1. Ratopia
  2. News

Ratopia News

1.0.0410 Update

[h3]Hello dear leaders of Ratopia!![/h3]
This time, in preparation for the official release, we have added a few new Shaman-themed structures and worked on overall balance and quality-of-life improvements. Until May, instead of focusing on updates, we plan to review and refine incomplete elements to ensure a more polished official release. If you have any great improvement suggestions that haven’t been implemented yet, please share your thoughts on Steam or Discord! ːsteamhappyː

Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.

[h2]Patch List[/h2]

A new Summer Event has been added.
    - The new Summer Event can be encountered during the first summer.
    - If it does not occur, it will take place in the following summer.
    - Achievements related to the event have been added.

Five new Shaman-themed structures have been added.
    - Bone Trap
      - A structure that stores souls.
      - When souls are stored, defeating an enemy summons a Skelraton.

    - Soul Barricade
      - A structure that stores souls.
      - When attacked by enemies, it consumes stored souls to absorb damage.

    - Soul Mirror
      - A structure that stores the leader’s soul.
      - After activation, if the leader dies, they resurrect at the Soul Mirror.


The loading screen has been improved.
    - The visuals now change according to the season in which the loaded file was saved.
    - The help tips displayed during loading are now more diverse.


The starting Pia and invasion intensity have been adjusted for each difficulty level.
    The difficulty system is designed to help players gradually familiarize themselves with the game and progressively challenge themselves with harder difficulty levels. However, the gaps between difficulty levels were too extreme, preventing the system from functioning as intended. To address this, we have adjusted the starting Pia and invasion intensity accordingly.

    - Easy
      - Initial savings 20000 → 30000
      - Invasion Intensity 0.4 → 0.5

    - Normal
      - Initial savings 10000 → 20000

    - Hard
      - Initial savings 5000 → 10000
      - Invasion Intensity 1.25 → 1.3

With the adjustment of starting Pia, the "Prodigal Noble" starting trait has been slightly modified.
    - Starting Pia +3000 → +5000

The maximum number of Infected and Weasel-tier enemies has been reduced, and their spawn conditions have been adjusted.
    - The amount of Sharp Tooth rewards has been modified in accordance with the reduced enemy count.
    - Some enemy stats have been slightly adjusted in response to the lower enemy numbers.

The Podium now has a cooldown applied immediately after construction.
    - The Podium was originally designed as a support structure for maintaining the Purgon Order, but due to the high difficulty of spreading the religion, it was often used in unintended ways. To address this, we are enhancing the efficiency of other conversion methods, preventing the need for unnecessary demolition and reconstruction.

The Purgon Order's evangelism probability and related effects have been adjusted.
    - Holy Supper
      - Evangelism probability: 20% → 25%

    - Dream Catcher
      - Faith duration: +24 → +30

    - Relic
      - Faith duration: +24 → +30

    - Purification Center
      - Evangelism probability: 20% → 25%

    - Chapel
      - Faith duration: +6 → +8

The Income Satisfaction calculation method has been changed.
    - Income Satisfaction is now calculated based on the average income earned over 7 days.
    - Depending on the relative income level within the city, up to +10 happiness can be gained.

The Tax Satisfaction calculation method has been changed.
    - Tax Satisfaction is now divided into income-based tax satisfaction and wealth-based tax satisfaction.
    - Tax Satisfaction is calculated based on the 7-day average of income, wealth, and imposed tax amount.
    - Tax Satisfaction (Income): Happiness can decrease by up to -10, proportional to income and imposed taxes.
    - Tax Satisfaction (Wealth): Happiness can decrease by up to -10, proportional to wealth and imposed taxes.

The Ratizen Information UI has been updated to reflect the changes in Income and Tax Satisfaction.

The Storage Structures category in the Statistics Window has been changed to Logistics Structures.
    - Now, using the Mailbox, you can control the Porter Station directly from the corresponding category in the Statistics Window.

The Golden Mask accessory for the leader has become unobtainable
    - Players who have already acquired the equipment can continue to use it with its updated effects.
    - It will be reintroduced as a reward from future events or dungeons.

💌 New options have been added for mining orders.
    - Post-Mining Action: Transport
      - The miner will prioritize transporting the mined items themselves, following the existing behavior.
    - Post-Mining Action: None
      - The miner will not prioritize transporting after mining and will instead follow the general command priority.



