- Play Games achievements finally unlock, with a button in the settings to view them
- The shop no longer gets stuck on "Couldn't load offers"
- One more achievement to earn, on the Echo Sort world
- Smoother display: no more jumps when loading or tapping
- Translation fixes in several languages
Release notes
What has changed
Every published update, written from the player's point of view. Newest versions first.
- The tournament no longer crashes when starting a run
- Tournament times now show this week's results instead of last week's
- Fixed a rare bug where a level could open empty, with no vials or marbles
- Games already stuck by this bug now repair themselves automatically
- Redesigned home: Play button front and center, direct access to Worlds, Duels and Tournament
- Cleaner, more readable adventure map
- Fixed a rare crash during duels
- Progress: no more losing your last move, reliable game restore
- Coins and rewards always credited (boosts, ads, duels, leaderboards)
- Display adapts to large system fonts
- Leaderboards without duplicates, smoother duels and tournaments
- Music now respects your settings again, and a battery issue is fixed
- Coin purchases fixed: re-buying unblocked, no more false popup
- Tournament: smoother level transitions and more reliable rewards
- Use your ad-skip passes to earn coins when you're short
- Chaos duel rewards can finally be claimed
- More reliable coin purchases
- Waiting indicator during a purchase
- More reliable purchases, with a confirmation message after each one
- Fixed a rare timing bug in duels
- On a tablet, the game now rotates: lying flat, navigation lines up vertically along the right edge, panels and a tile's sheet anchor to its left, and the rest of the screen goes back to the map
- In landscape, the resource bar fits on a single line, the counters apart from the six materials, and the Super Clicker, the camp alert and the repeat button move down under your thumb, bottom left
- The map keeps its framing from one quarter turn to the next, while phones stay in portrait
- A fourth optional notification: the game lets you know when your away earnings are maxed out, so you can come back and collect before losing hours of production. Off until you turn it on
- With the video, away earnings go past your warehouses: what they had turned away is given back, and the 50 % bonus is added with no cap. Without the video, the window says what the warehouses turned away
- A stock above its shelf is no longer cut back on the next tick: it only stops rising, which also holds for loot or a chest that overflows
- The chest and away earnings windows are split in two: above, what is already in your pocket, below, what the video would add, each button right next to the figures it commits
- The friends badge also lights up when a chest can be sent, and lights up again at midnight UTC while you play
- An enemy camp is selected as a whole: tapping any of its tiles brings you to its heart and outlines the entire camp, just like a warband
- The Kraken hunt sounds the charge while a fleet sails toward the beast, and a wounded beast stays in the battle banner so you know a hunt is waiting to be finished
- In the build sheet, unique monuments get a golden background, and in grid view the building rises out of its tile as it does on the map instead of being cropped
- A tap landing between two counters of the resource bar, or in the margin of the bottom bar, selected the tile hidden underneath
- The Kraken hunt now shows in the battle banner while the fleet is crossing
- Besieging a warband that landed near a town without Barracks raised a siege camp that stayed empty forever: the campaign now starts from a town that has Barracks
- In the Chronicles, the Gains tab no longer repeats the number of cards the list shows right below
- Enemy warbands land on your lands every 24 hours, from level 22 of your Capital and only if you have a connected Barracks: they appear on no map
- They settle a few tiles from what you have built, never closer than ten tiles to the Capital and never under the fog: at most three can be waiting for you after a spell away
- Under their hold nothing produces and nothing connects, exactly like a camp from the map: a road they take stops carrying the realm, and the town it served drops out of the network
- The camp is a 3x3, which becomes a 5x5 from level 30, and it holds three times more men than a map camp of the same size, seven times for a 5x5
- A warband that spills onto water puts longboats on the water tiles: it is then called a fleet of raiders
- Driving a camp out returns thirty minutes of your gold production for a 3x3 and an hour and a half for a 5x5, counted on the production the warband was choking
- A defeated warband never re-forms, unlike the camps from the map: only a new warband can arrive on the next cycle, elsewhere
