Hello, Creators!

We’re back with another exciting patch for all of you incredible people. Our team has once again astounded with its ability to balance the flow of new content and bug fixing, driving the experience to new heights while squashing those annoying issues. Now that we’re finished patting ourselves on the back, let’s get to the fun stuff!


  • Brand new nugget list panel, with new filters, more headers and more details, including a new favicon menu.
  • Nugget favicons are now shown as an icon over the nugget as well.
  • Research: Blue Perks of the same tier can now be queued up for research: they will automatically continue to next queued perk after current is complete. From the panel, player will be able to add or remove from the queue, and see the order in which perks are stacked.
  • Building upgrades reviewed: now resource collection for upgrades will happen before demolition, and the building will continue working as usual until then. Resources status can be monitored on the upgrade panel.
  • Status Flags: building status icons are no more! we now have flags, which integrate smoothly into the environment, improving the look and feel. Flags will display up to two different status situations, and further warnings will appear after the ones on display are solved.
  • Path line for nuggets
  • Time stopped before epicenter is placed
  • Trickle Effect God Power
  • Tornado: New building damage formula
  • New building lumber mill.
  • New building stone mine.
  • New animal - the bear.


Starting off as tiny pathways, these little veins of early economic activity will soon grow and harden into highways and concrete footpaths as your civilization advances. A ridiculous amount of work was invested into this system over the past few months, but it is beginning to pay off. Our biggest challenge was to create an entirely dynamic road system that expands as new buildings are introduced, on top of being upgradeable from era to era. Let’s not even mention the difficulty of getting this to work on a spherical world. Overall, it was quite the experience, but we’re enormously proud to be introducing it to you now.


With the addition of dynamic roads, preserving performance became another top priority for the team. With a little magic, we not only mitigated the new system’s impact, but also improved performance further to allow for far more objects to be on-screen at any time. Planets are now curvier and more decorative than ever. You can even expect faster loading times! Also, keep an eye out for denser animal populations as you go about your divine duties.


Stone Mines and Lumber Mills officially mark the beginning of the Medieval Era! You can now construct neat little box-looking buildings that will churn out resources faster than ever before. Speaking of which, we’ll be balancing things over the next few patches to ensure we get the numbers right.


Our Nuggets are not just soulless and empty AI agents that drift about the game world performing menial tasks, they’re actually highly-advanced (albeit buggy) beings that attempt to act as alive as possible. Well, unless they’ve been tossed about by a tornado. Then they play dead very well indeed. As such, they have a dramatic list of stats that should be clearly presented to you. With the new panel, you have detailed access to any Nugget’s stats at any time.


We agree with your complaints that it can be a little difficult to prepare for natural disasters before they undo all of your hard work. The notifications were simply not giving you much time to react, leading to frustration as your Nuggets clung hopelessly to the barebones foundation of a disaster shelter while the civilization was ravaged. Disaster predictions will now be far more timely, giving you detailed information via the season calendar once you’ve constructed a Forecast Tower.


It can be a little overwhelming as buildings begin blurting out complaints about some or other resource shortage, filling your civilization with glowing pop-ups like you just clicked on a dodgy link. We always aim to keep things in the game as clean and natural-looking as possible, which led us to redesign the building notification system entirely. We are replacing pop-ups with a flag status system, equipping each building with a dedicated flagpole that will raise a different flag based on the building’s needs. We’ll keep iterating on this to get it right.


Nugget status icons were revisited as well, leading to slight changes that improve readability at a glance. We’ve added a severity indicator to the status icons that appear above a Nugget’s head. If Nuggets begin displaying negative status effects, like hunger, thirst, cold, or otherwise, the icon will be yellow to start off with (less severe) and slowly turn into a red icon (severe).  Icons turn red once a Nugget’s health or other important stats become endangered.


The Nugget trajectory guessing minigame has been removed. We have replaced it with a Nugget trail line, showing you exactly where a Nugget is headed. You’ll never have to raise an eyebrow and allow confusion to take hold ever again.


  • Nuggets stuck while mating
  • Nuggets stuck fixed in a lot of cases.
  • Threading system improvements.
  • Alarm causing nuggets to freeze
  • Tornado and Windstorm NRE fixed
  • Difficulty selecting/clicking on buildings fixed
  • Amusement AI (entering building 2 times) fixed
  • Construction sites and becoming red while placing new buildings using ghoster
  • Fixed nuggets duplicate names
  • Dead nuggets showing status icons fixed
  • Fixed close button on building list
  • Ghostdo not appear from grave
  • Ghost from dead nugget left his body after 10 minutes fixed
  • Double infected area from one dead nugget fixed
  • Every few seconds hears the voice of ghost, but no ghost
  • LeCupidon NRE’s fixed
  • Excessive number of nuggets are able to enter the bunker fixed
  • Ghoster NRE’s
  • Clouds NRE fixed
  • Some fixes and tweaks on nugget Stats.
  • Fix for incorrect nugget injured status.
  • Fix fall and winter follow along season change.
  • Fix leafs still working in local space instead of world space for some clients 
  • Fixed: incorrect hospital max beds in config.
  • Fixed: farm crops not aligned with ground.
  • Fixed: accessories sometimes disappear (including invisible body and trolley of gravedigger)
  • Fixed: fishing underwater
  • Fixed some cases when nuggets were not able to reach the resource
  • Fixed rare cases when nuggets got stuck after collecting herbs / food from the bushes
  • Fixed a rare but when engineers could not finish repairing a building
  • Fixed a rare NRE when a scene object was destroyed
  • Fixed dust fx for settlement props
  • Fixed bug when building placement using ghosterdo not respondonclick
  • Fixed flying nuggets bug
  • Fixed bug when happiness effect wasn't applied correctly
  • Fixed NRE that caused nuggets to freeze 
  • Fixed bug when animals were walking at an angle
  • Fixed bug when Nuggets caused FPS to drop to 0 
  • Fixed bug when Nuggets couldn't enter the building


