Foundation

A New Era of Organic City-Building Simulation!

Announcing Our First Major DLC – Foundation: Harvest Festival

Hear ye, hear ye, Merrymakers of the Realm!

Since we reached our full release, we have been hard at work dreaming up new ways to expand the medieval world you’ve built with us. Today, we are thrilled to pull back the curtain on our very first expansion: Foundation: Harvest Festival.

What is Foundation: Harvest Festival?

As we looked at where to take Foundation next, focusing on the heart of medieval life, the land felt like the most natural step. Rural agriculture was the backbone of any historical settlement, and we wanted to give you more agency over how your village sustains itself: livestock, orchards, vegetables and more…

Furthermore, we also wanted to break the rhythm of the villagers’ daily toil. Usually, your villagers are locked in a strict loop of work, needs, and free time. With this DLC, we are introducing a new narrative moment, The Harvest Festival, that allows your village to feel like a living, breathing society that knows how to pause and celebrate its hard work.

New Ways to Feed the Realm

The Harvest Festival DLC introduces several new agricultural layers to your economy:

  • The Common Croft: Diversify your livestock by raising chickens, pigs, and geese, providing new resources for your workplaces and markets.
  • Orchards: Plant beautiful groves to harvest apples, plums, and hazelnuts.
  • Vegetable Farms: A dedicated way to grow a variety of vegetables to keep your peasants’ larders full.
  • More workplaces to transform your resources, like the Cider House and the Drying Kiln
  • A new Workplace Recipe concept, allowing you to change a workplace’s transformation chain. For instance, the Butchery will be allowed to transform pigs into meat and animal fat.

A New Narrative Moment: The Harvest Festival

To crown your achievements, the Tavern is getting a major upgrade with the addition of the Festival Grounds sub-building. Here, you’ll organise grand Harvest Festivals, serving hearty meals and drinks while hiring entertainers to perform in a beautifully decorated communal area.

From a technical standpoint, this DLC marks a significant evolution of the game capabilities. This system allows us to inject spontaneous moments of life and shifts in the simulation’s rhythm. The Harvest Festival is the first major implementation of this system. By adding the new Festival Grounds to the tavern, you will be able to design a true community hub where the town stops to celebrate together.

A Little Something for Everyone…

While the DLC expands the countryside, the core game hasn’t been forgotten. Alongside this launch, we are preparing a free update for all players that reintroduces a fan-favourite building set.

While its specific identity remains a mystery for now, keep an eye out for a set of building parts that offer a touch more prestige and architectural flair to a well-appreciated monument. We know many of you missed these more refined visuals, and we’ve finally given them the glow-up they deserve to rejoin the core Foundation experience.

Foundation: Harvest Festival release is planned for this Summer (2026).

The Polymorph Games Team

 

Devlog #20: Growing the Team and Expanding Foundation

Hello, city builders!

We hope your 2026 is off to a fantastic start and that you continue to enjoy growing your settlements. It has been inspiring to see the community’s response to our first post-1.0 Quality of Life update, and how positively the new tools and refinements have been received.

As we step into the new year, we wanted to share what has been happening behind the scenes, both in how the team is evolving and how we continue to support and develop Foundation. We have been hard at work, not just on the game itself, but also on building the team needed to take Foundation to the next level.


The Polymorph Family Is Expanding

To help us reach our goals for 2026, we have welcomed several new faces to the studio. We are thrilled to announce the addition of…

  • A New Project Manager: To help us stay on track and ensure our upcoming milestones are met with precision.
  • A UI/UX Artist: Dedicated to refining the interface and making your city-building experience more intuitive and comfortable to use.
  • New Programmers: Joining our technical department to accelerate the development of the new features we have planned, and to continue enhancing our game engine.

With these new team members, our ability to iterate, improve, and support Foundation over the long term has grown significantly.


Foundation in 2026: Strengthening the Core Experience… And of Course, Adding New Content!

Building on the success of the recent Quality of Life update, we are continuing to refine the core game experience with improvements, including how you build your settlements.

