1. Pioneers of Pagonia
  2. News

Pioneers of Pagonia News

1.2.1 – Hotfix #1

[h2]Bugfixes[/h2]
  • Added missing translations for some features (for example in the Population Overview)
  • Fixed join via friends list button text sometimes extending out of button
  • Fixed a crash during game saving that could happen for wrongly configured user made maps
  • Fixed editor sometimes showing black screen initially until the light pre-set is changed
  • Fixed some issues with the editor when changing between tabs
  • Fixed recruitment tooltip mistakenly shown also for non-player units
  • Fixed playtime explanatory tooltip not showing

A Touch of Spring – Cosmetics Pack is now available!

[h2]Dear Pioneers,[/h2][p]Spring is just around the corner and is also coming to the beautiful world of Pagonia! [/p][h3]
The “A Touch of Spring” Cosmetics Pack is now available!🌸[/h3][p]


With the brand new Cosmetics Pack, you can now beautify your settlements with 18 spring-themed decorations with 20 additional variations.

[dynamiclink][/dynamiclink]
In addition to picturesque walls that are perfect for marking the boundaries of fields, we expanded the selection of decorative objects to include backyards, a shed, and a pergola. Neatly trimmed hedges perfectly frame your new gardens.

There are also new trees and plants to breathe new life into your villages. In the center of attention are blooming magnolias in different colors, whose falling petals herald the beginning of spring.

[/p][carousel][/carousel][p]
Decorative dwellings such as a birdbath, a duck house, a dovecote, and a pond are now also available for Pagonia's animal population. Sit back and enjoy the colorful hustle and bustle of the animal inhabitants!

As announced in the last quality-of-life update, the placement of decorations has been improved! You can now switch between the available variants using "CTRL + mouse wheel" or by clicking on the arrow keys in the new preview interface on the right-hand side. There's nothing standing in the way of building the settlement of your dreams!

[/p][h2]Werewolf Plushie Petition[/h2][p]The time has come! With a little luck, we will soon be producing our first plushie! Most of you are probably familiar with this mysterious creature, which dwells in the forests of Pagonia. If you've always wanted to adopt a Pagonian werewolf, now is your chance!

Feel free to check out the petition and support the project if you're interested. As soon as we reach our goal of 200 supporters, production of the plushie will begin!

[/p][h2]What's Next?[/h2][p]We are currently working on our very first DLC, called Meadowsong, which will be released in the Q2, along with the Free Beer Update! Look forward to freshly tapped beer, fine wines, and an exciting new story map!



Let us know what you think of the new decorations and feel free to post some screenshots of your decorated settlements. We want to see them all! Thank you for your ongoing support!

Take up your tools, Pioneers!
Your Envision Entertainment Team
[/p]

[hr][/hr]
1.2.0 - Quality of Life


[h2]Cosmetics Pack: A Touch of Spring[/h2]
This release enables the cosmetics pack “A Touch of Spring” which can be bought as DLC.

[h2]Gameplay[/h2]
  • Saved games with DLC decorations can be loaded by anyone even without owning the DLC
  • Rebalance ancestral defender amount from 25 to 30 and their combat power from 8 to 12

[h2]User Interface[/h2]
  • Improvements for placing decorations
    • Randomizing the variation is now optional and can be disabled in the preview interface on the right (default is on)
    • If the randomize setting is enabled it will now only choose a random variation once when selecting the decoration and again after placing a decoration
  • Construction menu building tooltip improvements
    • Recruitment buildings now show which units they can recruit and what weapons are needed
    • Market Fountain now shows that it produces Drinking Water
    • Tavern now shows that it uses Wood + Drinking Water + different meal ingredients and cooks Nutritious and Comfort Meals out of it
    • All buildings that are unlocked either by purchasing a DLC or through other sources (e.g. campaign finish) now show their source
    • Decorations no longer show the “Workers” and “Costs” sections
  • All additional content (including the Builder's Edition) is now displayed in the main menu and clicking the individual items will lead you directly to the store page
  • Forester no longer shows if trees or Wood are in range during building construction
  • The number in the building menu showing how many buildings of this type you currently have now has more space before it breaks into a new line (e.g. 13/42)

