Egypt Frontiers – Devlog: Major Gameplay Upgrades & Full Version Sneak Peek 🌄
[h2]Hi everyone! 🏺🕌[/h2]
We’ve got a fresh update packed with new systems, improvements, and a glimpse into where Egypt Frontier is headed. Over the past few weeks, we’ve been focused on refining the core gameplay experience and expanding key systems that define our approach to simulation building in Ancient Egypt.
Our biggest milestone? Introducing worker management – a feature that fundamentally transforms how you build and progress. Alongside it, we’ve polished the player’s interaction with the world, improved animations, and implemented a set of long-requested quality-of-life features. And that’s not all — work on the full version of the game is already bringing deeper production mechanics and strategic logistics.
Here’s what’s new:
[h2]Demo Update Highlights 📶⬆️[/h2]
[h3]Assign Workers to Construction[/h3]
You can now assign your workers to handle construction jobs like scaffolding and temple elements. It’s a big shift that gives you more control, better flow, and brings strategy into building.
[previewyoutube][/previewyoutube]
[h3]Workforce Panel[/h3]
Check which workers are assigned to which stations and what tools they need – all in one clear interface.

[h3]Move Built Structures[/h3]
Built something in the wrong spot? No worries — you can now reposition scaffolds and production buildings without rebuilding them.

[h3]Perk Tier System[/h3]
The perk tree now uses a tiered structure, introducing a smoother sense of progression.

[h3]Cancel Construction Plans[/h3]
Mistakes happen – now you can remove building plans before they’re completed via architect tools.

[h3]Improved Animations[/h3]
We’ve overhauled interaction and hand animations, making player movement feel much more natural.

[h3]Quality of Life Tweaks[/h3]
🔸 Filter in build menu shows items by type
🔸 Added missing sounds for object interactions
⬇️⬇️⬇️
[h2]In the Full Version ⚠️✴️[/h2]
[h3]Resource Production Buildings[/h3]
Construct resource-producing buildings to ramp up supply. Build as many as needed to increase output.

[h3]Pallet-Based Logistics[/h3]
Place pallets to define delivery points for resources — plan smarter and streamline your construction flow.

[previewyoutube][/previewyoutube]
[h3]Building Visibility on the Map[/h3]
All worker buildings now appear on the map for easier spatial planning.
⤵️⤵️⤵️
[h2]Try the Updated Demo ❗️🔅[/h2]
We’d love for both new and returning players to jump back in and see what’s changed. Your feedback shapes the direction of development and helps us focus on what truly matters to you. Share your thoughts — we’re listening. We’ll be releasing new devlogs at the beginning of each month, sharing progress and insight into our work behind the scenes.
Thanks for being part of the journey,
The Egypt Frontier Team
We’ve got a fresh update packed with new systems, improvements, and a glimpse into where Egypt Frontier is headed. Over the past few weeks, we’ve been focused on refining the core gameplay experience and expanding key systems that define our approach to simulation building in Ancient Egypt.
Our biggest milestone? Introducing worker management – a feature that fundamentally transforms how you build and progress. Alongside it, we’ve polished the player’s interaction with the world, improved animations, and implemented a set of long-requested quality-of-life features. And that’s not all — work on the full version of the game is already bringing deeper production mechanics and strategic logistics.
Here’s what’s new:
[h2]Demo Update Highlights 📶⬆️[/h2]
[h3]Assign Workers to Construction[/h3]
You can now assign your workers to handle construction jobs like scaffolding and temple elements. It’s a big shift that gives you more control, better flow, and brings strategy into building.
[previewyoutube][/previewyoutube]
[h3]Workforce Panel[/h3]
Check which workers are assigned to which stations and what tools they need – all in one clear interface.

[h3]Move Built Structures[/h3]
Built something in the wrong spot? No worries — you can now reposition scaffolds and production buildings without rebuilding them.

[h3]Perk Tier System[/h3]
The perk tree now uses a tiered structure, introducing a smoother sense of progression.

[h3]Cancel Construction Plans[/h3]
Mistakes happen – now you can remove building plans before they’re completed via architect tools.

[h3]Improved Animations[/h3]
We’ve overhauled interaction and hand animations, making player movement feel much more natural.

[h3]Quality of Life Tweaks[/h3]
🔸 Filter in build menu shows items by type
🔸 Added missing sounds for object interactions
⬇️⬇️⬇️
[h2]In the Full Version ⚠️✴️[/h2]
[h3]Resource Production Buildings[/h3]
Construct resource-producing buildings to ramp up supply. Build as many as needed to increase output.

[h3]Pallet-Based Logistics[/h3]
Place pallets to define delivery points for resources — plan smarter and streamline your construction flow.

[previewyoutube][/previewyoutube]
[h3]Building Visibility on the Map[/h3]
All worker buildings now appear on the map for easier spatial planning.
⤵️⤵️⤵️
[h2]Try the Updated Demo ❗️🔅[/h2]
We’d love for both new and returning players to jump back in and see what’s changed. Your feedback shapes the direction of development and helps us focus on what truly matters to you. Share your thoughts — we’re listening. We’ll be releasing new devlogs at the beginning of each month, sharing progress and insight into our work behind the scenes.
Thanks for being part of the journey,
The Egypt Frontier Team