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MEMORIA POLIS News

Dev Diary

Hello everyone,

Over the past few weeks, we haven't really taken the time to talk about game development outside of updates. Today, I'm going to take a moment to do just that.

Next week's patch will mark the end of a series of updates that began with the game's early access release. Up until the October 31 update, we've focused mainly on fixing bugs, adding much-needed features and improving the early access version.

With this new patch, we're opening a new chapter, adding new content and revisiting existing features in depth.

[h3]OVERHAUL OF THE RAMPART SYSTEM[/h3]
We've completely rethought the way you create battlements. From now on, you'll be able to choose precisely which neighborhoods you want to integrate, giving you greater control over how they are organized.

[h3]NEW FACTION SYSTEM[/h3]
Faction interaction has been completely overhauled. Rather than having a large number of factions, we've opted for a more targeted approach: a single faction per culture and age. These factions will set up in a neighborhood corresponding to their culture, and will then seek to expand into adjacent neighborhoods.

Of course, this expansion will take place with your approval. Well... at first.

Factions will also be defined by their power, measured by the number of neighborhoods they control. This power can be beneficial for your city, as it allows you to unlock unique buildings. However, you must be careful not to exceed the limits of your authority...

[h3]IMPROVED ALGORITHM FOR CREATING NEIGHBORHOODS[/h3]
Currently, the city may not develop harmoniously around newly constructed buildings, leaving “holes” that disrupt urban continuity. We've optimized the algorithm to speed up neighborhood creation and ensure a smoother, more natural settlement.

[h3]GAME OBJECTIVES[/h3]
We recognize the need for greater clarity in this area. Many players expressed the need for more challenge and resistance from the city, requiring varied strategies to achieve their goals.

We have therefore developed a system of victory conditions, which will replace the concept of influence. This system will introduce a global objective as well as intermediate objectives to be reached at each age.

As for difficulty, it's above all a question of balancing: resource management, resident satisfaction, incidents and faction power will all play a key role. With future patches, this challenge will become progressively more present.

[h3]PLANNING[/h3]
We'll soon be sharing a full development schedule leading up to version 1, scheduled for early next year. Many features are still to come, and we have a few surprises in store for you.

As far as Renaissance is concerned, we find it difficult to integrate it into next week's patch, as originally planned in the roadmap. We've decided to prioritize changes to game mechanics before adding a new age. Adding the Renaissance to an evolving base isn't ideal, so we've decided to push it back a few weeks.

To keep you waiting, here are a few images of a Renaissance-era city in the game.

Content update 2 - (October 2024 🎃)

Content update 2 - v0.216.57 ▶️ v0.219.19


Hello, everyone!

Today marks the second month of Memoriapolis in Early Access, and we’re celebrating with a range of new features and the first steps toward overhauling the district and faction systems. This includes notable changes to district cultural behavior.

We’re also making some adjustments to the roadmap, particularly regarding languages. While there won’t be any new language this month, you can find more details in the "November Content Update" section.

[h2]Highlights[/h2]
[h3]Destruction of cultural buildings[/h3]
You can now demolish cultural buildings. But be mindful of the impact on your city! Certain factions may take issue with their districts being neglected.



Additionally, you can now demolish decorative buildings in the same way as production buildings, giving you even more control over your city layout.
[h3]Building on roads[/h3]
Have you ever been frustrated by a road appearing where you planned to build something important, like a Wonder? Or struggled to place a building due to a transverse road from an old cutting camp?

Good news: those days are over! You can now build wherever you wish, and roads will adapt to your changes automatically!



[h3]District culture[/h3]
We’ve revised and simplified the way culture is assigned to districts! Now, each district has two cultural slots, which can be filled by cultural buildings. If the slots are full, additional buildings won’t contribute cultural influence. If a building is demolished, it will release its slot, and if a faction takes over a district, it will fill both slots, replacing the influence of any previous buildings.



These changes also impact districts plot division. They are subtle, as they are designed to bring richness on a city-wide scale and not as a feedback. But with a little practice you can guess the culture of the districts. For example, here’s what a neutral district, an educational district, and a commercial/educational district look like, respectively.



[h3]Factions arrival[/h3]
Factions wishing to join your city are now visible in the factions interface, where you can accept or reject them directly. No more hunting for the POI!



Some welcome improvements have also been made to the faction panel, such as a quick overview of taxes and trust.
[h3]Customization[/h3]
Finally, we solemnly apologize to all heraldic fans... This month we’ve sprinkled a little Halloween dark magic into the customization panel. We can’t wait to see your spooky creations!



[h2]November Content Update[/h2]
Having resolved many of the major pain points, next month we’ll shift focus toward impactful gameplay changes. Expect major updates around factions, a new rampart creation system, and an enhanced city expansion algorithm to make urban growth feel even more authentic!

