1. Eco
  2. News

Eco News

Roadmap to Eco 1.0

Good day Eco Citizens!

With our biggest update ever - ‘Eco 10’ - out the door, it’s time to set our eyes on the next big milestone: Eco V1, exiting Early Access!

Early Access has been an amazing way to develop this experimental new genre of a living government/economy/ecosystem mashed together and run by real people, we’ve got so much great feedback from the community, as well as funding to let us build out the extent of our vision. Now, with the bulk of features added (minus a couple big ones coming this year), we plan to spend the year building and then exit Early Access at the end of the year/beginning of next year.

To achieve this, we have a ton of work to do over the course of the year, and we have set a roadmap based heavily on player feedback. Our goal with V1 is to produce a highly polished, performant, accessible, and long-lasting gameplay experience. This means that we are putting the focus on improving and polishing existing systems rather than introducing new ones. We’ve based this decision on player surveys and stats from reviews, and the results were a clear mandate: make what we have more polished, and smooth it all out.

From that we’ve compiled a roadmap of what we hope to achieve, which can be divided into several main categories:

[h2]Bugs and Performance[/h2]
Top focus is fixing anything and everything that annoys the player and delivering a highly performant build at v1. We’re focusing on user feedback from reviews and surveys and user-study sessions to set our priorities here.

[h2]Professions[/h2]
  • More Professions. We intend to flesh out professions with lots more options to choose from and paths to take within those skills, to create a greater spread of possible careers, thus creating more ‘niches’ for players to specialize in and become valuable members of their community. We will scale this with collaboration settings so that small servers can still cover everything needed.
  • Infinite star spend. Right now, there comes a point when you’ve spent all the stars you can, and thus the need for high-tier food and homes dries up. By V1, we will have added many more ways to spend stars, such that there will always be a need for stars no matter how developed your society is, and thus there will always be demand for these core professions. Part of this will be the ability to spend stars on talents (the upgrade choices you get as you level up), with branching paths that you have to choose creating further niches driving more collaboration, as well as spending stars on objects to upgrade them.
  • Maintenance. Everything will wear down and, if not maintained, break over time. This creates a constant need on professions to supply parts and perform repairs on these objects, preventing professions from going obsolete when all the needed objects are produced.
  • More upgrades. One of the best ways to prevent that feeling of grind is to have continuous upgrades in your ability to do things. That means you will only be digging with a shovel/swinging a pickaxe for a short time before you get upgraded tools and vehicles that make this action obsolete and allow collecting much more resources with much less effort. We will be analyzing every profession to ensure that upgrades in abilities become available frequently, which we believe will greatly reduce any feeling of grind. One example we intend to produce is explosives for mining, allowing much greater bulk collection of ore.


[h2]Ecosystem Impact[/h2]
For V1, we want to make interacting with the ecosystem much deeper and more impactful:

  • Garbage. All crafting will create garbage, which must be dealt with by putting into trash containers, which can then be picked up by a trash service run by your settlement, funded perhaps from tax dollars. If garbage is left out, or left in a trash can too long, it will begin to pollute the environment. This creates a mechanic that will both impact ecosystem and economy (trash collection and funding for it).
  • Oil Spills. Connected to the maintenance task above, we will add the possibility of pipes to burst when not maintained, and for vehicle transport of oil or other pollutants to spill when driving on unmaintained roads or with an unmaintained vehicle. This creates a scalable difficulty for major disasters, as oil spills which will have a disastrous impact on the environment and require a lot of work to clean up. We’ll also make tainted water affect any housing systems that rely on it.
  • Challenges Beyond the Meteor. We plan to add more end-game disasters and challenges beyond the meteor, challenges that will arise and face society over time. We’ll be deciding on what to target and designing it out with citizen input over the year.