[h2]Bugfixes[/h2]
  • Fixed edge case with Stone Boulders having 1 extra Stone when only gathering Stone Boulders
  • Fixed join co-op window was super wide after changing from 150% to 100% UI scale
  • Fixed demote window was not showing Grove Enchantress unit even if you have any

[h2]Known issues[/h2]
  • Some text (for example in the Population Overview) is only available in German and English, the game will be updated with the remaining localizations soon.

Patch 1.1.0 – New Quality of Life Improvements

[h2]Dear Pioneers,[/h2][p]it's time for a new Quality-of-Life-Update! We're excited to release some highly requested improvements today! [/p][p] [/p][h2]Unit Overview and Demoting Units[/h2][p]You asked for it, we delivered: It's now possible to transform any unit type back to a Carrier. Just remember that the units need to be in your territory. All dropped equipment can be picked up and used again. The new Unit Overview comes in really handy. You'll find it on the right hand side of the construction menu. Not only does it look good, you can also use it to find specific unit types and cycle through their workspaces by clicking on the magnifier icon. Neat! [/p][p][/p][carousel][/carousel][h2]Copy Building Settings[/h2][p]You planned out the perfect production settings meticulously and don't want to do it all over again? Well, now it's possible to simply copy settings to on or all buildings of the same type! You can cycle through buildings of the same type while in copy mode (by TAB key or clicking the new arrow buttons in the building selection menu). All work orders including their settings, the main priority setting and enabled state will be copied.[/p][p] [/p][carousel][/carousel][h2]Balancing Adjustments[/h2][p]Next up are a lot of balancing adjustments for trade and gift offers, building placement and units. We rebalanced the trade offers of Pagonian villages on generated maps. Also, we've worked on a lot of combat balancing! Look into the detailed patch notes down below for more information. [/p][p][/p][h2]Other Improvements[/h2][p]Misplaced a building or just changed your mind? It's never been easier to demolish a building. With a brand-new hotkey you can demolish a building or cancel it's construction in no time![/p][p]The next one is for everyone who loves to decorate their villages: The decorations category now has a search bar! Also while placing decorations you can now cycle the available variants via CTRL + Mouse Wheel or by clicking the arrow buttons in the new preview interface on the right. [/p][p][/p][p]As always, we hope you enjoy all the new improvements in Pagonia. Let us know about your feedback on Steam and Discord!

Take up your tools, Pioneers!
Your Envision Entertainment Team

[hr][/hr]
1.1.0 - Quality of Life


[h2]Highlights[/h2]
  • Unit Overview and demoting units: Transform any unit type back to standard Carrier
  • Copy building settings: copy settings to one or all buildings of the same type
  • A lot of balancing adjustments for trade and gift offers, building placement and units

[h2]Gameplay[/h2]
  • Unit Overview and demoting units
    • A new interface shows you all unit types you currently have
    • You can demote any kind of unit back to a standard Carrier
    • Units have to be in your territory to be demoted
    • Equipment will be dropped where they stand and can be re-used
    • The interface can also be used to find specific unit types and cycle through their workplaces
  • Scav Bulwarks are now destroyed if all units in its vicinity are killed, even if some assigned units are still alive but far away
  • Thieves and Bandits will cancel looting attempts and return home when scared off by Warlocks
  • Warning flag colors for some states of residential buildings have been corrected
  • The Mint now starts without production orders, all recipes are set to “amount 0” by default
    • This ensures that the Mint does not accidently consume important copper, silver or gold ingots. The Mint will only produce after the player ordered it to do so.
    • A notification will be sent to the player as soon as the Mint is ready for work for the first time, if it still has no orders at this point in time


