News on upcoming updates for Foundation as well as some further information on what we have been up to over the last few weeks.
December Update News
News on upcoming updates for Foundation as well as some further information on what we have been up to over the last few weeks.
Hello everyone!
Today we are announcing the release of Alpha 1.6.23.1021!
If you have been reading the recent Devlogs and News you will have seen that we have been working on a content patch for the recent 1.6 Mineral & Craftsmanship update.
This patch will provide some polish to the 1.6 update and bring with it some highly requested quality of life improvements as well as additional features. You can check out the summary of the patch contents below, which includes a full changelog.
We have received many requests for an improved promotion window more specifically the ability to sort promotions.
This content patch will now allow you to sort the population by various parameters whilst also being able to easily focus on a villager’s workplace, their house, and the villager themselves, making it much easier to identify those you wish to promote.

Another request that has been high on the agenda has been for more names. You will now find 1000 new names added to the game, so you should not be seeing Female #44 or Male #808 for some time. Note: More work on names will come with a planned family feature in a future update.
Additionally, we have added the ability for you to rename villagers. You can now have all your family, friends or community members living in your villages.

Masterpieces were introduced in the recent 1.6 Content Update and this patch aims to polish up the Masterpiece systems as well as some visuals and an added bonus feature.
Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that include a bonus once built to meet certain conditions. The conditions for the bonuses have been tweaked with this patch to better suit the Masterpiece it relates to.
The Giant Gate Masterpiece has seen a little polish and now comes with additional parts for you to build the perfect entryway to your city. There is also the addition of a new wall for the Gate that will for now, be available via the walls menu once unlocked.

A new melody composer can now be found in the Automated Fountain Masterpiece which will allow you to flex your musical talents and create beautiful music.
Additionally, you can now customize your church bells, controlling when the bells toll as well the tone of the bells.
Quarries will now require a large crane be built which will act as a resource depot for the extracted resources of that quarry. Miners will store resources at these depots where they can then be used or transported to warehouses closer to your production buildings.
The stored resources within these depots will also come with improved visuals making it easier to identify the resources at-a-glance.

Villagers have got cleverer… bigger smarts… more intelligent, yes!
Builders will now prioritize a building site’s proximity to their builder’s workshop when looking for work. This will keep them from traveling unnecessary long distances and consequently, it also gives you a better opportunity to optimize the positioning of your builder’s workshops.
Needs fulfillment has also been improved with new AI behavior that will see villagers searching out close-by needs based on the fulfillment of their previous need. This should improve the overall behavior flow and efficiency of villagers in their free time.
The team is always looking at ways to improve the Hurricane engine and one such improvement has enabled us to integrate animations into moving workstation parts. This new tool will allow us to bring a whole new level of immersion into your villages.
You will find a number of new animations with this patch including a couple of both new and improved, thanks to community feedback.


The help menu has been tweaked overall and now includes a new section on Masterpieces. We have also added new tooltips for Masterpieces and warehouses to help explain their functions and relevant conditions.

Additionally, you will find a prompt when quitting to the menu or exiting the game. No more unintentional loss of game-time!

Alongside the changes above, this patch will come with a number of bug fixes and other improvements, including:
Modding documentation and changes can be found over on the modding wiki.
Thank you to everyone that has provided feedback, crash and bug reports. All of your reports have allowed us to fix a number of issues as well as make improvements as we continue to develop Foundation.
We can’t wait to hear your melodies! Join us on our official Discord server and join in the conversation.
– The Polymorph Games Team
A preview build of the upcoming content patch is now available via the Steam & GOG beta options.
For this Devlog we will be taking a closer look at what the team has been working on for the upcoming patch…
Hey everyone and welcome to Devlog #13!
The Mineral & Craftsmanship update added some big content and systems to the game and the team have been working to fix any remaining bugs but also to polish the content that was added.
Consequently, we are now working on a content patch that will add some further improvements to the recent update. This patch will not only improve on some of the visuals but will also expand the masterpiece parts.
More specifically the 1.6 Content Patch will include:
We are sure you will be excited to hear that the 1.6 content patch will also include the following QoL improvements:
With that, let’s take a closer look at what the team are currently working on…
Claudine and Loup-Gabriel have been enhancing some of the building visuals, polishing current buildings with improved basements and grounded doors as well as working on the new Masterpieces.
The Gate Masterpiece, in particular, will see a new wall part as well as even more parts for you to build that perfect entrance to your city.