- The game can now reach you outside the screen: three switches in Settings, the end of the fighting, a friend's chest and a friend request
- These three notifications stay off until you turn them on, nothing rings while you are playing, and permission is only asked at the first switch-on
- Abusive or reserved names are refused, in French as in English, on the display name as much as on the identifier
- Sending a chest to ten friends in a row no longer makes you wait between taps: each send is taken straight away
- On a friend's chest, the button that skips the ad says what it brings
- Ground taken back is no longer ground kept: a defeated camp returns home after 5 days for a 3x3, 7 for a 5x5, 10 for a 7x7 and 14 for a 9x9
- What keeps it away is a building on the CENTRE tile of the camp, not anywhere on its hold: holding a large camp for good costs a single structure, but a well placed one
- Nor does a camp ever return while no free tile is left around it to raise a siege camp: no reclaimed place becomes unassailable
- The Kraken does not come back: its spoils are unique to each beast, and a beast that returned would make a reign's gems endless
- The hold of a returning camp settles back over whatever you built around it, destroying nothing: the roads it retakes no longer carry the realm, the town they served drops out of the network, and nothing produces on those tiles
- Everything resumes exactly where it stood as soon as the camp falls again, and an alert under the Super Clicker tells you how many camps have returned, never where
- Games in progress are affected: camps already defeated are dated from the first load of this version, and will therefore start returning 5 to 14 days after the update, depending on their size
- Your explored share is measured against the whole world rather than the bounds of your realm: the percentage went backwards at the very moment an edict had just enlarged it, since the total left to discover grew with it
- An absent friend now leaves a single chest: nothing erased a chest nobody opens, a devoted friend left one per day away, and coming back after a month gave thirty lines in the panel
- The chest you tap is the one that opens: when two chests from the same friend were waiting, both lines vanished on the first tap for a single payout of gold, and the next day's chest stayed hidden until the day after
- No forest is left standing in the middle of the City of Avalys: a forest planted before the City took those tiles came back on every load and was painted over the ruins
- After closing and relaunching the game, it no longer offers to restore your own save on top of itself: the screen opened on two identical columns of figures, under a red warning announcing a less advanced game
- The copy sent to the cloud now matches your last save exactly: it was built at the moment of the upload, and so almost always left with one production turn more than the date it displays
- No road veers towards a Royal Seal any more: the neighbouring road pushed an arm towards its pedestal and a stub of road was laid underneath, although a Seal neither needs a road nor offers one
- A town set on the shore of an open sea is no longer ringed with pack ice: when every piece of land seen from a corner belonged to the district, the shore took the icy livery beside a sea that is not frozen
- Five more quests count your circle of friends: at 1, 5, 10, 15 and 20 friends, for 5, 5, 10, 10 then 15 gems
- They are optional and pay in gems only, the only ones in the whole chronicle to do so: they measure nothing of your realm, and land just as well on the first day as in the twenty-fifth act
- A marching column now shows the path it is going to take: nothing told you whether it was going around the lake to the north or to the south, whether it was taking the Road you had just paid for, or why it was taking forty minutes
- That path reads as a thin dotted line, the language of an intention rather than the solid ribbon of a built road, and it does not thicken when three waves march on the same camp
- A besieged camp's bar is now graduated in men rather than in fill rate: it answered “are my palisades full” when the question is “will what I have inside be enough”
- An absolute scale, from zero to the larger of the two camps: your men in gold, those on the march hatched, the garrison facing you as a red line, and the veil of its range for as long as the hold is not lifted
- The track darkens beyond what your siege camps can hold: an enemy line falling into the dark tells you no reinforcement will reach that far, and that you need one camp more
- The range announced for the camp narrows as your army takes its tiles
- An assault under way is now marked at the edge of its row, by a red tab: the old badge took fifty points of width on the one row where you need to read closely, the one where the two armies melt away