[h2]User Interface[/h2]
  • New functionality: Copy building settings
  • You can copy settings of the current building to all other buildings of this type
  • You can also copy settings of the current building and paste the settings to specific building of this type. Additional highlights and tooltips assist you while doing so.
  • You can cycle through buildings of the same type while in copy mode (by TAB key or clicking the new arrow buttons in the building selection menu)
  • All work orders including their settings, the main priority setting and enabled state will be copied
  • This can be used for gathering buildings, production buildings, training buildings and territory buildings
  • All options have hotkeys associated, defaults are:
    • Copy: CTRL+C
    • Paste: CTRL+V
    • Paste to all: CTRL+SHIFT+V
    • Additional highlights and tooltips guide you through the process
  • The locations of any campaign, objective and arcane artifact are now represented by an icon in the mini-map if it is lying on the ground in an explored area. The icon can be clicked to focus on the artifact location
  • Improved production/recruitment interface: Switching the mode to “target amount”/”minimum stock” now uses the current existing amount as the default value. Switching the mode back to “amount” always uses “0” as default value
  • Woodcutter: Changed the work mode buttons of the woodcutter to three separate buttons of which one is always active (preserve forest, cut all trees, remove forest). Before, the three modes were reflected by 2 buttons only, which caused some confusion
  • The objective UI now has more contextual jump-to actions when clicking the objective
  • Stone and Copper Chunks now also have markers on the mini-map
  • In-game pause menu now shows more info about the current map you are playing
    • Added “Difficulty” information, if available
    • Added “Map Size” and “Actual playtime” (if time speedup was used)
    • Added “Map Goal” and “Landing party” for generated maps
    • Added “Author” information and buttons for “feedback”, “like” and “report” for mod maps
  • Improvements for demolishing buildings
    • Added a hotkey to demolish a building or cancel it’s construction (default key “-”)
    • The confirmation dialog can be confirmed by pressing the hotkey again, ESC cancels it
    • The confirmation dialog is skipped for newly placed construction sites which did not start yet
    • The confirmation dialog can now be disabled in the gameplay options
  • Improvements for placing decorations
    • The decorations category now has a search bar
    • While placing decorations you can now cycle the available variants via CTRL + Mouse Wheel or by clicking the arrow buttons in the preview interface on the right
    • Randomizing the variation is now optional and can be disabled in the preview interface on the right (default is on)
    • If the randomize setting is enabled it will now only choose a random variation once when selecting the decoration and again after placing a decoration
  • The Info box showing which resources are in range while placing buildings has been improved
    • Resources in range are now displayed directly at the mouse pointer for better visibility
    • All resources are additionally still displayed at the bottom right with an improved visualization
    • All resources now display icons for better readability
  • Improved meal history readability, the latest entries are now on the left and finished ones are greyed out
  • After selecting the Treasure Hunter in the construction menu, treasure areas are highlighted
  • Baneroots now display their summoning progress in the tooltip
  • Amber Baneroots now state that they are immune to any attacks
  • Underground mines meal tooltip now mentions that softwood beams are required for the ore production process
  • Unit tooltips now show if the unit type does not require a tool and training building
  • Units that are not scared by Spectres now indicate this in their traits list
  • Key bindings bound to mouse now display the actual mouse icon instead of text
  • Tooltips of some control buttons of selected buildings have been improved (Territory buildings, Monument of Wisdom, Light Spire, Woodcutter’s Hut)
  • If you start a new game, the interface will remember the previous selections
  • Added missing highlight for selected game mode in the start new game section
  • Map information layout in the “escape menu” has been improved
  • On campaign map 7, a location highlight for an important objective was added
  • Improved farm field UI
    • You can see where each crop grows best in the tooltip while placing a farm field
    • New color-coding depending on how well a plant will grow on a given sediment type
    • While hovering over a sediment type you immediately get information how well the selected crop grows, shown directly next to the cursor
    • Improved mouse picking for farm fields