- 💌 Added text indicators to the ending branch events to show which conclusion can be reached.
- 💌 Added search functionality to certain UI screens.
- 💌 Now, only active policies will affect the policy limit count.
- 💌 Added a hotkey button to enable instant task conditions in the production UI.
- 💌 Added a favorites feature for Royal Forge equipment.
- 💌 Added citizen condition settings to the building authority change function in Commercial Law.
- 💌 Added an enable/disable toggle for the Maintenance Office and Tax Office.
- 💌 Increased the number of assignable item slots in the Porter Station from 3 → 5.

- Added a category in the Construction Command menu that allows players to view only Electricity and Spell structures.
- Added 100 new preset Ratizen names for each language.
- Mercenaries, Wood Spirits, and Earth Spirits can now pass through gates restricted to military units.
- Injured Ratizens will no longer trigger the Witnessed effect.
- The Cemetery job effect now grants immunity to Witnessed.
- The default range setting for structures with adjustable range has been changed from 19 to 20.
- Adjusted the conditions and effects of certain events.
- Improved the Need UI layout in the Ratizen Information Window.
- Added a Prosperity indicator for social classes in the Ratizen Information Window.
- The HP of Slashizard and Tankizard has been slightly increased.
- The maximum spawn count per base for Littlizard and Slashizard has increased by 1.


[h2]Bug Fix[/h2]
- 💌 Fixed an issue where the Stamina/Fun/Hygiene reduction speed effects in Custom Difficulty were not applying correctly.
- 💌 Fixed an issue where soldiers entering dungeons would sometimes appear behind enemies instead of in front.
- 💌 Fixed an issue where disabled Deweb structures were still functioning.
- 💌 Fixed an issue where criminals arrested by the police would sometimes remain immobile after their imprisonment time ended.
- 💌 Fixed an issue where Feather Beetles were not affected by the Ash Block effect.
- 💌 Fixed an issue where dummy resources that could not be used appeared in enemy base demolition reward chests.
- 💌 Fixed an issue where the Floorer effect from Ratizen traits did not disappear even when conditions were not met.
- 💌 Fixed an issue where the leader did not gain experience when using ranged weapons.
- 💌 Fixed an issue where the required materials for the Composite Armor and Supercharger of Ratron Modification were applied incorrectly.

Ratopia Official Release Schedule Announcement

Hello all, it's Cassel, developer of .

After nearly four years of development, we are finally set to officially release on May 1st. However, this date does not signify the end of ’s development; rather, it serves as an important milestone, allowing us to balance our ambitions for additional content while securing time to refine the game to an even higher level of completion.

With only a short time left until the official release, our upcoming updates will primarily focus on improving inconvenient elements and enhancing the quality of life (QOL) experience for players.


[h3]February[/h3]

- New Religious Structures
- New Religion & Seasonal Events
- Ratizen Information UI improvements


[h3]March to April[/h3]

- Ratizen Search & Favorites feature
- Ratizen AI improvements & Game Optimization
- Starting Settings improvements
- New Decoration Elements
- Addition & Improvement of Tutorial Sections
- Additional Resolution Support
- New Intro Video


[h3]After Release[/h3]

- Minor New Content
- Various Small Feature Improvements
- And more...


Considering the time required for game testing and bug fixes, we have set a somewhat conservative roadmap. However, we will do our best to fix and improve even more elements than initially planned. After the official release, large-scale updates like those during Early Access may be difficult to implement.

That said, we will continue to release bug fix patches whenever possible and steadily incorporate feasible user suggestions to further improve the game.

If there are any critical issues, bugs, or inconveniences we may have overlooked, please let us know via Steam or Discord! We will do our best to address them in the remaining time.

See you in the next update!

Ratopia DevDiary #35 - Religion System : Purgon Order

Hello all, it's Cassel, developer of .
This time, following the previous installment, I’d like to introduce some details about the Purgon Order and share the challenges I faced during development.
The content is quite lengthy this time as well, so it might be a bit much for light reading.
That said, I’ll try to mix in some -style humor to keep things from feeling too heavy.


[h3]Purgon Order[/h3]

The Purgon Order is a religious group that worships the sun, using Purifying Lilies that bloom from deceased Ratizens to summon spirits. In contrast to the secretive atmosphere of the Umbran Circle, the Purgon Order takes a more active approach to spreading their faith, drawing Ratizens to their Grand Temple and instilling belief in them. (No violence is involved.)

