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Pompeii: The Legacy News

Pompeii: The Legacy Reaches Its First Major Milestone

[h3]Salve, citizens of Pompeii![/h3][p][/p][p]First of all, thank you!
Thank you for being here from the start, for your feedback, patience, logs, save files, discussions, and encouragement. You’ve genuinely pushed me toward this first major Early Access Milestone, and this update wouldn’t exist without you.[/p][p]During development, some priorities naturally shifted. A few features originally planned for Milestone Two were moved forward and included here, while I focused on delivering more finished buildings, systems, and balance improvements earlier. Because of that, part of the story content I initially planned for this milestone has been slightly delayed, it will arrive around the New Year.[/p][previewyoutube][/previewyoutube][hr][/hr][h2]Major Update v0.600.0 - Patch Notes[/h2][h3]🏛️ Buildings [/h3]
  • [p]Added Armorer[/p]
  • [p]Added Heavy Weapons Yard[/p]
  • [p]Added Jupiter Temple[/p]
  • [p]Added Mars Temple[/p]
  • [p]Balanced construction and production costs for all new buildings[/p]
[hr][/hr][h3]⚙️ Economy & Balance[/h3]
  • [p]Food and Luxury Food hints now correctly indicate when variety is missing (previously incorrect when only one type was consumed)[/p]
  • [p]On Normal difficulty, reduced consumption by 20% for:[/p]
    • [p]Food[/p]
    • [p]Luxury Food[/p]
    • [p]Basic Goods[/p]
    • [p]Luxury Goods[/p]
  • [p]Updated prices for:[/p]
    • [p]Fences[/p]
    • [p]Several decorations and Scroll production building[/p]
    • [p]All entertainment buildings, Shrines and temples[/p]
    • [p]Rose Garden, farms and Saltworks[/p]
    • [p]Iron Mine and Marble Quarry[/p]
    • [p]Domus[/p]
  • [p]Stone Road construction now deducts the cost of Gravel Road when built on top of it[/p]
  • [p]Road construction costs are now correctly displayed in tooltips[/p]
  • [p]Default Trade Target Quantity reduced from 10,000 to 3,000[/p]
[hr][/hr][h3]⚙️ Research Additions[/h3]
  • [p]Added Skilled Carpenters - Increases Carpenter’s Workshop production by 10\[PERCENT][/p]
  • [p]Added Advanced Luxury Food - Increases Luxury Food production by 10\[PERCENT][/p]
  • [p]Added Urban Tax Reform - Each Insula and Domus generates +1 Denarii per week[/p]
  • [p]Wildwood Collector - 10% increase wood production in the Forester’s Camp[/p]
[hr][/hr][h3]⚙️ Citizens & Pathfinding[/h3]
  • [p]Citizens now prefer walking on roads in most cases (Note: on old saves, some cached data may still behave incorrectly - unfortunately this cannot always be fixed retroactively.)[/p]
  • [p]Slaves will not leave the city until you have at least 2 houses[/p]
  • [p]Plebeians will not leave until you have at least 1 Insula[/p]
[hr][/hr][h3]⚙️ UI, UX & Gameplay Improvements[/h3]
  • [p]Dialogue arrows now work correctly - you can move forward and backward through dialogue[/p]
  • [p]Added a Pause button to the dialogue panel[/p]
  • [p]Model Quality now affects the visibility of CS workers inside buildings[/p]
  • [p]Research position resets correctly when starting a New Game[/p]
  • [p]Fixed an issue where seasons did not reset correctly when starting a New Game[/p]
[hr][/hr][h3]🏛️ Shrines & Temples[/h3]
  • [p]Fixed an issue where moving a Shrine would keep houses bound from its previous position - Shrines now correctly bind to houses in their new area of effect[/p]
  • [p]If citizen health is declining:[/p]
    • [p]A warning now correctly appears[/p]
    • [p]An icon is shown above affected houses[/p]
[hr][/hr][h3]⚙️ Visuals, Audio & Optimisation[/h3]
  • [p]Optimised numerous textures[/p]
  • [p]Fixed several texture issues[/p]
  • [p]Optimised several models[/p]
  • [p]Improved shading on multiple buildings and added CS workers to them[/p]
  • [p]Fixed multiple warning messages in logs[/p]
  • [p]Improved log output clarity in several places[/p]
  • [p]Fixed oversaturated colors in windy sunny weather[/p]
  • [p]Added new ambient sounds (wheat fields, cats in the Hunting Camp, and more)[/p]
[hr][/hr][h3]⚙️ Customization[/h3]
  • [p]Added new family coats of arms[/p]
[hr][/hr][h2]What’s Next?[/h2][p]Once the next chunk of story content is added after the New Year, I’ll shift focus to deep optimisation and visual improvements across the entire game. After that, combat will be introduced, and it will remain optional, allowing players to choose their preferred playstyle.[/p][p]Once again, thank you for your continued support. This milestone is a big step forward, and there’s much more to come.[/p][p]Zeljko
Siscia Games solo dev team[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Patch v0.512.3 is live!