A frequent request from the community is for more flexibility when designing Monuments, specifically a way to align or smooth the height of various building parts. The team is currently working on making this a reality, focusing on providing the precision needed for more structured and impressive architectural designs.

Strengthening the core experience also means that we are continuing to review and improve the optimisation of both the game and the Hurricane engine. These under-the-hood efforts are key to ensuring that Foundation remains a seamless experience, while also supporting the further development of the game and new content.

New Content on the Horizon…

Alongside ongoing improvements, we know many of you are eager to know what is coming next for Foundation. We are excited to announce that two DLC projects are currently in development!

These upcoming expansions will introduce new content and features designed to fit seamlessly within Foundation’s current scope. Expect more depth, more variety for your villages, and of course, plenty of new content to explore.

While it is still too early to share more details, dedicated announcements for the first two DLCs are on the way, and we look forward to revealing more in the near future.


Thank you for your continued support and passion for Foundation. Your feedback, shared builds, and discussions inspire us to bring new ideas to life, and we look forward to showing you what we’re building!

The Polymorph Games Team

 

Update 1 – Quality of Life Update is now live!

Hello city builders!

We are excited to bring you the very first post-1.0 Quality of Life update. This update delivers greater freedom, flexibility, and clarity as you develop your medieval cities, thanks to improved tools, smarter systems, and additional polish throughout.

Let’s take a closer look at some of the highlights!

Monument Editing Improvements

Monuments are the crowning glory of your city, and this update gives you more control than ever before. Entire Monuments can now be moved as a whole, allowing you to select and reposition all parts from different sub-buildings, including unattached ones. Whether you’re rethinking the placement of your Castle or fine-tuning a sprawling Monastery, making sweeping adjustments has never been easier.

For greater precision, multi-part selection has been expanded to allow selections across sub-buildings:

  • Use CTRL + Click to select parts from different sub-buildings, 
  • Use CTRL + A to highlight everything at once.

You can also find new checkboxes in the Monument Editing Window to quickly select multiple sub-buildings. To make adjustments even smoother, the Undo and Redo functions now let you roll back or reapply edits across the entire Monument.


New Part Replacement Tool

We know how much players enjoy refining their Monuments, and now it’s easier than ever to do so without starting over. The brand-new Part Replacement Tool allows you to swap out similar parts, such as doors, rooms, or walls on the fly.

Functional parts will retain their properties when replaced, so your design adjustments won’t undo your careful planning. Once swapped, the new part can still be adjusted and manipulated, giving you creative freedom without compromise. To keep things fair, part of the cost of replaced parts will either be refunded or deducted from the cost of their replacements.


Gate Snapping

Thanks to the new Gate Snapping system, gates now automatically align and snap to both walls and fences. Adding gates to a growing settlement is now quick and seamless, with no tedious wall adjustments – just snap and build.

In addition to the new snapping feature, we have merged walls and fences together and added them to each Monument’s build menu. There’s also a handy new button to easily flip a wall if you happen to build it the wrong way around. This will make building your Fortifications a breeze!


New Visibility Layers

Managing a growing city might sometimes feel overwhelming, so we have added new toggleable visibility layers to help you focus on what matters most. You can now switch Trader and Visitor tracking, Patrol Coverage, Housing Downgrade, and more on and off via the Visibility Layer Window.

A brand-new Housing Occupancy layer has also been introduced, making it easy to spot housing availability at a glance. With the information at your fingertips, there’s no need to guess where to place new homes.


Improved Patrols

Safety is key to a thriving medieval settlement, and patrols are now smarter and more efficient. Patrols now scale more efficiently with larger groups, cutting wasted movement and ensuring better coverage. Patrol zoning is now defined per workplace, giving you greater control over where your guards are deployed. Note: In older saves, patrol zones must be reapplied to each Watchpost.

We’ve also improved how patrol ranges are displayed. Instead of showing a circle for every single patroller, you’ll now see one clear circle per patrol group, making it easier to visualise coverage. Furthermore, Watchposts now provide a status notification when no patrol zone is defined, helping you avoid oversights. To top it off, Housing Safety now increases gradually as patrols move within range, creating a more organic patrol experience.


