that hold the game together—walls, bodyguards, incoming guest reform, new lore, a new global map, and dynasty menus. These are the systems that make Norland function at its core.
  • Experimental Track – This is where we test big ideas. Think of it as trying out new districts in the city—some will be great, others might need adjustments. This track has introduced unique visitors, 3D terrain, and puppet mechanics—features that add more personality and unpredictability.
  • Player Experience Track (New!) – A city can have great roads and buildings, but if there are no signs or pathways, navigating it becomes frustrating. That’s what this track is for—redesigned menus, improved UI, and refining older mechanics to make interactions smoother without changing the game’s depth.
With this new track in place, all three areas—building, experimenting, and fine-tuning—are moving forward simultaneously to make Norland the best version of itself.

[h2]Art and Content[/h2][hr][/hr]We’ve hired two artists and plan to redraw all of the game’s art. While this will take time, we’ve already locked in an aesthetic concept that focuses on realistic architecture and thoughtful design.

The camera, interior view, and zoom will remain unchanged. We’re creating three distinct biomes: northern, midlands, and subtropics. We’ll also begin experimenting with local map generation—we’ll see how it develops.

Work-in-Progress Visuals:

Disclaimer: Images are a work in progress and do not represent the final product.
Concepts for late high-level residential buildings and a new type of Lord's Hall.





New environment and basic peasant house



Proposal for different environments


[h2]Player Experience Track[/h2][hr][/hr]This is our newest development track, focused on making menus, UI, and existing mechanics smoother to interact with—without changing the game’s depth. While the Conservative and Experimental tracks shape Norland’s systems and politics, this track ensures players can engage with those systems intuitively.

We’re making several upgrades to core menus and management systems to streamline gameplay.
  • Army Menu Redesign – You’ll now be able to equip each warrior in your squad individually and hire additional peasants (with a cost). This system is already in development and will be more flexible and user-friendly.
  • Knowledge Menu Overhaul – This is our third redesign of the system. Beyond making it easier to navigate, it will now allow books of the same content to exist in multiple languages, with translation options available.
  • Initial Game Settings Redesign – Once the Knowledge Menu is complete, we’ll begin work on revamping the game’s starting options. This is a larger project, and while it may not be finished within this roadmap, the long-term improvements will be worth it.

[h3]Reworking Archaic Systems[/h3][hr][/hr]Some older mechanics have remained due to Norland’s complex inheritance system, but we recognize that some of them feel outdated—or frustrating. We’re simplifying these systems while keeping their original intent intact:
  • Alcohol System
  • Character Needs
  • Assigning Tasks to Buildings
  • Crime and Penalties
  • Migration Mechanics
  • Church Services
  • Character Communication
Many of these updates are already near completion, so you’ll be able to test them soon and share your feedback on how they feel in practice.

[h2]Conservative Track[/h2][hr][/hr]This track focuses on city planning, economic systems, and structured mechanics—the backbone of Norland’s gameplay. Right now, the game lacks early-stage planning tools, making it difficult to organize cities and resources efficiently. To solve this, we’re integrating classic city-builder mechanics, but with Norland’s own unique approach.

Planned Features:
  • Physical Storage – Resources will have actual locations rather than being universally accessible.
  • Expanded Distribution – A single system for resource flow and wages, allowing for barter and monetary economies.
  • Urban Development – More realistic housing mechanics tied to population density and social infrastructure.
  • Expanded Local Trade – Daily traders bringing basic goods, encouraging a shift toward a cash economy.
  • Character Archetypes – Lords and major figures will have distinct personalities, influencing diplomacy and management.
If Time Allows, We’ll Also Work On:
  • Garrisons on the Global Map
  • Battle Formations
  • Seasonal Changes (We know this was promised before, but storage mechanics need to be reworked first.)
  • New Food Types, Heating, and Clothing Mechanics
[h3]Physical Storage[/h3][hr][/hr]Right now, resources exist in a shared "cloud", meaning materials can be accessed from any warehouse, anywhere. This makes logistics irrelevant, reducing the need for city planning since building placement doesn’t matter.

With physical storage, resources will be stored in specific locations, meaning:
  • Logistics will require actual management.
  • Transporting goods will take time and effort.
  • Workers carrying heavy loads will move slower.
This change adds depth to city planning and makes resource management a key strategic element.

[h3]Expanded Distribution[/h3][hr][/hr]The current system has multiple distribution methods—lords get resources for free, peasants and soldiers are paid, and prisoners get items from a warehouse.

We’re replacing this with a unified system where you control:
  • Who receives resources
  • What they get
  • Whether they’re paid in money or goods
This allows for barter-based economies early on, transitioning into a monetary system as trade expands.

