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MEMORIA POLIS News

Patch - v0.300.25 ▶️ v0.303.18

Hello builders!

As you've no doubt noticed, the latest updates have transformed many aspects of the game. Today's patch refines these improvements, while also bringing a number of corrections.
We're now entering the home stretch and, barring any unforeseen circumstances, the next patch will mark the arrival of version 1.0!

[h3]A final update before the big leap[/h3]

In fact, for several weeks we've been working on two versions of the game:
  • The current version, available on Steam and regularly updated.
  • The complete version, which incorporates all the elements of the final game.

With so many changes, it was impossible to maintain both versions in parallel indefinitely. From now on, we'll be concentrating all our efforts on the full version.

[h2]What's new in this patch?[/h2]

[h3]All destiny effects are now available[/h3]
There were still a few destiny effects (which you choose at the start of an age) that weren't activated in-game. This time they are.

[h3]The esplanade is displayed during age change[/h3]
Whether you change age manually or automatically, you'll now have a summary of Esplanade evolutions during the age change and before the end-of-game panel.

[h3]Factions can reopen their districts during an age change[/h3]
In Memoriapolis, your greatest fear is that the factions present in your city will secede. When a faction is unhappy with your management, it can close all the neighborhoods it owns. And if the number of these closed districts exceeds a certain number, there's a good chance you'll be removed from office....you'll no longer be in charge of the city....you've lost what....
These closed quarters remain closed throughout the current age. When the age changes, you can reopen them in exchange for memory points.

[h3]Renaissance: the zone of attrition extends to the entire map[/h3]
Renaissance marks the start of real development freedom across the entire map. Just be careful to anticipate how you develop.

[h3]Thank you for your feedback[/h3]
Your feedback, whether positive or critical, is essential to fine-tune the game. A huge thank you to everyone who takes the time to share their experiences and suggestions! It's always very important to us.

Next step: version 1.0. Until then, enjoy the game!

[h2]Changelog[/h2]
  • New features and improvements
  • Age transition: add possibility to reopen factions in age transition
  • Attrition: improve POI when creating a new building
  • Badges: add district selection when clicking on defeat badge
  • Badges: improve tooltips
  • Customization: add a reset button to the 'Customization' screen
  • Destiny: add new destiny effects are now available
  • Faction tooltip: add faction power in tooltip
  • Endless mode: age transition is not blocked by faction power anymore in endless mode
  • Endless mode: add a confirmation popup when selecting endless mode on a new game
  • Esplanade: display esplanade during age transition and before end of early access panels
  • Faction settlement proposal now requires a culture building of the same culture and age to be already built
  • Plaza: add attrition impact
  • Rampart now use workers for construction
  • Renaissance: expand attrition area on the entire map
  • Renaissance: improve houses rendering
  • Renaissance: improve attraction filter
  • Ruin: add a money gain when demolishing a ruin
  • Timeline cinematic: add wonders in the timeline
  • Tutorial: improve resource filter in tutorial
  • Wonders can now be placed in the downtown area
  • Remove deep forest construction constraint
  • General balancing