New Building Parts and Visuals

Housing has been improved with new third-tier density shapes and visuals, allowing your neighbourhoods to grow more organically as they evolve. The Windmill now includes storage add-ons, allowing you to expand its capacity and improve efficiency.

You’ll also find new Stone Bridge gate parts, adding a sense of strength and grandeur to your river crossings. In addition, the City Belfry has undergone a visual overhaul, and all Workplaces and Monuments (with tiled roofs) now offer customisable roof colours, helping you tailor their appearance to complement your city’s unique style.


Complete Outfit Overhaul

Your inhabitants now have a fresh new look, with a complete overhaul of all character outfits, bringing more variety and richer colours to every character in Foundation, including Villagers and notable figures such as the Seneschal, Abbess, and the King himself. Every job now has a unique, fitting, and recognisable look, adding depth and personality to your growing settlement.

Alongside the outfit overhaul, every job, gender, and envoy now has an individual portrait that matches their new outfit. That’s around 90 new and updated portraits to accompany 130 brand-new outfits, plus 70 fully updated existing outfits.


A New Monument: The Modest Church

Finally, as a thank you for your incredible support and patience, we’ve added a brand-new Monument – the Modest Church – free for everyone to enjoy! Its elegant design fits seamlessly into your village aesthetic, adding variety to your cityscapes and expanding your creative possibilities


Other Changes and Improvements

In addition to these headline features, this update comes with a wide range of polish, tweaks, and smaller improvements. Further highlights include:

  • Shift-clicking to place multiple parts now retains the properties of the copied part.
  • Esc now closes more windows, including The Book, Map, and Help.
  • Guests now fill their needs in a random order, creating a more natural flow.
  • Visual polish applied to the Monastery, Keep, Windmill, and more.
  • Updated tooltips and help content, including clearer explanations when the build button is disabled.
  • Numerous other refinements across the UI and building visuals.
  • Sheep now have a charming idle eating animation.
  • More places for Villagers to enjoy free time.
  • And much more!

This Quality of Life update is all about giving you more control, clearer feedback, and richer immersion as you build your settlements. We hope these tools help you create even more incredible cities!

Thank you once again for your continued support! Your feedback makes updates like this possible. We cannot wait to see what you build next!

The Polymorph Games Team

 

Update 1 – Quality of Life Update, coming November 26, 2025!

Big news, city builders!

Thanks to all your feedback and suggestions, we will soon be releasing the first post-1.0 Quality of Life Update for Foundation!

Arriving November 26, 2025, Update 1 – Quality of Life Update, will bring a wide range of improvements, new tools, new building parts and visual upgrades, giving you more freedom, flexibility, and style options as you shape and expand your medieval cities.

Check out the YouTube Reveal Trailer below to see what’s coming!

 

Foundation Release Date Announcement & Demo Out Now!

Hello City Builders,

After spending over 5 years in Early Access, we are excited to reveal the release date for Foundation, along with a playable Foundation Demo!

Foundation’s Full Release Officially Set for January 31, 2025!

Foundation’s Full Release will introduce an extensive array of new features, content updates and improvements that will make Foundation feel almost like a new game. Here’s a taste of what’s to come:

