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  3. Memoriapolis - Updated 1.0.42 - Release Notes

Memoriapolis - Updated 1.0.42 - Release Notes

[h2]Memoriapolis is Evolving – Thank You for Your Feedback![/h2]

Hello Builders,

A week ago, we were thrilled to finally share version 1.0 of Memoriapolis with you — the result of three years of passionate and dedicated work by our team.

A huge thank you to all of you — whether you're just discovering the game or have been following us since Early Access, your feedback means the world to us.

Your input helps us continuously improve the game and make the Memoriapolis experience richer and more enjoyable.

If you haven't already, feel free to leave a review or recommendation on Steam — every bit of feedback matters!

[h3]A challenge... too tough? Message received.[/h3]
While the press and content creators gave the launch a very warm welcome, your feedback has led us to make important adjustments, starting tonight.

[h3]What’s already changed[/h3]
Last Friday’s patch eased the difficulty on the Esplanade, making the early game smoother and more accessible.

Today’s patch introduces three difficulty levels. For example, in the first two levels, districts will no longer close if you fail mid-stage validations — a tweak that should directly address many of your concerns.

Let us know what you think of these new gameplay conditions!

[h3]Tutorials[/h3]
We're planning to improve the tutorial and gradually include more systems to better guide new players.
Tutorial videos will also be coming soon to our YouTube, Instagram, and Discord — join us there to stay updated!

That’s it for this first post-launch update. We hope the latest patches will help you enjoy Memoriapolis to the fullest.

As for us, we’re going full steam ahead — motivated, inspired, and always listening — to keep building a better Memoriapolis with you.

Thanks for your cities, your feedback, and your support!

The Memoriapolis Team

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Accessibility: add 3 difficulty modes Easy, Medium and Hard
  • Balancing: increase percentage of worker per citizens
  • Balancing: reduce loss of satisfaction when taxing with PC
  • Balancing: reduce workers of production buildings
  • Balancing: increase passive income and decrease buy prices of trade routes
  • Balancing: increase resources given by trade posts
  • Balancing: reduce the cost of ramparts and eliminate the cost of including buildings, since there is no advantage to including them in a rampart other than aesthetic
  • Balancing: decrease cultural buildings demolition money cost
  • Rendering: add boats on the wonders Bastille Saint-Antoine and Rue Augusta triumphal arch (AOE) and cultural building Fort (IR) to better understand which part of the construction must be in water
  • UI: add goto button on faction cultural building upgrade requests
  • UI: improve resource stock display in production building upgrades
  • UI: improve appearance of unlocked level 1 production buildings in building tree

[h3]Fixes[/h3]
  • Balancing: fix safety max bonus & malus
  • Demolition: fix Surveyors' cabins demolition money cost
  • Know-How: fix missing value for know-hows : Rococo (AOE) and Electric Battery (IR)
  • Politics: fix the building upgrade linked to political roles was not unlocked after filling the decree bar in Industrial Revolution
  • Trading: fix the costs weren't appearing for the Calcutta trade route
  • Rendering: fix some trees were not displayed during age transition timeline cinematic
  • Rendering: fix some IR cultural buildings had a placeholder rendering in degraded state
  • Sound: fix sounds in several panels
  • UI: fix the timer for unlocking a building with a cultural character was not displayed on production building level 1
  • UI: fix option to unlock a building with a cultural character wasn’t appearing if the player didn't have enough blueprint
  • UI: fix french text ‘Savoir-faire’ from the 'The Beginnings of a Revolt' notification
  • UI: fix founder statue was displayed in reward popup even if not available
  • Fix a crash/game freeze linked to road creation in some edge cases