[h3]Urban Development[/h3][hr][/hr]Most of the population currently lives in two types of houses, which don’t reflect realistic medieval urban growth.

In classic city-builders like Caesar, houses upgrade automatically when new goods are available. But that doesn’t feel realistic—people don’t just add floors because jugs appeared in the market.

Instead, Norland’s system will be more dynamic:
  • Low-density housing is preferred at first (more space, fewer neighbors).
  • Densification lowers quality of life, leading to unhappier residents.
  • Players must counterbalance urban crowding by investing in temples, entertainment, and security.
Historically, medieval cities were worse places to live than villages, but they made up for it with economic opportunity, protection, and services. We want to reflect this authentically in Norland.

[h3]Expanded Local Trade[/h3][hr][/hr]Once expanded distribution is in place, we’ll introduce local traders who bring basic goods (like food) into cities daily.

This will:
  • Encourage a transition from barter to a cash economy.
  • Reduce storage costs by letting workers buy their own goods.
  • Make logistics more meaningful, as managing trade networks becomes a key consideration.
This mirrors real-world urban development, where societies move toward money-based economies as trade becomes more complex.

[h3]Character Archetypes[/h3][hr][/hr]Right now, lord relationships can feel random and difficult to manage. We want to tie them more closely to mood so players aren’t overwhelmed by sudden shifts.

Additionally, we’re introducing two character categories:
  1. Strong Characters – Unique figures with distinct personalities and traits.
  2. Everyday People – Generic, loyal, and drama-free characters with fewer talents but more stability.

When adding lords to your family (choosing a bride or granting titles), you’ll decide how much drama you want:
  • High-risk, high-reward: Powerful but volatile figures.
  • Stable but less effective: Safe choices with weaker skills.
We plan to introduce 12 unique archetypes, each with their own taboos, actions, and behaviors:
  • Altruist
  • Scrooge
  • Puppeteer
  • Hero
  • Sadist
  • (And more!)
These archetypes will influence diplomacy, personal rivalries, and internal politics, adding more depth to the ruling class.

[h2]Experimental Track[/h2][hr][/hr]This track focuses on unique systems that only Norland can explore, emphasizing social hierarchy, power, and political dynamics. At its core, Norland is about politics—how power is gained, maintained, and challenged.

While we’ve already introduced usurpers, we realized that the system needed to be more intricate. Instead of being a single mechanic, it will now be part of a larger political system that governs how rulers maintain control—or lose it. We started with puppets, and now we’re expanding further:

[h3]Planned Features:[/h3][hr][/hr]
  • Loyalty of Specific Population Groups – Groups like the army will have their own allegiances, meaning rulers won’t be able to rely on blind obedience. This will also allow us to remove artificial balancing mechanics, such as the church tax.
  • Group Conspiracies – Power struggles will involve friends, puppets, and political factions, making betrayal a real possibility.
  • Usurpers – This mechanic will limit player control in an interesting way. A usurper could overthrow your dynasty, and if successful, you lose—adding high-stakes tension to ruling.
  • Political Speeches – This will serve as the foundation for philosophy, history, religious doctrines, and their role in politics. Leaders will shape public opinion through words, not just actions.

[h3]Additional Ideas We’re Exploring:[/h3][hr][/hr]
  • Arranged Marriages and Claims to the Throne – Because this is the Middle Ages, after all.
  • Character Influence System – This is one of the most complex changes, impacting how characters persuade, manipulate, and influence each other. It will significantly alter the political landscape, so we’re approaching it carefully.

These systems aim to make Norland’s power struggles more dynamic and unpredictable, ensuring that ruling is never as simple as just holding the crown.

Norland Patch #34. Bugs fixes and balance improvements

Hello everyone.

This is a technical update that fixes many bugs and balance issues, including those pointed out by the community.

I’d also like to say that we will present the roadmap next week, and many exciting changes are currently in internal testing.

Thank you for your feedback and posts.

[h2]Gameplay[/h2]
- Walls: Walls can no longer be placed on tiles inaccessible for pathfinding (e.g., on an island).
- Rebellion: Fixed a bug where pigs could participate in cultural riots. In addition, rioters will no longer attack pigs.
- Global Map: Fixed a bug where some AI factions could uncontrollably increase their armies. After loading a save, their troops will decrease daily until they reach the intended limit (around 50-60 soldiers).
- Global Map: Bandit camps can no longer be bribed to attack if you have a peace or alliance treaty with the faction controlling the camp's territory.
- Province: The maniac will no longer remain incognito after being defeated in a bandit camp.
- Province: Fixed bugs in the bodyguard system.
- Province: The bishop now requires the same number of rings for bribery as the player. If the bishop loses all their rings, they will no longer attempt to bribe.
- Action Tasks: Fixed a bug where bribing a peasant for sex cost 2 rings instead of 1, as indicated in the hints.
- Knowledge: The "Write" book action is now only available to lords with the knowledge skill. Others will have access only to "Copy" and "Study" actions.
- New Game: Talents will now change randomly after character randomization in the family creation menu.