[h2]Fixes[/h2]
  • Age transition: fix remove power POI over barricaded factions in age transition
  • Age transition: fix faction power POI position
  • Age transition: remove redundant age transition protected state
  • Age transition: fix faction power deduced 2 times in age transition
  • Age transition: exclude faction properties from wonder protection
  • Age transition: disable save during timeline cinematic
  • Age transition: disable panel shortcuts
  • Building selection: fix Level 5+ wood cutting with food production was not displaying the wood production
  • Building selection: fix Mines and quarries' second resource could not be modified after being emptied
  • End Early Access: game was displayed for one frame before returning to the main menu
  • Esplanade: disable esplanade objectives in tutorial
  • Esplanade: resources from ruins now count in the Esplanade
  • Faction: fix taxation was doubled
  • Farm: the farms 'Insufficient free space' message for field construction wasn't reappearing after disappearing once
  • Filters: fix Faction Icons overlapping with the top buttons in the Faction Filter and District Filters of the Filter Mode
  • Horreum: charcoal and lime were not showing up in the horreum
  • Library: know-hows from the evolved cultural buildings were not unlocked instantly
  • Main menu: new game choices, were not reset when returning to the main menu
  • Rendering: fix an offset in the paint filter
  • Rendering: fix increase the size of boats in cultural buildings (so they no longer float in the air)
  • Rendering: reduce TAA flickering on buildings
  • Rendering: fix constructible area overlap
  • Rendering: animation was missing when increasing the workers in the field using Field Management for Farm
  • Security Station: fix when selected, only shows buildable area, no more the area outside the attrition area
  • Settings: Setting's drop-down lists were failing to get closed when using the 'ESC' button
  • Settings: fix Drop-down icons failing to reset for Upscale and DLSS under settings
  • Sound: fix some mix cultural buildings sounds
  • Fix leaks

The Esplanade: Tutorial

Hello Builders,

With the latest update, you might have noticed that the scoreboard is gone… and in its place, we now have the Esplanade! But who are these citizens, and what’s their role?

[h2]A New, More Strategic Goal [/h2]
The Esplanade is made up of four groups of citizens who will evaluate your city’s development. Their job? Guide you toward the ultimate goal! Here’s what they focus on:
  • The Syndicate - Resource Production Are you producing enough gold, steel…? Food doesn’t count here, but great news for traders: bought resources do!
  • The Alliance - Population Satisfaction Health, safety, creativity… Every need matters! If your citizens are happy, you’ll earn valuable bonuses. Keep an eye on those stats!
  • The League - Faction Power Power and trust go hand in hand. A faction that supports you will grant you useful bonuses!
  • The Coalition - Building Construction Unlock new buildings through faction support and construct Wonders to progress. Even repaired buildings count!

[h2]How Does the Evaluation Work?[/h2]
Each age has three mid-term evaluations and a final one. Here’s an example:
Right now, I’m in Antiquity, and I see that my resource production was too low during the Syndicate’s last evaluation. I didn’t reach the 8,000 points required.



I’ll need to boost my resource production! But on the other hand, I’m ahead in Building Construction (that bar is already full!). I’ve got 18 points when only 8 will be needed—objectives exceeded!



[h2]Your Strategy, Your Choice[/h2]

You’re free to play however you like:
  • Try to complete all objectives at once,
  • Focus on just one or two key areas
  • Get ahead in one category, then balance things out later
Small tip: If you move to the next age before the final evaluation, the citizens will still assess your city!

[h2]Long-Term Rewards[/h2]

Even if it’s not super clear yet, completing these objectives will earn you valuable rewards (coins!). They’ll be essential later on… and trust us, the Age of Enlightenment has some surprises in store!

The Esplanade is still in development, but remember: ignoring the citizens’ expectations will have consequences for your city and your final score!

Time to build, everyone!

Patch - (February 2025) - v0.300.19 ▶️ v0.300.25

Hello builders!

As promised, we're updating the game as often as possible, and today we're releasing our first update with a number of improvements.

The most important of these is the addition of notifications concerning evaluations made by resident groups on the “Esplanade”.

The “Esplanade” is an interface from which you can monitor what certain groups of residents expect from your city's developments. Some think that having lots of resources is a priority, while others want powerful factions.
If you meet their expectations, they'll reward you with rare coins that you can use later in the game.....

This system is not intended to guide your game or tell you how to play well.
It will, however, make the difference between those who have reached the end of the 4 ages and those who can achieve something unique in their city!

Enjoy the game!