The conversion method of the Purgon Order was designed differently from the Umbran Circle to provide a distinct gameplay experience. Initially, I envisioned that a Ratizen appointed as the leader of the Purgon Order would directly approach other Ratizens to attempt conversions. However, as the city grew larger and Ratizens moved faster, this method often left the leader fruitlessly chasing after others.

Thus, the approach shifted to having Ratizens voluntarily visit the Grand Temple where the leader resides to become followers. This method appeared more straightforward compared to the Umbran Circle's way of secretly instilling religious beliefs into Ratizens near their idols.


One spot left in the Purgon Order. Ratizen #456, please come up!


However, using this approach meant I had to let go of several systems. Initially, I aimed to closely tie the conversion ability to the leader's skills, making the leader the central figure in the growth of the Purgon Order. I thought that by properly nurturing the leader and managing their movements efficiently, it would be easy to fill the city with followers of the Purgon Order.

If the Umbran Circle made it easier to secure followers by developing areas where Ratizens were concentrated, the Purgon Order took a different direction, focusing on specific individuals to secure followers more effectively.

However, this approach presented challenges when it came to having Ratizens visit the Grand Temple. After all, if Ratizens didn’t visit, no matter how exceptional the leader's abilities were, they wouldn’t have any visible impact.
Thus, I had to decide under what conditions Ratizens would visit the Grand Temple. However, it was difficult to determine this because there were very few conditions available for the Grand Temple.

For instance, making Ratizens visit when they lack specific needs like Joy or Hygiene, similar to other service buildings, could lead to strange strategic situations. For example, players might deliberately remove other service buildings to increase the number of Purgon Order followers.
Other ideas included conditions like low HP or low happiness, but these conditions faced the issue that Ratizens had limited means to fulfill them.

After much deliberation, I decided that Ratizens could visit the Grand Temple before starting their work. However, this condition and method, refined through changes from the initial concept, ultimately ended up being not much different from the Umbran Circle’s Sanctum.

To provide more distinction, I tried adding additional effects for Ratizens visiting the Grand Temple aside from conversion and significantly extended the time they spent using it. However, these adjustments only slightly altered the outcomes and didn’t fundamentally change the process.
Thus, the Grand Temple, the first building of the Purgon Order, was finalized as a feature that, unfortunately, left something to be desired in terms of differentiating the gameplay experience.


The mechanism for increasing the number of Purgons was designed to differentiate it from the Umbran Circle by using Purifying Lilies instead of souls. Purifying Lilies are a unique resource that grows in the Grave Garden, allowing the construction of more Purgon Order buildings and increasing the number of followers.

For novice leaders like myself, it's common to unintentionally create many corpses and graves while building a city. From the early stages of development, I wanted to find a way to make use of these graves instead of simply leaving them idle, tying them into the Shaman theme.
Initially, I envisioned a structure similar to the Sap Camp, where resources could be harvested near graves. In this system, Ratizens assigned to the building would collect resources from graves containing buried corpses at regular intervals.

Unfortunately, this design approach proved too complex to implement within the game, making it difficult to apply. After much deliberation, I came up with an alternative: the Grave Garden, a building that repurposes the existing Garden system.
The Grave Garden functions as a Garden where corpses can be buried, and Purifying Lilies only grow when there are buried corpses. This allowed me to achieve a similar effect to what I had originally intended.


I understand your desire to be helpful even in death!


Since Purifying Lilies require corpses, the difficulty of cultivating them was repeatedly adjusted to make it more manageable. Instead of planting Purifying Lily seeds directly, I decided to allow players to grow them by planting flower seeds. This change was made to prevent players from getting stuck if they couldn’t discover Purifying Lilies, the core resource of the Purgon Order.
I hoped that the Grave Garden would enable a city to recover in situations where many corpses had accumulated. After all, if corpses were overflowing throughout the city, it wouldn’t make sense for players to leave the city in search of Purifying Lilies.

Additionally, I addressed the issue where Purifying Lilies, being plants, would not grow during winter, halting the expansion of the Purgon Order in that season. To avoid forcing players to wait until winter passed, I made an exception: as long as a Grave Garden contained buried corpses, Purifying Lilies could still grow during winter.
Furthermore, I incorporated feedback to relax the conditions by allowing Purifying Lilies to grow slowly even without corpses. This adjustment ensured that players who managed their cities well wouldn’t feel compelled to "produce" corpses unnecessarily.


