Volcano Night in a simplified version for Utopia Builder
Aurora map added to Utopia Builder
Fishing Hub (available only on Aurora)
A gripping new story set in New Edinburgh and Aurora Experience a brand new scenario that explores the fate of a city built in the shadow of a volcano and its former colony on a frozen lake. Navigate political turmoil, environmental disaster, and impossible choices as catastrophe looms.
Five unique Communities and Factions Meet five new groups, each with its own identities, ideologies, and ambitions. Earn their trust, challenge their beliefs, or risk pushing the city toward division.
Deadly new environmental hazards Survive the devastating Tremors and the terrifying Volcano Night , two new mechanics that will force you to rethink your strategies and adapt to ever-changing conditions.
New narrative events and gameplay mechanics Face fresh challenges through new story events, decisions, and mechanics designed specifically for this expansion, creating new opportunities and dilemmas.
Independent Colony system Shape your relationship with Aurora through diplomacy, trade, coercion, or outright conquest. Every decision will affect the balance of power between your cities.
Two new scenario maps Lead your people across two entirely new locations, each presenting unique challenges, opportunities, and strategic considerations.
Five new buildings and hubs Expand your city's capabilities with new structures and infrastructure options that will help you confront the growing crisis.
New laws and political choices Guide your society through uncertain times with new legislation, shape the future of New Edinburgh, and decide how much trust your people are willing to place in you.
Free update content for Utopia Builder New Utopia Builder map: Twilight waters
New Utopia Builder challenge: Volcanic night
Fixed the issue in calculations which could cause sudden spike in population numbers up to millions
‘Rush Researches’ now lasts 20 weeks instead of 30 and will provide less research speed bonus
Technocrats’ ‘Optimize Research’ now provides less research speed bonus
Tweaks to multiple Research Institutes research speed boost bonus so the first two institutes provide less of it
Slightly lowered base shelter demand of all communities
Lowered shelter demand on Captain difficulty level
Shelter area traits now provide less of it
Decreased population growth speed
Sickliness now increases quicker for some time after temperature change
Slightly tweaked the number of sick people generated by districts and different cold levels
Optimized functions that calculate sick people number to reduce randomness and eliminate edge cases
Outposts and settlements rebalance aimed to make Frostland gameplay more challenging Meagre Coal Mine Frostland team upkeep changed from 10 to 5
Stockpile now lasts for 70 weeks down from 140
Coal Mining Complex Coal output changed from 400 to 200
Coal Mining Complex + Coal output changed from 500 to 300
Community upkeep changed from 800 to 1200
Food upkeep changed from 10 to 25
Materials upkeep changed from 30 to 50
Coal Mining Complex ++ Coal output changed from 600 to 400
Food upkeep changed from 20 to 40
Materials upkeep changed from 60 to 110
Tar Pits Frostland team upkeep changed from 10 to 5
Stockpile now lasts for 120 weeks down from 240
Old Derrick Oil output changed from 320 to 200
Oil Rig Oil output changed from 150 to 100
Oil Rig + Food upkeep changed from 40 to 25
Oil Rig ++ Oil Output changed from 250 to 300
Materials upkeep changed from 60 to 110
Burried Village Frostland team upkeep changed from 10 to 5
Stockpile now lasts for 70 weeks down from 140
Imperial Smelter Materials output changed from 250 to 200
Imperial Smelter + Materials output changed from 400 to 300
Frostland team upkeep changed from 10 to 5
Food upkeep changed from 10 to 25
Imperial Smelter ++ Materials output changed from 600 to 400
Frostland team upkeep changed from 10 to 5
Food upkeep changed from 20 to 40
Imperial Manufactory Stockpile now lasts for 120 weeks down from 240
Imperial Manufactory + Frostland team upkeep changed from 10 to 5
Food upkeep changed from 10 to 25
Imperial Manufactory ++ Frostland team upkeep changed from 10 to 5
Fixed incorrect 300 community upkeep and set it to 2000
Food upkeep changed from 20 to 40
Oil upkeep changed from 60 to 30
Frozen Whale Outpost Stockpile now lasts for 120 weeks down from 240
Whaletown + Food output changed from 250 to 200
Frostland team upkeep changed from 10 to 5
Community upkeep changed from 800 to 1200
Materials upkeep changed from 25 to 50
Oil upkeep changed from 10 to 20
Whaletown ++ Food output changed from 400 to 300
Frostland team upkeep changed from 10 to 5
Community upkeep changed from 1400 to 2000
Materials upkeep changed from 40 to 110
Oil upkeep changed from 20 to 30
New deaths count widget
Construction panel improvements Radical buildings are now marked in the construction panel
Progress the skill tree of the dueling faction in your playthrough (For example, if the Menders are facing the Venturers, choose the faction you want to support and try to enact a Utopia with them)
Each unlocked milestone in a faction’s skill tree grants 1 point
Enacting a Utopia grants 5 points for your faction
Follow our social media channels and watch them change depending on which faction is currently winning.
