Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Path to ProsperityNewsUpdate 225 – Long Pause, Warehouse Upgrade, and Visible Inventory
In-game event

Update 225 – Long Pause, Warehouse Upgrade, and Visible Inventory

Path to Prosperity · published 20 Mar 2026, 01:08 UTC

All newsPlayers around this dateRead on Steam

Hi everyone,

First of all, my apologies for the LONG time since the last post and update. As I finally found some time to work on the game and post again, I have some balancing changes, a new warehouse model, and a new upgrade to the inventory system I want to talk about.

Starting with the long pause, as I had mentioned last year, I am trying to wrap up a very long-term project, so I have more time to focus on Path to Prosperity. At the end of last year, I spent a lot of time trying to sprint to the finish line with that project, which.. partially worked. Unfortunately, as with most projects, there were unexpected hiccups and issues that ended up taking more time. As a result, things are still not done, and it will take yet longer to finish, meaning that it will take yet longer before I can dedicate my full attention to Path to Prosperity. In good news, however, I have done the lion’s share of the remaining work on the other project, so I will be able to get back to doing a reasonable amount of work on the game development – expect an update and a post maybe once a month or so.

With that out of the way, let's get into what I have done since the last post: I have found a number of balancing issues (now that research is in the game), and I have addressed them as far as possible. For one, players will start off with some more coin, allowing them to build the commander’s residence earlier, or alternatively invest in more economy early on. Additionally, the requirements for the commander’s residence and the general goods store have changed, meaning you can start getting Prosperity points for your research earlier than before.

In addition, I have added a new model for the warehouse (today’s image), which fits in better with the newer models. This felt fairly needed especially since I found myself building warehouses to increase my village’s range more frequently in my last playtest, and putting the old models all over the place felt… out of place.

Finally, with this new warehouse model, I created different models for the amount of inventory in storage:

An empty warehouse inventory

Medium filled warehouse inventory

A full warehouse inventory

These models/inventory states are relevant for a new system I have been tinkering on, connecting the state of the inventory to visible models in the buildings. These visible inventories will come in two “types”, the first, like the warehouse, will simply assess how full the storage is generally, across all goods types in the inventory, and give you a general sense for whether the storage is empty or full. The second type will be present in more dedicated production buildings and linked directly to the input and output inventories – showing you if a building has enough goods to be operating or whether there is a full output inventory that no one is taking care of, without having to even click on the building.

While I have some of this working already, it will be a little while longer before I upload it to the experimental steam branch, as I try to be cautious about any changes to the inventory and logistics system, including cosmetic ones. Any “bad” change I did not foresee can lead to massive performance issues as well as potentially game breaking bugs, so the system will need a lot more testing and improvements for stability before I put it out in the proper game.

Expect an update with the new warehouse model and the balancing changes in the next two weeks (I am travelling with limited internet access), and more frequent posts from now on.

Until next time!

More from Path to Prosperity

Other announcements

All news
In-game event26 Sep 2026Update 229 - Trade Research, Updated TutorialHi everyone, A lot has been going on in terms of development, I just have not gotten around to writing a post about it - until now! Let’s start with the new trade contracts I mentioned in my last post: Those are fully implemented, and after lots of playtesting, they really do make a difference to how the game feels. When I was already producing a lot of something, I was excited to see new contr…In-game event16 Jul 2026Update 228 - Trade and Contract ChangesHi everyone, It’s been difficult to find time to work on the game over the last 2 months, so there was not enough for an update until now - but I am finally at the point where I can give you an insight into the upcoming changes to trade and contracts. So let me talk you through the changes so far, and what I was aiming for at each point: When the game first came out and was focused on quicker m…In-game event15 May 2026Update 227 - New HUD, Settlement Panel, Names, and MoreHi everyone, The last two weeks were very productive, and I decided to do a quick post to talk about some of the changes. One of the changes of the last weeks was a change in the look of the HUD (today’s image). The previous purple with silver borders was a last minute introduction just before the initial release of the game, and I think it was falling a little behind the look of the other elem…