A New Era of Organic City-Building Simulation!

The 1.9.5 Scalability Update Is Now Available!

Hello everyone and welcome to Update 1.9.5! 

The main focus of this new version is the inclusion of a new, scalable system for quests and events. We are also introducing an important transport algorithm improvement, event snoozing, Hospitium pausing and villager portraits for all available jobs in the game. Without further ado, let’s get down to the details. 

Scalable quests and events

Ever wished quest and event rewards would adjust according to your progression? With Update 1.9.5, we’re introducing scaling to Foundation: a new way to keep things engaging from the very beginnings of your village to the realization of a fully-fledged medieval wonder.

Here’s how it works: requirements and rewards associated with events or quests will now increase based on different progression tiers. For instance, a quest asking you to deliver wood would have a low resource objective early on and scale later—in tune with your Prosperity.

Here, tier 0 (floor) is available from the start, whilst the last tier is activated upon achieving a specific Prosperity threshold. The low, standard and high rewards are linked to negotiation opportunities with traders in this specific example.

Event Snoozing

Events now have snooze delays when a player dismisses them. Such delays are added on top of their recurrence factor, which have also been slightly reduced. You can expect snoozed events to add between 50-100% more days before they pop up again. 

Hospitium Pausing

Update 1.9.5 also includes a new pause function for Hospitiums. When paused, such locations won’t welcome new guests anymore. Think of it as an added safety valve to better control your food supply as visitors tend to be quite hungry. You can resume Hospitium functionality—thus further guest waves—at any time.

Transport Algorithm Improvement

In addition to the three functions that have just been discussed, we took this opportunity to include our newest improvement with the transport algorithm. You may have noticed that previously, transporters would reserve specific amounts of resources before reaching their destination. The problem, however, was how this reserved quantity never adjusted to take into account fluctuations in availability. 

From now on, transporters are able to dynamically adjust how many resources they carry before reaching their destination, all synced with workplaces. You will notice an immediate effect on productivity as transport becomes even more responsive.

New Villager Portraits

Our artists added villager portraits for every available job in the game. Before, villagers could have a mismatched portrait as we randomly picked one from the handful available. This will no longer be the case and should benefit the game’s coherence. 

That’s it…for now!

We hope you enjoy these new features as we continue to work on the next milestones from our roadmap. You’re always welcome to share feedback here or on our official Discord server.



  • Scalable quests and events
  • Event snoozing
  • Villager portraits for all available jobs


  • Localization


  • Newcomer notifications are now merged into a single, dynamic notification
  • Trade route: added a tooltip to the unlock button when the condition is fulfilled
  • The Hospitium sub-building now has a Pause button
  • Transporters dynamically adjust carried quantities according to availability fluctuations from workplaces

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