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HumanicaNewsDevlog #4 14.01.2026
Community

Devlog #4 14.01.2026

Humanica · published 14 Jan 2026, 17:18 UTC

All newsPlayers around this dateRead on Steam

Hello everyone! The release is approaching, so it's time to share what I've managed to make since the autumn demo festival.

The routine of manually gathering resources was tedious. I added a gatherer hut. Now it will be possible to automate the gathering of food, and not just food. However, each hut will have a specific radius and a limit on one target resource.

A certain optimization of resource search by settlers has been done. Now residents know how to “reserve” stacks in warehouses in advance in order to take or put down resources. Here is an example in the picture: there are three warehouses, each of which is almost full. Settlers will immediately carry wheat to different warehouses because it will not fit in one warehouse. This also works in reverse: if there is only one piece of food in the warehouse, not all residents will rush for it, but only one.

New icons of some resources.

Now there are models and animations of every clothing and armor item!

Updated models and animations for all animals have also been added. Among those changed are: boar, bison, pig, goat, sheep, cow, and chicken.

I made the baskets equipable, now they give +1 slot in the inventory. This should speed up the transportation of resources.

Now you can craft items up to the limit. But to get this opportunity, you must first approve certain laws.

Annual plans are still in progress. Each annual plan is a card, and each card has a specific era (each era has its own color).

Updated the visual of cultivated plants. Now flax fields and orchards will look more pleasant.

I encountered some problems with pathfinding in the engine. Settlers couldn't overcome dead ends if they were very large, and they lacked search depth, which couldn't be changed in any way. So I had to implement my own pathfinding system, but on a larger scale. Now, essentially, the entire space is a graph of connected points. If residents want to go a very long distance, or if they cannot get out of a dead end, they will use the new system. Thus, any point on the map is now reachable if there is at least one path to it.

New log residential houses.

Add the game to the wishlist!

To be continued!

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Major update8 Sep 2026Major Update #15 [0.10.0]: Vertical ConstructionHi everyone, friends! This is the first major update since release! The changes are aimed at expanding vertical construction. Now, with platforms, ladders and the new node buildings, you can raise tall defensive walls or stack several tiers of dwelling huts in your settlement. Or maybe you'd rather have a log castle with towers? A high bridge over a ravine? A multi-level smithy? Let your creati…Game update6 Sep 2026Experimental branch update [0.10.0.d7]Fixed animations for climbing ladders. · Added a “delete all resources” button to the warehouses. · Added a height limit for platforms. You can no longer build more than two platforms on top of each other. · Attacks now occur about half as often. However, the number of enemies during attacks is 1.5 times greater. · Improved the visuals for walls, fences, and foundations. · Improved the construc…Game update31 Aug 2026Experimental branch update [0.10.0.d5]Fixed a bug: sometimes settlers were unable to enter certain warehouses or other buildings. · Added the ability to move the town hall to a different location.