Enhanced textures are being worked on for the Mineral Deposits with Claudine currently working on a more refined Gold texture. You can expect to see more improvements to the deposits and quarry depots for the upcoming content patch.
Christopher has been busy on a number of improvements including, updating the notification panel to remember your severity choice and refining the action button and warnings. These changes can be seen live right now in last week’s hotfix which also included Christoper’s work to allow multiple Masterpieces on the same monument.
On top of these changes, he is currently working on the villager promotion window to show more information in addition to some added control in the form of a sortable promotion list!
Something we have been wanting to add for some time is more interaction between workers and the buildings, for example, the gold smelter pouring liquid gold from the cauldron when smelting.
Up until recently it hasn’t been possible… but now it is! With this newly created ability, Michaël has been working on new interactions between buildings and workers that includes moving parts on the buildings themselves.



In the past few weeks, we have been gathering feedback from the modding community to see what new features and content they would like to see unlocked. Armed with this feedback Max has been busy opening up new options for modders to create extra content.
For example, last week’s patches saw a new behavior tree for custom guard behavior. This will allow modders to create custom locators for guards so that they can patrol your villages.
Additionally, the recent patches have exposed a whole host of assets for modders to play with, such as building functions for the new quarries and workshops, masterpiece parts, villager jobs and much more. Full modding changelogs can all be found on the modding wiki pages.
Alongside this, Max has been working to add in some quality of life improvements and bug fixes for both modders and players alike. Modding logs have been augmented to catch errors in created mods and a useful QoL update has seen a new prompt when a player loads a save that might be missing mods. This will allow you to download the missing mods directly when starting a save game.
Both Max and Leo continue to work on performance optimizations improving the game for players and modders alike.
Vincent has been working on a top-secret project for a future update. Unfortunately, we can’t bring you more news on this just yet but it will bring some extra life to your villages.
To wrap up this Devlog we have some particularly exciting news that we know you will all be very happy to see. Dan has been working on the UI redesign whilst also improving the user experience wherever possible. The design phase is progressing very well and thanks to the UI tool that is being created by Ben, integration will start soon.
Once that big chunk of work is done, we will iterate both on the UX and the style of the menus, so expect changes along the way.
We are excited to reveal to you an exclusive sneak peek of the work so far:


You can see more samples of the work in progress UI in the recent article from Rock Paper Shotgun.
We would love to get your feedback, so don’t forget you can join us on our Discord server and let us know your thoughts.
– The whole Polymorph Games team
Lords and Ladies, we are excited to present to you the Minerals & Craftmanship 1.6 Update, now live on Steam & GOG!
Savegame compatibility warning: 1.5 saves will be compatible but some of your buildings may be removed if they were placed on one of the new mineral deposit sites.
Also, note that your builders will now require a Builders’ Workshop.
It’s a big one, so let’s take a look at some highlights of what you can expect in the new update and let you get quickly into discovering the new minerals and crafting up some masterpieces!
New Mineral deposits can be found scattered throughout the maps, containing nice shiny new minerals, from gold-rich veins to glittering quartz nodes. These deposits can be prospected by your Bailiff in order to identify the ore they contain.

Inside the Mineral deposits your Bailiff will find both rare minerals as well as more common ones such as Iron. Once discovered the minerals can be extracted by clicking the deposit and building a quarry.

Buildings can now be extended with new parts. The first building extensions will take the form of crafting workstations that can be added to the Builders’ Workshop. These crafting workstations will allow your builders to craft various objects such as sculptures and stained glass.
Note that Builders’ Workshops are now mandatory for the building of any construction.

Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that will give your village unique perks once built. In total, there are 9 Masterpieces to discover and build.
Each masterpiece will unlock when specific conditions have been met. For example, this could be when your soldiers emerge victorious from a faraway mission.

All of the new minerals can be used in production buildings as well as in the new Masterpieces. Further, new production buildings have been introduced to refine these minerals to be ready for use, such as the new Gold Smelter that turns Gold ore into Gold bars, the Glassworks that will work quartz into glass as well as a Jeweler who will make good use of any gold and gems you might find.

The Bailiff’s role has been expanded and can now undertake Mandates. These mandates will range from prospecting the new resource deposits to gaining influence with an Estate or researching blueprints. Yes, the scholar was unhappy and has now left!
Villagers can now path through monuments! This means that Monks can now get to those inner courtyards and soldiers can protect the pass. Pathing inside buildings will allow particular villagers to enter and exit through separate monument doors. Pathing will have conditions so that only those that should be allowed through can get through.