- The bar therefore takes back the full width of the banner, the same for every row
- The Blast Furnace, the Steelworks and the Industrial Sawmill are back to their true size: those three buildings looked smaller on the map than the tier they replace, the opposite of what an upgrade should show
- Sending a chest no longer greys out the other rows of your friends list: for the length of the round trip, the twenty other buttons went dark although they were waiting for nothing
- The send button stays in place once the chest has gone, disarmed under “Sent”, instead of vanishing and leaving you to remember whom you had served
- The second circle of edicts: the world's outer belt joins the realm, and twenty edicts are added to the first twenty
- Those last twenty are no longer bought, they are earned: five interchangeable conditions, one more every four edicts. At the fourth milestone you need any four of the five, never named ones: no game is held hostage by a single path
- The discoveries journal tracks those five conditions and your counters, once all five Seals are sealed
- The belt is explored on merit rather than on gold: the world's furthest tile costs 30 million, not the billions an extended curve would have asked. The time it takes does not drop by a single point
- The Cellars, one per town, built in a district from Capital tier 21 onwards: it stores what a score of Warehouses would keep, for a single upkeep and without a road to run out to it
- Its capacity follows the level of the castle housing it, ten percent per step: it is the only building in the game that rewards upgrading a secondary town. In exchange it asks for 500 hands, the largest appetite in the catalogue
- The Skyfall Stone, Wonder of the snows: ten percent more steel on everything entering your stores
- The Buried Gate, at the heart of the great desert: five percent more gold
- The Queens' Icehouse, set against a height of the frozen lands: fifteen percent more Food, the first lever in the game to touch that capacity
- Four landmarks of the frozen lands, sixteen in all: the Thaw Ring, the Rime Grove, the Field of Needles and the Lost Sled. None carries a bonus: the snow is the reward, not the currency
- Forty-one new towns in the belt, something for those last twenty edicts to reach for
- The map loads ahead of the screen: an area you had never crossed showed up black and filled in before your eyes
- A Harbour can also moor on a river one tile wide. It was often the only water you could anchor to, and the sheet offered nothing but a bridge
- The City's overspill no longer stains the fog: a half-discovered City showed a rim of brambles in broad daylight over the black
- Raising a siege camp no longer opens the enemy camp's sheet and no longer moves the map: the target was already right under your eyes
- The spoils of a clearing are read inside the sheet, not below it: the Travelling Shop seemed to be paying its fifty Super Clickers to something other than the "Trade" you had just paid for
- A tile's sheet now draws its building the way the map does: a quarter larger, spilling out of its tile at the top when its art calls for it, and framed by a thinner line that no longer eats into its outlines
- The ground of that portrait is cut to the same shape as its frame: it used to tuck three pixels under the line in each corner, leaving the frame running along empty space
- A Port cut off from your roads stops radiating: a single quay linked to the Capital was enough for every other one to count as linked too, on the far side of the world and on an ocean no ship can reach
- The sea network now reaches on from quay to quay, bounded by your real navigation range, The Beacon of Mists and the Navigation favour included
- A quay that has been cut off anchors nothing and no longer lifts the fog, but it keeps the men already aboard, and a column already at sea keeps its course: the network decides who leaves, not who has left
- Searching for a friend no longer asks for the exact name: the field takes the first letters, and three are enough. “emm” finds Emma as well as Emmanuel
- Finding no one is now an ordinary answer, an empty list, instead of an error message
- Your own name can be changed: a button sits next to the line that shows it, and the window only closes once the name has actually changed
- A dot lights up next to “Invites” as soon as an invitation you received is waiting for an answer: it counts only the ones sent to you, never the ones you sent
- The sheet for a camp you cannot take yet finally carries the emblem of war, the two swords you already see on the siege banner and on the camp out on the map: it was only a sentence on an empty card, where a Wonder, a landmark or a Seal plinth all have their portrait
- A circle of friends comes to the game: you find each other by a unique handle, you invite each other, and once linked you send one gold chest a day, both ways
