1. Workers & Resources: Soviet Republic
  2. News

Workers & Resources: Soviet Republic News

Horse Update Now Available for the Early Start DLC

Hello Comrades,

Today we are releasing a free update for the Early Start DLC that expands its logistics system in a new direction. The Horses and 1920 Start update brings full horse support across the game and pushes the Early Start DLC further based on your continued support and feedback.

Horses are now integrated into the logistics system across multiple vehicles. Passenger carriages, cement carts, pull behind cranes, and plows all have horse variants. Horses run directly inside the vehicle scripts, so speed and pull load behave as expected, with additional horses increasing performance. A stamina system has also been added so they cannot be pushed endlessly.

To support a fully horse driven setup, we have added the necessary buildings, including horse hospitals, horse construction offices, feeders, stud farms for breeding, and a carpenter’s workshop for producing carriages.

The update is free and live now. Thank you for your continued feedback and support of the Early Start DLC.

We are also planning another DLC for 2026. We think you will be very happy with it, and we will share more details when we are ready.

Check out the latest trailer below.

[previewyoutube][/previewyoutube]
[h3]New Images Approved by the Ministry of Aesthetics[/h3][hr][/hr]Aside from horses finally leaving their stables, we’ve also replaced the old portraits with brand new artwork.


Research icons have been fully reworked with a complete visual overhaul.




Campaign mission images have been updated as well.




Because the quality of these images is much higher than what the game itself requires, we’ve included them in our press kit. Feel free to use them for videos, streams, or other community content.

Merry Christmas from the entire Soviet Republic team to you and all your loyal citizens.

[h2]Detailed changelog:[/h2]

[h3]1.1.1.0[/h3]
  • Added horses with new buildings
  • Added labour halls
  • Added worker-based excavation and terrain flattening when no excavators or bulldozers are available
  • Added 1920 start option
  • Replaced 2D art images (mission images, portraits, research icons)
  • Attempted to fix the issue of universities becoming overcrowded by workers
  • Fixed an issue where bio-waste could not be unloaded under a rare condition (very small amount of fertilizer remaining in the bio-waste storage)
  • Fixed occasional crash on launch
  • Fixed an issue where construction offices outside the range were assigned when construction was re-started
  • Fixed an issue with the loyalty filter when workers were moving into residential buildings
  • Fixed a problem where upgrading footpaths was free (asphalt → brick with lamps)
  • Fixed SFX issue when trams moved from railway track to tram road
  • Added checks when loading saves containing DLC stuff
  • added Ursus A30 trucks,
  • added Skoda 706R trucks,
  • tweaked various MAZ-200 stats,
  • corrected the mass of the Skd 706RTTN refrigerator, D-211 roller and D-150 paver,
  • lowered the pollution of early start heating plants
  • added early nuclear fuel production chain
  • added new textures for ZiS-151 trucks
  • added ZiS-151 logging truck
  • fixed sounds for ZiS trucks
  • added ZiS-150 trucks
  • Re-baked some previews for V3S trucks.
  • Fixed the model for R-2203 van and RF-977 ambulance.
  • fixed ZiS-5 families
  • added 3 old panel houses,
  • locked modern panel houses behind brutalism and modernism
  • YaG texture tweak
  • Sound changes fixing missing early start klaxons and some vanilla car engines
  • added Vetra trolleybuses (part 2)
  • added DKW Meisterklasse, Skoda Tudor, Tatra 600, EMW 340, Citroen 11CV cars,
  • added ZiS-8 bus,
  • added ZiS-5 gravel and concrete trucks
  • added SO Series electric locomotive
  • gaz-67 and ifa f8 ambulance has also been added
  • Fixed zis-155 covered length preventing purchasing this vehicle
  • GAZ AA bread buffed to 1.5 t capacity
  • Russo-Balt T40/65 trucks limited to 1920s, given back historical speed (20km/h)
  • Ya-4 trucks given more variants (Dumper, Concrete mixer, Waste truck)
  • Added T-111 vehicle family
  • Reworked KRS-SM11 bus and added KRS-SL11 bus


