Humanica — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Update #17 [0.10.2]: Pathfinding improvements | 2026-10-01 | Hi everyone!This update brings improvements to settler pathfinding, as well as fixes for many bugs and issues.NewIf a settler can't reach an object (a building, item or resource), that object is marked as unreachable: an icon and a notification are shown.Settlers no longer try to reach objects marked as unreachable.Settlers stuck in an enclosed area are marked with an icon and get a separate notification.Several settlers can now carry items to a construction site at the same time. Previously, only one settler did this.After researching a new technology, new buildings are now marked with a yellow sign in the building menu. New recipes in produ |
| Experimental branch update [0.10.2.b1] | 2026-09-26 | If a settler can't reach an object (a building, item or resource), that object is marked as unattainable: an icon and a notification are shown.Settlers no longer try to reach objects marked as unreachable.Settlers stuck in an enclosed area are marked with an icon and get a separate notification.Reworked how items drop to the ground: items are now less likely to land in unreachable areas.Hunters now ignore unreachable animals, both alive and dead.Hunters now go after the target closest to their hut.And other pathfinding improvements… |
| Update #16 [0.10.1]: Various improvements | 2026-09-18 | Hi everyone! This update focuses on small but useful fixes and improvements across various parts of the game.New:Some objects on the world map now have a cooldown. Once it runs out, the object can be explored again.Workers now cycle through all available recipes instead of always making the first one in the list.Lowering terrain below water level now has a chance to create new fishing spots.Improved how recipes set to continuous crafting are displayed.You can now double-click a settler to select just that settler out of the current selection.A warning now appears if the settlement has too few laborers (less than 25% of the total population).B |
| Major Update #15 [0.10.0]: Vertical Construction | 2026-09-08 | Hi everyone, friends! This is the first major update since release! The changes are aimed at expanding vertical construction. Now, with platforms, ladders and the new node buildings, you can raise tall defensive walls or stack several tiers of dwelling huts in your settlement. Or maybe you'd rather have a log castle with towers? A high bridge over a ravine? A multi-level smithy? Let your creativity run wild! Thanks for playing and for following the project!New:The navigation grid and pathfinding have been completely reworked.The building grid has been reworked. With platforms, you can now build structures on top of each other.New buildings th |
| Experimental branch update [0.10.0.d7] | 2026-09-06 | Fixed animations for climbing ladders.Added a “delete all resources” button to the warehouses.Added a height limit for platforms. You can no longer build more than two platforms on top of each other.Attacks now occur about half as often. However, the number of enemies during attacks is 1.5 times greater.Improved the visuals for walls, fences, and foundations.Improved the construction visuals for socket buildings and platforms.Fixed an issue with selecting buildings.Fixed the description of the gatherers’ hut.Fixed a bug: the navigation grid did not update after removing boulders.Fixed a bug: walls would sometimes burn indefinitely.Fixed a bug |
| Experimental branch update [0.10.0.d5] | 2026-08-31 | Fixed a bug: sometimes settlers were unable to enter certain warehouses or other buildings.Added the ability to move the town hall to a different location. |
| Experimental branch | 2026-08-28 | Hi everyone!The next big update, called “Vertical Construction”, comes out on September 8. But you can already try it out right now by switching to a separate experimental branch.How do I switch to the experimental branch?Right-click the game in your library and select “Properties”. In the window that opens, go to the “Game Versions & Betas” section and choose the experimental version.The features in this branch aren’t finished yet, so you may run into bugs and issues. But you’ll help me a lot if you report any problems you find.Brief list of changesThe navigation grid and pathfinding have been completely reworked.A new “node” type of buildin |
| Dev Log #5 | 2026-07-25 | Hi everyone!It's been a month since the last update, so it's time to share something interesting. Right now I'm working on a big update that will add more variety to construction. The changes will include vertical construction, a new "node" construction grid, and possibly new stone buildings.Node construction gridThe game now features an additional node-based construction grid. You can place various decorative structures between cells: fences, posts, torches, walls.Some buildings add nodes of their own: posts for example. You can run a log between any two arbitrary nodes to build an arch, for instance.Posts and logs let you put together some |