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Esplanade: add a notification to indicate that an evaluation will be made in 20 cycles
  • Esplanade: add a notification when an evaluation has been made
  • District's panel: add a tooltip when hovering over the 'Disease' icon
  • Settings: add a tooltip for the warning about duplicate key bindings in settings
  • Some small house textures improvements
  • Improvement of snow effect on houses and trees


[h3]Fixes[/h3]
  • Politic: the wrong name was under the 'Decree Accepted' prompt during Renaissance
  • Progression: fix decorative buildings where not unlocked in the Renaissance
  • Progression: fix production buildings where directly unlocked instead of being available to purchase in the building tree in Renaissance
  • Settings: disable unsupported screen display mode choice in Windows and OSX
  • Tutorial: remove quarry resource conversion button and hide not unlocked resources on selection panel
  • Tutorial: remove cutting camp blueprint cost
  • Trading: disable trade route income if trading is not unlocked (when player unlock a trade route with an event)
  • Trading: fix trade route info not updating when upgrading them to trading post
  • Trading: fix money gain wrongly display during a trade
  • Fix Quarry and Mine's resource modification panel that could not be closed
  • Fix some crashes and leaks

Patch “Renaissance” - v0.224.41 ▶️ v0.300.19

Hello builders!

This update is, without doubt, the most ambitious since the launch of early access. And with good reason: the Renaissance Age is finally here! But that's not all...
Many of the game's elements from Antiquity and the Middle Ages have been reworked. For a detailed overview of these changes, take a look at our January 24 news.

Two major improvements guide this update:

  • Clearer objectives
  • More freedom in how to achieve these objectives

The feeling expressed by some players that the game “plays itself”, without any real constraints, forced us to review our copy. But don't forget that we're working on a 4-Ages scale, and that antiquity is just the preamble, the prologue to the game.

We therefore decided to do away with the chaptering system, which was too restrictive, to simplify the conditions for changing age, and then to review the complete balancing. As far as balancing is concerned, our aim is to increase the challenge as the game develops.

Our playtests have shown that the game is now more demanding... Perhaps even a little too demanding 😏 We're counting on you to tell us what you think!

This new version of the game is a step in that direction, and we hope you enjoy the result.

In addition to these changes, we've added the Renaissance age.

New buildings, new wonders, different trading and political city management systems to those of the Middle Ages, and a new map for added challenge. I'll leave you to discover all this in-game!

For all these reasons, we strongly advise you to replay the game from antiquity, even if your old saves are compatible with this new version of the game.

Enjoy the game!

Highlights

[h2]Access to the Renaissance[/h2]
  • New buildings and wonders
  • New factions and a new faction request: Private Properties
  • New political system: Magnum Concilium
  • New commerce system: The Trade Palace lets you upgrade trade routes with Trading Posts

[h2]New Progression System[/h2]
  • Chapters removed – progression now happens through downtown upgrades
  • The Esplanade Panel replaces Cultural Radiance
  • Score system removed
  • Revamped age transition

[h2]Revamped Ruins[/h2]
  • New options available at each age

[h2]A New, More Challenging Map[/h2]
  • Put your city-building skills to the test!