[h3]1.1.1.1[/h3]
  • Fixed missing localization strings for vehicles
  • Fixed nuclear factories being displayed twice in the list
  • Ships now correctly display that they can load trains in the vehicle schedule
  • Fixed an issue where it was sometimes possible to duplicate horses when sending a carriage from storage with two or more horses
  • Fixed available years information for the T-111 family


[h3]1.1.1.2[/h3]
  • Fixed replace vehicle problem and crash
  • adjusted a few vehicle availability dates,
  • Zawrat bus is now available for dollars, not for rubles,
  • factories which don't explicitly consume power for production can now also work without power with low efficiency
  • added Essen wagons,
  • added new early start buildings: small food factory, small distillery, another restaurant, theatre, monumental sports hall
  • vehicle availability dates adjustments and fixes
  • added more passenger train stations (modern and early start),
  • modern clinic becomes available at brutalism, not modernism


[h3]1.1.1.3[/h3]
  • Production is now displayed in the building list for production plants
  • Fixed an issue where removing a piece of road, tram, or trolleybus electric connection did not trigger regeneration
  • added Holt 75 bulldozer and tractor
  • added more rail and road gates,
  • added an old nuclear power plant
  • added an old metro station
  • added an old vehicle storage
  • added Skoda 1201
  • Added Fiat 626 and 666 trucks
  • Added GAZ-51 trucks (part 1)
  • added Saurer B-typ trucks (part 1)
  • added rest of T111 family (and T-141 and T-147)


[h3]1.1.1.4[/h3]
  • Fixed a performance issue with the technical office and vehicles (constant pathfinding in case of an error in the road network).
  • Fixed an issue where an excavator or other machinery waiting on construction for transport prevented cranes from entering.
  • Fixed waste production for the stud farm and carpenter workshop.
  • Fixed an issue with dummy storages at the horse workplace and water warnings.
  • Changed the SFX of steam locomotives (separated engine and underlay).
  • Limited the maximum speed of a train to the speed of its slowest locomotive.
  • Fixed animation when towing steam locomotives.

Update 1.1.0.20

[h3]1.1.0.18[/h3]

  • Added various community building's improvements
  • Fixed issue when a train or tram was repaired with an end station connected to the repair shop
  • Fixed automatic tram and trolley brick road connections when the building does not support trolleybuses or trams
  • Fixed Fuel Independence mission when coaling stations are present
  • Fixed issue where brick sewer pipelines did not require the proper slope
  • Removed electronics requirement from older aircraft and plastics requirement from older vehicles
  • Added an old livestock farm
  • Added ZiS-5 trucks (part 1)
  • Increased GAZ AA speed to 70 km/h
  • Reduced GAZ AA garbage truck capacity to 1.5 t
  • Corrected years of availability for P36 locomotive (1952–1974) and Pm3 (introduced in 1939)
  • Updated textures of Skd 3-8T trolleybuses
  • Adjusted GAZ AA balance
  • Moved introduction of Škoda 706 RTO buses to 1956
  • Added YaG trucks with trailers
  • Added a YaG logging truck
  • Updated YaG textures
  • Adjusted YaG balance
  • Added some missing vehicle families
  • Buffed O&K Dampfdrehkran with an extra carriage, more skill, and higher capacity



[h3]1.1.0.19[/h3]

  • Re-introduced back heating to police station to avoid problems with water
  • Fixed an issue where the Technical Office falsely posted a warning about being unable to store waste when container transfers were set as the destination
  • Fixed various issues related to forklifts and trains at cargo stations when using advanced cargo setup
  • Fixed an issue with the United Kingdom map related to terrain flattening
  • Fixed an issue with overlapping "tons" text in the vehicle window in Spanish
  • Fixed an issue where auto-connecting a footpath to panel roads created a brick road instead
  • added Trabi 500 car family (not DLC exclusive),
  • added Ifa F9 car,
  • added ZiS-154 bus and moved ZiS-155 back to 1949,
  • added a brick cement silo,
  • changed YaG sounds,
  • increased Ya-6 passengers to 45,
  • ZiS-5 fixes
  • added an old chemical plant,
  • added old scrapping facilities,
  • children's playgrounds ranges now correctly increase with their sizes
  • added a tiny warehouse,
  • added LODs for YaG trucks for better performance
  • added Tatra T87 car,
  • added an old bus station
  • added an old cement plant,
  • added small metal cement silos,
  • added some more missing vehicle families
  • added Ikarus 30 bus
  • added Zawrat bus,
  • added Vetra VBRh and VA3 trolleybuses,
  • vehicle availability dates adjustments
  • added an old explosives factory,
  • added a small technical university,
  • added Austin Dixi car
  • added ZiS-151 trucks (part 1),
  • added an old prefab factory


