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Roman Triumph: Survival City Builder News

🗓️ All Roads Lead to 1.0

[p]Today we finally announce the date. Roman Triumph reaches 1.0 on September 16 and steps out of Early Access. This milestone was forged together with you through feedback, playtests, experimental builds, and countless conversations on Discord![/p][p][/p][p]Thank you for every wishlist, every bug report, and every idea. The launch build focuses on stability, balance, and quality-of-life improvements, and adds fresh content for veterans who want more of a challenge.[/p][p][/p][h3]Here’s what’s coming in the 1.0 update:[/h3][p][/p][h3]🏜️ The Desert Map[/h3][p]Rome’s legions once marched into North Africa, carving out settlements in the sands. This new, procedurally generated biome reflects that history, bringing both danger and opportunity:[/p]
  • [p]Farming: The soil is barren. Crops only grow with aqueducts, and even then at roughly 80% efficiency[/p]
  • [p]Timber: Few trees grow here, trade will be vital for wood[/p]
  • [p]Terrain: Wide, open spaces make choke points rare, demanding new defensive strategies[/p]
  • [p]Resources: Minerals are plentiful, mine early to prosper[/p]
  • [p]Wildlife: Camels, zebras, and elephants roam the desert[/p]
  • [p]Threat: The Minotaur prowls these lands[/p]
[p][/p][h3]🐂 The Minotaur[/h3][p]Forged in the forgotten labyrinths beneath Crete, the Minotaur emerges, a monstrous reminder of mankind’s hubris and the gods’ cruel judgment. It will test both your legions and the strength of your city’s defenses.[/p][p][/p][h3]✨ New Features[/h3]
  • [p]Traps to fortify your defenses[/p]
  • [p]QoL improvements across the board[/p][p][/p]
[p]Roman Triumph 1.0 will mark the end of Early Access, but not the end of development. More updates, ideas, and improvements will continue to come![/p][p][/p][h2]🎉 Celebrate with us on X: Daily Key Giveaway![/h2][p][/p][p]From September 2 through September 15 we will post one tweet per day on the official Roman Triumph account.[/p][p][/p][h3]How to take part[/h3]
  1. [p]Leave a comment under that day’s tweet. That's it.[/p]
  2. [p]Every like helps the post reach more players. Optional but greatly appreciated![/p]
[p]Winners and delivery[/p]
  • [p]24 hours after each tweet goes live we will pick one comment at random[/p]
  • [p]The winner receives a Steam key via DM on X. Please make sure your DMs are open[/p]
  • [p]One key per day. Fourteen keys total. You can win only once during the campaign[/p]
  • [p]Free to join. No purchase needed. Fake or duplicate accounts do not qualify[/p]
[p]📌 Note: You will not see the giveaway mentioned on X. We are keeping the rules only here on Steam to avoid waves of scammers and trophy hunters. Our goal is to gift keys to real players who actually want to play and be part of the community. The giveaway is live starting with this post.[/p][p][/p][h2]See you at launch[/h2][p]Thank you for supporting Roman Triumph. We cannot wait to share the 1.0 with you on September 16. And of course, when you play, please leave a review. Your feedback makes a difference and helps a lot.[/p][p][/p][p]– Philippe and the Forklift Interactive team
[/p][hr][/hr][p]Looking for more?[/p][p]Another Forklift-published game is currently running an open playtest. You can try Space Scum for free until September 9. It might be your thing 👇🏻[/p][p][dynamiclink][/dynamiclink][/p]

Patch 0.4.1 - Building Just Got Easier!

[p]Hey everyone![/p][p]
A small but super useful quality-of-life update for you today:[/p][p]You can now place buildings and roads even if there are trees or small rocks in the way! Previously, you had to cut down those trees or mine those rocks before placing your building. Now, you can plop your building or road right on top of them.[/p][p]Here’s how it works:[/p]
  • [p]If there are trees or small rocks in the construction area, they’ll automatically be marked for cutting/harvesting.[/p]
  • [p]Your builders will first remove them, then get to work on construction as soon as the space is clear.[/p]
  • [p]No more tedious manual clearing before building, just place it and let your workers handle the rest.[/p][p][/p]
[p]This should make expanding your city feel a lot smoother, especially in those dense forest areas.[/p][p]As always, let me know how it feels and if you run into any issues :)[/p][p][/p][p]Philippe[/p]

