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
Fall of an EmpireNewsPatch 1.256
In-game event

Patch 1.256

Fall of an Empire · published 28 Apr 2026, 11:32 UTC · build 22991783

All newsPlayers around this dateRead on Steam

Hi all, this an update that's a got a bit more background work going on that should help for the next patch which will include the new UI, and ability to play as other characters. The main event here is migrating the game to UE5.7 from 4.27, which has allowed some noticeable visual improvements as shown below - you can see a much better-looking ocean and better lighting on the forests, and the image itself looks sharper and doesn't have the blurry effect the game had on UE4. It also includes a bunch of bugfixes and balance changes.

New Features

Economy Automation

There is a new auto-buy option that fills stockpile shortages before army supplies are handed out. That should stop armies taking attrition just because the faction was briefly missing a resource at the wrong moment.

Auto-sell thresholds and auto-buy settings are saved properly, and trade value now refreshes with monthly income so the ledger stays in sync.

Cities, Coastlines & Map Visuals

Cities should look better and sit more naturally on the map. They now support parks with tree placement, settlement placement snaps more cleanly to the landscape, and city layouts are smaller but denser, so they take up less space while still looking busy.

Walls and palisades have also been cleaned up, including fixes for visible wall gaps and bad scaling. An inner sanctum has been added for larger cities.

The coast gets shoreline waves, kelp, and better ocean materials. Missing Kyrnos assets have been fixed, city walls have been darkened, and army/navy command radius visuals should be clearer.

Custom Military Names

Custom army and navy names are now saved and restored properly. If you rename a formation, it should still be there when you load the campaign again.

Performance & Stability

This update should make the game much less CPU-bound, especially in bigger campaigns.

A lot of repeated work has been cut out of the UI, map modes, settlement glances, income updates, pop unrest, convoys, fog of war, characters, and power blocs. The building browser also spreads out its setup work instead of trying to create everything in one hit, so opening it should feel less harsh.

The result should be fewer frame spikes when moving around the map, less stutter when opening heavy screens, and better performance once the world is full of settlements, characters, armies, navies, and convoys.

Navigation & AI

Sea navigation is now stricter about what is actually water. Sea paths are checked against the map, and the game can build a safer route when a path would otherwise cut across land.

Armies and navies also check whether merge and blockade orders can actually be reached before accepting them. That should mean fewer units getting stuck trying to carry out an impossible order.

UI & Quality of Life

  • Income breakdowns now separate replenishment and construction costs instead of blending them together

  • Policy changes refresh income and expense numbers immediately

  • Commander auto-assignment costs are now charged correctly and split cleanly in expense displays

  • Auto-assignment can now create new army commanders when needed

  • The family tree mouse wheel zoom is much faster

  • Fullscreen resolution switching has been fixed

Balance & Gameplay Changes

  • All buildings have been rebalanced so that upgrading never means losing ability

  • Succession now enforces male-only dynastic heirs consistently across heir designation, sidebar selection, effective heir checks, and ruler death

  • Player succession now looks for real same-dynasty candidates instead of falling back to unrelated courtiers or generated characters

  • Designating an heir is now the reliable way to avoid a succession crisis

  • Game-over checks use dynasty IDs instead of surnames

  • Auto-buy can protect army supply from temporary stockpile gaps

  • Pop unrest calculations have been sped up

Bug Fixes

Military & AI

  • Fixed being unable to update templates after reloading a save

  • Fixed merge and blockade orders being issued when the target could not be reached

  • Fixed AI paths cutting across invalid land routes

  • Fixed navy distance-based visibility and mesh animation overhead

  • Fixed supply loading ignoring military resource capacity

  • Fixed formation template panels using a stale player faction reference

  • Fixed auto-assigned commanders not always charging appointment costs correctly

  • Fixed peacetime AI garrisons being reassigned too aggressively

  • Fixed AI war planning waiting too long after settlement captures

  • Fixed battle hint timing issues pausing the game

Economy & Settlements

  • Fixed packaged tributary income

  • Fixed building modifiers and several tax breakdown issues

  • Fixed income modifier clamps and displayed income totals

  • Fixed resource processing tooltips looking up the wrong resources

  • Fixed policy application not forcing income and expense recalculation immediately

  • Fixed construction blocking lookups missing the right building in some cases

  • Fixed religion share refreshes leaving stale clergy eligible lands

  • Fixed city mesh pool updates so they are faster

  • Fixed city generation running too early during load

  • Fixed generated settlement walls leaving visible gaps

  • Fixed settlement inner sanctum layout issues

Characters, Succession & Game Over

  • Fixed generated characters losing enforced identity data

  • Fixed succession after failed executions

  • Fixed designated heirs not being tracked correctly before ruler death

  • Fixed succession crisis classification after a designated heir takes over

  • Fixed dynasty extinction checks using surnames instead of dynasty IDs

  • Fixed the game over screen not dismissing when loading a game

  • Blocked autosaves, manual saves, and loads after game over or while the player ruler is already dead

  • Fixed Rephsian and Histria character dynasty data

  • Fixed court subordinates failing to populate when the office holder was not set to auto-assign

UI

  • Fixed first-open screen hitches

  • Fixed hidden settlement glance layers still doing unnecessary work

  • Fixed settlement sidebars refreshing inactive tabs

  • Fixed building browser z-ordering, desaturation, and animation edge cases

  • Fixed family tree zoom being far too slow

  • Fixed gold change broadcasts firing when the value had not actually changed, which was slowing the game down

  • Fixed income breakdown rows for construction and replenishment

More from Fall of an Empire

Other announcements

All news
In-game event8 Sep 2026Fall of an Empire is now available on macOSHi all, I've just released a native Apple Silicon version of the game. If you're on a Mac you can download it from Steam the same as Windows. This is Apple Silicon only - M1 and later - on macOS Sonoma (14) or newer, with 16 GB of memory running on Metal. Intel Macs aren't supported unfortunately, I looked at doing both but it would have meant maintaining two Mac builds and I don't own an Intel…Game update3 Sep 2026Beta Patch 2.07 - Economy Work, Bugfixes, RebalancingHi all, New update to the beta branch: I've been working on some bugs and QOL changes to try and get everything working as smoothly as possible before starting on the next DLC. The main features here are a redone economy screen and a change to the resources map mode that makes it easier to see where resources are coming from and going to. Additionally, I've rebalanced the gameplay to make civil…In-game event30 Aug 2026Patch 2.06 - New Buildings, Faction Selection and BugfixesHi all, 2.06 is now ready to go and I've added quite a few more bugfixes and a couple of features vs the beta. The main updates though are QOL changes - I've tried to see as many little places where the game is harder to understand or work with. I've also added a few other things like new unique religious buildings (one per religion) and a 3D faction selection screen. This is going to be very i…