- A friend's chest opens with one tap and offers to triple its value for a video, exactly like the herald's
- Its value is worked out on the receiving side, from that player's own output: a friend at Capital 30 will not drown a beginner in gold
- The Chronicles gain a fourth tab, “Gains”, which unrolls the register of your Capital tiers, from the level you have reached back to the first: buildings, extra copies, actions and royal favours
- The Capital tier announcement showed up once and once only, with no way to read it again: it is the one thing that ties a tier to what it opens
- Sixteen royal favours now climb to rank 10, at tiers 30, 32, 34, 36 and 38, which had little left to open
- A late rank extends the favour rather than doubling it, is paid in gold, and gains less than the one before: taking a favour all the way costs a fortune, so you will pick one or two
- Drums sound during an assault: two tracks take over from the ambience while a camp falls, then hand it back without a cut
- The Kraken hunt stays on the ambience: no siege camp is ever laid on open water
- Dialogs, panels and the build sheet finally have a width cap: on a tablet, a two-sentence confirmation used to stretch across the whole screen
- The build grid gains columns there instead of letting its cards grow, and nothing moves on a phone
- In the grid, a card you cannot afford now tells you what is missing: until now, tapping it did nothing at all
- The Chronicles' “Discoveries” tab becomes “World”: with four tabs, the title wrapped onto a second line
- The two Seal quests now pay in turns of production: a hundred for the first fragment, a hundred and fifty for the Seal once placed
- Their fixed 60 and 80 million gold could land ten minutes into a fresh reign earning fourteen hundred gold a turn: the end of the reign handed over before it began
- An explored island could stay at its first three tiles once you zoomed out, and you had to zoom back in to see it whole; a tablet screen made the case ordinary
- A new optional quest leads you to the Scout: the chronicle used to send you into the favours catalogue without ever naming what to take there, it now points at the one that carries your exploration taps further
- It comes in act 3, at the tier where the favour opens, and pays back a fifth of its price: 2,000 gold and 400 wood for a first rank that costs 10,000
- A quest that aims at a favour now lights the way to it: the Upgrades tile in the bottom bar, then the favour's own row once the panel is open
- That highlight only lights up if the panel truly offers the favour today: a favour tied to a building lives on that building's panel, and one your tier has not opened yet lives nowhere
- Quarry, Great Quarry, Iron Mine and Deep Iron Mine are now carved into the mountain instead of standing in front of it: the peak rises above the works, and the Iron Mine was plainly unreadable on a slope
- The build sheet and the panel of a building already placed show the livery of the tile you are aiming at: a card promising “a third more on a mountain” could not illustrate the hillside quarry
- On a mountain, a premium livery is known by its purple pennant alone: the overhang that makes it imposing elsewhere would be a bump in the middle of the massif
- A Kraken's panel sent you looking for a “Naval attacks” favour under a name that did not exist: it is listed as “Naval Assaults” in the panel
- The Pact of the crown's panel promised to survive a “Restart” button: no button carries that name, the one in the settings says “Begin a new reign”
- You can build on a road just as you would on a plain: placing a building over a stretch erases it, with no refund. A tile that already carries a road now offers you the higher road tiers, then the whole catalogue of its terrain
- A footprint, however, covers nothing: laying a building over a road stays a deliberate act, on the tile you tap
- Farms no longer start flat: their first five upgrade steps give +3, +4, +5, +6 then +8 per field, instead of +1 each
- Fish shoals and basins follow the same climb, so that one shoal still counts for three fields
- The Bakery opens at Capital 6, one tier earlier, and the Fish Market follows it
- The Nursemaids' Spring grants +15% workforce instead of fifty flat hands, and adds up with the Builders' Charter
- The Abandoned Castle now waits for Capital 10 instead of 5: at that tier only its price kept it out of reach, and the lock added nothing
- An enemy camp you cannot attack yet tells you which tier opens the assault, instead of showing you a battle board where your own forces are empty
- A Kraken's panel announces the tier of its own mechanic, the Naval Assaults favour, which opens one step after the Barracks