Word of your settlement is growing stronger. Not only will there be visits from envoys but there will be new visitors arriving at your village. Pilgrims might visit your shrine masterpiece and one of your monuments, that is perfect for taking in guests, might also receive a visitor under certain conditions.

As you may know, we are working on a full UI overhaul. In the meantime, you will notice a new notification panel that will help to see warnings of potential issues in your village as well as a log of your missions and quests including currently active quests.
Bridges can now be raised in height as well as length. Yes m’lord, you can now raise your bridges up high, the sky is the limit!

The Minerals & Craftmanship update will also include:
You can check out the full changelog below:
New features
Improvements
Buildings
Characters and animations
Environment
The full modding changelog can be found on the modding wiki.
Let us know what you think or discuss the game with our awesome Foundation community on our official Discord server.
– The whole Polymorph Games team
Exciting news!
The Minerals & Craftmanship Update will be released on Tuesday, July 14
The 1.6 preview build has now been thoroughly tested and the additional content is coming together. All this means we can today announce the release date for the upcoming Early Access 1.6 update.

In addition to the content previously announced we have also been working on a new feature coming in the 1.6 update… Masterpieces!
Masterpieces are unique sets of parts that will become available via inspirational events that will occur during gameplay. Once obtained the masterpiece parts set will be available to incorporate into any monument, transforming it into a unique monument.
Each Masterpiece can only be built once and will make full use of the new minerals and crafting stations now available.
There will be a total of 9 Masterpieces for you to discover and build in the 1.6 update release. All 9 Masterpieces will come with their own exclusive effects such as the work in progress, Shrine Masterpiece pictured below.

The Shrine will be unlocked via a miracle event and once built will become a place of pilgrimage for people far and wide and will come with the added effect of increasing immigration to your settlement.
To complement the new Masterpieces, each one will unlock a related Steam achievement. This will take the take number of achievements available in the game to 21.
As well as all the new content coming in the new update we have also been working to increase the immersion. The 1.6 update will additionally come with new workstation animations to bring the new buildings and content to life.



If you hadn’t already seen the previously news, here is a brief summary of what you can expect in the Minerals & Craftmanship Update, coming on July 14!
– The Polymorph Games Team
Happy Friday everyone!
Just in time for the weekend, the Minerals and Craftmanship Preview Update 1.6.0.0522 is now Live!
We are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, only the Valley map is available to play in the preview build. To get the full experience of the preview build we have also limited the save files on the preview build so you will need to start a new game that you will then be able to save and load as normal in the Preview.
Note: Custom maps are still available however these will not currently contain the resource nodes that are part of the update.
Mods will also require updating by the mod creators and modding community and will not be immediately playable.
We hope you enjoy the Preview and we would love to hear what you think.
If you would like to send in your feedback you can do so via this feedback form.
You are, of course, also welcome to discuss the game and report bugs as usual on the Steam discussions forums or join us on our Discord server.
Thank you in advance and we look forward to hearing from you and reading your feedback!
We have a bunch of new features and content included in this preview build of the upcoming update. You can find a changelog below and more detailed information on some of the new content can be found in our previous announcement here.
Gameplay
New features
Improvements
Art
Buildings
Characters and animations
Environment
Modding
(If you don’t see the preview option restart Steam)

If you want to take a look at the Minerals and Craftmanship Preview build you can switch over to it via the GOG Betas in your Foundation configuration details.


Hey Everyone!
We are excited to announce that we will soon be bringing you a new update, that we have named, the Minerals and Craftmanship Update!
The update is nearly ready and the full release will come in a few weeks but in the meantime, those of you eager to take an early look will be able to test some of the new features, in an upcoming Preview build!
More news on the preview build and how to gain access will be coming in the next few days.
Please note: Though custom maps are still available, we are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, the preview build is focused on the Valley map.
If you would like to help out and share your feedback with us, then firstly, thank you! All feedback is very important and useful to us and in the development of the game.
Please let us know what you think of the preview build via this feedback form.
We are bringing a multitude of changes and improvements in this update and you can check out some of the highlights that will be playable in the Preview Build, below.
One of the biggest and most exciting new features coming with the update are discoverable resources that will need to be prospected to know what kind of mineral they contain. Once prospected, you will be able to build a quarry over the mineral source to extract it. Some of these resources will be common and found in multiple nodes however some will contain more rare minerals.