As the difficulty of cultivating Purifying Lilies was reduced, I became concerned about whether the original vision of utilizing corpses would be properly realized. Instead of players managing a few Grave Gardens efficiently by burying corpses in them, it became possible for them to build large-scale Grave Garden farms in a corner of the city and operate them without using any corpses.

To alleviate these concerns, it was necessary to introduce a mechanism to counter large-scale Grave Gardens. If Purifying Lilies were fully grown but left unharvested, a pest called the Feather Beetle would appear and start devouring the flowers.
This design ensured that operating large-scale Grave Gardens would require a proportional amount of labor, preventing the strategy of simply building massive Grave Gardens from becoming the definitive solution.


Beetles thriving on Purifying Lilies.


The Purifying Lilies produced in this way are processed in the Purification Workshop and used to construct various religious buildings. Among them, the Purification Center, which provides Hygiene to Ratizens lacking it while converting them to the Purgon Order at a certain probability, and the Chapel, where Purgon followers gather to replenish their faith, are the representative expansion buildings of the Purgon Order.


Prayer is the washing of the soul. Scrub away your worries and concerns like soap.


The Chapel is an unmanned building where nearby Purgon followers gather for worship at specific times. Initially, I envisioned it as a building where the leader would deliver sermons while followers gathered to worship. I felt that leaving out a scene of Ratizens gathering to praise, like in , would be a missed opportunity for this theme.
Systemically, I planned to utilize the existing bell tower mechanics to gather nearby followers and then apply specific effects to them.

However, buildings that require players to repeatedly use them to be effective didn’t align well with the essence of a management game. Increasing the interval to reduce the frequency of use made it important to provide clear guidance on when the building would become available, which in turn increased complexity.
As a result, it became necessary to separate the direct-use effects into a different building called the Podium. The Chapel was revised into a building where followers gather on their own and recharge their faith without requiring direct player interaction.


This week’s sermon topic is how to find a good romantic partner.


The methods for expanding the Purgon Order are not limited to buildings; there are also ways to utilize resources. For example, Ratizens without a religion can eat the Holy Supper produced in the Purification Workshop and convert to the Purgon Order. Additionally, Purgon followers can use essential items like the Dream Catcher and Relics to sustain their faith for a longer period.
However, producing these resources requires considerable effort, so the system was designed to require strategic spatial arrangements and policy adjustments to ensure they are effectively delivered to the intended targets.


Leader, the Umbrans are stealing all the Holy Supper! Declare a holy war!!


Additionally, there are ways to bring in Purgon followers from outside or even generate followers within the city. The Poorhouse is a building that supplies additional Purgon Ratizens, rapidly increasing the city’s population.
This building can be used to quickly restore a city filled with corpses due to disease or invasion. It can also be combined with the newly added Altar building to convert Ratizens into beneficial effects for the city. It’s a thoughtful building that fulfills both faith and practicality.

However, the Ratizens emerging from the Poorhouse start with nothing and cannot survive without care. This design goes beyond simply supplying Ratizens to the city, encouraging players to think about how to provide aid and support for them.



The Marriage Monument is a building that allows two Ratizens to marry and produce a child who inherits the traits and religion of the parents. However, since it takes time for the child to be born, expanding the Purgon Order through reproduction is not particularly efficient.

Marriage is not directly controlled by the player; instead, Ratizens who fall asleep near the Marriage Monument at the same time have a certain probability of forming a pair. This was designed to encourage players to think carefully about the placement of the Marriage Monument as they design their city.
If poorly planned, unexpected couples might form, leading to various amusing outcomes that could become lighthearted talking points.


Marrying an Umbran who snuck in? I oppose this marriage!


While marriage alone makes the Marriage Monument a sufficiently attractive feature, its primary purpose is citizen reproduction. Many players have long shared their thoughts on the reproduction system and trait combination mechanics, and with this update, I considered how to provide these systems in a natural way.


At the Marriage Monument, if there are married Ratizens, players can use the "Have a Child" button to obtain baby rats. While it might feel a bit unnatural that the birth rate depends on the leader's finger, this approach was necessary to prevent rats from reproducing infinitely, which could paralyze the city and the player’s computer.

Initially, I planned for baby rats to be generated as regular Ratizens, similar to how migrants are received, allowing them to start working immediately. While it would certainly be nice to add animations and events related to the growth of baby rats, I was concerned about the numerous bugs this might introduce.
Even if the baby rats were to grow, the growth period couldn’t be made too long, which meant the development efficiency wouldn’t be very high.