- The Pact of the crown explains itself: its panel shows what it grants, says that ads disappear for good, and that it stays yours forever, even on a new phone
- A card you cannot take turns black and white, with what you are missing written over it
- Building descriptions have changed their voice: they still tell you the reach, the limit and the cost in hands, but they do it with a smile
- Refusals and system messages now tell you what you can do rather than what is required: “The town must shelter at least one dwelling” has become “Build at least one dwelling in the town”
- The tier window no longer announces the trade tier, which came at every level: a tier with nothing else new now says so plainly
- An upgrade you cannot afford tells you what is missing: under the “repeat” button, tapping a Hut your stores cannot pay left nothing on screen
- The shoreline no longer bends at the edge of the fog: a straight coast running alongside the unknown veered out to sea, then snapped back when you uncovered it
- A Port's refusal spoke of a Barracks when what it wants is a connected town
- The Fish Market, the trade of harbour towns: it replaces the Bakery there and feeds your buildings on the day's catch, without relying on the land. One per town, and only in a town built on the water
- The Fishmongers' Hall, which replaces the five mainland Halls in a harbour town: one per town, it makes the Fishponds and Fish Markets around it produce more
- Seven towns on the map are harbour towns, and what you already built there stays up: a Bakery placed in a harbour before today keeps its slot, you simply will not place another one
- A new quest, The Western Marshes: a cross leads you across the river west of the Capital, one act before you are asked to dig a Clay Pit there. You no longer learn on the same day that you need marshland and that it lies twenty-seven tiles from home
- Starting over now says what it takes with it: the confirmation states that your account's cloud save will be replaced by the new reign
- The tutorial's tax step moves up to sixth place, right after the second Capital level, where your purse runs dry
- Exploring costs far less: the nearest tile drops from 200 to 30 gold, and the whole curve is set again behind it. Pushing the fog back is a move you make, not a bill you take
- Quests reward more gold, with a floor that rises act by act from the tutorial to the end of the chronicle: seventeen quests go up, none goes down
- In the tutorial, the reward says again what a step is worth: the first Capital level and the great road that closes the act pay more than an ordinary step
- A royal edict costs five times less gold. The materials do not move: they are what sets the pace of your expansion
- The tutorial clearing goes from 100 to 150 tiles: with the new curve, 100 tiles cost you nothing and no longer taught the move
- Royal favours are spread out up to level 40. They crowded levels 3 to 23, with a single one beyond: the panel had nothing left to offer for the whole second half of the climb
- The two daily tasks that pay in Super Clickers now grant 50 instead of 20, and the video one 100 instead of 50
- The exploration gauge shows up from the very first click on a fog tile, instead of waiting for your next move
- A double tap on the fog gives both of its vibrations back: two quick taps only gave one
- The video button finally says why the video does not come. The reason showed on the map, under the screens that cover it: you tapped, and nothing seemed to happen
- Starting over no longer offers, right after, to restore the reign you have just left behind
- The Provostry, a town building unlocked at Capital level 25: one per town, the Capital included, it adds as many percent to its town's gold as that town's level. A level 25 town earns +25%, and its sheet shows the bonus in numbers
- Seven sea ports: towns built on the water, with their castle on its mole, their quay and their districts on stilts. They produce and house just like towns on land
- The Merchant Stop, ninth landmark: an old jetty between land and sea, found in eight places, with its gold for the first visit
- Pirate camps surrounded by water are no longer out of reach: your siege camp drops anchor next to them as a ship, and your troops sail there from a Port
- A siege banner under your income: every besieged enemy camp, with the garrison already there and the one still marching. It folds away, and a tap brings the map to the camp
- Desert forests: scrub, cactus and dragon trees grow on the sand, and turn back into desert once cleared instead of a patch of meadow
- The map now carries region names, written out as you zoom out
- The Hamlet and the Borough become the Farmstead and the Estate, on a single tile instead of four and nine. Same residents, same Food, same prices
- Hamlets and Boroughs you already placed return to your inventory under their new names, in the same number, with the Food they held: place them wherever you like