| Update #14 [0.9.0]: New annual plans | 2026-06-24 | Hi everyone, friends!This update adds 50 new annual plans and reworks existing ones. Some issues have also been fixed.Thanks for following along and for continuing to play!The settlement of DexdozNew:- Added 50 new annual plans- Reworked existing annual plans- When attempting to enter a new age, a warning is now shown: "old annual plans will become unavailable"- Updated some building and technology iconsBalance:- Doubled the prosperity gained from kills for all weapons- Fertilizer no longer increases the number of seeds obtained when harvesting- Slightly lowered the chance of new domestic animals being bornFixes:- Fixed a bug where sometimes |
| Update #13 [0.8.19]: Landscape editing and animal husbandry improvements | 2026-05-29 | Hi everyone, friends!This update refined the landscape editing, making it more intuitive and user-friendly. Animal husbandry has also been improved, there's now an animal statistics window, and shepherds work better. QoL improvements include buttons to close all gates in a settlement, an area clearing tool, and more tooltips and descriptions. Visually, new icons have been added for buildings, animals, and technologies. And of course, tons of bugs and issues have been fixed.Thank you for following along and continuing to play! With each update, we take small steps forward, getting closer to the 1.0 release.The settlement of frisbeesNew:- Visua |
| Update #12 [0.8.18]: New management tools and performance optimization | 2026-04-27 | Hi everyone!The new update adds new tools for mass demolition of buildings, changing priorities, and copying settings. Performance of large settlements has also been optimized and save loading has been sped up. And much more. The detailed changelog is below. Thank you for continuing to play!From April 27 to May 11, Humanica is on sale with a 20% discount! The settlement of GOLONew:- Added a demolition tool for buildings by area.- Added a priority change tool by area.- Added copying of settings between buildings, including storage filters and recipes settings.- Building settings are now copied on upgrade.- Priority can now be changed for lands |
| Update #11 [0.8.17]: Hotfix | 2026-04-11 | - Fixed an issue that broke the loading of certain saves. |
| Update #10 [0.8.16]: New settings, peaceful mode, bug fixes | 2026-04-10 | Hello everyone! A lot of updates and hotfixes have come out over the past month. I've decided that from now on each update should display its own sequence number. We're starting with the milestone tenth! Thank you for continuing to play and share your feedback!The settlement of karembeuNew:- New gameplay settings (more details below).- Option to enable peaceful game mode. Can be selected before starting a game or enabled on existing saves through the settings.- Reworked enemy spawn algorithm. Enemies now spawn closer to the edges of the map. Reduced the chance of enemies spawning on a mountain they can't get down from.- If enemies neither dea |
| Hotfix 0.8.15 | 2026-03-31 | - Fixed loading issues with some corrupted save files. - Fixed prosperity per workplace for buildings: mines, poultry yard, brewer hut, cheesemaker hut. |
| Patch 0.8.14 | 2026-03-21 | Balance: - The chance of new settlers appearing now continues to increase after reaching 250 happiness. Previously, the maximum was 0–9 new settlers at 250 happiness. - Bronze and iron armor now grant prosperity when used. Fixes: - Fixed the display of landscape editing icons at different monitor resolutions. - Fixed a bug: if there are recipes in the queue, the worker will not attempt to make an infinite recipe, even if there are no resources for the recipes in the queue. - Fixed some issues with settlers’ pathfinding. |
| Early Access Roadmap | 2026-03-17 | It’s time to reveal my plans for the future. Want to know what’s coming to the game during Early Access? The Roadmap is ready!Just a reminder that you can help shape the game’s direction by joining the discussions on Discord channel.Phase I: Quality of LifeIn this phase, I’ll focus on fixing all sorts of issues and refining the game’s existing features. I’ll also be adding a bunch of “Quality of Life” mechanics to reduce micromanagement and make gameplay more comfortable. Here’s the breakdown:Fixing issues and bugs. Improving the tutorial and tooltips.Adding necessary settings. Reworking of the save system.Peaceful game mode.Tools for mass pr |
| Patch 0.8.13 | 2026-03-14 | - Fixed loading issues with some corrupted save files. - Fixed a bug: when placing pears and apples (and certain other combinations) in the gatherer hut, the settlers would behave abnormally and get stuck. |