[h3]Salve, citizens of Pompeii!
[/h3][p]As promised, here comes another small patch. Thank you all once again for your support, feedback, and patience.
This isn’t the final optimisation pass yet, but rather an important step to ensure that several performance-related options actually work as intended and give at least a bit of improvement on a wide range of hardware.

Patch v0.512.3
[/p]
  • [p]Model Quality now properly affects the number of polygons being rendered (older GPUs may see a noticeable FPS improvement).[/p]
  • [p]Texture Quality now adjusts how much GPU memory textures use. (This option must be set before loading a map; otherwise changes take effect after restarting the game.)[/p]
  • [p]Optimised several dozen models and textures.[/p]
  • [p]Fixed shadow rendering issues on certain models such as Jupiter Shrine, Bee Farm, and others.[/p]
  • [p]Roads were not correctly applying movement speed bonuses; this is now fixed. The correct speed increases are:[/p]
    • [p]Dirt Road: +10%[/p]
    • [p]Gravel Road: +20%[/p]
    • [p]Stone Road: +30%[/p]
[p]And once again, a reminder:[/p][h3]A major update is coming in about two weeks![/h3]

New Update & Full Release Date

[h2]Pompeii: The Legacy — New Update & Full Release Date[/h2][p]Greetings, citizens of Pompeii, and thank you for continuing to build this great city with me.
Your support, feedback and patience shape this game every single day.[/p][p][/p][hr][/hr][p][/p][h2]🛠 Full Release Target — March 2026[/h2][p]Pompeii: The Legacy is steadily moving toward full launch, and Early Access development is advancing at full speed. The current roadmap aims for completion of all core features and full campaign content by the end of March 2026.[/p][p]Full release will not be the end, just the end of Chapter I.
After 1.0, I plan to continue supporting and expanding the game with:[/p][p]🎮 Controller & Steam Deck support
🛠 Official modding support[/p][p][/p][previewyoutube][/previewyoutube][p][/p][hr][/hr][p][/p][h2]Today's Update — v0.512.1 Patch Notes[/h2][p]This one took a bit longer to prepare, but it brings a lot of improvements:[/p][p]Gameplay & UI[/p]
  • [p]Fixed wrong icon showing instead of Religion need indicator[/p]
  • [p]Prevented possible crash when exiting the game[/p]
  • [p]You cannot upgrade an Insula without having Tools[/p]
  • [p]Research windows now remembers its scroll position (after load)[/p]
  • [p]Adjusted construction costs of Bathhouse, Apothecary House, Theatre, Arena, and Circus[/p]
  • [p]Denarii tooltip now shows more accurate Denarii value[/p]
  • [p]Fixed laws that were not applying properly[/p]
[p]Performance & Behaviour[/p]
  • [p]Polished worker handling in large cities[/p]
  • [p]Improved tax calculation performance[/p]
  • [p]Optimized several dozen textures[/p]
[p]Buildings, Audio & Effects[/p]
  • [p]Sound emitters now move correctly with buildings[/p]
  • [p]Smoke added to Baker and Dish Factory[/p]
  • [p]Sheep & pigs sound less frequently and more naturally[/p]
  • [p]Many new building sound effects added:[/p]
    • [p]Sawmill[/p]
    • [p]Reservoir + Water Pump[/p]
    • [p]Quarry / Marble Mine / Iron Mine[/p]
    • [p]Clay + Sand Pits[/p]
    • [p]Pottery / Glassworks / Blacksmith[/p]
    • [p]Charcoal Burner / Carpenter / Brickworks[/p]
    • [p]Rose Garden[/p]
    • [p]Fighting Ring / Martial Arts School[/p]
    • [p]Neptune Temple[/p]
    • [p]Bathhouse[/p]
    • [p]School[/p]
    • [p]Market[/p][p][/p]
[hr][/hr][h2]
Next Milestone — Coming in 2 Weeks[/h2][p]The next update will bring the first major milestone of Early Access, including:[/p][p]✔ Significant balance improvements
✔ New buildings & gameplay systems
✔ Continued campaign progression
✔ UI & quality-of-life upgrades + general refinement[/p][p][/p][hr][/hr][p][/p][p]Thank you once again for playing, for reporting bugs, for pushing me to improve, and for believing in what this game can become. I will keep working, creating, and building Pompeii with you step by step.[/p][p][/p][p]Ave, citizens, and onwards to glory.[/p]

