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Pioneers of Pagonia News

Pioneers of Pagonia Early Access Launch Price – Last Chance

[h3]Dear Pioneers,[/h3]
After more than a year of Early Access on Steam, more than 150 quality-of-life changes and four extensive content updates, we can now confirm the date for the price increase we announced last December.

From April 8, 2025, the price will be permanently increased to 34.99 EUR.

Interested Pioneers should therefore act quickly, as Pioneers of Pagonia will be part of the Steam Spring Sale with an additional 20% discount on the previous price of 29.99 EUR

If you were thinking about getting the game for you or for a friend, this might be your chance, as it won't be available at such a low price for some time.

The sale starts on March 13th and ends on March 20th, 2025.

Have fun in Pagonia!

https://store.steampowered.com/app/2155180




Steam Community Items are now available!

Dear Pioneers,

We would like to inform you that community items are now available on Steam! You can collect trading cards, craft them into exclusive badges or trade them with fellow Pioneers! You can also get emoticons and cool profile backgrounds. The only thing you have to do is to play Pioneers of Pagonia.



Have fun and good luck!

Hotfix 0.12.1

[h2]0.12.1 - Hotfix[/h2]

[h3]Fixes[/h3]
Fixed: Old and new Guild Hall can be reached from each other with TAB.
Fixed: Game crashes when displaying the tooltip of idle carriers when the game was set to Simplified Chinese.
Several other crashes were fixed.

Patch 0.12.0 – New Quality of Life Improvements

[h2]Dear Pioneers,[/h2]
it's time for a new Quality-of-Life-Update, the first one in 2025! We hope you are ready for some new improvements in Pagonia!

You will find gameplay improvements such as revised enemy behavior and the rebalancing of mining resources. Also, forests in Pagonia will finally be repopulated by wild animals after reforesting the original area. This should definitely boost your leather production! (or just enjoy watching cute animals returning to your reforested areas^^)

New 3D Forester Model

But there is more: our artists have been working on updating the visual appearance of a bunch of buildings. We listened to your feedback and enhanced the readability and visual quality. If you would like to read more about our thought process, we highly recommend reading our latest Dev Blog, where one of our Artists explains the iteration process of our updated buildings.

Sneak Peek of the new Guild Hall

We have also added a lot of UI improvements. For more details just read the patch notes down below.

We hope you are having fun with these new improvements in your next game session!

See you in Pagonia!
Your Envision Entertainment Team

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


[h2] Improvements [/h2]

[h3] Gameplay [/h3]

  • Moon Glen improvements: The Moon Glen is defeated once there are no more werewolves nearby, even if infected people would still transform. The transformation process is also faster and happens deeper inside the building.
  • Malthorn will return much earlier to their base after successfully raiding the player village.
  • Mining resource amount in generated maps has been rebalanced. It now also considers existing enemy types, trade and gift offers, content of treasures and requests of objectives. E.g. a map with many werewolves or objectives to deliver silver coins will have more silver deposits, a map which offers silver ingots in treasures, as trade or gift offer will have fewer silver deposits.
  • If resources deplete at a mine, outdated geologist signs in range are removed automatically.
  • Forest animals will not populate new forest areas, but they will now repopulate an area that they used to live if the forest was removed and replanted afterwards, even if all animals were hunted down.
  • Forests in Pagonian villages no longer contain boars since they were not reachable by hunters of the player.
  • Adjusted landing party for co-op game: decreased number of Carriers from 200 to 180.


[h3]Visuals[/h3]

  • 3D Forester model has now a new unique design.
  • All types of mining and quarry resource deposits have been reworked to provide better readability and higher visual quality.
  • Several changes to the visual appearance of commodities were made with the goal of increasing readability:
    • Most 3D assets of mining and quarry commodities have been reworked to fit the new deposit look.
    • Porcini basket has a blue cloth now to be better distinguishable from the raspberry commodity.
  • The visuals of trees have been improved, and the coloring of Hardwood and Softwood trees is more different.
  • Visual differences have been added to all 3D unit variations that were previously lacking them, and some unit variations have been reworked for better readability.
  • All human 3D unit heads have been reworked for higher texture resolution.
  • Several changes to the visual appearance of buildings with the goal of increasing readability were made:


    • We adjusted the look of the Guild Hall to stand out more in a dense settlement. It also takes up more space for a better overview of tool piles. When loading old save games, the old Guild Hall will be shown unless it is rebuilt after the update, as the new Guild Hall requires more space.
    • Military Academy and Garrison received slight reworks to make them more easily identifiable.
    • Guard Tower received a new banner to better fit with the new look of the Garrison.
    • The Wood Workshop was overhauled, and we changed its roof to be made of wood, for easier identification.
    • The Bandit and Thief Camps were reworked to make them match their inhabitants more as well as easier to distinguish.
  • Adjusted default light preset to increase fog density in cursed areas.