NEW AND REVAMPED GAMEPLAY

  • Choose Your Ruleset: Customize your new games using a selection of adjustable rules, perfect for players who want a more relaxed and creative vibe or those looking to challenge themselves further.
  • Revamped Aspirations: Discover new ways to play by selecting an Aspiration, which will challenge you to construct a different type of village. Will you focus on building a prolific priory? Or perhaps a magnificent stronghold to please the King?
  • New Villager Residential Tiers: Expand your city further with the highest density and quality residential tiers, allowing for more village customization options.
  • Improved Progression System: Unlock content in a smoother and more rewarding way via a refined progression system that adds depth and strategic planning to your city-building journey.
  • New Military System: Take on new challenges with a refreshed military system that will have you create Companies that you can send abroad and have them bring back precious resources.
  • Heraldry System: Create and customize your village with the new coat of arms editor.
  • Paved Roads: Meet the needs of high-tier housing with our new paved road mechanic, tailored to support your most developed areas.
  • Improved Wall: Walls are now fully integrated into the building system, some of which will add fortification coverage to your village.
  • Enhanced UI and Quality of Life Updates: Benefit from a significantly streamlined user interface, including a massive overhaul to the Monument design experience, implemented to improve gameplay and enhance your city-building efficiency.
  • New Onboarding Experience: Whether a new player or a veteran, the updated onboarding quests and visual aids are now easier to follow, helping everyone find a perfect start to their village.
AN ENTIRELY UPDATED ART DIRECTION

  • Dynamic Environment Overhaul:Experience Foundation in new ways with enhanced maps, updated map edges, refined lighting, and immersive environmental changes that add more depth to your city-building experience.
  • Revamped Art and Assets: Discover updated visuals, including an elaborate new Manor House and the brand new Castle Monument, bringing more detail and realism to your cities.
  • New and Improved Animations: Enhanced animations bring your villagers to life, adding even greater immersion.extended with new parts.
  • Extendable Buildings: Some workplaces, such as the Woodcutter Camp, Warehouse, and Stonemason, can now be extended with new parts.
  • All Buildings Have Been Revamped
  • Cosmetic Time of Day Switcher: Switch between night and day to see your village come to life during the darker hours.
  • Photo Mode: Capture in-game moments with the new photo mode to keep for yourself or share with the community.

And So Much More! This is just the tip of the iceberg. Countless other improvements and surprises await you in the full release!

Announcing a Price Increase from December 18, 2024

As Foundation approaches its full release, we are announcing a price increase from December 18, from 29.99 USD to 34.99 USD.

This price increase marks the end of Foundation’s Early Access, reflecting years of development and investment into the game, an expanded team, and the need to adapt to inflation. We are committed to providing high-quality updates and support after the release and are excited about the future.

If you’ve considered joining us, now is the perfect time to jump into Foundation before the price change!

Foundation’s Demo Out Now!

We are very excited to present you with a glimpse of the Foundation Full Release version via a Demo! This demo allows you to play endlessly with some of the first-tier content and provides an exclusive preview of some major features, including Housing, Trade, Fortifications and Patrols, Environment overhaul, a vastly improved UI, as well as many more improvements.

This demo will give players a taste of what’s to come in the Full Release.

Note that it does not reflect what’s in the Early Access version of the game.

Enjoying the demo? Don’t hesitate to wishlist the game to get notified once it releases!

We’d like to end this announcement with a special thanks to our fantastic Foundation community that has supported

We’d like to end this announcement with a special thanks to our fantastic Foundation community that has supported us over the years. Your contributions have been instrumental in shaping Foundation into what it is today, and we couldn’t be more excited to finally share this next chapter with you!

Thank you once again for your amazing support. We’re so excited to share this new chapter with you. Stay tuned, and we’ll see you in Foundation on January 31, 2025!

The Polymorph Games team

 

Devlog #19: Development News

Hello everyone!

As the summer draws to a close and we see the first glimpses of autumn starting to show, it’s time for us to bring you some development news on Foundation!

How is development going?

We are sure this is a question on all of your minds and we’d first like to note that the game’s development is on track for our target release date.

Development is moving at a great pace and a lot has happened since our last Devlog:

  • Most gameplay features have been integrated such as Patrols, Walls and Fortifications and a new Military gameplay iteration.
  • We have worked a lot on the overall art direction of the game, including the lighting, vegetation and building revamps.
  • We are still hard at work on more technical features, like high density housing and paved roads.
  • We had a Community Private playtest where 150 players were invited to test and provide feedback (more on that later)

When will you reveal the new content and release date?

We will make further announcements as soon as we have integrated all that we feel needs to be in the game before publicly showing it. We are specifically working hard on the high density residential and the new environmental vegetation.