[h2]Accessibility and Learning Curve[/h2]
This is about making the game easy to jump into, flattening the learning curve so you can interact in rich and interesting ways without having to understand a lot of complex mechanics. It's also about making the game have deeper ‘emotions’: representing the beauty of the natural and man-made worlds, taking care of animals, and general coziness that makes it very comfortable to spend time in. Additions include:

  • Animal Husbandry. This will be our marquee launch feature, which will include raising animals for meat, milk, eggs, and wool, as well as pets, which will give a home bonus. All animals in general will get an upgrade as well, making their pathfinding and behaviors highly polished.
  • New User Experience polish. Making the initial flow for new users through the tutorial and connecting to a community seamless and fun. We’re doing user studies on new players to see the sticking points and address them.
  • Outdoor Housing Decoration. Adding a new scoring category for outdoor land, so that you can decorate your space beautifully and get rewarded for it, making for quaint and pretty villages.
  • Off-grid placement. Some items will be able to be placed on surfaces off-grid, i.e. setting objects on tables and shelves, to decorate your space in greater detail. It will also allow hosting dinner parties with placed food, which can have a cultural reward.
  • Canny-voted items. We’ve integrated a system called Canny that allows citizens to propose and vote on what they believe are the important issues for them here. We’ll be tracking this and fixing top-voted items continuously, especially ones that are low effort + high impact. Feel free to hop in and make suggestions and vote on existing ones.
  • Expanded culture system. With Eco 10 we introduced the culture system, which allows you to earn points for creative works. We plan to expand into other systems and deepen its impact on the game, as it serves for a great evergreen goal.


It’s worth noting that once we do exit Early Access, things will not slow down, in fact they will likely speed up, as we have lots more plans we want to do after that. (Trains for example will be a big one post v1, which was neck and neck with Animal Husbandry as the marquee feature, but we decided it’s better to stay focused on just one of the two and so will make Trains in an early update post v1).

So stay tuned, tons more to come and it’s going to be an exciting year!

Hotfix 10.1.4 released!

Hey Citizens,
we have just released Hotfix 10.1.4 to address the following issues:

[h3]Civics:[/h3]
  • Fixed: In specific circumstances annexation didn't work due not consuming the necessary resources.
  • Fixed: When a bank account on a bank was destroyed due to the linked settlement dissolving, its owner received double the amount of currency they had on the bank account to their personal account.
  • Fixed: Joining a settlement by placing a homestead with the respective option enabled was not possible when foreign property ownership was disallowed in the immigration policy.
  • Improved: When a deed has more claimed plots than claim papers supporting them, there is now a timer counting down before unsupported plots will be removed.
  • Improved: The error notification when an annexation fails due to not consuming the necessary resources was made more helpful.

[h3]General:[/h3]
  • Fixed: The main menu wasn't displayed when the last joined server / local world was invalid.
  • Fixed: For users of the french and spanish language (and potentially others) spawn points on the map weren't displayed by default.
  • Fixed: A potential issue that could lead to a black circle overlaying the UI.
  • Fixed: The dev flood tool didn't work correctly when trying to add or remove a layer on the top of a body of water.
  • Fixed: When breaking aqueducts or pipes the game could create water source blocks that were unremovable.
  • Improved: The dev flood tool can now remove all connected water, this action is potentially dangerous and requires confirmation in a popup.
  • Improved: Multiple small improvements to aqueducts, making it easier to build and use them. (More changes coming in the future)

[h3]Interaction:[/h3]
  • Fixed: Vehicles on a barge wouldn't get locked when the driver is still in the vehicle.
  • Fixed: Vehicles on a barge could get locked in a flying position.
  • Fixed: Vehicles could stay locked on a barge even after the ramp was opened.
  • Fixed: Multiple issues with collisions at the ramp of barges.
  • Fixed: Claiming via the map didn't work correctly for unfounded settlements.
  • Fixed: Claim papers and stakes could be taken from a town foundation without authorization when swapping them while already having any type of claim papers or stakes in the inventory.
  • Fixed: An issue with the hammer that allowed to rapidly click without limitations at a storage.