Nominate Pompeii The Legacy in the Steam Awards!

[h2]Pompeii: The Legacy — Nominated for Steam Awards![/h2][p][/p][p]Hello everyone,[/p][p]Thank you all for supporting Pompeii: The Legacy through Early Access.
If you’re enjoying the challenge, the management depth, and the feeling of rebuilding Pompeii against all odds, you can help us in a very meaningful way today.[/p][p][/p][h3]Vote for Pompeii: The Legacy in[/h3][p]Best Game You Suck At - this is the game that rewards persistence, and is not for the faint of heart. It’s the toughest game we’ve ever loved.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Your vote would mean the world, every click helps more players discover Pompeii and strengthens the development as we move toward full release.[/p][p]
Thank you sincerely for being part of this journey.[/p][p]Ave, citizens, and onward we build![/p]

From Storage to Shrines: A Core Systems Upgrade

[h2]Greetings, citizens of Pompeii![/h2][p]
Thank you all for playing, supporting, and helping me shape Pompeii: The Legacy every day. Your suggestions make a huge difference, and this update brings several important improvements based directly on your feedback.[/p][hr][/hr][p][/p][h2]Patch Notes — v0.511.6[/h2][h3]Storage & Resources[/h3]
  • [p]Improved storage behavior: when warehouses are full, the game now prioritizes critical resources (wood, stone, food, etc.) instead of adding resources that are already overstocked.[/p]
  • [p]Fixed rare issue where an overloaded warehouse could stall production chains.[/p]
[h3]Religion & Shrines[/h3]
  • [p]Overhauled religious feelings: citizens now correctly gain and lose religion influence depending on shrine/temple coverage.[/p]
  • [p]Sacrifice system redesigned, different Shrines and Temples now request and accept specific resource offerings.[/p]
  • [p]Selecting a Shrine or Temple now displays influence lines showing which houses and buildings are affected.[/p]
  • [p]Added various positive buffs granted by successful Sacrifices.[/p]
[h3]New Audio[/h3]
  • [p]Added upgrade sound effects for:[/p]
    • [p]Houses[/p]
    • [p]All building types[/p]
    • [p]Shrines and Temples[/p]
  • [p]Added a Sacrifice sound effect.[/p]
[h3]City Life & Buildings[/h3]
  • [p]Street Stage now includes an active worker (Actor).[/p]
  • [p]Fixed incorrect data displayed on Temple UI panels.[/p]
[h3]Ships & Boats[/h3]
  • [p]Polished several small bugs related to boat and ship movement behavior.[/p]
[h3]Stability & Debugging[/h3]
  • [p]Fixed a rare crash that could occur in the late game.[/p]
  • [p]Improved debug logging to make it easier to detect issues with large cities.[/p]
[hr][/hr][p][/p][h2]Next Steps[/h2][p]The upcoming updates will focus on:[/p]
  • [p]Education & Aesthetics – expanding these feelings with new mechanics.[/p]
  • [p]Campaign Progress – continuing the story toward the first EA milestone.[/p][p][/p]
[hr][/hr][p][/p][p]Thank you again for all the support, every message, save file, bug report, and idea helps me improve the game.[/p]