Update 0.4.0: Bridges & Optimizations

[p]Hey everyone,[/p][p]I hope your summer is going great! I’ve been busy with some personal matters recently, so this update doesn’t have as much content as usual, but I still tried my best to make it meaningful with some exciting new features and big optimizations![/p][p][/p][p]Update 0.4.0 brings two things many of you have been asking for:[/p]
  1. [p]Bridges/Piers: a completely new way to build and expand your city.[/p]
  2. [p]Major Optimizations: making the game run smoother, especially at high populations.[/p]
[p][/p][h2]🌉 Bridges & Piers[/h2][h2][/h2][p]I’m excited to finally let you build directly on water! With the new bridge and pier system, you can:[/p]
  • [p]Expand across lakes and connect parts of your city.[/p]
  • [p]Build entire settlements on water for a unique look and tactical advantage.[/p]
  • [p]Even push into the ocean and create ambitious harbor towns.[/p]
[p][/p][p][/p][h2]⚡ Major Optimizations[/h2][p]This update also focuses heavily on performance. Many of you reported periodic freezes (especially at high populations), and I’ve worked hard to address that.[/p][p]I optimized how the game handles memory, citizen behavior, pathfinding, UI updates and animations, and even effects like outlines. All of this should result in smoother gameplay and far fewer stutters, but more optimizations are on the way![/p][p][/p][p]👉 Please let me know how it runs for you after the update, your feedback helps me keep improving performance![/p][p][/p][h2]🛠️ Other Improvements[/h2]
  • [p]Immigration Blessing Fix: Immigration is no longer capped at 12 when the blessing is active.[/p]
  • [p]Catapult Group Commands: You can now multi-select and move catapults as a group. This was a highly requested feature, and I’m happy to deliver it![/p]
  • [p]Small bug fixes![/p]
[p][/p][h2]Final Thoughts[/h2][p]This patch is not huge but it's all about making the game feel better to play, both in how it runs and in how you can build. The new bridge/pier mechanics open up some really creative city layouts, and the optimizations should make large cities more enjoyable to manage.[/p][p]Thank you again for all your feedback and support, as always, I’m building this game solo, and every comment, report, and suggestion you send helps me make Roman Triumph even better.[/p][p]Can’t wait to see your water cities!
[/p][p]Philippe[/p]

🔥 Update 0.3.0 - Fire and Blood

[p]Hey everyone,[/p][p]I’m excited to share the biggest content update yet for Roman Triumph! This update introduces powerful new siege weapons, a new mythical threat, and combat related mechanics which bring even more chaos to your battles. I’ve also squashed a ton of bugs and added some long-requested features. [/p][p][/p]
🏛️ Major New Features
[p][/p][h2]🐦‍🔥 New Mythical Enemy: The Phoenix[/h2][p]A terrifying new enemy has descended upon your cities: the Phoenix, a creature of flame, fury, and myth.[/p]
  • [p]In Roman Triumph, the Phoenix is a divine weapon of destruction, born in the smoldering heart of Mount Vesuvius.[/p]
  • [p]With wings of flame and a shriek that scorches the skies, it soars over your walls, bypassing traditional defenses and raining fire upon your settlement.[/p]
  • [p]Every few ages, it's said the gods grow restless with mortal pride and from the ashes of punishment, a cursed and tormented Phoenix rises to remind humanity of its fragility.[/p]
[p]Prepare well, or watch your empire burn.[/p][p][/p][h2]🪨Catapults[/h2][p]You can now construct catapult units that are fully movable, just like your regular soldiers. These siege engines hurl massive boulders at enemies, dealing devastating splash damage that can wipe out entire groups of barbarians in a single shot. A direct hit inflicts even greater damage, making them incredibly effective against both clusters and tougher targets. [/p][p]While they’re slow, heavy, and costly, their ability to relocate and reposition makes them one of the most versatile and powerful weapons in your arsenal. When used in combination with other units and walls, they can completely turn the tide of battle.[/p][p][/p][p]2 variations exist:[/p]
  • [p]Standard Catapult: Hurls massive boulders that deal area damage and crush clustered enemies.[/p]
  • [p]Fire Catapult: Launches flaming shots that ignite enemies (also cause high splash damage), dealing burn damage over time. [/p]
[p][/p][h2]🔥 Roman Flamethrower Turret[/h2][p]A terrifying new defensive structure for your walls: the flamethrower turret rapidly sprays fire towards enemies, melting them at close range.[/p]
  • [p]Short range, but extremely high DPS.[/p]
  • [p]Perfect for placing at key choke points, gate entrances, or wall corners to vaporize hordes before they can even swing a club.[/p]
[p]While there's no direct historical record of Roman flamethrowers, this invention is said to be a forbidden design retrieved from the archives of Alexandria, combining pressurized bronze tanks and flammable oils in ways even the priests of Mars fear.

