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Roman Triumph: Survival City Builder News

Experimental Branch & Update 0.2.0

Hey everyone!

I'm happy to share that Update 0.2.0 is now available for testing on the experimental branch. This is a pretty big one, with the new Imperial Ledger (settlement analytics, stats, charts, etc.), brand-new trade resources (Olive Oil & Wine), and a bunch of quality-of-life fixes and improvements. Please note that there may be bugs and issues!

If you want to help test and get early access to new features before the official release of updates, here’s how to join:

[h2]How to Access the Experimental Branch[/h2]
  1. Right-click Roman Triumph in your Steam Library
  2. Click Properties
  3. Go to the Betas tab
  4. In the drop-down menu, select experimental
  5. Close the window — the game will update automatically

[h2]0.2.0 Patch Notes (Experimental)[/h2]

New Features
  • Added Imperial Ledger (city analytics panel):
    -> Charts for population, happiness, gold, and food
    -> Full citizen list (with home, job, happiness)
    -> Building count overview
    -> Resource production/consumption breakdown
  • Added new resources: Olive Oil and Wine
    -> 4 new buildings: Olive Farm, Olive Oil Mill, Vineyard, Winery
    -> Used for trade (more uses coming later)
  • Added new building: Library (boosts Culture)
Quality of Life / Fixes
  • You can now delete large rocks and iron nodes
  • Quarry placement message now correctly identifies the reason why it can't be placed somewhere
  • Fixed trade cities showing negative resource quantities
  • Replaced immigration toggle with a population limit (more useful)
  • 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).
  • Resuming from pause at speed 3 now returns to speed 3, not 1
  • Lowered quarry and iron mine noise
  • Fixed "Aprilis" typo
  • Removed the 100-year achievement


Let me know in the comments or on Discord if you run into any issues or weird behaviors. Thanks for helping test, your feedback makes a big difference!

Philippe

Localization Adjustments: Chinese

[h3]Hey everyone![/h3]

You've already left us over 300 reviews on Steam, and we just want to say a huge thank you. We’ve been reading all of your feedback carefully, and we really appreciate the time you’ve taken to share your thoughts with us.

One thing that stood out right away was that the Chinese localization wasn’t where it needed to be. Some lines weren’t making much sense, and that’s on us.

So we’ve gone back and reworked a big chunk of the Chinese translation to make sure the game feels right for our players in that language. This is just the start. We'll keep improving things as we go, and we’re already working on more fixes, tweaks, and of course, the new content from the Roadmap.

Thanks again for playing and helping us make Roman Triumph better every day!

Systemically yours,
Forklift Interactive Crew


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https://store.steampowered.com/news/app/1864880/view/836088461785040199
https://store.steampowered.com/news/app/1864880/view/836088461785039785
https://store.steampowered.com/news/app/1864880/view/519709875052217362
https://store.steampowered.com/news/app/1864880/view/519709875052217020
https://store.steampowered.com/news/app/1864880/view/519709240792711247

Milestones, Feedback, and What’s Next

[h3]Hey everyone![/h3]

We’re now entering the second week since the Early Access launch, and I’m honestly blown away by everything that’s happened so far.

The game has just passed 200 reviews on Steam, with 94% positive! That’s incredible for an indie game like this. I’m super grateful for all your support. Every review, every bit of feedback, every “hey this part made me smile”, it all helps more than you know. It makes Roman Triumph more visible to all the other people who might love it, too. So if you haven’t left a review yet, please consider it! You can always edit it later if anything changes.

In other exciting news, our Discord server just passed 1,200 members! That means we’re now part of Discord Discovery, which helps even more players find their way into this growing community.

Honestly, the community that’s forming around Roman Triumph is one of the best parts of this whole journey. Friendly, cozy, curious and always trying to push the boundaries of Roman Triumph... it’s a joy to hang out there. I’m in the server every day, chatting, answering questions, reading your feedback, and absolutely loving your screenshots.
Come say hi!