[h3]UI[/h3]

  • When selecting a military unit, additional functionality has been added to the unit selection display:


    • If you click on the related building icon, the building will be selected, but the camera doesn’t move. This allows you to reposition patrol or attack points without the need to scroll back to the territory building.
    • If you click on the magnifier icon, the related building will be focused by the camera.
    • If you click on the unit portrait, the unit will be focused by the camera.
  • The graph of idle/busy carriers shows much more detail now: Units which are not idle are split into “Priority Transport”, “Transport”, “Tavern visit” and “Storing”.


    • Priority Transport: Carriers currently on a priority transport or heading somewhere to start one.
    • Transport: Carriers currently on a standard transport or heading somewhere to start one.
    • Tavern visit: Carriers heading to the Tavern to eat or already there.
    • Storing: Carriers storing surplus commodities (which is low priority) and able to switch to a transport order anytime.
    • Idle: Carriers currently idling or heading to resting points to idle, since they are ready for new tasks.
  • Top bar


    • Added new entry showing the amount of digging tasks to be done by Diggers.
    • Added new entry showing the amount of all open construction tasks to be done by Builders.
    • Added new entry showing the amount of all construction material deliveries to be done by Construction Site Carriers.
    • Similar to commodity shortage warnings, new warnings have been added to many unit related values:


      • Available Carriers to reflect transport system workload status and inform about upcoming overload.
      • Workload of Diggers, Builders and Construction Carriers to inform if construction sites can be built in a timely manner.
      • Workload of Trade Carriers to inform if requested trade orders can be delivered in a timely manner.
      • Hungry Miners to inform about insufficient nutrition food supply.
      • Available homes to inform about upcoming lack of space for population growth in advance.
    • Similar to commodity shortage warnings, there are three levels of warnings (yellow, orange, red). If a warning level reaches orange or red state, an additional notification is kicked.
    • Active warnings of hidden values are now also shown on the category UI in the top bar to make sure the player will not miss them. The highest warning level of a hidden value is applied.
    • Active warnings are now also shown in the dropdown sections of the top bar to ensure that it is easy to find the related values.
    • Improved the color differences of warning levels.
    • Improved the colors of graphs in economy charts.
    • Improved the visualization of outlined font for notifications and in general.

  • Mini Map Improvements:


    • New notifications will show their related location in the mini map.
    • Improved terrain colors for better readability.
    • Added a checkbox to toggle all filters on or off at once.

  • Your current unit/building selection is now preserved when hiding the UI. (default: “U”)
  • Game speed UI is now shown as 4 individual clickable buttons (x1, x2, x3, x5)


    • Game speeds now have hotkeys assigned to them. (default: NUM1, NUM2, NUM3, NUM5)
    • Numpad Keys are now always usable with activated and deactivated Numpad.
  • Objectives UI


    • By left-clicking on an objective in the objectives list you can now cycle between all relevant locations (e.g. Points of Interest) associated with this objective.
    • Points of Interest that belong to the same objective can now also be cycled by pressing TAB key.
    • Pagonian village objectives are now sorted by their required faction standing level.
    • Exploration and Expansion objective progress is now shown as a percentage value instead of the huge numbers (the tooltip still shows you the exact square meters).

  • Added an explanation to the construction menu tooltip that you can RMB-click on a building icon to cycle through existing buildings of this type.
  • Detailed tooltips for arcane combat boosts have been added.
  • Artifact types are only shown in the top bar interface after they have been discovered, e.g. by finding them in a treasure or by learning about them in a trade offer of a Pagonian village.
  • In the tutorial map, some production recipes and recruitment options are disabled to simplify the interface.

  • Notifications


    • Improved the visualization of outlined font for notifications and in general.
    • Added explanatory tooltips to the notifications kicked when you encounter a resource shortage.
    • Added explanatory tooltip to suboptimal search area notification kicked by treasure hunter.

  • Buildings which need specific buildings nearby, like the Market Stall which needs a Market fountain, will now recognize that missing related buildings are under construction and no longer display warnings.

  • Narration Dialogs


    • Added an effect to make the text appear over time (speed can be adjusted in the options).
    • Clicking into the text field will skip the effect or advance to the next textbox if the effect was already finished.

  • Added a checkbox to the tutorial map selection screen which lets you choose whether you want to see all tutorial videos again. It’s on by default.