[h2]Campaign[/h2]
  • Third campaign map now hides Wheat recipe in farm field selection
  • Improved visibility of treasure spots of the fourth campaign map to ensure that players can find the important artifacts
  • Added new dialogue to explain remote delivery with Trading post on fourth campaign map
  • Added description for objectives to build and recruit Trade Post and Trade Carrier on fourth campaign map
  • Fifth campaign map now kills all minions when their boss is defeated
  • Sixth campaign map now allows Steel and Diamond Staff production from the beginning
  • Warlocks cannot scare the Malthorn Boss anymore


[h2]Balancing[/h2]
  • Some additional building types can now be placed on rocky areas (stone plateau, scree and flat cliff areas) beside quarries and mines: Geologist’s Hut, Smelting Works, Furnace, Storage, Warehouse, Construction Camp, Military Camp and Traders’ Camp.
  • The trade and gift offers of Pagonian villages on generated maps have been rebalanced
    • The internal trade balancing values, which define the ratio at which the Pagonian villages offer goods and gifts, have been rebalanced to better reflect the rarity and production effort of the commodities
    • The probabilities of trade and gift offers for different commodities have been rebalanced to create a better variety of offers
  • The probabilities of objectives to deliver specific commodities have been rebalanced to create a better variety of requests on generated maps
  • Relics can now be offered in trade and gift offers by Pagonian villages in on generated maps
  • A few commodities which were added with the “Major economy update” (Stone Picks, Stones, Fishing Rods) can now appear in trade offers, gift offers and objectives on generated maps too.
  • Guard unit type’s combat values have been rebalanced
    • Veteran Guards get their combat power increased from 12 to 20
    • Elite Guards get their combat power increased from 30 to 40
    • This ensures that guards are the significantly more cost-effective than soldiers to defend your village, to compensate for their inability to go on the offensive.
  • All Blade Dancer unit types attack bonuses against Scavs are now 100%
    • Standard Blade Dancers get their attack bonus against Scavs increased from 50% to 100%
    • This ensures that their effectiveness against Scavs is significantly better than “Advanced Soldiers” in comparison
    • Elite Blade Dancers get their attack bonus against Scavs reduced from 150% to 100%
    • This ensures they are not too overpowered against Scavs and their power increase compared to the Swift Blade Dancers is more reasonable
  • We rebalanced objective types on generated maps
    • Supply POI objectives are 30% more likely than before, in order to reflect the availability of the new delivery process by trade carriers and the additional commodity types which have been added since Early Access start
    • On the other hand the objectives to impress with global values (e.g. total land explored or total wealth) are now 30% less likely than before, since they showed up too often
  • Reduced the amount required by objectives for some commodity and unit types in medium and higher difficulty levels
  • The difficulty to obtain a hidden achievement about logistics has been reduced


[h2]Other Improvements[/h2]
  • Autosaves now can not be overridden when doing a manual save
  • Added an option to skip the intro video
  • “Scavenger” achievement now requires only 95% of all deposits being mined instead of 100%
  • Added death animation variations for all humanoid units