In the meantime, here’s a sneak peek of our work on the environment. This is in-engine stuff but please keep in mind that it’s work in progress.

How was the community Playtest and what was the feedback?

As we mentioned above there have been many changes since Devlog #18 and these changes and features have been integrated into the game. Players were invited to sign up for a private playtest on Discord so that we could gather feedback and make further improvements where necessary.

150 players took part in the private playtest and had a chance to test out the changes and work so far. The playtest ran from July 4 to July 15 and 98 of those playtesters completed the feedback form.

Of those 98 playtest responses, over 40% of them tested the game for more than 20 hours. 10% of the playtesters were totally new to the game, which gave us valuable insight into the learning curve for new players.

The feedback we gathered from the playtest was very positive and we received a lot of constructive comments. Some general conclusions from the playtest:

  • Safety, Patrols and Fortification were much appreciated, and we identified areas of improvement.
  • We had the new iteration of the Military system tested. A lot of interesting feedback was received, but that showed us there’s still some further iterations to do on this system.
  • Playtesters told us how much they love to build and customize their cities which has further focused us on the creative aspect of the game.
  • There was a lot of feedback on the UI/UX which will be a top priority for the full release.

Will there be another playtest?

Probably yes. 

We expect to do one more playtest before the full launch. If you would like to take part in any future playtests please join us on our Discord server for further playtest information.

What are you working on now?

On top of all the improvements and refinements based on the above playtest we are also focusing our work on:

  • High density housing  
  • Environment overhaul
  • Road handling and paved roads
  • Full art revamp of all remaining buildings
  • Improving the overall monument creation experience
  • Polish, polish, polish!

We will be back with further news once the last planned elements for the release version are ready to show. Stay tuned and thank you for your [more than we should be asking] patience!

The Polymorph Games team

 

Devlog #18: Dev News, Spring Sale & Bundle

Hi everyone and welcome to Devlog #18! 

We would first like to say a big (belated) welcome to 2024! This year the game marked its 5th year in Early Access and we have come a long way in those 5 years. There have been big changes to the game and we are powering through the final stretch to the full release of Foundation!

What we are working on right now

What are we working on is always the question we like to answer. The answer to this is nearly everything! The main theme of course is getting the game and all the planned content complete and ready for the full release and end of Early Access.

Some of the things we are currently working on include:

  • Map Edges – time to remove those hard-on-the-eyes map edges
  • The Castle – We know this is the one you are all waiting for!
  • Walls and Fortifications – Walls will have a cost to build like everything else but will also be part of the wider gameplay mechanics
  • Military Gameplay Improvements – Tied into the walls and fortifications, several changes are being worked on, such as setting patrols and creating “companies”
  • The Whole Art Direction –  including fully overhauled buildings as well as major environmental improvements
  • Monument Design Experience – Adding capabilities such as the ability to replace parts and move an entire monument, as well as a full user interface revamp

Oh! And of course Housing and Residential improvements and changes. A lot of work is going on to get the Housing visuals where we want them to be, as well as bring in the 3rd tier high-density residential. The biggest factor is having the housing look authentically medieval within our style setting but ultimately give housing that wow factor!

Residential concept art

Due to the work-in-progress state of current development, we aren’t quite ready to show too much of what we have been working on, partly to not spoil a bigger reveal announcement but also due to things just not being polished and ready quite yet.

We are aware that you want to hear more and you will soon! Look out for a big announcement coming in the next few months!

Early Access Updates

Some of you may be wondering when the game will receive a new update. As previously announced, the next major update will be the end of Early Access and the Full Release of the game. We do not plan to release any more updates between now and the full release. 

With the final development at full steam ahead, the whole team is dedicated to completing the game, polishing the rough edges and presenting to you the Foundation that we imagined and that you want.

We can’t wait to show you the result of all the hard work and share the date of the full release. 

Watch this space!

Steam Spring Sale: Buy Foundation at a Discounted Price!

If you haven’t got the game yet why not take advantage of the Steam Spring Sale?! Get Foundation with a 25% Discount, right now!

