Summa Expeditionis Ā· published Ā· build 23837643
Salve, centurion
The new Summa Expeditionis update is now available. Today we set sail for Greece with our first major campaign since Hispania and our biggest update since version 1.0 launched in May 2026.
Over the past few weeks, weāve been showing you what weāve been working on. Now you can play it: a new campaign in Greece, another in Italy to help you learn the ropes, new dialogue and character relationship systems, more camp management tools, performance improvements, polish, and bug fixes.
Your arrival on the Greek coast begins with a shipwreck. Before you can carry out Romeās orders, youāll need to find and rescue the survivors of your expedition.
Thatās how the new campaign begins, set during the Mithridatic Wars. After the mountains of northern Hispania, youāll discover more open terrain, coastlines, and rivers, along with new Mediterranean biomes, plants, and wildlife. We shared a first look in our first development diary.
Youāll also encounter new factions with their own missions and equipment. Macedonia and Athens will oppose Rome, the Aetolians will fight alongside you, and Sparta will remain neutral. Youāll need to get to know the land and its people to see your expedition through.
This update also introduces a campaign in Italy that serves as a tutorial.
If youāre new to Summa Expeditionis, this is where you can get familiar with the gameās mechanics and learn to lead your expedition step by step. If you havenāt played in a while, itās also a good chance to refresh your memory before setting sail for Greece.
Both new maps are available in sandbox mode. If you prefer to build, explore, and manage your camp at your own pace, you can now choose Greece or Italy for your next playthrough.
This update introduces the new dialogue and character relationship systems. Weāve been looking forward to adding these features and giving you more ways to interact with the people who share your expedition.
Weād love to hear what you think once youāve spent a few days in camp.
Weāve also added new tools to help you keep track of your expedition:
A Task Management menu to review work in progress, queued tasks, and problems slowing down production.
A Quartermaster screen that brings together information about resources, equipment, and storage.
Commentarii, a log of events in your camp.
The ability to relocate your camp, with all the preparations and risks that come with the move.
You can revisit these additions in our development update on camp management.
Alongside all this, the update includes general gameplay improvements, performance optimizations, polish, and bug fixes. Weāve continued working on the overall experience while building the new campaigns, and your feedback and reports have been a big help throughout.
Thank you for playing, for telling us what works and what causes trouble, and for joining us on the journey from Hispania to here. We hope you enjoy this update. Let us know how you get on in Greece, show us your new camps, and keep sharing your suggestions on Steam and Discord.
Roma Victrix!
⢠New campaign, your introduction to the game: Cisalpine Gaul, fighting alongside Octavian and the Senate against Mark Antonyās legions. River plains crossed by the Po and its tributaries, with forests. It appears first in the campaign selector and is selected by default.
⢠Four legions: Legio Martia, IV Macedonica, and the detachments of Hirtius and Pansa. Each has its own history, opening narration, and auxiliaries (Illyrians, Greeks, or both).
⢠A prologue on the march: a narration over a black screen that changes depending on your legion. Then you march in column with two contubernia, loaded mules, and war dogs while the signifer gives you advice, until you reach the river and establish the camp.
⢠Four more episodes that teach you through play:
⦠Setting up camp: get an axe, fell a tree, and cut your first log.
⦠Getting to work: all the basic trades in sequence. Carry logs, saw wood, weave esparto grass, mine and dress stone, make molds and cast metal, dig clay, fire your canteen, fill your jug at the river, eat, drink, and sleep.
⦠The burden of command: you are given a contubernium. Learn to have your men follow you, recruit at an allied camp, and raze an enemy camp.
⦠The standard: carry the standard, assign trades (gatherer, woodcutter, stonemason, hunter), and fill the guard posts. Once finished, you can keep playing in that camp.
⢠A frustration-free start: the buildings in the starting camp finish themselves during the first few minutes. If nearby rocks, clay, or tools are missing, the mission places them and marks them on your radar. There is no wildlife during the march, and raids take a while to arrive. If you stray from camp, your character thinks better of it and returns.
⢠The interface opens up gradually: in Mutina, the HUD starts almost empty, and each menu appears when the mission introduces it: the radar when you pick up the axe, crafting when you saw wood, the wheel when you eat, and the contubernium when you receive command. Everything unlocks at the end.