[/p][h2]Other Additions[/h2][h3]🏹 Poison Arrows[/h3][p]Archers can now be upgraded with poison-tipped arrows, allowing them to slow down and apply a powerful damage-over-time effect to enemies.[/p]
  • [p]Ideal for slowing down large enemies (dracos, hydras, and even the phoenix).[/p]
  • [p]Poisoned enemies suffer high damage-over-time.[/p]
[h3]🔥 Fire Status Effect[/h3][p]Enemies can now catch fire from flame-based attacks like the fire catapult or flamethrower turret.[/p]
  • [p]While burning, they take continuous damage and may die mid-charge — creating chaos in their ranks.[/p]
  • [p]Combined with poison, you can now create stacking DoT effects for total area denial.[/p]
[h3]🧱 Sandbox Mode[/h3][p]A proper sandbox mode is finally here![/p]
  • [p]All buildings, units and technologies are unlocked from the start.[/p]
  • [p]Great for creative building, stress testing your city layout, or trying wild experiments.[/p]
[p][/p]
🛠️ Bug Fixes & Improvements
  • [p]Fixed Hydra/Baby Hydra spawning inside your cities![/p]
  • [p]Fixed building upgrades costing double the resources they should.[/p]
  • [p]The bug where an Iron Mine, Brickworks or Quarry stopped producing resources should be fixed. Please let me know if that happens for you again.[/p]
  • [p]Demolition refunds now scale with building health.[/p]
  • [p]Fixed (not 100% sure) a bug where invasions wouldn’t end if one barbarian was left. If this happens again, please let me know.[/p]
  • [p]Fixed ballista shots going through Hydra (when they should've been a hit).[/p]
  • [p]Fixed rotation bugs on catapults and scorpios.[/p]
  • [p]Fixed Tavern upgrade olive oil upkeep.[/p]
  • [p]Double builders button now capped by your actual citizen count. [/p]
  • [p]Fixed Level 3 archer unit icons not showing the right icon in the army training window.[/p]
  • [p]Added the forester building to the tutorial.[/p]
  • [p]Improved the performance of roads on the GPU.[/p]
  • [p]Fixed some missing text characters in Russian.[/p]
  • [p]Gold is now easier to get in easy mode.[/p][p][/p]
[p]Thanks again to everyone who’s been playing, leaving feedback, and helping the game grow! I’m building this solo, but your support makes it feel like I’ve got a full legion behind me.[/p][p][/p][p]Here's a recap of all the updates I've brought to Roman Triumph so far since the Early Access launch back in April: [/p][previewyoutube][/previewyoutube][p][/p][p]I'm super excited to hear what you think of this update. Talk to you guys soon :)[/p][p]Philippe (Coreffect Interactive)[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

🏛️ Update 0.2.0 - Imperial Ledger, Olive Oil & Wine!

Hey everyone,

I’m super excited to share Update 0.2.0, which brings a mix of features, new content, and long-requested fixes. The highlights this time are the Imperial Ledger, a powerful new panel that gives you deep insight into your city, and the addition of Olive Oil and Wine production chains.

But that’s not all! I’ve also added the new Library building (boosts culture), a way to delete those massive rocks and iron nodes, reworked how immigration limits work, fixed a bunch of bugs, and made several quality-of-life improvements based directly on your feedback. I hope this update makes managing your empire smoother and more satisfying.



📖 The Imperial Ledger


This is something I’ve wanted in the game for a long time, and I know many of you have too. The Imperial Ledger is your new one-stop shop for understanding what’s happening in your city:

[h3]📊 Charts & Graphs:[/h3] Population, happiness, gold, food production/consumption — spot trends and track progress.



[h3]⚙️ Resource Overview: [/h3]See everything producing or consuming a resource, plus totals and percentages. Very useful when trying to identify what exactly is consuming most of a specific resource.



[h3]🧑 Citizen Directory:[/h3] See every citizen’s name, home, job, and happiness. Helpful in identifying unhappy ones (and then finding their homes and improving their neighborhood accordingly).

[h3]🏗️ Building Lists:[/h3] Instantly know how many hospitals, guards, temples, etc. you have — no more manual counting.

This is just the beginning. I’ll keep expanding this panel as the game grows.

🍇 New Production Chain – Olive Oil & Wine



I’ve added 4 brand new resource types and four buildings to go with them:

Olive Farm → Olive Oil Mill
Vineyard → Winery

Olive Oil and Wine are used for certain upgrades (e.g. Tavern) and are tradable, hence open up new opportunities in the mid-to-late game economy. For now their use is limited, but will become more important as future systems get added... I have some fun ideas for that.



✅ Fixes & QoL Changes & Other


  • 🏛️ Added a Library building which massively helps in increasing your population's Culture metric!
  • 🪨 You can now delete large rocks and iron nodes with a new tool.
  • Fixed a major bug causing double resource consumption on the last month of the year.
  • ⛏️ Fixed issue where quarry would say "object in the way" instead of correctly pointing out why it's not placeable there.
  • 🧾 Trade cities no longer show negative quantities.
  • 🐉 Hydras pathing now takes priority on all other pathing (before, the hydra could be waiting for a while after spawning before moving when many pathing calculations were being done, at high populations).
  • ⏩ Pressing space at speed 3 now resumes back at speed 3 instead of defaulting to speed 1.
  • 🚧 Replaced immigration toggle with a population limit (more useful)
  • 🔇 Lowered the volume of quarries and iron mines.
  • Fixed bug allowing you to place Fishing Huts near each other when not fully built.
  • 📚 Fixed "Aprilis" typo.
  • 🏆 Removed the 100-year achievement.

As always, thank you so much for your continued support and encouragement. Seeing you all play, give feedback, and build amazing cities is what keeps me going. I hope this update makes your city-running experience feel even more complete, and there's a lot more to come.

https://store.steampowered.com/app/1864880/Roman_Triumph_Survival_City_Builder/

Let me know what you'd like to see next, and I’ll get back to work.
If you encounter any issues or bugs, please let me know asap so I can fix them!

Philippe