Join our Discord , assign yourself the special role of your favorite faction, and proudly represent your community.
Participate in dedicated faction voice channels to rally support and find fellow citizens during your gameplay.
## What Changed
- **Survivalists' Headquarters** — territory exploration threat decrease effect now stacks
- **'Optimise Inputs' ability** — no longer lowers Automaton Factory building output
- **Air Transport Hub** — now affects buildings inside districts
- **Menders housing** — reindeer capacity now influenced by district efficiency level
- **IEC sites** — can no longer be given to the Herders
- **Undying Outposts** — no longer available for Beacon and IEC sites
- **Goods Emporium** — proximity effect now stacks with Heat Auctions instead of overwriting it
- **Push district boundaries ability** — can now be used on deactivated districts
- **Vaccine production** — Pharmaceutical Labs now produce increased amounts
- **Plague research** — costs fewer heatstamps
- **Trust increase modifier** — now visible on Trust tooltip after using vaccines
- **Pause game keybinding** — can now be changed in settings
- **Districts construction cost** — now visible in the Utopia Tree
- **Insulated Districts outlines** — increased size in Heatmap overlay
## New Content
- **Test Plague Therapies ability** — unlocks after searching Patient Zero Location; converts limited contaminated citizens into regular sick citizens in districts with Research Institute (some die during process)
## Balance
- **Slightly increased contaminated citizens** — outbreak occurrence now spawns more infected
## Bug Fixes
- **Criminal Reparation, Guard Immunity, Crime Elimination, Treatment, and Housing Distribution policies** — can no longer be researched without a built Council
- **Emergency Essentials policy** — effect text now matches actual gameplay effect
- **'Wine and Dine' ability** — no longer appears available when no
Survivalists’ Headquarters territory exploration threat decrease effect now stacks
'Optimise Inputs' ability no longer lowers the Automaton Factory building output
It is no longer possible to research Criminal Reparation, Guard Immunity, Crime Elimination, Treatment and Housing Distribution policies without a built Council
Air Transport Hub now affects buildings inside the districts
Optimized performance during temperature change events in late game
\ Study Mementos community action can no longer be used to research a Cornerstone if no other research is available
\ Menders housing reindeer capacity is now influenced by district’s efficiency level
\ Effect text for the Emergency Essentials policy now matches the actual gameplay effect
\ Fixed 'Wine and Dine' Bohemians ability appearing available when there are no available Troupes after certain conditions are met
\ Fixed the Martial Law not decreasing the Guard Squad cost of the Organise Filtration Posts ability
\ Fixed a possibility of duplicated negotiation options for Bohemians
\ Fixed 'Study Mementos' Community Action not reducing Stockpile of Mementos
\ IEC sites can no longer be given to the Herders
\ Undying Outposts are no longer available for Beacon and IEC sites
\ Fixed warm output modifier not being applied to Logistic District if it is already affected by Proving Grounds
\ Goods Emporium proximity effect now stacks with Heat Auctions instead of overwriting it
\ Push district boundaries ability can now be used on deactivated district
\ Fixed the sudden huge spike of Plague infected citizens, which could lead to premature and unexpected Tale failure
\ New ability: Test Plague Therapies Unlocks after searching Patient Zero Location
Can be used in districts with the Research Institute
Converts limited amount of contaminated into regular sick citizens; some will die during the process
\ Increased the amount of vaccines produced by Pharmaceutical Labs
\ Plague research costs fewer heatstamps
\ Contaminated and Vaccinated modifiers will no longer remain applied to the communities after Plague Tale is finished