However, the idea of a rat with a bushy beard the size of its parents appearing with a "goo-goo" cry felt undeniably awkward. To add more charm and naturalness to the presentation, I decided to include a growth animation for baby rats.
Of course, fixing the many bugs that occurred during the baby rats’ growth period was no easy task, but in return, players would be able to enjoy the simple joy of watching their adorable baby rats grow.


A sad bug where baby rats could be conscripted or even start rebellions. Welcome, it’s your first time in Ratopia, isn’t it?


The Purgon Order offers far more diverse ways to expand their religion, to the point where the Umbran Circle might feel overshadowed. I think it’s necessary to consider adding more elements to address the potential dissatisfaction of Umbran followers.


The increased number of Purgons benefit from doctrine bonuses that specialize them in manual labor. Unlike the Umbran Circle, the Purgon Order's bonuses enhance Strength, Moving Speed, and Mining/Gathering Efficiency, encouraging players to choose religions that align more efficiently with their Ratizens’ occupational traits.
Additionally, the Purgon Order has buildings that enhance the combat abilities of Purgons, giving them advantages when serving as soldiers for hunting animals or defending against enemy invasions.


Using the Battle Totem makes soldiers’ attacks brutally powerful.


The Purgon Order’s soldier units were not newly developed since the Temple of War soldiers already matched the same theme. Instead, I decided to introduce a new feature: Guardian Spirits that can be summoned using Purgon resources.

The Guardian Spirit Sanctuary is a building unlocked once the Purgon Order reaches a certain level of development. While a Ratizen works at the sanctuary, a massive Guardian Spirit is summoned to protect the city. As such, timing the Ratizen’s work to align with the occurrence of battles was designed to be an important management element.

In the initial design phase, the Guardian Spirit was intended to showcase an unparalleled, powerful strike that could not be rivaled by existing soldiers. To make the Guardian Spirit Sanctuary a symbolic building of the Purgon Order, its construction was limited to just one per city.
However, issues arose where the Guardian Spirit's slow movement could lead to comical situations where it missed enemies entirely. Additionally, the challenge of timing a Ratizen’s work at the sanctuary to align with battle events made it difficult to utilize effectively.
The gap between optimal and suboptimal usage was too large, leading to a high likelihood that the defense performance would fail to meet players' expectations depending on how it was utilized.

Ultimately, several major adjustments were made to bridge the gap between expectations and reality. First, the Guardian Spirit Sanctuary was changed to a building that operates continuously without requiring a Ratizen to be assigned. Additionally, the Guardian Spirit’s stats were lowered, but players were allowed to build multiple sanctuaries.
Through these changes, while the Guardian Spirit lost some of its grandeur, it transformed into a more reliable and accessible defensive tool that players could utilize with ease.


Would placing the Guardian Spirit on the front lines help it find peace?


The development of all Purgon Order buildings involved countless discussions during the implementation process. Beyond what has been introduced, there were also intriguing concepts like religious conflict elements and inquisitors, but unfortunately, these were excluded after reviewing and organizing various possibilities.

After refining and organizing numerous ideas, we were able to create a lineup of well-rounded and diverse buildings. Even so, there’s still a lingering desire to add more structures that would suit the Purgon Order perfectly.

We’re always open to attractive ideas, so if you have any great concepts in mind, please feel free to share them in the comments!

1.0.0401 Hot Fix

[h2]Patch List[/h2]
Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.

-💌 Added a text display in the construction window to show the number of the respective buildings currently built in the city.
-💌 To reduce the initial difficulty of the Umbran Circle while maintaining the overall challenge, the Evangelism and Renewal effect values for each Idol have been adjusted.