⢠New campaign in Greece: Sullaās war against Mithridates of Pontus, in Boeotia. The gulf coast features beaches and cliffs, olive groves, dryland fields, the forests of Cithaeron, and mountains, along with the Asopus River and the sea. Macedonian, Athenian, Spartan, and Aetolian towns are divided between enemies, neutrals, and allies.
⢠Sullana and Fimbriana legions: each has its own history, opening, and auxiliaries. The letters containing your orders change depending on your legion and are signed by a named legate.
⢠Prologue āOn the shores of the gulfā: your transport ship is wrecked. You wake up on the beach, rescue the survivors, recover the standard, pitch the command tent, and make contact with the legion, which promotes you to Signifer.
⢠Six main episodes:
⦠Clear the coast: withstand an assault and take down two enemy camps on the shore.
⦠Ford the Asopus: follow the river upstream to the only passable ford and defeat its guards.
⦠The Macedonian army: cross the ford with a contingent from the legion and charge the Macedonian line from the flank in a pitched battle. Then establish a bridgehead on the other side.
⦠The oracle: capture a sanctuary the enemy is using as a lookout post and speak to the oracle.
⦠The winter of Athens: logistics for the siege. Gather grain and wood and escort a column of mules.
⦠Chaeronea: take your place in the line during a large pitched battle in two waves, first light troops and then the phalanx.
⢠From Signifer to Centurion: each key episode promotes you, raises your campās level, and gives you another contubernium.
⢠Four side missions:
⦠Those who want to join: a group of Thessalian peltasts asks to join your century.
⦠The burned olive grove: drive a band of deserters out of a farm.
⦠Water for the village: a non-combat mission to help a starving village.
⦠The undecided archon: liberate a village and gain an allied polis for Rome.
⢠Guided HUD tours: the screen darkens and highlights each part with an explanation. Health, stamina, needs, quick actions, equipment, and objectives. The radar, with the Roman date and time (Kalends, Nones, Ides, night watches) and cardinal directions in Latin. The action wheel, contubernium orders, and its HUD corner.
⢠Crafting and building menu tours: explain filters, recipes, variants, queues, requirements, and placement directly within the open menu.
⢠Task View: a new tab in the camp menu showing pending and ongoing work by trade, and who is doing it. You can stop or enable each type of work, give it priority, and prioritize buildings under construction. It also warns of problems: missing tools, full storage, no water, nowhere to rest, missing workers of a trade, missing crafting materials, or livestock without a pen.
⢠Quartermaster: choose how much of each resource to produce (Always, Until full, Up to X units, or Never), and workshops stop making what is not needed. Includes search, filters, storage occupancy, and a button that marks each resourceās location on the radar.
⢠Relocate camp: dismantle your camp and set it up again wherever you choose, even with a different orientation. Buildings, storage, men, and animals all move with it. Distance costs marching days, morale, and possible casualties, and you can see the estimated cost before giving the order.
⢠Call to combat: a new state alongside alert. Only combatants respond, equipping themselves and forming up with you while servants keep working. This column follows you anywhere.
⢠Autonomous mode: use the action wheel to hand over control of your character until you press Esc. In camp, your character follows the schedule and picks up work; outside, they gather, return to rest or unload, and even attack a weak camp if accompanied by an escort. An on-screen notice tells you what they are doing.
⢠Conversation groups: in their free time, soldiers gather in groups of up to four, look at one another, and take turns speaking with bubbles and gestures. There are ten topics: home, food, gods, war, work, weather, officers, pay, gossip, and the foreign land.
⢠Friendships and rivalries: each conversation brings its participants closer or pushes them apart, and sharing a contubernium helps. Each soldierās entry in the contubernium screen shows how well they fit in and their relationships, from Hostile to Brotherly. Being āIsolatedā or āExcludedā affects morale.
⢠Comments while working: woodcutters, stonemasons, hunters, craftsmen, gatherers, and servants say lines related to their trade while they work.