These core gameplay changes require thoughtful planning, so we’re excited to welcome a new Game Designer to the team! With his support, we’ll prioritize improvements based on your feedback and our vision, helping us strengthen the game’s foundation before progressing to new ages.

As part of this strategy, our initial roadmap is evolving.

Changes to certain features in the coming weeks mean we’ll need to delay the game’s localization for Russian and Chinese. Adding translations now, while descriptions are still likely to change, just wouldn’t be practical.

Since our team is focused on improving the player experience, we’ll also be postponing the introduction of the Renaissance era to ensure it arrives as a high-quality update.

So, just a bit more patience—we’re confident the wait will be worthwhile! We’re working hard to bring you the best possible experience and will soon share an updated roadmap with new milestones and a revised timeline for language releases.

Have a spooky Halloween, see you next month! 🎃
[h2]Changelog[/h2]
  • New features and improvements
  • Coat of Arms: add 2 new shapes and 7 new glyphs
  • Construction: add possibility to construct building on roads
  • Building construction: improve culture POIs during cultural building construction
  • Demolition: add demolition of cultural buildings
  • Demolition: add demolition of decorative buildings
  • District rendering: change urban planning with culture changes
  • District selection: add cultural slots
  • Faction panel: factions wishing to join the city are now visible in the factions interface. You can also accept or reject them
  • Faction panel: display faction trust and tax rates in the faction and politics panel
  • Politics panel: add the level of the political authorities under their blazon in the political panel
  • Settings: add an option to remove codex modals, the page will still unlock in the codex
  • Settings: add an option to mute sound when the application is in background (enabled by default)
  • Settings: lock cursor in window when enabling edge scrolling
  • Improve save loading time for really big cities (100K, 150K inhabitants saves)

[h2]Fixes[/h2]
  • Age transition: fix the chosen destiny could be reset at age transition if the player chose another level 1 and not a level 2 A/B/C
  • Buildings: Middle Age buildings now generate less roads
  • Building resource choice: display check mark icon if a resource has already being selected on the modification prompt of quarry or mine
  • Building selection: disable switch resource button if all the mine/quarry resources are empty
  • Filters: use base district selection in filters
  • Filters: simplify districts colors, no more distinction between with/without faction
  • Horreum: play/pause a building in the horreum no longer removes filtering
  • Library: available knowhow where not updated on cultural building destruction
  • Library: remove placeholders
  • Load Menu: reset Load menu to its original state after closing it while "Delete Save' prompt is displayed
  • Politics: fix wrong display of the decree to ease tensions in the factions interface
  • Politics: fix wrong amount paid for decrees with Politic 1 destiny activated
  • Rendering: fix flying chimneys on districts
  • Rendering: fix district could be created around small buildings and overlap
  • Save: saves made when exiting a running game are now autosaves
  • Settings: remove FOV modification of paint effect
  • Fix destruction of fields if the farm has been destroyed without destroying the fields with it and only one other field has been destroyed
  • Fix a crash when destroying a building restored from a ruin
  • Optimization of inhabitants VFX
  • Balancing fire and epidemic incidents (duration + spread factors)
  • Balancing wonders attraction of Antiquity and Middle Ages
  • Modification of localization and codex : add specificity and remove antagonists
  • Fix some leaks

Patch - v0.216.52 ▶️ v0.216.57

Hello there!
We’ve got another quality-of-life and fix patch for you ahead of the content update coming at the end of the month.

[h2]Highlights[/h2]
[h3]Changing Resources[/h3]
You can now change the resource type for quarries and mines before the current resource is depleted.



[h3]Farm Demolition[/h3]
There’s a new toggle that lets you destroy all farm fields when demolishing a farm, eliminating this tedious task.



[h3]Farm Expansion[/h3]
You can now add additional fields to already established farms, up to a maximum of 12, just like during the initial creation.



[h3]Rampart Fixes[/h3]
The crashes related to ramparts should be resolved. If no valid rampart shape is found for your current settings, a message will now let you know. We’re currently rethinking and redesigning the rampart system, as we’re not fully satisfied with it. Stay tuned for more updates on that!
October Content Update
Unfortunately, Chinese won’t be arriving in October, but Russian is still on track. We’ll be sharing an updated language rollout plan soon.

As a reminder, the next content update will introduce new features, including the ability to demolish cultural buildings, build on roads, and enhance district appearances based on their cultural diversity.

