SANDWAKE
Changelog

Updates & new features

Every player-visible change to Sandwake, newest first. Watch this page for major releases, feature drops, and balance fixes.

Sandwake Goes Mobile

v0.8.0 · 2026-07-12
Sandwake now plays on mobile
Landscape phones and tablets are officially supported — jump in from any device.
  • 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.