⢠Dialogue bubbles: what characters say appears above their heads without stopping the game. The text starts in Latin and automatically translates word by word. Off-screen mission calls appear at the edge of the screen with an arrow.
⢠Lively places: people at temples, villages, farms, and markets comment on their surroundings, and merchants call out their wares when you pass nearby.
Everything in this section is disabled by default. It can be enabled under Options ā Game ā Conversations, runs on your own computer without sending anything outside it, and requires a model download (around 4.7 GB) the first time.
⢠The Lar, your adviser: a Lar appears in the Camp and Building menus. You can ask it anything about your game (camp, contubernium, building, seasons, survival), and it answers using your actual game data. With your permission, it can also change task priorities, production settings, or the campās state, and always asks first (āAllow / Noā). It remembers the conversation for each save.
⢠The Lar on your phone: enable remote control, scan the QR code, and chat with the adviser from your phone or another computer on your home network.
⢠Speak freely: dialogues include a ā(Speak freely)ā option. Write whatever you want, and the character responds in their own way. If you return that same day, you pick up where you left off, and they remember what they think of you.
⢠AI-generated conversations between soldiers: nearby groups hold actual conversations instead of repeating written lines. If the AI cannot keep up, they return to the usual lines without interrupting the conversation.
⢠Everything under control: before downloading, the game tells you whether your computer can handle it and whether there is enough disk space. The download can be paused and resumed. You can choose how much memory the model uses, erase what characters remember about you, or copy a report to help report problems.
⢠Your campās history, day by day: a new tab in the camp menu records deaths and their causes, recruits, promotions, raids and battles with their casualties, completed buildings, livestock, shortages, reinforcements, and changes of season. Each entry opens a details panel showing when, where, who, and why.
⢠Filters: Milites (the men), Castra (the camp), Bellum (war), Animalia (the beasts), and Orbis (the world).
⢠Historiae: short accounts that summarize each month based on what happened in your game, such as āA hard month,ā āFirst blood,ā or āDays of siege.ā
⢠Missing men and rumors: the chronicle only knows what the camp knows. If a soldier dies far away without witnesses, the first entry says they ādid not report for roll call.ā Conversation groups then speculate, and may be wrong, until the remains are found or the soldier is presumed dead.
⢠Diplomacy: changes in relations with other peoples are recorded.
⢠Four Greek civilizations: Macedonians, Athenians, Spartans, and Aetolians. Each has its own trait with advantages and drawbacks (Sparta gains morale and spear proficiency but loses culture), its own names, and its own recruitment costs: Sparta asks for iron and leather, Athens for olives, fish, and wool, Macedonia for grain and metal, and Aetolia for hides, meat, and salt.
⢠Greek dialogues: distinct greetings for allies and neutrals. You can ask allies to follow you and ask neutrals their price for joining the legion.
⢠New campaign factions: around 40 Greek factions for Mithridates (Lacedaemonians, Thebans, Piraeus Garrison, Taxilesā Phalanxā¦) and the legions of the War of Mutina. Legio IIII is renamed Legio IIII Macedonica.
Greek buildings unlock when you have soldiers of the corresponding people in your camp.
⢠Greek tents and pavilions: six Hellenic shelters across two tiers, with weapon racks that only accept Hellenic equipment.
⢠Greek houses: spacious house, large house, and a house on a raised base with a porch and external staircase.
⢠Athens: Athenian Oikos (a home with a courtyard well), Stoa, and Athenian Warehouse.
⢠Sparta: Syssition (communal dining hall), Spartan Cooking Station, and the Dokana of the Dioscuri.
⢠Macedonia and Aetolia: Macedonian Maintenance Station, Sarissa Rack, Sanctuary of Heracles, Javelin Rack, and Sanctuary of Apollo Thermios.
⢠Polis standards: Macedonia, Aetolia, Sparta, and Athens, in three sizes.
⢠Hellenic defenses: Branch Barricade, Charax (log palisade), and Parapet with Ditch.
⢠Trestle bridge: with a level 3 camp and a hammer, place the entrance on the bank and add sections across the river. Carts and pack animals can cross it.
⢠Barley: Greeceās wild barley can be harvested, ground into barley flour, and baked into Panis hordeaceus, Panis militaris hordeaceus, and Bucellatum hordeaceum.