- The Farmstead and the Estate are redrawn, with their desert versions, and the Estate gains an upper floor
- The Franchises favour becomes Leaseholds, and the ranks you bought are kept
- The Market leaves the Shop for its own tile. Its card shows the trade instead of spelling it out: what you get on top, what you give below, a gauge for your shelf and one dot per lot you can still buy today
- The bottom bar now holds five larger emblems, without labels
- In the Shop, packs and Super Clickers share a single tab, and the gems + button opens it straight on the packs
- Every building bought with gems finally flies its purple pennant
- After a camp is lifted, the map recentres a little lower, so the camp no longer looks stuck to the top
- The Elder Queen's Granaries give +15% storage instead of a fixed 2,000, so they still matter once Warehouses come by the dozen
- The Goldsmith, the Carrack and the Caravanserai cost far less to build: they now pay for themselves as fast as the other gold trades
- A column that lost its way returns to its Barracks instead of staying afloat forever
- The Estate no longer spills over onto neighbouring tiles
- A mine placed on a vein in the middle of the sand no longer paints a square of grass
- The cost of a City job now shows on the tile itself
- Hold your finger down to chain jobs, and slide to move from tile to tile along the way
- Worksite covers are shuffled instead of forming a diagonal staircase
- The ten wonders are redrawn at the map's three-quarter angle, and finally fill their four tiles
- Six reign quests finally reward camps beaten, the Kraken slain, fog lifted and landmarks found
- Avalys marks its three great milestones: the last tile unearthed, the last wall raised, the last stone laid, each with its reward
- Lifting a siege reads better: the swords plant on the enemy camp and the map recentres on it
- Smoother map when zoomed out
- Avalys tiles held by a camp become workable again once the camp falls
- Avalys is no longer built, it is unearthed: its 301 tiles are pulled from the forest one at a time, to Excavate, Restore, then Complete
- Three new gold trades, each on its own ground: the Goldsmith inland, the Carrack on the high seas, the Caravanserai on sand, and their royal versions
- Two more zoom-out steps on the map
- An army no longer costs Food or workforce: only the places in the Barracks limit recruitment
- A far faster map: no more lag between tap and image, and five times less work at rest
- The Kraken hunt now sails as a fleet: one gesture sends every dock in range, the boats set off and strike on arrival
- A switch stops the Barracks from raising troops once the war is over
- A receipt confirms every Google Play purchase
- Housing no longer pays gold, and a dock now recruits up to 30 tiles away
- Gem mines ripen together: one tap collects them all
- The Kraken hunt: the beast covers nine tiles, takes the hits, and is tracked from a Port
- Two favours enlarge Hamlets and Towns, and eight green districts can be bought for the City
- Building upgrades are taken from its own sheet, and the chevrons light up when you can afford one
- Hold "Upgrade" to chain a town's tiers one after another
- Fixes on the map, sieges and Food
- Avalys, the legendary City: follow its legend, find its heart on an island to the west, and restore it
- The City grows with your discoveries: districts, gardens, monuments, streets and canals, placed as you like
- "Not enough resources" now tells you what is missing
- Paved road at tier 6, royal way at 13, Royal gold mine at 7, progressive town upkeep
- Your troops now cross the sea by boat
- Armies no longer pause in forests or hills: they keep moving, just more slowly
- An army boards and lands at a Port, instead of walking on water from any beach
- Animations show how to wage war, and how to place the Farm, Sawmill and Furnace well
- Armies move smoothly from one tile to the next
- Food changes scale: the Farm and the Bakery feed fewer people than before
- Siege: every army has its luck (10 % more or fewer losses), and the enemy camp sheet states your odds
- The fall of an enemy camp is announced, with a tally of the survivors
- The assault is launched from the enemy camp, both armies face to face
- Town gold grows more slowly past level 15
- The Capital now rises all the way to level 40
- Two new quest lines reward connected towns and the sum of their levels
- A Lighthouse can be built on a lone cape, and shines even with no road to reach it
- Fixed stuck steel stocks and a Capital tier with an absurd cost
- A placed Hamlet or Town stays put: it used to return to the inventory on every launch
- The menu gathers account and save data on a single card, cloud and device side by side
Chronicles of Avalys is still in internal testing: these versions are not public yet.