[h2] Other Topics [/h2]

  • If the light setting on the new map generation screen was changed manually, the last used light setting will be remembered as default setting (instead of default random) when generating a new map next time.
  • Added a warning for some Intel CPUs that a BIOS update may increase stability. There are known bugs in Intel® Core™ 13th and 14th Gen desktop processors that may affect gaming stability unless a microcode update is installed with a BIOS update. The game detects affected CPUs with a suspected microcode version and warns the player to update their BIOS. More information can be found here: Intel Core 13th and 14th Gen Desktop Instability Root Cause Update - Intel Community.
  • Cooperative Multiplayer: All players are now allowed to change the game speed.
  • Added predefined graphic settings to the options menu for easier adjustment.
  • On first launch of Pioneers of Pagonia, a meaningful predefined graphic setting will be selected automatically. This also happens if video settings are reset.
  • Performance of VFX has been improved by enhanced calculations of their visibility.
  • Default key binding for pings in multiplayer was changed to “B”, because the “ALT” key caused issues for some people.
  • Added bandit, thief, scavenger, werewolf, and spirit flee voice over, few smaller combat SFX tweaks.

[h2] Fixes [/h2]

  • Fixed a rare case in which production buildings with a specific order amount were not receiving the necessary ingredients, even with priority enabled.
  • Fixed: Selected summoned units now show the correct unit type if selected.
  • Fixed: Summoned ancient workers not working correctly in explored exclaves not connected to main explored area.
  • Fixed: Sometimes the feedback of why building placement is invalid was missing.
  • Fixed: The highlight outline of related buildings disappeared in some cases if the related building was under construction and paused.
  • Thieves don’t steal water anymore.
  • Thieves give up on stealing if they are discovered and try to return home.
  • Units returning to the ship no longer hesitate or stumble at the waypoint in front of the ship.
  • Scared player units are less likely to flee into unexplored areas and more likely to flee towards their own territory.
  • When demolishing a Monument of Wisdom, the workers no longer walk in the air.
  • Fixed: Patrolling units did not use areas recently uncovered by the Light Spire.
  • Fixed building preview sometimes showing fish as “in range” even if it was not in range.
  • Fixed: Hunters were still hunting both deer and boar even if only one leather type was selected.
  • Fixed: Both leather options (deer & boar) in the hunter building were simply called “Leather”.
  • Fixed: Sound effects not always fading out correctly.
  • Fixed: Dialogs sometimes not working correctly.
  • Fixed road placement hints going offscreen in some languages at max scale.
  • Fixed Malthorn sometimes exceeding their movement range when placing new Baneroots.
  • Fixed Malthorn performing the summoning ritual within their base were sometimes not attacked by Sorceresses.
  • Fixed the sorting of the language list in the main menu and removed the scroll bar where not needed.
  • Fixed issues with the map selection on some aspect ratios / UI scales.
  • Fixed rare case where Light Spire could get stuck while producing mana.


[h2] Known Issues [/h2]

  • Building icons of reworked buildings are not updated.
  • NPC Villages on predefined maps will retain the old Guild Hall visual.
  • Forest backpack in wrong orientation when planting new trees.
  • Wood Workshop: Cogwheel pile clipping into building floor.
  • The singular and plural forms of units, commodities and buildings might be grammatically incorrect as of now. We are actively working on improving the localization in all supported languages.

Dev Blog #11: Building Updates – Readability, Art Style and More!

[h2]Hey Pioneers, [/h2]

this is Alex from the Envision Entertainment-team and I’m one of the artists that work on the many different buildings in Pioneers of Pagonia. Over the last year since Pioneers of Pagonia released into Early Access, we’ve been updating the game not only with brand-new content like the Mining and Magic updates but also with plenty of quality-of-life centered patches. Smooth and comfortable interaction with any system that the players can interact with in Pioneers of Pagonia is very close to our heart, so we’ve been dedicating a lot of time to this so far.

Today, I want to shed some light on one of our upcoming quality-of-life updates and give you a glimpse of some of our internal processes and decision-making. In this upcoming patch, we want to tackle the topic of the overall readability of objects in the game and add some much-needed improvements in this area.

Pioneers of Pagonia is visually – like most build-up and strategy games – a very busy game. Players can have hundreds of buildings, units, and resources at the same time on their screen and with so much stuff going on it can be difficult to guide the player’s eyes in a way that all available information remains easily recognizable and digestible. As an artist working on this game, it’s also one of my jobs to make sure that everything we add to the game fits into our art style that creates the signature look of Pioneers of Pagonia: charming settlements, picturesque landscapes, and relaxing vibes that invite the players to spend hours upon hours of building up and exploring new islands.

Pagonian Settlement

We’ve received lots of feedback from players on the buildings, be it online through Discord or the Steam community or live at Gamescom and PAX, and the general opinion seems to be that many players love the game for how it looks, but that it’s also sometimes a bit difficult to identify or find a certain building. Upholding the balance between style and functionality is not always easy. So far, our strategy with designing buildings has been to give each of them a unique shape and silhouette, while keeping individual architectural elements and materials coherent across all buildings.