Also, fun stat: the game keeps breaking its own record for concurrent players. The new all-time peak is 575 players online just two days ago! This stuff really matters for a solo dev like me, so thank you again for being here and playing. It means the world to me.

And yep, I’ve read a lot of your feedback already. Thank you for being so detailed and constructive! I’m currently working on the next update, which I’m aiming to release in May. That said... I also have exams coming up at the end of April, so time will be a bit tighter than usual. Wish me luck?

Talk soon, and once again, thank you.
Philippe

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https://store.steampowered.com/news/app/1864880/view/836088461785039785
https://store.steampowered.com/news/app/1864880/view/519709875052217362
https://store.steampowered.com/news/app/1864880/view/519709875052217020
https://store.steampowered.com/news/app/1864880/view/519709240792711247

Patch 0.1.2

Hi everyone!

Patch 0.1.2 is live, bringing more bug fixes and small but needed improvements (QoL, settings, etc.). Thanks again for all your amazing support and feedback in the Discord, I truly appreciate it and I'm always listening.

[h3]QoL & Changes[/h3]
  • Moving food storage will now transfer the food in it to a another food storage if there is space (instead of you losing that food).
  • Pressing Escape while an overlay panel is open (construction, rubble, upgrade) now closes the panel instead of opening the pause menu.
  • Added ability to cancel Research mid-progress.
  • Rebuilding rubble now puts it at top construction priority.
  • Added option to show/hide resource indicators.
  • Buildings in normal and easy mode now only suffer from lack of upkeep starting the second month without upkeep.
  • Fixed emissive material of Cabbage farm and Academia

[h3]Bug Fixes[/h3]
  • Resolved a bug which allowed enemies to walk through walls sometimes.
  • Fixed bug causing players to not be able to trade.
  • Fixed an issue where players could place buildings on gate doors.
  • Fix a bug that cause buildings to get built on top of each other when using the mass upgrade tool (example upgrading Domus into Luxury Domus)
  • Fixed a bug that was preventing saves from loading.
  • Fixed edge panning not working while armies were selected.
  • Fixed bug where pressing numkeys while editing UI settings (e.g. worker limits) would still trigger army group hotkeys.

[h3]Settings[/h3]
  • Added option to disable shadows.
  • Added option to disable chromatic aberration.


Just a quick heads-up, I'm currently a part-time university student, and with several exams coming up at the end of April, updates may slow down a bit around that time. I’ll also be focusing on the next major update during and after that period. Thanks for your patience!

Please leave a review if you haven't already :)

Philippe

Patch 0.1.1

Hey everyone,

I’ve published a patch (v0.1.1) to address common requests and bugs.

[h3]UI, Resolution & Settings:[/h3]
  • Added option to disable/enable screen edge panning.
  • New resolution option: 1600x900.
  • Fixed formatting issue affecting 5120x1440 resolution (UI panels, tutorial, etc.).
  • Added an FPS limit option (limit your fps).
  • Added option to hide upkeep numbers for a cleaner UI.

[h3]Gameplay & Bugs:[/h3]
  • Fixed (for real this time) villa not getting supplied with water by reservoir bugs.
  • Fixed issue where gatherers got stuck trying to cut/mine a tree/rock
  • Hydras no longer spawn in unreachable zones (preventing them to get stuck and unkillable).
  • Hydras will now despawn if stuck for too long.
  • Barbarians now prioritize gates a bit more and gates have received a +50% health buff.
  • Resolved an issue where archers stationed on walls prevented building ballistae or other structures on that section after being disbanded.
  • Fixed wheat farm ground texture flickering when multiple farms adjacent when zoomed in
  • Fixed an issue where if you order multiple groups to man the walls in the same area, the units could stack with each other.
  • Fixed Bathhouse workers appearing as Arena workers.


Thank you for all your amazing feedback and support! Please let me know if you still encounter those issues.

Please leave a Steam review if you haven't already :)

Philippe