Prior to this update, there were two building types: single buildings and monuments. In this update, they now all have the same capabilities. This means a single building could have parts added to extend its functionalities. The first single building to exploit this new feature is a new one: The Builder’s Workshop.
At last, builders now have their own workplace! This building will be extendable to add new artisan workshops with crafting capabilities, like the scultpure or stainedglass workshop.

Parts that need more detailed, artistic work, like stained glass and sculptures will need to be first crafted in artisan workshops from the extended Builder’s Workshop. These artisan workshops will take advantage of the new resources that will be available to you in the discoverable resource nodes and the workshops themselves will allow you to create all new unique parts and Masterpieces for your village.

Masterpieces are outstanding pieces of art that need to be crafted by artisans and that will provide a lot of splendor. More details on this soon…
The workshops are going to require processed materials that will form part of new production chains. One such discoverable resource you will be able to find is gold ore which will require smelting into gold bars via a Goldsmelter before being used in your artisan workshop

The bailiff will be introduced earlier into the game than previously and, for a cost, will be able to accomplish mandates for his lord. Among other things, he will be able to prospect for minerals and study blueprints.

One feature we have wanted to push for a while is the capabilities for villagers to use doors that communicate with one another. As such, villagers are now able to path through buildings by entering a door and going out from another. For example, Monks will be able to path through enclosed Cloisters, or villagers will be able to access enclosed courtyards via an inner courtyard entrance/exit but only through buildings that they are allowed to based on certain rules.

The Minerals and Craftmanship Update is a good time to consolidate on the work so far in the game and as such you will find many Quality of Life improvements some of which you will be able to see in the preview build.
There is now a new notification panel that will make it easier to track quests and keep an eye on issues in your village.

As noted above there are new building capabilities. To keep things consistent, all buildings will be placed and built in similar building workflow fashion to monuments. i.e. Placing a building will require that you also choose to start construction. You can still use shift + click to place multiple buildings which will bypass the requirement to click “start construction”.

We have also introduced another new change to the way you create monuments. You will first need to place a building marker before placing any parts to a monument. This building marker can then be moved and in doing so will allow you to move your whole blueprint before final placement and construction.
Grass has seen improvements in this update with a greater variety to shades and depth giving a more realistic look to grasslands.
Other improvements include cleaning up placeholder text, {img1} as well as new sounds and new animations.
The new update will bring some huge features for the modding community which will allow modders much more freedom to create new assets, behaviours and also make changes and extend vanilla components and functions.
The preview build will include the ability to create custom behaviour trees and nodes. This will enable modders to use both our existing nodes as well as define their own nodes when creating new behaviours for villagers.
Custom assets, as well as custom structures, will now be available for use by modders. This means that modders will no longer be confined to using our asset types and can now define their own. Complex data related to these assets and components can then be stored in custom structures.
All of these additions and changes will allow much more flexibility for modding. As an added bonus we will also be opening up our own core components to allow some engine and game structures to be extended. This will allow, for example, new bridge building functions or workplace building functions to be assigned to core components.
Can you imagine the potential horrors, such as an “Antenna farm” mod?!

You will be able to see all the new modding changes in the release notes and changelog here, on release of the preview build.
Although the preview build is already jam-packed full of new content and improvements we will continue to add more as we work toward the full update release.
In the meantime, stay tuned for more information on the Preview build release coming soon.
-The Polymorph Games Team
Hey everyone!
We have some news on the next content update!
… but first we would like to take this opportunity to thank every single one of you!
We have recently surpassed 200,000 sales of Foundation and thanks to all of your support and feedback we are able to realize the game of our dreams, and hopefully yours too.
From the whole team… Thank you!

As you can probably tell from the title we are planning to release the next update before the end of the year. We will bring you more news and more details on the update once we are closer to release but in the meantime here are some of the things that will be making it into the next content update:



The changes to job roles and villager status will be major and due to this, we are planning to release a preview build in order to test and gather player feedback on the new feature. Keep an eye out for further announcements on the preview build release.
We have even more planned for the December Content update and we will bring you more information soon.
We are excited to announce our attendance at MEGA & MIGS 2019 this coming weekend!
If you are in and around Montreal this weekend then you can check out more here.

We look forward to seeing you there!
-The Polymorph Games Team