[h2]Bugfixes[/h2]
  • Fixed that crafted jewelry did not boost combat power of Sorceresses and Warlocks
  • Pathfinder will no longer ignore focus point changes
  • Show prompt for multiplayer invites instead of ignoring them while in-game
  • Fixed blocked areas around mining resources in generated and campaign maps
  • Fixed invalid keyboard shortcut behaviors in the Pagonia Editor
  • Fixed edge case when pausing Pathfinder that could lead to unremovable obstacles
  • Fixed Layout of mod.io connection button
  • Fixed notification filter; it now uses non accelerated game time
  • Fixed supply trades not counting as finished when completed with normal Carriers
  • Fixed some points of interest being able to be demolished on campaign map 6
  • Fixed mini-map showing sometimes building warnings when there are none
  • Fixed flickering point lights on Scavenger Bases on very specific zoom levels
  • Fixed “Claim All Territory Achievement” not always working
  • Fixed performance issues with own idle units being outside own territory in an isolated area
  • Fixed missing plural forms of some artifact names
  • Fixed wrong exploration of NPC village on second campaign map
  • Fixed an issue that the interface of a selected unit was no longer showing the other units employed in the same territory building
  • Fixed some guidance videos showing numbers in the video
  • Fixed an issue where the guidance video about “Supplying Important Locations” in the fourth campaign map would not be shown properly
  • Fixed VFX of the end boss of campaign map 7 looping after he is killed
  • Fixed road preview sometimes not corresponding to finally built road
  • Fixed tooltips of resources/units in the overview HUD sometimes showing invalid context actions
  • Very few text lines were missing, e.g. in some territory buildings tooltips, which have been added
  • Fixed player units rarely being stuck in a certain area when being constantly scared by enemies
  • Fixed overview HUD dropdown may be displayed below building menu
  • Fixed HUD being shown below active dialog cutscene after entering and exiting pause menu once
  • Fixed game timer text sometimes having a line break before the last digit
  • Fixed “All accessible territory in range claimed” sometimes showing up wrongly in the territory claiming buildings
  • Fixed a rare crash that could happen on campaign map 5 if an enemy camp was destroyed before a certain step in the story was reached

The Beta Test for Quality-of-Life Update 1.1.0 Starts Now!

[h2]Dear Pioneers,[/h2]
we would like to invite you to the latest Beta test!

Version 1.1.0 just went into the beta branch on Steam for all players who own the game. Our new Quality-of-Life Update is packed with a lot of highly requested changes!

Please write us your feedback on Discord or in our Beta branch discussion forum on Steam.

As always thank you for your support and have fun testing!
See you in Pagonia!

[hr][/hr]
1.1.0 - Quality of Life


[h2]Highlights[/h2]
  • Unit Overview and demoting units: Transform any unit type back to standard Carrier
  • Copy building settings: copy settings to one or all buildings of the same type
  • A lot of balancing adjustments for trade and gift offers, building placement and units


[h2]Gameplay[/h2]
  • Unit Overview and demoting units
    • A new interface shows you all unit types you currently have
    • You can demote any kind of unit back to a standard Carrier
    • Units have to be in your territory to be demoted
    • Equipment will be dropped where they stand and can be re-used
    • The interface can also be used to find specific unit types and cycle through their workplaces
  • Scav Bulwarks are now destroyed if all units in its vicinity are killed, even if some assigned units are still alive but far away
  • Thieves and Bandits will cancel looting attempts and return home when scared off by Warlocks
  • Warning flag colors for some states of residential buildings have been corrected