[h2]Balance & Mechanics[/h2]
- Actors: Prisoners will no longer increase in value due to their fertility.
- Wolves: Fixed a bug where wolves did not contain meat after death.
- Trade: Until the 15th day, the population modifier in an AI city will not affect the amount of goods they purchase.
- Actors: The bishop should now bribe less frequently.

[h2]Construction & Maps[/h2]
- Local Map: Constructing or demolishing buildings near water bodies or mountains should no longer alter the terrain in a way that allows buildings to be placed over these areas after loading a save.
- Buildings: Fixed a bug where vertically stacked buildings blocked access to the upper building.
- Buildings: Fixed an issue where the hall could be placed too close to an obstacle, blocking access to its storage point.
- Save/Load: Buildings are now allowed to be placed on impassable tiles upon loading a save for compatibility.

[h2]Battles & Squads[/h2]
- Battle Squad: Soldiers falling behind within a squad column will now speed up, while those ahead of the leader will slow down.
- Battle Squad: Improved smoother movement (without stuttering) for squads and individual soldiers on the local map.
- Battle: Enemy characters will now destroy fortifications that obstruct their movement (when they are not in a squad).
- Battle Squad: Fixed a bug where soldiers joining a squad formation could end up in water or mountains.

[h2]Interface & Localization[/h2]
- GUI: Fixed the layout of the “Loading” window so that long text (e.g., in Japanese) fits properly.
- GUI: Fixed a bug in CJK languages where skill hints were incorrectly displayed, forcing everything onto a new line.
- GUI: Fixed a bug in CJK localizations where empty lines between text paragraphs were not displayed.
- GUI: Fixed a bug where hints with dynamically inserted text (e.g., trade hints) displayed without the inserted text.
- GUI: Fixed a bug where the interface with rotation hints and exit prompts was not displayed when relocating a building.
- GUI: Fixed a bug where the “Continue Construction” button state did not update when clicked.
- GUI: Loyalty will no longer be displayed in the tooltip for characters who do not have loyalty (e.g., the king).
- GUI: Fixed a bug where the age of deceased lords in the dynasty menu would continue increasing over time.
- GUI: If a dropdown list does not fit on the screen after opening, it will now expand upwards instead of downwards.
- GUI: All text boxes now prevent leaving the final field empty by default, and leading spaces in input fields will be automatically removed.

[h2]Miscellaneous[/h2]
- Achievements: Fixed a bug where the “Lone Genius” achievement did not trigger because the fake parents of the starting king were counted as lords.
- Global Map: Fixed a bug where not all thoughts were attached after poisoning someone on the global map.
- Souls Process: Fixed a crash that occurred when a lesser lord was promoted to a knight between 11:00 and 14:00.

Patch #33 - Hotfix 2

Hello guys,

In this hotfix, we address a rather unpleasant and frequent game crash. More fixes are coming in Friday's patch.

  • Save/Load: Buildings are now allowed to be placed on IMPASSABLE tiles when loading a save to ensure compatibility with older saves.

Patch #33 - Hotfix

Hello guys,

A hotfix addressing several crashes and gameplay issues.

[h3]Fixes:[/h3]

  • Save/Load: Fixed a crash when loading a save where a building failed to construct due to version changes.
  • Guests: Fixed a crash with old guests who had no role when loading a new game version.
  • Puppets: Fixed a crash when a puppet’s idol was promoted to a knight.

  • Global Map: Fixed a bug where a prisoner lord from an enemy faction was not added to the player’s squad after their captor’s squad was destroyed.
  • Global Map: Fixed a bug in the army movement time calculation in the surprise attack algorithm.
  • Global Map: Fixed a bug where trade agreements were concluded using the king’s skills instead of the merchant lord’s skills when sending an envoy.

  • Battle Squad: Fixed an issue causing jerky movement of battle squads on the local map.
  • Battle: Fixed a bug where part of the player’s squad could be dragged into combat when nearby allied units were attacked.
  • Battle: Optimized calculations for detecting nearby enemies and allies during battles.

  • GUI: Fixed a bug where the patrol flag’s radius was not displayed. The patrol radius is now oval instead of circular.
  • GUI: Fixed text rendering in letters using CJK characters — previously, text could display as a single line and overflow the letter’s boundaries.

  • Building Assets: Raised the surface of some buildings to prevent clipping with 3D terrain (this will not affect already converted 2D saves in the 3D version).

  • Achievements: Fixed a bug that was causing achievements not to work.


Let us know if you encounter any further issues! 🚀