  -Idol of Sloth
    - Evangelism Rate: 10% → 15%

  -Idol of Gluttony
    - Evangelism Rate: 10% → 12%

  -Idol of Joy
    - Evangelism Rate: 10% → 9%

  -Idol of Cleanliness
    - Evangelism Rate: 10% → 6%

  -Idol of Extravagance
    - Evangelism Rate: 10% → 3%
    - Renewal Time: 6 → 9

[h2]Bug Fix[/h2]

- 💌 Fixed an issue where save files accumulated abnormally large sizes when using the Shaman content.
  - After the game update, saved files will now be stored in a compressed and normal format.
- 💌 Fixed an issue where the "Exit" button would not function after winning on the battlefield.
- 💌 Fixed an issue where no souls were generated when an Anglerfish was caught through fishing.
- 💌 Fixed an issue where resources in the Quantum Storage would not disappear but display as 0 when fully consumed.
- Fixed an issue where an error occurred in substations when loading a game.
- Fixed an issue where an error occurred when changing the time after constructing two or more chapels.
- Fixed a bug where the UI on the power page in the statistics window exceeded its boundaries.
- Fixed an issue where inventory numbers in the statistics window did not match the actual stored quantities.
- Fixed an issue where highlights for items in the statistics window were not generated properly.
- Fixed an issue where attempting "Save As" during the saving process caused an error.
- Fixed an issue where the Earth Spirit's stun attack was not applied correctly.
- Fixed an issue where the attack power boost effect of the War Totem was applied differently from the displayed value.
- Fixed an issue where using the Altar caused an error.


[h2]2025 01 21 Additional Notes[/h2]

- 💌 Fixed an issue where papyrus would stop growing at 99% growth.
- 💌 Fixed an issue where grown Feather Beetles would provide only 1 resource.
- 💌 Fixed an issue where the daily power production display for substations was inaccurate.
- 💌 Fixed an issue where some ritual icons were not displayed correctly.

1.0.0400 Shaman Update

[h2]Hello dear leaders of Ratopia!![/h2]
Thank you for patiently waiting for the update over such a long time.
This time, we’ve added two new religions and their associated structures to the game.
With the addition of such extensive content, there may be bugs that we’ve overlooked.
If you encounter any issues, please report them via Steam or Discord, and we’ll address them promptly through hotfixes.


[h2]Patch List[/h2]
Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.

🔮28 types of Spell-related structures have been added.
    Spell-related structures can be researched through the Spell Desk, a royal structure! These Spell structures can be unlocked as the number of Ratizens with faith increases in the city. Additionally, more related structures will be added in the future, so stay tuned!

     ※Jungle Block, Flea Removal Facility , Temple of War have been relocated to Shaman Structures

  ▼Infrastructure
    - Thorn Log Block
    - Soul Bed
    - Ritual Cavern
    - Mystic Tree
    - Idol of Sloth
    - Idol of Gluttony
    - Idol of Joy
    - Idol of Cleanliness
    - Idol of Extravagance
    -💌 Field Bed
      A communal bed where Ratizens without assigned housing can rest.


  ▼Raw material structures
    - Grave Garden
      A structure for growing Purifying Lilies, a core resource of the Purgon Order.
      If Purifying Lilies are left unattended, Feather Beetles will appear and devour the flowers.


  ▼Production structures
    - Spirit Workshop
      A structure that produces the core resource of the Umbran Circle.
    - Purification Workshop
      A structure that produces the core resource of the Purgon Order.

  ▼Service structures
    - Soul Theater
    - Purification Center
    - Chapel

  ▼Military structures
    - Temple of Shadow
      A structure where units of the Umbran Circle can be trained.

      - Necromancer
      - Soul Reaper
      - Witch


  ▼Royal structures
    - Spell Desk
    - Sanctum
    - Ziggurat
    -💌 Soul Modifier
      Traits of Ratizens following the Umbran Circle can be modified.


11 new resources have been added.

  ▼Raw Materials
    - Purifying Lily
    - Feather Beetle
  ▼Processed goods
    - Scroll
    - Grimoire
    - Feather
    - Purifying Stone
  ▼Food
    - Holy Supper
  ▼Necessities
    - Needle
    - Bone Dagger
    - Dream Catcher
    - Relic
Added a religion section to the Ratizen tab in the statistics window.
    To view religion statistics, you must construct a Spell Desk.

Added a new branching path for a Religious Victory ending.

Added 6 new achievements.
    Achievement rewards include the following:
      - Shaman cloth
      - 2 new flag emblems

3 new structures have been added.
    - Bone Block
    - Bone Ladder
    - ⚡Substation
      These are new structures that allow you to trade electricity with other nations.

Adjusted the price of Obsidian.
    While all resources involving Obsidian were balanced around an Obsidian price of 80, we discovered that the actual price was set at 30. This has been corrected.

    - Price 30 → 80

Adjusted the HP and Attack Power of Scorpions.
    Despite having the powerful Poison trait, Scorpions had relatively high base stats. These have been adjusted to ease hunting difficulty.