[h2]User Interface[/h2]
  • New functionality: Copy building settings
    • You can copy settings of the current building to all other buildings of this type
    • You can also copy settings of the current building and paste the settings to specific building of this type. Additional highlights and tooltips assist you while doing so.
    • You can cycle through buildings of the same type while in copy mode (by TAB key or clicking the new arrow buttons in the building selection menu)
    • All work orders including their settings, the main priority setting and enabled state will be copied
    • This can be used for gathering buildings, production buildings, training buildings and territory buildings
    • Additional hotkeys are available (Default setting: Copy = CTRL+C, Paste = CTRL+V, Paste to all = CTRL+SHIFT+V)
    • Additional highlights and tooltips guide you through the process
  • The locations of any campaign, objective and arcane artifact are now represented by an icon in the mini-map if it is lying on the ground in an explored area. The icon can be clicked to focus on the artifact location
  • Improved production/recruitment interface: Switching the mode to “target amount”/”minimum stock” now uses the current existing amount as the default value. Switching the mode back to “amount” always uses “0” as default value
  • Woodcutter: Changed the work mode buttons of the woodcutter to three separate buttons of which one is always active (preserve forest, cut all trees, remove forest). Before the three modes were reflected by 2 buttons only, which caused some confusion
  • The objective UI now has more contextual jump-to actions when clicking the objective
  • Stone and Copper Chunks now also have markers on the mini-map
  • In-game pause menu now shows more info about the current map you are playing
    • Added “Difficulty” information, if available
    • Added “Map Size” and “Actual playtime” (if time speedup was used)
    • Added “Map Goal” and “Landing party” for generated maps
    • Added “Author” information and buttons for “feedback”, “like” and “report”
  • Improvements for demolishing buildings
    • Added a hotkey to demolish a building or cancel it’s construction (default key “-”)
    • The confirmation dialog can be confirmed by pressing the hotkey again, ESC cancels it
    • The confirmation dialog is skipped for newly placed construction sites which did not start yet
    • The confirmation dialog can now be disabled in the gameplay options
  • Improvements for placing decorations
    • The decorations category now has a searchbar
    • While placing decorations you can now cycle the available variants via CTRL + Mouse Wheel or by clicking the arrow buttons in the preview interface on the right
  • Improved meal history readability, the latest entries are now on the left and finished ones are greyed out
  • After selecting the Treasure Hunter in the construction menu, treasure areas are highlighted
  • Baneroots now display their summoning progress in the tooltip
  • Amber Baneroots now state that they are immune to any attacks
  • Underground mines meal tooltip now mentions that softwood beams are required for the ore production process
  • Unit tooltips now show if the unit type does not require a tool and training building
  • Units that are not scared by Spectres now indicate this in their traits list
  • Key bindings bound to mouse now display the actual mouse icon instead of text
  • In building construction mode, the info about resources in range has been moved to the mouse pointer location for better visibility (it was in the bottom right corner)
  • Tooltips of some control buttons of selected buildings have been improved (Territory buildings, Monument of Wisdom, Light Spire, Woodcutter’s Hut)


[h2]Campaign[/h2]
  • Third campaign map now hides Wheat recipe in farm field selection
  • Improved visibility of treasure spots of the fourth campaign map to ensure that players can find the important artifacts
  • Added new dialogue to explain remote delivery with Trading post on fourth campaign map
  • Added description for objectives to build and recruit Trade Post and Trade Carrier on fourth campaign map
  • Fifth campaign map now defeats all Werewolves when the boss is defeated
  • Sixth campaign map now allows Steel and Diamond Staff production from the beginning
  • Warlocks cannot scare the Malthorn Boss anymore


[h2]Balancing[/h2]
  • Some additional building types can now be placed on rocky areas (stone plateau, scree and flat cliff areas) beside quarries and mines: Geologist’s Hut, Smelting Works, Furnace, Storage, Warehouse, Construction Camp, Military Camp and Traders’ Camp.
  • The trade and gift offers of Pagonian villages on generated maps have been rebalanced
    • The internal trade balancing values, which define the ratio at which the Pagonian villages offer goods and gifts, have been rebalanced to better reflect the rarity and production effort of the commodities
    • The probabilities of trade and gift offers for different commodities have been rebalanced to create a better variety of offers
  • The probabilities of objectives to deliver specific commodities have been rebalanced to create a better variety of requests on generated maps
  • Relics can now be offered in trade and gift offers by Pagonian villages in on generated maps
  • A few commodities which were added with the “Major economy update” (Stone Picks, Stones, Fishing Rods) can now appear in trade offers, gift offers and objectives on generated maps too.
  • Guard unit type’s combat values have been rebalanced
    • Veteran Guards get their combat power increased from 12 to 20
    • Elite Guards get their combat power increased from 30 to 40
    • This ensures that guards are the significantly more cost-effective than soldiers to defend your village, to compensate for their inability to go on the offensive.
  • All Blade Dancer unit types attack bonuses against Scavs are now 100%
    • Standard Blade Dancers get their attack bonus against Scavs increased from 50% to 100%
      • This ensures that their effectiveness against Scavs is significantly better than “Advanced Soldiers” in comparison
    • Elite Blade Dancers get their attack bonus against Scavs reduced from 150% to 100%
      • This ensures they are not too overpowered against Scavs and their power increase compared to the Swift Blade Dancers is more reasonable