\ Slightly increased the number of contaminated citizens when an outbreak occurs
\ Trust increase modifier after using vaccines is now visible on the Trust tooltip
\ Fixed Vaccinate Population objective not updating immediately after a death event occurs
\ Citizens leaving the city due to Doomsayers narrative events are no longer counted as deaths
\ Doomsayers’ Council animation pool was limited to better match their identity
\ ‘ Art in Ruins’ achievement now no longer resets progress if the worn-out district was disabled during the required 100 weeks
\ Fixed ‘We are not the same’ achievement not unlocking if Utopia builder was started eight times with a different Faction
\ Added additional safety checks to ‘Miracle Worker’ achievement to make sure only Plague deaths are taken into consideration
Major memory and object count optimizations to widgets
Pause game keybinding can now be changed
Improved Affinity emblems visibility on the construction radial
Area Effects for Hubs are now displayed in Research Topic panel
Improved Utopia tree visuals on lower screen resolutions to prevent overlapping
Production district will no longer reset output mode upon district expansion
Fixed Story Mode submenu chapter selection navigation issues on lower screen resolutions
Fixed camera position during negotiations when playing with a controller
Fixed camera rotation being possible on the faction formation screen when playing with a controller
Fixed a softblock when attempting to fulfill the Algorithm promise when playing with a controller
Fixed overlapping prompts in the Council when inspecting delegates
Fixed issues with city chat bubbles disappearing too quickly after The Council voting
Fixed Old Waystation deposit displaying Logistic units count on the tooltip
\ Fixed no DLC dialogue window when attempting to load a DLC save file with no DLC applied on Mac devices
\ Fixed overlapping and disappearing resources on the top HUD when switching between Cities after Hides and Reindeer resources were unlocked
\ Districts construction cost is now visible in the Utopia Tree
Tweaks and improvements to road generation logic around hubs
Minor optimizations to texture compression
\ Minor ability icon tweaks and improvements.
\ Converted Faction Housing district panel now features faction related 2D art
\ Secondary faction hubs (Overseers, Menders) and regular hubs no longer feature 2D art
\ Improved Technocrats’ Hub visuals when placed on uneven terrain
\ Technocrats’ exclusive buildings should no longer lose cable connections after loading a save file
\ Fixed Imperial Academy being visible on the frostland map
\ Numerous minor visual improvements to faction districts
Improvements to faction districts SFX
Fixed a few crashes related to threading and general under-the-hood memory handling operations
Fixed crashing Prologue save states created before 1.5.x patch
Memory optimizations
Localization fixes
\ Improved readability of golden texts in in-game main menus
\ Fixed opening Faction panel/Utopia Tree not canceling current active Expand/Adjust placement input
\ Fixed lines connecting Utopia Tree nodes not appearing when player enters the panel for the first time
\ Fixed lines connecting Utopia Tree nodes placement on lower screen resolutions
\ Fixed persisting zoom story cursor on loading a save file during an active Icebloods’ Cutthroat Frostbreaking
\ Various minor visual improvements to Utopia Tree and Faction Panel
Optimizations to the shadow count aimed to improve gpu and memory performance
Various improvements and fixes to hubs VFX
Increased the size of the Insulated Districts outlines in the Heatmap overlay
Fixed visual artifacts on some of the UI elements occurring for RTX 50-series users
\ Fixed ‘Boost Research’ ability not being available for the rest of Utopia Builder if ‘Accelerate Vaccine Production’ was active during the Tale ending
Each use speeds up Plague Vaccine research Does not apply retroactively to old Plague save states