⢠Tree fruit: fig trees, vines, and olive trees yield figs, grapes, and olives. They can be picked at the base of the tree, are also obtained when felling it, and grow back over time.
⢠Barter with merchants: you can trade for the first time. In Greece, exchange your resources for merchantsā goods without currency. Payment uses what you, your contubernium, and your camps hold, and if there is no room for your purchases, they are delivered to camp. Stocks are limited and replenish over the following days.
⢠Nine merchant types: Spartan blacksmith, Greek merchant, potter, fishmonger, cloth merchant, grain seller, greengrocer, votive offering seller, and Illyrian trader. They run stalls at the temple market and in villages, while a Greek merchant and an Illyrian caravan travel around the map.
⢠Mercenaries: a Greek recruiter offers you men, with discounts of up to 30%.
⢠Sea and coast: a bay opening onto the sea, with sandy beaches and stretches of cliffs, and its own vegetation and resources.
⢠Rivers with fords and bridges: winding rivers block the way in Mutina and Greece. Cross them at fords, recognizable by their vegetation, or over wooden bridges.
⢠Mediterranean landscape: regions gradually blend into one another. Olive-green grass in spring and straw-colored grass in summer, rosemary and dryland, red earth on the slopes, and limestone on the peaks.
⢠Six new trees: olive, fig, juniper, poplar, white willow (provides wicker), and tamarisk.
⢠23 Greek locations: standing and ruined temples, sanctuaries with offerings, a bustling market, a Spartan garrison, granaries and oil stores, fenced pastures, Aetolian hunters, an exile camp, and farms and villages from each polis, with furnished houses and their own standards.
⢠Passing visitors: a Greek merchant, an Illyrian caravan, a mercenary recruiter, and a Spartan embassy come and go across the map.
⢠Greek camps: Athenians, Spartans, Macedonians, and Aetolians have their own camps, with twelve variants per people across three tiers.
⢠Enemy camps form up to defend themselves: Romans, Spartans, and Macedonians form a line and hold it. Athenians and Aetolians form up and charge. If surrounded, they form a circle; against a strong charge, they form a testudo. Cantabrians, Astures, Vascones, Iberians, and Illyrians continue fighting individually.
⢠Loot on defenders: soldiers in enemy camps carry provisions, materials, and sometimes statuettes of gods, with better loot at higher ranks.
⢠20 new achievements: survive 1 and 4 years, defeat your first enemy camp, withstand your first raid, fill 3 contubernia, own 4 mules, grind flour, hitch a cart, butcher 100 animals, recruit 10 barbarians, hunt 25 wolves, free 50 prisoners, kill 100 and 1,000 barbarians, and a few more for you to discover.
⢠Choose monitor: under Options ā Graphics, the āDisplayā setting lets you choose which monitor the game opens on.
⢠Hide comments and conversations: under Options ā Game ā Conversations, you can hide incidental comments and conversations between characters, even without using AI. In large camps, hiding comments also improves performance.
⢠Alert no longer takes the garrison out of camp: while on alert, the formation stops at the camp boundary, and an officer reminds you. Use āCall to combatā to take the troops farther away.
⢠Death from hunger, thirst, or exhaustion: a man who spends a full in-game day at zero health because of not eating, drinking, or sleeping now dies instead of remaining on the brink of death forever. You have that day to help him.
⢠Morale and traits have a real effect: low morale reduces endurance and sword and shield proficiency, while high morale increases them. Several previously ineffective traits now work (Macedonian endurance, Spartan spear proficiency, Aetolian agility, high cultureā¦).
⢠Crafting and building help: the help button in these menus now starts the guided tour within the open menu, which you can repeat whenever you like, instead of opening help sheets.
⢠Cantabria: more populated camps: garrison size increases with camp size (4ā8 soldiers in small camps, 10ā16 in medium camps, and 18ā22 in large camps), with a few more hostages too.
⢠Cantabria: dry summers: heavy rain no longer occurs in summer.
⢠Cantabria: mule cart mission reworked: the cart appears fully assembled, the ambush is a large skirmish that starts when you arrive, and surviving escorts join you with the mules.