[h2]Other[/h2]
  • Autosaves now can not be overridden when doing a manual save
  • Added an option to skip the intro video
  • “Scavenger” achievement now requires only 95% of all deposits being mined instead of 100%
  • Added death animation variations for all humanoid units


[h2]Bugfixes[/h2]
  • Fixed that crafted jewelry did not boost combat power of Sorceresses and Warlocks
  • Pathfinder will no longer ignore focus point changes
  • Show prompt for multiplayer invites instead of ignoring them while in-game
  • Fixed blocked areas around mining resources in generated and campaign maps
  • Fixed invalid keyboard shortcut behaviors in the Pagonia Editor
  • Fixed edge case when pausing Pathfinder that could lead to unremovable obstacles
  • Fixed Layouting of mod.io connection button
  • Fixed notification filter; it now uses non accelerated game time
  • Fixed supply trades not counting as finished when completed with normal Carriers
  • Fixed some points of interest being able to be demolished on campaign map 6
  • Fixed mini-map showing sometimes building warnings when there are none
  • Fixed flickering point lights on Scavenger Bases on very specific zoom levels
  • Fixed “Claim All Territory Achievement” not always working
  • Fixed performance issues with own idle units being outside own territory in an isolated area
  • Fixed missing plural forms of some artifact names
  • Fixed wrong exploration of NPC village on second campaign map
  • Fixed an issue that the interface of a selected unit was no longer showing the other units employed in the same territory building
  • Fixed some guidance videos showing numbers in the video
  • Fixed an issue where the guidance video about “Supplying Important Locations” in the fourth campaign map would not be shown properly
  • Fixed VFX of the end boss of campaign map 7 looping after he is killed
  • Fixed road preview sometimes not corresponding to finally built road
  • Fixed tooltips of resources/units in the overview hud sometimes showing invalid context actions
  • Very few text lines were missing, e.g. in some territory buildings tooltips, which have been added


[h2]Known Issues[/h2]
  • Locally installed map packages are currently not shown in custom maps.

Roadmap Update January 2026

[h2]Dear Pioneers,[/h2]

You've probably already guessed that our journey is not over yet! It's time to look ahead: After the 1.0 release we've already continued to work on a bunch of new content for you. Today we would like to announce what we have planned for the upcoming months with our brand-new roadmap!

If you prefer video content, you can watch a short summary of our upcoming plans here:

[previewyoutube][/previewyoutube]

[h2]Post-Release Roadmap[/h2]
Starting off with a new Quality of Life Update coming in February 2026! Soon it will be possible to demote units back to Carriers and to copy building settings! There will also be more balancing improvements for units, objectives and trade.(Yippie!)

In the beginning of Spring we will release a Cosmetics Pack! Create lively and beautiful settlements with many new decorations and variations. This pack is for everyone who loves decorating! All decorations are Spring-themed and include a variety of new options to beautify your villages. (Spoiler: baby ducks!)

Next up is our first DLC called "Meadowsong". You can look forward to animal husbandry, Vineyards and Fruit Farms as well as new food and beverages! There will also be a brand-new story map where you confront the "Withering", a new challenge for your Pagonians!

And lastly, good things are worth waiting for: Together with the "Meadowsong" DLC we will release the "Freibier"-Update, which adds the Brewery to the base game and is free for all players. Cheers! 🍻



[h2]AMA with our Creative Director Volker Wertich[/h2]
To celebrate our new roadmap release, we're doing a German AMA (Ask me Anything) on Reddit! Now is your chance to ask our creative director Volker about anything you've always wanted to know! The questions can be Pagonia-related, but this is not a must! If you always wanted to know what's Volker's favorite color or what he likes to do in his spare time, feel free to ask. :)

The AMA will take place on January 29, 2026, starting at 4 p.m. CET. However, the post is already online and you can start posting your questions now:

Link to AMA Post on Reddit

This is all for now! Than you for following our journey and your ongoing support! See you in Pagonia!

Your Envision Entertainment Team