Have a great day, and we’ll see you in the next content update! ːsteamhappyː

[h2]Changelog[/h2]
[h3]New features and improvements[/h3]
  • Add the ability to change the resource being harvested for mines and quarries, even if the resource chosen at the start is not empty
  • Building size information added in Building Tree and Construction Picker
  • Farm: possibility of destroying all fields at the same time as a farm
  • Farm: possibility of adding fields after construction (up to 12)
  • Top bar: the exact value of money, blueprint, population and wanderer is displayed in the resource tooltip

[h3]Fixes[/h3]
  • Badge: fix the “tension” badge hover no longer applies to its information panel, but only to the badge itself
  • Building selection: fix incorrect color display of resources required for building evolution
  • Building selection: fix satisfactions where not displayed on paused buildings
  • Codex: update closed district obsolete image
  • Horreum: show quarry lvl 5 second resource production
  • Rampart: fix crashes in rampart creation system
  • Rampart: display an error message when no valid rampart shape is found
  • Ruins: fix an error when selecting ruins one after another
  • Satisfaction panel: fix values displayed with “+-”
  • Score: fix faction trust score calculation
  • Score: fix wonder score in middle age
  • Fix notification spam with prospecting building
  • Fix an error when spamming numbers in input fields
  • Fix a crash when using filters shortcuts in main menu
  • Fix resource always displayed in english in construction validation panel
  • Fix fields can no longer be destroyed during construction

Content update - September

v.0.216.33 ▶️ v.0.216.52


[h2]Intro[/h2]
This content update wraps up the month of September, a month dedicated primarily to addressing your feedback and fixing bugs. On the agenda: new languages, city animations, and plenty of UI/UX improvements and fixes!

Don't hesitate to check out the first two September patches if you haven't already done so:
Patch 1 and Patch 2.

[h2]Highlights[/h2]
[h3]New Languages[/h3]
Hallo! ¡Hola!
We’re excited to introduce two new languages: German and Spanish! As always, please let us know if you run into any issues, especially with German since none of us on the team can read it! Rest assured, more languages will be added over the coming months.

[h3]City Animations[/h3]
It's the end of containment! You can now watch your residents stroll through the streets.

We’ve also added inhabitants to several more Antiquity and Middle Ages buildings. And while we have more surprises coming for you, those will be revealed in a future patch.



[h2]Interface[/h2]
We’ve revamped the fire, epidemic, riot, and carnival badges. Their descriptions now give you a concise overview of how many districts are affected, and you can click on them to navigate from one district to another.


Additionally, we’ve upgraded the trade route selection interface during events with a new tooltip. No more relying on vague names from forgotten languages now, you’ll get a handy tooltip showing you the resources available for trade!



[h2]Next month[/h2]
Before we dive into the full changelog, let’s talk about what’s coming next.

Next month, we’ll be adding new features based on your feedback. These features will require a bit more time for development and planning to stay true to our vision. You can expect improved road interactions, the option to demolish cultural buildings, and enhancements in the diversity of district cultures. On top of that, we’ll be introducing two more languages: Russian and Chinese. And of course, you can expect plenty of additional fixes and quality-of-life improvements based on your feedback.

That's it for now. Please keep giving us your feedback. It's really important for us as we want to build the best game for you. Rest assured that we read and note everything even if we can't respond to all of you. We're still a small team and we do our best to meet all your needs.

[h2]Changelog[/h2]
  • New features and improvements
  • German and Spanish languages added
  • Add residents walking in the surrounding streets based on district population
  • Add population in more buildings of Antiquity and Middle Age
  • Badges: added goto to affected neighborhoods when clicking on fire, epidemic, riot or carnaval badges
  • Badges: simplify fire, epidemic, riot and carnaval badges tooltip
  • Trade route: more information on trade routes at the hover of their name at the passage of age when choosing the loss of one of the routes of antiquity
  • Add in game roadmap

[h2]Fixes[/h2]
  • Age transition: bonus cycles were calculated when the “Change of Age” button appeared and not when the age transition was made
  • Badges: incidents and mini events badges could remain after the end of the event
  • Badges: incidents and mini events badges could spam badge creation and make the game laggy
  • Badges: fix missing red color on starvation badge
  • Badges: fix cultural influence badge appearing before the player unlock the feature in tutorial
  • Building selection: production buildings were not showing produced amounts with all bonuses applied
  • Codex: remove placeholder image
  • Filters: depleted resources were not correctly removed from filters
  • Filters: fix rendering of attrition filter
  • Free camera: fix the white rendering of closed quarters
  • Horreum: the buildings were displayed paused in the horreum panel when stock was full
  • Politics: disable “cancel decree” button after use
  • Politics: disable the “corruption” button when the selected decree is already active
  • Politics: sometimes it was impossible to pass a decree due to a problem with the calculation of culture points used for corruption, even though it was not activated
  • Politics: fix “organization of construction sites” decree
  • Politics: fix “Pickaxe strengthening” decree
  • Politics: fix “Axe sharpening” decree
  • Notification: update "end of wonder construction" icon
  • Selection rendering: correction of inline color suppressed by filter and pause view
  • Selection rendering: correction of building color suppression when selected in filter view
  • Selection rendering: corrected overwriting of a closed neighborhood view by selection
  • Sounds: multiples fixes on buttons hover and click sounds
  • Sounds: the sound of the Arena now has downtime
  • Top bar: selected building was unselected when hovering a resource in the top bar
  • Reforestation workshop: trees planted with the Reforestation workshop were neither savable nor harvestable
  • Fix closing the ramparts panel no longer forces normal game speed
  • Fix resource production buildings were still producing if stock was exactly equal to stock max
  • Fix wrong filter names were shown in tooltips when creating some buildings
  • Fix an error that could appear when moving the settings to the new save folder and make the game unplayable
  • Fix the goto icon was not consistent across interfaces
  • Reduction in the number of roads created by antiquity buildings
  • Optimize rendering of chimneys smoke