[h3]Server:[/h3]
  • Fixed: An issue that could cause a server crash and subsequent inability to start the server related to crafting fees.
  • Fixed: An issue that could cause server crash and subsequent removal of all currently running work orders.
  • Fixed: Several issues that could potentially lead to server crashes.
  • Fixed: The /unclaim command didn't work when the linked deed had residents.
  • Fixed: Civics.eco.template was not reflecting the prolongued civic invalidity timer of 60 minutes from Update 10.1. (Make sure to adjust the config of your server if you have a Civics.eco and want to make use of this change)

Hotfix 10.1.3 released!

Hey Citizens,
we have just released Hotfix 10.1.3 to address the following issues:

[h3]General:[/h3]
  • Fixed: The crane was causing a client crash when used to pick items up from a storage and could afterwards no longer be removed from the world due to that causing another crash
  • Fixed: Elevators didn't function reliably with vehicles, them sometimes getting stuck or falling through them
  • Fixed: The Twitch plugin sometimes claimed it is disabled on the server, despite it was enabled
  • Fixed: After using /ownit on a vehicle, players authorized on it could no longer be reliably removed
  • Fixed: An issue that could lead to a server crash when the water of a pipe was flowing into a different chunk
  • Fixed: A rare issue that could lead to a server crash and corrupt the savegame, preventing the start of the server
  • Fixed: Memory required only during server connection wasn't freed after the connection finished

[h3]Civics:[/h3]
  • Fixed: Setting wages on demographics and titles did not correctly setup the recurring transfers for the wage, preventing them from being paid out
  • Fixed: When many property changes occured, the annexation table was unable to reliably show a selection of annexable settlements and too many notifications were triggered
  • Fixed: An issue that could lead to the reputation given by a law to be extremely higher than the set value
  • Fixed: Adding a constitutional amendment under specific circumstances could lead to a client disconnect
  • Improved: Buy orders for Homestead support papers and settlement papers can now specify their origin to be "Any settlement", making acquiring of homestead support papers easier

[h3]UI:[/h3]
  • Improved: Hovering over items in the work order bar at a work table will show the tooltip for that specific item again, instead of the general tooltip of the work order bar
  • Improved: The game will now show separate informational error dialogues when connection to steam backend servers or our own was not possible when it was started

Hotfix 10.1.2 released!

Hey Citizens,
we have just released Hotfix 10.1.2 to address the following issues:

[h3]General:[/h3]
  • Fixed: An issue related to claim papers that could lead to a crashloop on servers
  • Fixed: An issue related to constitutions that could lead to a crashloop on servers
  • Fixed: An issue that made it possible to unlink claim stakes and papers from their settlements, allowing to use them anywhere

[h3]Civics:[/h3]
  • Fixed: Appointed titles wouldn't always correctly consider the holders of member titles as occupants
  • Improved: Annexation notifications due to culture were still triggering too often, they will now only trigger when a culture value higher than the so far highest achieved value was reached

[h3]Interaction:[/h3]
  • Fixed: Vehicles driven onto barges couldn't be driven off them anymore
  • Fixed: Right clicking to deposit resources into a storage one is only authorized on didn't work

[h3]UI:[/h3]
  • Fixed: Eating animations for some foods showed pink particles
  • Fixed: Hovering over contracts in the economy viewer did not display the expected tooltip
  • Fixed: Hovering over items in a "Put items into container" clause of a contract did not display the expected tooltip

Hotfix 10.1.1 released!

Hey Citizens,
we have just released Hotfix 10.1.1 to address the following issues:

  • Fixed: An issue that prevented some players to join some servers
  • Fixed: Even miniscule changes in culture triggered notifications for annexations, leading to spam
  • Fixed: The /unstuck command didn't work correctly when used while being on a boat on the ocean
  • Fixed: Vehicles that were parked on a deed were put into void storage when its owner was removed from residency of that deed