[h2]New Language[/h2]
  • Russian language added at last
Changelog
  • New features and improvements
  • Add Renaissance
  • Add Fjord map
  • Add Magnum Concilium
  • Add Trade Palace and Trading Posts
  • Add russian language
  • Add new wonder in middle age: Lonja de la Seda
  • Add faction property requests in Renaissance
  • Revamp ruin system
  • Revamp progression system
  • Revamp age transition
  • Update tutorial with new game mechanics
  • Add building know-how effects to the following interfaces: Building Tree, construction validation, building selection
  • General balancing of all features
Fixes
  • Building selection: the production per cycle value's color was not changing for quarries
  • Building selection: can't pause service buildings anymore
  • Building selection: 'Modification' button was not hidden while demolishing a quarry or a mine
  • Building selection: resource modification of a quarry was disabled when only two resources were available
  • Building tree: fix levels 5, 6 & 7 being grayed out for forester and quarry in the building tree
  • Building tree: fix description text typography of the Brickwork's building Level V, VI & VII is displayed in Italic under building tree
  • Customization: fix the player was able to enter blank spaces on the 'Customization' screen
  • Faction: expansion request POI could remain if faction was banished from the city and lead to a crash if clicked
  • Faction: fix:'Cultural points' not reduced by 50% during a 'Building Request'
  • Faction: speed up first faction arrival by decreasing requirements
  • Faction: incorrect trust points were displayed on faction expansion requests
  • Faction: faction requests could softlock in some cases
  • Faction: keep decree request from being triggered when player has reached max decree in progress
  • Faction: cancel all requests from barricaded faction
  • Faction: faction trust alert POI was not centered
  • Farm field: 'Demolish' button was not hidden while a field was demolished
  • Filters: remove all unused and obsolete filters
  • Filters: fix improve attraction filter visibility and UI
  • Filters: fix resource filter not appearing with shortcut while creating a new building
  • Filters: fix the 'Wood' filter was activated by clicking on the 'Resources filter' button
  • Filters: fix the selection highlight over the 'Faction filter' button icon was missing after clicking on it
  • Library: fix 'Know-hows' fails to get unlocked after evolving any Cultural building
  • Library: fix status message 'Its effect is active' does not get updated in real-time after the user activates a 'Know-how' in the library
  • Music: fix danger music not resetting on loading a save or new game
  • Politics: fix decree cost computation at all ages
  • Politics: decree vote result was not displayed when loading a save with an ongoing vote
  • Ramparts: fix 'Shrink' button fails to get greyed out on the 'Rampart Construction' prompt when no rampart shape is selected
  • Settings: fix changed video settings not reflected immediately upon selection
  • Top bar: fix the total worker count was missing from the tooltip when hovering over the 'Workers' icon in the top bar
  • Top bar: gemstone probability was displayed with a x100 in UI
  • Tutorial: remove access to to tech tree if not unlocked in tutorial
  • Tutorial: keep faction from making expansion or other requests in tutorial
  • Tutorial: remove "open faction panel" and "expel faction" buttons on district selection in tutorial
  • Urbanism: fix icons and values in Urbanism interface
  • Fix Buildings being constructible with insufficient Cultural points
  • Fix terrain modification for function and wonders in water
  • Fix satisfaction icons did not appear on completed cultural buildings
  • Fix a crash when moving buildings around the map
  • Fix launching the game with invalid language in settings
  • Fix various bugs linked to autosave not taking some events into account
  • Fix disable save button in various cases to avoid invalid game state
  • Fix population food consumption
  • Fix a watchtower was constructible while another tower was demolished and the maximum amount was reached
  • Fix a possible crash when creating a new game
  • Fix leaks and crashes

"Renaissance is coming"

Hello everyone,

What better way to kick off 2025 than with a small big Memoriapolis update?

If we didn't tell you, it was to surprise you! Yes, the Renaissance Age patch will be available in a few days!

In addition to adding a new age, this update will bring many changes and various improvements:
  • New buildings and new challenges,
  • New map,
  • Removal of chaptering,
  • Replacement of cultural influence by a system of intermediate objectives by age,
  • But also complete rebalancing of the game, modification of the passage between two ages, and localization of the game in Russian.


Our small team has worked hard to get all these systems up and running as quickly as possible, to reassure you about the course of development of Mémoriapolis.

As you know, we're very attentive to player feedback and, since the game's release in early access in August, we've produced several patches in response to your requests. For us, this is the very principle of an early access release.

That's why we want to make this new patch available as soon as possible.

It's definitely the right time to start playing Mémoriapolis!

Are you a very active player of the current version of the game?
Tell us what you think of the new features!
If you're a player who's been waiting for your senior years to discover the game.
we'd love to hear from you.
You now have several hours of gameplay ahead of you, and intermediate objectives to reach.
Are you a Russian speaker?
Now you can stop spamming the forums! ːsteammockingːːsteamhappyː

So, what's in this patch?