Medieval Foundation Bundle

In a first for us, we are proud to announce our first-ever Bundle offer in the form of the Medieval Foundation Bundle

We are honored to collaborate with the team behind Medieval Dynasty to offer an additional 10% OFF when you buy the bundle or complete the set.

That’s all for now but we’ll be sharing more news in the coming months and in the meantime please keep sharing any feedback and bug reports on our official Discord server.

The Polymorph Games Team

 

The 1.9.7 QOL Update is Live!

Hello everyone!

We are excited to announce that the 1.9.7 QOL update is now available on Steam & GOG!

1.9.7 is the first of our Quality of Life (QOL) updates as we work toward the game’s Full Release. For more information on the recent change to our release plan, check out the link at the bottom of this announcement.

Your feedback is very important to us and we have looked to address some of the most requested QOL features in this update, as well as further improvements we have been planning. Let’s dive right in and take a look at what you will find in the 1.9.7 QOL update…

Interior Access

Previous to 1.9.7, some monument buildings required a separate door, which could limit creativity and also did not make sense for a monument as a whole. Now, with 1.9.7 buildings will check interior access to the whole building, meaning that a single door could be enough. For example, an entrance to your treasury could be part of an attached Great Hall.

Furthermore, so that you can check that your buildings are accessible, we have added a handy toggleable tool that will clearly show when your buildings have interior access, letting you know if they are fully navigable or not.

Buildings Function Status

Buildings now have a clear function status with feedback to the player that will indicate when they can no longer work if one of their construction requirements is missing. Restoring the condition will resume the workplace.

Ghost Construction Preview

Another much-requested feature was the ability to see your ongoing construction sites when placing new buildings. Now in 1.9.7, all other buildings under construction will show as ghost visualizations, making for much easier placement of new construction projects or when editing Monuments.

Improved Construction Flow

One issue frequently raised in the community centered around how builders were affecting the construction flow. Previously, builders would be sent to construction sites based on their proximity to a site. This could cause projects to be completed in an unexpected order making it hard to plan.

With 1.9.7, builders will now prioritize constructions based on the order in which they were started making it easier to plan your projects. We have also improved the algorithm so that builders will be dispatched more evenly between different types of construction projects so that all your builders don’t get tied up on any mega-projects.

Traveling and Work Time

We have now removed the villager’s travel time from their overall work time, enabling your villagers to use their work time more effectively. For instance, crop yields and production cycles will be more consistent, despite any long distances your villagers may have to walk to get to work.

Villagers require to fulfill their needs of course, so efficiency can still be lost with large work-to-needs fulfillment distances.

Improved Map Generator

We have made some major improvements in 1.9.7 with an overhauled Map Generator. You’ll find improved visuals and shaders making it much easier to identify elevations on the Map Gen minimap.

Additionally, we have addressed a couple of bugs and implemented further improvements, so that you should no longer encounter any micro-territories or broken territories on your maps nor find any inaccessible mineral deposits.

Resource Favorites

This one has been at the top of many of your feature requests… It is now possible to choose your favorite resources to add to the Resource Bar! Mark as many favorites as you wish in the resource window of the Book.

The Monastic Emissary & Mandate Window

A new building function has been added to the Monastery! The Emissary Office will employ a Sister or Brother in the role of Emissary (similar to the Bailiff role), dealing with Clergy privileges and mandates. Consequently, we have also revamped the Mandate Window to take into account the new Emissary role.

Housing Upgrades/Downgrades

When a House is upgraded or downgraded, it would previously revert to its foundation construction stage and could easily be mistaken for a brand-new house. To remove this potential confusion, houses will downgrade or upgrade to a later construction step, making it more clear what tier of housing it is, as well as no longer looking like a fresh construction.

And More!

Indeed! There’s more! We have a bunch of bug fixes coming with the 1.9.7 QOL update. You can check out the full changelog below.