    • Biomes coverage improvement
    • Implemented "educated' teacher. Teacher will educate kids better, having schooling. 
    • Implement "educated' engineers. An engineer will work better, if it has some schooling.
    • Now nuggets clear roads from resources

    We’re spinning the tornado disaster event into something a little different. On too many occasions, the tornado proved to be too much of a destructive game changer. As a result, we changed the way the tornado’s damage is calculated to give everything a better chance.

    • Tornado damage has been reduced from 25% -> 10%

    However, if a building’s health drops to 10% or below, the building will be instantly destroyed.  Don’t let your guard down! A damage nerf doesn’t mean you get to haul out the garden chair and bask in the soothing breeze of a raging deathwind.
    Injuries can sometimes be a little confusing. Where do they come from? Where do they go? Did somebody drop a hammer on their toe? Injury status icons have been reworked and the overall system has been improved to give you better clarity.

    • Injured health level changed from 75% -> 50%
    • Critical health level changed from 20% -> 25%

    This should prevent Nuggets from displaying an injury status whenever they get a splinter. Also, they will be more vocal about being close to death to give you some more time to react.

    In the past, many buildings did not require water to function. As we all know, water is a very important resource for Nuggets. Therefore, a lot of buildings (except the initial ones) now require water.

    • Bunker water level changed from 2 -> 10
    • Cemetery water level changed from 0 -> 10
    • Engineer’s Hut water level changed from 0 -> 10
    • Fishing Hut water level changed from 0 -> 5
    • Forecast Tower water level changed from  0 -> 15
    • Refinery water level changed from 15 -> 20
    • Warehouse water level changed from 0 -> 10
    • Lumber Mill water level changed from 0 -> 25
    • Stone Mine water level changed from 0 -> 25
    • Hut water level changed from 2 -> 5


    Water Pump
    Due to the increase in water usage and a known issue with water production in the later stages of the Stone Age, Water Pumps have received a major boost to performance.  

    • Water Pump Level 0 output increased from 30 -> 80
    • Water Pump Level 1 output increased from 80 -> 120

      Huts have received a resource cost reduction to increase the speed of construction to improve mating rates and conserve resources for other buildings.

      • Hut cost changed from 10 stones -> 5 stones


      • First off, Huts have received priority over other buildings. In order to minimise the impact that this change will have on the experience, we decreased the amount of resources needed for constructing Huts. Nuggets will now automatically build a Hut after forming a family before finishing construction on other buildings. Privacy forms an important part of reproduction, after all. Nuggets aren’t entirely uncivilised
      • The male/female distribution was tweaked to ensure better equality for all. 
      • Nuggets will no longer charge headlong into a relationship with the first member of the opposite sex they meet. Distance used to be a major factor in choosing an appropriate mate.They will now give a potential partner from another neighbourhood a chance. 
        The mating system has always been a bit of a pain for all of us. With each new patch, we always tweak it a little to try something different. This patch is no exception.

        ART ASSETS
        • Status flags.
        • Medieval era Lumber Mill building was implemented
        • The Bear is now walking around the planet

        • Medieval era Stone Mine is now in the game
        • Roads between structures implemented


        • Updated all buildings name labels - some of them might be missing in certain screen resolutions.
        • Nugget list panel complete redesign.
        • New panel for Lumberjack hut building.
        • New panel for Stone Mine.
        • Fixed tooltip not closing in Prayer Enclave panel.
        • Added new god power icons to god power icons atlas. Updated Cheer Up power icon.
        • Worker ID panel has new tag Nugget menu.
        • Buildings list panel  - added X button to top bar and tweaked size of elements a bit.
        • Forecast tower - added approaching disaster indicator.
        • Evolution tower - added blue perks queue.

        • Worker ID panel tag menu position fix.
        • Seasons panel update - added disasters prediction.
        • Forecast tower panel update - added disaster prediction.
        • Replaced building status icons with flags.
        • Worker ID card fixed missing thoughts localization.
        • New status icons for going to lumber mill and going to stone mine.
        • New icons for god power: create cloud.
        • Nugget Status icons coloring by importance


          • Optimized clouds
          • Optimized animals and fish
          • Improved nuggets performances
          • Tree stumps performances improvements
          • Small rocks and other items cull out at far distances
          • Reduced instructions in various shaders
          • New culling system improves performance.

            KNOWN ISSUES

            Please keep in mind, even though we did a tremendous job improving the overall AI Stability and Performance you still might come across some issues and bugs. Please report them to on our Forums and Discord

            Please let us know your thoughts! We hope you find plenty to love in the new patch. Thanks for sticking with us, through thick and thin. All the best, The Crytivo Crew


            We have even more exciting announcements coming soon on January 9th, 2018.
            Sign up at
            www.crytivo.com to be among the first to hear our announcement and net yourself an exclusive reward.