Updates & new features
Every player-visible change to Sandwake, newest first. Watch this page for major releases, feature drops, and balance fixes.
Rival Houses Have Something to Lose
v0.9.0 · 2026-07-14
- newRival houses now build mirror-economy compounds: Harvesters parked on Saffra veins, Wells, Refineries, Silos and defensive Walls, each with its own HP.
- newCripple their economy: razing a Refinery halves their growth for a minute, wrecking a Well halves their muster regen, and cracking a Silo drops credits + saffra loot to your raiders.
- newFaction tint on shared structures — Vorag warm red, Sethari pale gold — so you always know whose supply line you're burning.
- changeExisting dynasties get their rival houses back-filled automatically: your next visit to a Vorag or Sethari keep will find the full compound waiting.
Sandwake Goes Mobile
v0.8.0 · 2026-07-12
- newEnlarged mobile minimap with a base halo so your settlement stays visible through fog at a glance.
- changeDust storm casualty notifications now always show the exact number of settlers claimed.
- changeExplorer Caravans depart the Caravansary immediately, heading outward toward the frontier; night travel is faster but riskier.
- fixMasonry now retroactively restores integrity to every standing structure the moment it's researched.
The Crossing Begins
v0.7.0 · 2026-07-11
- newSunwake Starcradle — dynasty-tier spaceport. Sits on a 3×3 sand pad (one only) and docks off-world transports. Costs 400 stone, 100 water, 60 saffra, 40 sunshard, 200 credits.
- newSundhow Barge — off-world settler transport (capacity 6). Trained at the Starcradle for 60 credits, 20 saffra, 5 sunshard. Load settlers within 6 tiles of a Tent / Great Tent.
- newAshvault Hauler — armoured militia transport (capacity 8). Trained at the Starcradle for 80 credits, 25 saffra, 8 sunshard, 40 stone. Loads within 6 tiles of a Barracks / Great Tent.
- newWorld Picker — Launch a loaded transport to open the frontier map. Veyra is your homeworld and the crossing to Ember Reach / Kal'Suun Deeps unlocks in a future dynasty era.
Terracing the Fields
v0.6.5 · 2026-07-11
- newAgriculture upgrades — Sunroot Groves can be rebuilt in place into Salt-Canal Paddies, and Paddies can be terraced up into Sunwake Terraces. The plot's kind swaps to the higher tier when the upgrade finishes.
- changeUpgrade cost and buildTime for the farm chain use the tier gap — cheaper and faster than tearing the plot down and rebuilding, but still a real investment. Age gates still apply (Paddies → Terraces needs the Dynasty age).
The Academy
v0.6.4 · 2026-07-11
- newAcademy of the Sun — dynasty-tier school. Trains up to 6 scholars for a heavy sunshard trickle, and every tech researched while it stands costs 20% less sunshard.
- changeScholarium output nudged up (0.08 → 0.10 sunshard/s per scholar) so early research doesn't depend on a crystal seam.
Fields of Veyra
v0.6.3 · 2026-07-11
- newSalt-Canal Paddies — settler-age farm. Diked dune paddies with brackish canals. High food per worker but thirsty; scales as your population grows.
- newSunwake Terraces — dynasty-age capstone farm. Cascading shard-lit terraces watered by dawn condensers. The highest food throughput in the game.
City of the Sun
v0.6.2 · 2026-07-11
- newSunroot Grove — terraced dune plots that yield twice the food of a Hydrofarm. Settler-age.
- newScholarium — a domed athenaeum where scholars grind sunshards from insight. A civilian research trickle that doesn't need a crystal seam.
- newPhysic Pavilion — field infirmary. Any of your units within 5 tiles slowly regenerate HP.
- newGrand Souq — city bazaar. Boosts every Trade Post caravan by +40% credits and +25% saffra. Only one may stand.
Boomtown
v0.6.1 · 2026-07-11
- changeBarracks now trains fresh recruits — militia, skirmishers and heavies no longer consume a settler from your workforce.
- changeTents drip faster: 2 settlers per L1 Tent each dawn (3 at L2, 4 at L3). Great Tents add 3/4/5 by level.
- fixRemoved the "food > 5" gate on dawn growth — any food on hand is enough for newcomers to arrive.
Muster Hall
v0.6 · 2026-07-11
- newBarracks — the new muster hall. Trains Militia at L1, unlocks Skirmishers at L2, and raises Heavies and Wormriders at L3.
- changeMilitia and Wormrider training moved off the Tent and Market. Build a Barracks to keep raising fighters.
- changeTents now spawn settlers equal to their level each dawn (L1 = 1, L2 = 2, L3 = 3) and grow visibly larger with every tier.
- newRally button (G) in the top bar — one click selects every militia, skirmisher, heavy and wormrider on the map.
Conquest of the Sands
v0.5 · 2026-07-11
- newRival Great Houses — Vorag (bone & jade) and Sethari (violet & copper) now hold keeps you must raze to win.
- newReaver camps: static bandit strongholds that spawn raid waves. Destroy them to shut off the source.
- newMassive map — Veyra is now 200×200 tiles. Camera panning is clamped to the new bounds.
- newDynasty legacy — completed runs grant your next dynasty extra water, food, credits and veteran settlers.
- newQuicksave (F5) and Quickload (F9) hotkeys for signed-in players.
- changeAll player buildings and units repainted in the House Solaran blue-and-gold palette.
- changeAutosave now writes once per day-roll to Slot 0 automatically.