[h3]1.1.0.20[/h3]

  • Large Re-balance of trackbuilders
  • Added Ya3 Heavy Steam Railcrane (1934)
  • Br80 track builder was added


You can find detailed list of trackbuilder changes there:
https://steamcommunity.com/app/784150/discussions/0/603041689184030182/

Save 50% on Workers & Resources: Soviet Republic

[p]Attention comrades!

Workers & Resources: Soviet Republic is 50% off as part of the Hooded Horse November Publisher Sale with discounts on its DLC as well.

Turn your city into a rich industrial power with intricate production chains and a fully simulated global economy. Manage every aspect of your citizens’ lives – from education and work to party loyalty and criminal activity. 
[/p][p]Hooded Horse October November Sale[/p][previewyoutube][/previewyoutube][p] [dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Nominate Workers & Resources: Soviet Republic for the Steam Awards

Hello everyone,

The 2025 Steam Awards have begun! Nominations are open, and we’re hoping you’ll support Workers & Resources: Soviet Republic by nominating it in the Labor of Love category.

This past year has been about strengthening the machinery of the republic, one system reinforced after another. The updates and DLC worked their way through the game’s foundations much like a new rail line or power grid, extending outward in steady segments until the broader structure made more sense. Each addition carried its own weight, but together they formed a consistent line of progress that brought the republic closer to the vision players have been building toward.

If you’ve been keeping up with our development updates, you know that we’ve released 10 updates in the last year, including 8 updates, 2 smaller updates, and 2 DLC.

[h3]Early Start and World Maps[/h3][hr][/hr]Earlier this year, we released the Early Start DLC, which pushed the timeline back into the 30s, 40s, and 50s. The work on this update was about grounding the game more firmly in its historical progression.



Vehicles, construction methods, and technologies were reexamined to reflect the limits of the era, and the early decades were rebuilt so they felt coherent rather than compressed. Two new maps, Moscow and St. Petersburg, grew out of that effort, giving players a clearer sense of how a republic takes shape when its foundations are still fragile.

We also released the World Maps DLC that expanded the game with ten new maps shaped by real-world terrain. Their differing resources, borders, and layouts alter the basic logic of how a republic takes form.


[h3]What's Coming Next[/h3][hr][/hr]This year we revisited Early Start, smoothing out its launch issues and expanding the early decades so they felt more grounded. Community feedback shaped most of that work, and it pushed us to take the update further than originally planned.

Horses became the center of that expansion. They now function as their own resource, paired with carriages built in dedicated workshops and supported by new pastures, maintenance facilities, and scrapping buildings. Additional systems such as stamina, customizable breeds, and speed modes round out their role in the early economy.



We also added Labour Halls for more flexible worker assignment and introduced manual excavation for the 1920 start year, allowing terrain work before heavy machinery exists. These improvements are planned for release later this year, and you can read more about them in Community Reports 101 and 102.

Ongoing development for Workers & Resources: Soviet Republic has been a labor of love for us, and we’re always excited to see what our players think of each update.

Most importantly, we want to thank you all for your support throughout the last year of the game’s development. It’s been an honor to watch this community grow and to incorporate your feedback into creating the best game possible.

If you want to show Workers & Resources: Soviet Republic some extra love during the Steam Awards, please click the “Nominate” button that’s part of this post and nominate it for the 2025 Labor of Love award.

Thank you again for supporting Workers & Resources: Soviet Republic!

– The 3Division Team

Report for the Community #102

[p]We’re working on a system where horses are managed as a standalone resource, carriages are produced separately, and new buildings support their lifecycle. Manual excavation and Labour Halls are also planned to enrich not only the early phases of gameplay. Read the full report here[/p][p][/p][p][/p]