    - HP 42 → 32
    - Attack Power 6 → 3

Adjusted the HP of Rabbits.
    The hunting difficulty for Rabbits was excessively low compared to their utility. Their maximum health has been slightly increased.

    - HP 35 → 40

Adjusted the HP of Frogs.
    Similar to Rabbits, the hunting difficulty for Frogs was too low relative to their utility. Their maximum health has also been slightly increased.

    - HP 32 → 36

Adjusted the efficiency of Rabbit production in Rabbit Pasture.
    - Grass 16 → 8

Adjusted the efficiency of Bat production in Batiary
    - Berry 2 → 4
    - Workload 1800 → 2000

Adjusted the efficiency of Silkworm production in Cocoonery
    - Workload 1800 → 1600

Adjusted the efficiency of Bee production in Apiary.
    - Workload 1600 → 1400

Adjusted the price and production efficiency of Bone resources, and added new production methods.
    - Price 20 → 24
    Method 1
      - Workload 500 → 600
    Method 2 (Added)
      - Resource: 1 Bat
      - Workload: 400
      - Output: 3

Adjusted the efficiency of Bone Powder production.
    - Workload 650 → 550

Adjusted the effects of Bat Potion.
    Bat Potion had better effects compared to other consumables of the same grade. Its effects have been slightly reduced, while its production efficiency has been improved.

      - Workload 600 → 500
      - Stamina Decline Rate 20% → 10%

Adjusted the production efficiency of Bat Juice.
    - Workload 450 → 400

Adjusted the number of treatments possible per unit of Medicine.
    - Uses 3 → 4

The placement effect of the Temple of War has been changed as follows.
    - Daily Wage 250 → 350
    - Druid
      Added Additional Damage per Intelligence +1
    - Warrior
      Removed Damage +6
      Added Additional Damage per Strength +1
    - Skirmisher
      Added Additional Damage per Dexterity +1
    - Priestess
      Added Additional Damage per Intelligence +2

The placement effect of the Hall of Guardians has been changed as follows.
    - Guardian
      HP +130 → +180

The placement effect of the Combat Academy has been changed as follows.
    - Hammerrat
      Removed Damage +12
      Added Additional Damage per Strength +2


-💌 Added seeds of plants destroyed by enemy spawn zones to reward chests.
-💌 Added an auto-deployment button for zone exploration to make exploration easier.
-💌 Added a hierarchy UI to the Ratizen Information window.
  - Hierarchies have been added to Ratizen statuses.
-💌 Added tooltip descriptions in the abilities UI of the Ratizen Information window.
-💌 Added a feature to set registration conditions for the Ratizen registry structure.
  - Added 4 new selectable colors for the Ratizen registry structure.
-💌 Added a feature to pre-select crops in the blueprint placement screen of the farm structure.
-💌 Added a feature to purchase/build trap structures from NPCs in the conquest map.

- Adjusted the maximum expansion count of Lizard Colonies from 10 to 12.
- Fixed an issue where leaders were affected by door direction restrictions.
- Removed the "Type" sorting option and added a "Food Recovery Amount" sorting option when selecting resources for exploration.
- Standardized the number of crafting nodes for blacksmith items.
- Replaced the battle BGM in the conquest map with a new BGM track.
- Added unique credit sequences for each victory condition achieved.
- Changed the game save method to a compressed format to reduce file size.
- Ended the beta for Brazilian Portuguese and Spanish localization.
  - Once again, we extend our gratitude to the users who contributed to this effort.


[h2]Bug Fix[/h2]
-💌 Fixed an issue where the Ratizen rank-up effect from the Path of Education milestone was not applied correctly.
-💌 Fixed an issue where the resource quantity limit setting was not copied when applying and copying settings for Storage structures.
-💌 Fixed an issue where reward chests from destroyed enemy bases could not be interacted with due to terrain destruction or flooding.
-💌 Fixed an issue where Ratizens were not using decorative structures like Benches.
-💌 Fixed an issue where Papyrus did not grow properly in winter when using the Rabbit Shrine Skill.
-💌 Fixed an issue where exploration success still resulted in zero displayed resources.
-💌 Fixed an issue where the sorting function in the statistics window did not work correctly for Ratrons.
- Fixed an issue where some sleeping Ratizens did not participate in rebellions.
- Fixed an issue where Ratizens assigned to certain service structures could not properly perform their tasks.