| Patch 0.8.12 | 2026-03-13 | Changes: - You can now select 3 target resources in the gatherer hut. - Added a new law “Automatic Reconstruction”: after a building burns down, an identical one with the same settings is automatically built in its place. - Nomads no longer set fire to gatherer huts, hunter huts, or fishing huts. - Improved the population statistics window: all professions are now displayed here. Balance: - Increased the chance of successfully finding beet, pea, turnip, bean, plum, and cherry seeds on the world map. - Slightly reduced the frequency of enemy attacks. Fixes: - Fixed bugs with landscape editing at the edges of the map. - Fixed loading issues wit |
| Hotfix 0.8.11 | 2026-03-07 | - Fixed loading of some broken saves. |
| Hotfix 0.8.10 | 2026-03-07 | - Added a new technology “Deposits discovery” which will allow you to find new deposits of ore and clay by digging up the landscape. - Added a separate “destroy” action for some resource sources: ore veins, boulders, clay. - Fixed the generation of objects on the world map: before this fix, there was a small chance that pear forests and other resources would not be generated. The fix also affects old saves. - Fixed the display of some objects on the world map. - Fixed settlers periodically getting stuck when moving on stairs. - Fixed automatic destruction of veins when depleted. - Fixed a bug: roads built on modified terrain were displayed in |
| Hotfix 0.8.9 | 2026-03-05 | - Fixed an issue that broke the loading of certain saves. |
| Thank you! | 2026-03-05 | Thank you for your feedback and your warm response to the game! It really inspires me to keep going, and I realize that I'm not doing this in vain. Two days after the release, we can sum up the results. The record for simultaneous online users is currently 155 people! Two hotfixes have already been made to fix the issues you reported. And the work will continue.In the coming days, I will focus on fixing all the bugs as quickly as possible. And in the coming weeks, a roadmap for early access will be formed, and you will be able to influence the direction of the game's development by participating in discussions on the Discord channel. |
| Hotfix 0.8.8 | 2026-03-04 | - Added keyboard bindings for food and material gathering tools. - The tavern is now visible and can be built. - Fixed a bug: in the log forge, the bronze knife recipe produced sickles. - Improved the navigation grid so that settlers don't get stuck on steep slopes and rocks. - Some buildings can now be tweaked before they are constructed: warehouse filters, production building recipes, gatherers' huts, etc. - Fixed the required resources section in buildings under construction. - Fixed a bug: the animal limit was not displayed in the poultry yard. |
| Hotfix 0.8.7 | 2026-03-03 | - Bug fixed: settlers get stuck in certain places on the map. |
| Humanica IS OUT in early access! | 2026-03-03 | Humanica is finally out in early access and you can go check it out right now!!! |
| Humanica is COMING OUT in early access on March 3 | 2026-02-03 | Humanica is coming out in early access on March 3! And here is the new trailer! |
| Devlog #4 14.01.2026 | 2026-01-14 | Hello everyone! The release is approaching, so it's time to share what I've managed to make since the autumn demo festival.The routine of manually gathering resources was tedious. I added a gatherer hut. Now it will be possible to automate the gathering of food, and not just food. However, each hut will have a specific radius and a limit on one target resource. A certain optimization of resource search by settlers has been done. Now residents know how to “reserve” stacks in warehouses in advance in order to take or put down resources. Here is an example in the picture: there are three warehouses, each of which is almost full. Settlers will im |
| Devlog #3 24.10.2025 | 2025-10-24 | Hello, everyone! Today, I would like to summarize the results of the recent Steam Next Fest and discuss my plans for bringing the game to release. There will be fewer images and more text.First, thank you very much to everyone who played the demo at the festival! |
| New demo is out! | 2025-10-13 | The new demo is now available! Play it as part of the Steam Next Fest, which starts on October 13 at 5 PM UTC! |
| Devlog #2 08.10.2025 | 2025-10-08 | Hello, everyone! Today I'm going to talk about how I created the world map.Initially, the task was as follows: I needed to travel around the world map to add the feeling that the world outside the settlement exists and that something is even happening in it. This feeling was sorely lacking in the game that inspired me so much at the time - Dawn of Man. It's no surprise that my project has a lot in common with this game, but that's not what we're talking about right now. I chose a hex map format because I used to love playing Civilization 5. Generally speaking, at one point I hoped to create an analogue of Civilization, with development from t |