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Roots of Harmony News

Version 1.0.4

- Fixed: invalid memory access. Those errors are hard to reproduce and only your bug reports can help tracking them. Please see the Bug Report section of the forum for more info.

Version 1.0.3

- Added: settings menu to change volume of music and UI, to modify display, and to enable an experimental accessibility mode.

- Fixed: invalid memory access errors. If you encounter more of them, please report in the bug report section of the forum.
- Fixed: thieves and fanatics were not counted in production statistics, as well as shortage/excess of Cruelty, Greed and Knowledge.
- Fixed: the "continue" button would freeze the game if all saves were manually deleted while the game was running.

Version 1.0.2

- Added: overview of disciple's existing essences when hovering the "imbue essence" option.
- Added: DPI awareness.

- Fixed: you could lose your land to a force that is the defender, and not the attacker.
- Fixed: ghosts, thieves, fanatics and arsonists were spawning even if the building was paused.
- Fixed: adjacency bonuses were not properly counted in the resource stats menu.
- Fixed: adjacency bonuses were still given if the building was paused.
- Fixed: dismantling and burning plots were counted as free plots.
- Fixed: it was still possible to auto-investigate with negative Inspiration.
- Fixed: dead factions were not shown as dead in the factions menu.
- Fixed: winning/losing screens didn't have keyboard focus.

- Changed: threat from all empires will now automatically increase every 30 turns.
- Changed: reaching new phases take less time.
- Changed: Skirmisher base damage increased from 10 to 12.
- Changed: resources given by workers are actually given before the building production process starts.
- Changed: removed unresolved battles popup.
- Changed: meditating now makes the disciple "unavailable".
- Changed: a disciple is no longer required to buy a plantation or a mine.
- Changed: invaders will now start at their spawning point, instead of moving during their first turn (and possibly surprising the player).
- Changed: map speed of Giant Boars increased from 1 to 2.
- Changed: winning/losing cooldowns reduced from 10 to 5 turns.

- Various fixes and typos.

Version 1.0.1

- Added loading popups for loading games, passing turns and generating the island.
- Fixes and typos.

Release Day!

For decades, we have fought and we have died over lands we never really owned. Turmoil led us to war, war led us to peace, then peace inevitably led us back to turmoil. We were living one chaotic cycle after another, and we eventually ran out of money. Unable to defend ourselves, we watched the enemy decimating us, but one morning, we finally decided to take our chance. We were only one small group of survivals, a few families struggling to stay alive, but we couldn't just sit there and wait for a certain death, so we ran to the harbour; we took the first boat and we left towards the horizon, where there was still some hope...



Hello everyone!


Today is the release day of my little game Roots Of Harmony. If you fancy a bit of reading and want to take a break for all these horrible graphical games (who needs graphics?), you came to the right place! RoH is not just an interactive fiction, it's a 4X that focuses on resource management and territory control.

Who am I?


Roots of Harmony is my first game. I come from the modding scene, and I've actually started programming with Skyrim in 2011. If you know the game X3, you might be familiar with the mod Mayhem that I've supported for more than 4 years, turning a static management game into a procedural 4X space opera.

What to expect from RoH?


This is a textual turn-based game, kinda old school, kinda geeky, where you play on a retro interface, only with your keyboard and your brain! Here is a list of some of its features:

  • Input / Output production style, with adjacency bonuses. You have 12 resources to manage, on different lands and on different plots, all subject to random modifiers and to the mood of your enemies.
  • Exploration: to achieve your goals, you use disciples. These guys will do everything for you, including digging treasures, crawling into mouldy dungeons, preaching other factions, working in mines, fighting necromancers and drinking beers at the local pub.
  • Improve your disciples: boost them with essences, make them work or meditate, improve their stats and give them special abilities through personal traits.
  • About 200 individual events that occur after each turn. Some are funny, some are philosophical, some are light, some are heavy, but they will all impact your game in a way or another.
  • Evolve your colony through different stages and choose your doctrines. Those doctrines will not only affect events, but also the disciples that will join you and the factions that will declare war on you.
  • Fight your enemies via an auto-battler system that gives you enough strategic choices without being overwhelming.
  • Achieve victory through randomly picked milestones. Victory is never the same from a playthrough to another, giving you opportunities and forcing you into choices you would never have made otherwise.
  • Gameplay-oriented. Because this game is 100% text-based, I've tried to create a solid gameplay by mixing different ideas and finding the right balance of challenges. It's puzzly, but not too much; it's casual, but there is definitely some complexity.


Enjoy, have fun, and let me know what you think!

Guillaume Beaumel - aka Joubarbe (that's French)