[h2]A NEW AGE: THE RENAISSANCE[/h2]
And that's three!
The penultimate age of the game, this one offers you the chance to transform your city with a more modern architecture, closer to that of the cities we know in Europe.With its green roofs and colorful tiles, Renaissance town planning is more compact, with ornate facades, gardens and squares!


[h3]MAGNUM CONCILIUM[/h3]
Magnum Concilium rethinks politics, electing people and factions to predefined positions, such as Cultural Attaché or Captain of the Guard. While any representative can be elected to any position, regardless of culture, certain choices could complicate your governance.
[h3]MANAGEMENT OF PRIVATE AND PUBLIC BUILDINGS[/h3]
The ambition of factions grows from age to age.
From the Renaissance onwards, all factions will have the opportunity to buy various buildings, offering to provide gold coins, workers or even to take charge of any work that may be required. But no matter how tempting their offer, never forget that a powerful faction is a dangerous faction.
[h3]THE TRADING PALACE[/h3]
The time has come to expand your trading relationships and build trading posts with the Trade Palace in different cities, countries and continents.
These new counters will require regular attention, but promise great rewards commensurate with the investment!
[h2]A NEW PROGRESSION SYSTEM[/h2]
The old progression system had the advantage of being efficient and correctly guiding new players. But it was overly dirigiste, giving the impression of having no impact, of not being able to choose your own strategy, and of being stuck in a closed system.
We've decided to completely overhaul it, and at the same time give players intermediate objectives for which they can define their own strategies.
[h3]NEW BUILDING UNLOCKING SYSTEM[/h3]
The new system can be summed up in two simple sentences.
  • To move on to the next age, raise your town center to level 5.
  • To have more buildings to build, give power to factions.

[h3]INTERMEDIATE GOALS: THE COUNCIL OF WISE MEN[/h3]
On a regular basis during each age, a council of wise men will meet to check that you've reached the intermediate goals they expect you to achieve. If these objectives are met, they'll give you a resource that you can use...later on in the game. I can't say any more at the moment.

Each age has three intermediate objectives and one final objective. Obviously, the more you earn, the more you'll be able to achieve in the final age.

[h2]A REDESIGN OF THE RUIN SYSTEM[/h2]
In the game, you're likely to discover ruins in your territory as your city grows. You can then decide to :
  • Keep them (not necessarily a bad idea in the long run...)
  • Destroy them to recover materials
  • Rebuild them and benefit from a less expensive cultural building.

With the Middle Ages, you'll be able to study their ruins, which will unlock specific possibilities that I'll leave you to discover.

In the Renaissance, studying ruins again unlocks other elements of the game.
The aim of this new system is to make keeping ruins in your city (personally, I think it's beautiful) as interesting as destroying them.

[h2]CHANGES TO “AGE CHANGE”[/h2]
This is something we've been working on for some time now.
This is a subject we've discussed and worked on a lot.
Sometimes too complex, too long or too simple, we've spent a lot of time trying to find the right status for it. This new version, simpler and more compact, puts the emphasis on the permanence and maintenance of your constructions.

Now strongly linked to factions, the upkeep of cultural buildings is a key issue if you don't want to turn them against you. But maintenance comes at a price!

[h2]A NEW MAP[/h2]
This Nordic-inspired map is more challenging than the one currently in the game.
With its rugged terrain, dispersed distribution of resources and islands linked by bridges, this map offers particularly difficult organizational challenges. We can't wait to see what you come up with!



[h2]CONCLUSION[/h2]
After this January patch, we're entering the final phase of the game's development.
In a little while, it will be time to bring you the final version, to share our complete vision of the experience.

In the meantime, we'd like you to know that we're particularly attentive to your feedback, because it feeds our thinking every day.

Many thanks to you all.