Forester

We also always add unique elements to each building that might already give a visual hint towards the building's function, while the Forester building features a large tree growing through the walls, the Geologist’s Hut is leaning on a small rocky cliff with visible sediments, for example.

Geologist Hut

With over 40 different buildings in the game by now, however, you sooner or later run into the problem that some buildings look too similar to another or simply fade into the background once they’re placed in a settlement. Over the last couple of months, I gathered feedback from the community as well as internally from our team on which buildings needed some changes the most, analyzed which problems they caused, and came up with a couple of possible solutions together with the design and art team.

Town Center before

[h2]The Culprits [/h2]

While building a busy settlement core, players often place the Tavern, Guild Hall, and Residence close to each other. Together, these three buildings create a nice, dense, and almost urban center, but we found that the overall look of the three buildings is a bit too homogenous. They all occupy the same space, have similar heights, layout and materials. The Tavern and the Guild Hall are buildings to which players return quite often, in order to check the meals that they are producing or to manage the recruitment of new workers, so it was essential for us that they needed to stand out a bit more.

Although the Wood Workshop already features some wooden ornaments on its rooftops, it was one of the buildings players struggled to easily identify, they were always looking for that place where they could order more Wooden Cogwheels for their Windmills and Mines but were never able to find it!

The Garrison and Military Academy are two buildings that have different functions, but both deal with military units, occupy the same space, and have a very similar square-shaped structure.

Iteration process of Guild Hall and Wood Workshop

[h2]The Improvements [/h2]

For the Guild Hall, we decided to increase the space that the building takes up from 3x3 tiles to 4x4 tiles. Players rarely place more than one Guild Hall, so since it’s not a building that is placed often taking up more space would help it stand out more against multiple Residences, without making it considerably more difficult to place. With more space available, the many different tool piles that the building features also aren’t all crammed in front of the hall but distributed more evenly throughout the perimeter. We decided to make the clocktower more of a focus point and swapped out the previous sun clock for a clock with hands and a more recognizable dial face. Additionally, we put the entire building on a foundation to increase its height and make it stand out more. With these new improvements, the Guild Hall catches the eye of the player more easily and is now up to the task of acting as a center point for every Pagonian settlement.

New Guildhall

New Guildhall in Town Centre

For the Wood Workshop, the goal was to give it a unique look and create a stronger visual connection to the actual use of the building, so incorporating more wood into its roof was one of the thoughts that immediately came up. As most of the structural elements of the building besides the roof tiles were already mostly wooden, I was a bit concerned about adding even more of the same wood, hoping to find a way to avoid the entire thing ending up looking like a uniform block made out of wood. I tried out using a different color of wood and applied the colors we use for the hardwood resources to the new wooden shingles, which I thought was a fitting idea, as the Wood Workshop is also one of the only buildings in the game that utilizes hardwood boards. Internal feedback, however, suggested that the light-colored wood clashed too much with the usual wooden tones that we use in the building, making it difficult to discern as a material on its own. Following that feedback, I applied our usual wooden tones to the shingles, added more moss on top to give it more of a “forestry” feel, and exposed more of the plaster and framework on the main structure of the building, breaking up any areas of the building that felt visually too uniform.

New Wood Workshop

The goal for the adjustments to the Garrison and Military Academy was to double down on what made each of them unique in the first place in order to flesh out their visual identity. The stone foundation that the Military Academy used to sit on was also present in the Garrison and we thought that it fit better to the Garrison, as that building is the thing that is closest to a castle or fort that we have in our roster of Pagonian buildings. We opted for a dirt ground under the Military Academy, which in our eyes fit well together with the idea of a training ground – a place where Pagonians practice with weapons and armor in order to be recruited as soldiers.

Military Academy before and after

Even just changing the flooring of both buildings helped with the overall readability and we improved it even further by adding more wooden structures to the Military Academy and new banners to the Garrison. Lastly, we also rotated the overall layout of the Military Academy by 90 degrees, which also helped with any visual repetitions when both buildings were placed next to each other, as both buildings’ layouts were quite similar before.

Garrison before and after

These are just a couple of the many improvements we are going to release in our newest Quality of Life patch. There are even more improvements to units, resources, and deposits, as well as many changes to the UI that you guys should keep an eye out for! You can find all of the updates in our detailed patch notes and we’re very excited for your reactions to the new patch and looking forward to everyone’s feedback once again.

From a developer’s perspective, I really want to highlight how amazing it is to work on a game in Early Access like this. We get to iterate on many aspects of the game based on player feedback before the game has even fully released, and it really helps us deliver a high-quality game that not only works for us but also primarily for all the players out there. My thanks go out to everyone who voices their opinion about the game in any possible way, your input is much appreciated and fundamental to make Pioneers of Pagonia as best as it can be.

Thanks for reading and have fun with the new update!