Changelog

New

  • Added Interior Access visualization and construction toggle
  • Players can now specify their favorite resources in the top resource bar
  • Added a Bailiff option for the Monastery: The Monastic Emissary, a Brother/Sister working at the Emissary Office
  • Ghosts of buildings under construction are now displayed when you are in Construction/Edit mode

Update

  • Construction sites are now prioritized by start time, not by closest distance
  • Workers should go to their workplace before starting their work time
  • Display attach node only when snap mode is toggled or part needs to be mandatory attached
  • The Market Monument has been turned into a building with parts instead of a Monument with sub-buildings.
  • Moved the Clergy Privilege and Clergy Influence mandates to the Monastic Emissary
  • Overall improvement of the Mandate window & tooltips
  • Improvements to monument attach nodes
  • House Upgrade/Downgrade transition improvements to show construction steps and not new build
  • Tavern Kitchen – worker quantity now scales with building capacity
  • Treasury – Gold coins are no longer lost when the maximum treasury limit is reduced
  • Various UI improvements

Fix

  • Soldiers – soldiers using the barracks as their houses could not fulfill their needs when the monument is being expanded.
  • Bailiff – Changing the bailiff resulted in the edict “contractual wage” to not be applied until reload.
  • Book – Logs – Newcomer notification was not updated “live”
  • Monument Editing – Display all possible attach nodes when a part is being placed / moved.
  • Cloister – Could not start construction if function was switched
  • Monument Editing – Prevent parts from being attached to house attach nodes.
  • Building Highlight – Sometimes, a building would remain highlighted even if the window is closed and the cursor is not on the part.
  • Mandate Window – The window did not close when the Great Hall was destroyed.
  • Deliver Wood Quest – Displayed requirement was 50 but required 100 to complete
  • Unlockables – Show part’s description when there is no building function
  • Missing Unlockable descriptions on Candle & Commonware extension
Map generator

Update

  • Improved elevation texture visuals

Fix

  • It was possible to have a broken territory on specific generated map seeds
  • Some territory regions were too small
  • Some maps had unreachable village path exits
  • Some setting changes could create unwanted bumps on islands
Modding
  • Expose – COMP_BUILDING:getEditMode
  • Expose – Mandates
  • Territory Tooltip – Always shows “coins / week” even if resource is changed
  • Support buying from trade routes with certain condition
  • Updated modding wiki

We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam or GOG forums, or come and join us on our official Discord server.

Also, check out the recent announcement of a change to our release plan here.

The Polymorph Games Team

 

Important Changes to Our Release Plan

Hello everyone!

We have some important news to share with you today about the ongoing development of the game.

The final gameplan and core game is now at a stage where we can work towards a full release of the game. All of the major features still to come are being worked on simultaneously and are in most cases intertwined. Due to the way these features are reliant on each other it no longer makes sense to continue with our previous plan of releasing smaller updates that ultimately won’t work well as standalone features.

Due to this we have decided that the next major release will be the full release. This will allow us to focus on integrating all remaining features into the game and delivering a more polished, higher quality game. It will also have the added benefit of reaching the full release sooner so that you can get the best gaming experience and enjoy Foundation to its fullest.

We know you will all want to know how soon, however, we don’t have a release date to announce at this time as we still have plenty of work to do, but do know that development is progressing well. Foundation is an ambitious game, and we will of course keep you updated with any news as soon as we have more to share.

Early Access Adopters

For all our Early Access backers, this doesn’t mean we won’t be releasing any updates before the full release. On the contrary, we will continue to work on bug fixes as well as Quality of Life (QOL) features and improvements, based on community feedback, so that we can improve on the core game experience in preparation for the final release. With this in mind, we will be announcing our next QOL update soon!

A BIG Thank You!

Foundation’s development journey has been an unbelievable experience made so much better by all of you, the fantastic community, that has helped us along the way. We would like to thank every Early Access adopter for supporting us and helping us deliver a high quality game that we wanted to create and also one that you want to play for many years to come. We continue to welcome all feedback from the community and we can’t wait to unveil the full release of the game for you all to enjoy!

The Polymorph Games Team

 

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