⢠Mule carts come fully assembled: the recipe costs 2 wheels, 2 long planks, and 1 short plank, and produces a complete cart.
⢠Recipes: the target now costs 2 logs, 6 sticks, and 10 ropes. The well no longer tilts with the slope.
⢠Start menu: campaigns appear in a fixed order with the first already selected, the legion selector adapts to campaigns with fewer than four legions, and the welcome message is removed.
⢠Updated HUD notices: central notices and loading indicators use the mission panelās style.
⢠Vegetation: land plants no longer appear underwater. In Cantabria, meadows and forests each have their own plant distribution.
⢠Environment draw distance: it now actually works (see Bug Fixes), and its default value is now 150.
⢠The game takes up around 2 GB more: this includes the AI engine. The model is not included and only downloads if you enable the feature.
⢠Less stuttering while exploring: placing new camps and locations no longer briefly freezes the game or becomes more costly the more you have explored.
⢠Loaded games run as smoothly as new ones: loading a save previously made the game run worse and use more memory. Trees, rocks, animals, and objects are now reused just as they are in a new game, and memory no longer keeps growing as you travel back and forth.
⢠Large saves run more efficiently: the thousands of stationary objects in the world (logs, stones, sacksā¦) require much less processing.
⢠No more once-per-second stutter in Cantabria: some missions checked all your buildings every second, causing a recurring hitch in long-running games.
⢠Previously visited areas load faster in large saves.
⢠More natural ground: transitions between ground types follow the terrain instead of using a blurry fade, large plains no longer look like a single texture, and the whitish sheen when backlit is gone. Biome borders are no longer straight lines.
⢠A failed save no longer costs you your game: if overwriting fails, the previous save stays intact and the new one is saved separately as ā(damaged).ā If saving to a new slot fails, it is still saved even if incomplete. You are notified in both cases, and a disk error no longer prevents saving for the rest of the session.
⢠Objects that fall through the ground return: when you pause, anything that has passed through the terrain is placed back on top.
⢠Thin trees are easier to fell: the area you need to aim at now has a minimum size.
⢠Civilization icons in the building menu: each building specific to a people displays its emblem, and the list places common buildings first, followed by Roman buildings, then the rest.
⢠Your keys, not the defaults: help text and loading tips display your assigned key in every language.
⢠More readable documents: text on parchments fits the paper and stays sharp at any resolution.
⢠Thoroughly revised translations: all new content is available in all 12 languages. English has been fully reviewed (around 1,150 corrected sentences), and Portuguese is now European Portuguese. If a translation is ever missing, you will see the English text instead of an internal code.
⢠Text corrections: dozens of typos and accent errors fixed in buildings, items, missions, and dialogues. Roman allies say āSalveā instead of āHail.ā
⢠Crashes while exploring: the game could suddenly close just after some vegetation disappeared. Fixed, along with flickering reeds, bushes, and grass when entering new areas.
⢠Empty new areas: felling, harvesting, or mining while nearby terrain was generating could leave that area without trees, rocks, or plants for the rest of the game.
⢠The world stopped generating: after extensive exploration, new areas could remain incomplete and NPCs would stop moving.
⢠Resources disappearing after leaving and returning: rocks, clay, salt, plants, and pieces of broken rocks could vanish after you moved away.
⢠Infinite resources or resources that never returned: partly excavated clay and salt returned in full, as did harvested wicker and coarse grass. Regrown trees could not be felled, and a stump could yield logs again.
⢠Beeches, birches, and willows without resources: felling them produced no tannins, resin, or wicker.
⢠Grass and scrub inside buildings: they no longer regrow inside your buildings when you move away, reload, or are at the edge of an area.
⢠Floating or buried locations: buildings, fences, and decorations belonging to an event at an area boundary could float or end up half-buried, such as the fences on Cantabrian farms.
⢠Options that did nothing: āEnvironment Renderingā had no effect, and changing vegetation density, vegetation distance, or level of detail did not affect already loaded content. Changes now apply immediately and without interruptions. Terrain ambient occlusion also works now.
⢠Damaged files: if the game closed during an autosave, an area could lose its terrain, camps, or events. It now regenerates.