Memoriapolis v0.216.14 ▶️ v0.216.33

While we wait for the content patch due at the end of September, here's a patch to fix various bugs and fixes. We hope to have fixed the biggest and most recurrent crashes.

Thank you all for your feedback!

[h3]Highlights[/h3]
Based on your feedback, we've increased the minimum font size to enhance readability, especially for those on smaller screens or TVs. We're committed to continuing improvements in this area to ensure the best experience for everyone.


Save Folder Relocation
To prevent folder permission issues with OneDrive, we’ve moved the save folder from %USERPROFILE%\Documents\5PM Studio\Memoriapolis\Save to %USERPROFILE%\AppData\LocalLow\5PM Studio\Memoriapolis\Save. Don’t worry, your previous saves should still be accessible as before.

Enhanced Building Selection
Selecting the right building just got easier. When hovering over a building card in the construction picker, a detailed info panel with key details like cost, effects, and functionality now appears at the top of the card, helping you make more informed decisions.



Crash Fixes
We’ve fixed the most common crash, but we’re aware that some issues remain, especially when creating new ramparts. Your feedback is crucial, so please keep reporting any bugs or crashes you come across.

[h3]Additions and new features[/h3]
  • All building selection panels now have a “goto” button to return quickly to the building
  • Construction picker: on hover functions, a panel with building information (cost, effects, etc.) about the function now appears at the top of the card
  • Construction picker: add a filter "NEW" that show unbuilt buildings
  • New optional chapter: “Preserving the past
  • Improvements
  • Building Tree: update mine and quarry icons to show all their resources
  • Downtown panels: resources stocks are now displayed by resource
  • Update: Repair building icon
  • Using goto buttons now opens up the target panel in most cases
  • Font size increased for most texts
  • Many small improvements to the user interface
  • Better outline rendering (hover, selection effect)
  • Add new Codex pages

[h3]Fixes[/h3]
  • Buildings: Cutting camp upgrades did not provide the right production bonuses at levels 5, 6 and 7
  • Buildings creation: the installation of the Security station was constrained to the periphery of the attrition zone instead of inside the zone
  • Buildings creation: opening a panel while creating a building did not deselect the building
  • Buildings creation: during a rotation, the perimeter display was slightly ahead of the building rendering
  • Buildings selection: display of forester/quarry/mine production for buildings above level 1
  • Buildings selection: fix base resource used for conversion was not multiplied by resources produced count in the panel
  • Chapters: Architectural office upgrades now unlock after chapter 6
  • Destiny: fix Production 2C destiny was removing too much workers
  • District Selection panel: safety area value was not displayed correctly
  • Filters: remove a bug in buildable area filter when a security station has been created
  • Free Camera: fix rendering of closed districts in free camera mode
  • Keybinding: "speed 2" was changing "speed 1"
  • Keybinding: "Library panel" was opening "Urban Planning panel"
  • Notifications: notifications could exceed their limit of 5 in some rare cases
  • Rampart Selection panel: a wrong value was displayed
  • Ruins: medieval ruins can now contain any Antiquity cultural building
  • Selection: wonders could prevent selection of surrounding buildings
  • Senate: if the player excludes a faction elected to the Senate, an election is restarted. If he no longer has enough factions in his city, he loses access to the senate.
  • Trade Route: trade route transaction badges were remaining when changing age
  • Workers: workers count could be negative
  • Updating the colors of values for resources and workers required for an upgrade or repair a ruin
  • Fix a rare crash that can appear when creating a new game or loading a save
  • Move save folder
  • Fixes in French and English localization
  • Fix: reduce probability to have infinite flat roof that can lead to a crash in some cases
  • Fix random crashes
  • Fix memory leaks