⢠Enemy camps conquered upon loading: if you saved just as a camp appeared, it would be empty after reloading and count as conquered. It is now fully rebuilt, without duplicate or stray buildings.
⢠Locations resetting on reload: dismantled buildings returned, loot regenerated, and your items were lost.
⢠Discovered locations being forgotten: with several events of the same type, some were no longer marked as discovered after loading, their markers became mixed up, or old markers accumulated on the radar.
⢠Morale, culture, and comfort were not saved: they returned to their initial values on loading.
⢠Diplomacy was not saved: a mission-triggered change in relations with a people was lost on reload.
⢠Workers sent hundreds of meters away: soldiers could go felling, mining, or harvesting far from camp. They now only work within their area.
⢠Tasks marked complete without being done: a canceled harvest or excavation could interrupt the soldierās next job or complete another workerās task without producing anything.
⢠Soldiers getting stuck when forming up: when alert was called, some soldiers would never reach their positions. Companions now make way, and stationary formations no longer shake.
⢠NPCs shaking when turning to look at something while standing still.
⢠NPCs unable to cross from one map area to another and walking in circles.
⢠Broken raids against waterside camps: attackers could spawn in the water, with almost none reaching the camp.
⢠Errors with empty camps: opening certain menu sections or the Century statistics for a camp without soldiers could fail.
⢠Saves failing if an object marked for repair or dismantling had disappeared.
⢠Ranged kills did not count: kills with bows or javelins were not credited to the shooter, so archers never gained morale from killing.
⢠Animals impossible to hurt in melee: an animal that spawned far from you could remain invulnerable forever.
⢠Endless jumping after crouching: jumping, crouching, and releasing could leave jumping stuck until a menu was opened.
⢠Two tools at once after loading: switching tools could leave the previous one attached to the hand.
⢠Soldiers did not recognize their peopleās equipment: equipment for several peoples (Iberians, Spartans, Macedonians, Greeks, Illyrians, Astures, Cantabrians, Vascones) was incorrectly tagged, so soldiers did not recognize it as their own.
⢠Unreliable harvesting: a plant could remain āgrowingā forever, and two people could harvest the same plant at once.
⢠Dogs defend again: camp dogs bite attackers, your dog defends you, and a war dog set to āGuardā watches its post.
⢠The dogās āAttackā command from the action wheel did nothing.
⢠Newly adopted dogs being chased: your soldiers no longer keep chasing dogs that have just joined your side.
⢠Untranslated text at the pen gate and when shearing sheep.
⢠HUD flickering at the start of a campaign.
⢠The ābattle imminentā warning no longer stays on screen forever.
⢠The action wheel no longer opens on top of other menus, which could leave the mouse captured or the HUD hidden.
⢠The game unpausing beneath a menu when pressing a key with another screen open.
⢠Unresponsive option toggles: some, such as vSync, changed twice per click after returning to the tab or pressing Restore.
⢠Desertions occurring out of nowhere while the player stood still.
⢠Text appearing as code: the gods Fortuna, Mercurius, Neptune, Athena, Phoebus, Betatun, Netón, and Nokika, the āyou are not tiredā notice, and two tasks in the pilum tutorial now display their text.
⢠Incorrect descriptions: Ares was described as lord of the underworld, Apollo as a messenger, the Spatha as a gladius, the Vascones used the Iberiansā text, and the established camp trait referred to the alarm.
⢠Interaction labels (āDeposit,ā āAdd resourcesā) could appear in the wrong language.
⢠Truncated text in other languages: the contubernium trade help was cut off in seven languages, and some sentences remained untranslated in Chinese, Japanese, Korean, Polish, Russian, and Latin.
⢠Cantabria, āTo the kitchens!ā: removed a task for a dish that no kitchen could prepare and that blocked the episode. Freshly cooked dishes also count even if they are still in the oven or you are carrying them.
⢠Cantabria, Flaviusā reward: the Wolves mission promised a nonexistent armor and gave nothing. It now awards the Levantine armor.
⢠Corrected mission text in Cantabria and the classic tutorial (watchtower name, Aderus Insularis, accents, and spaces).