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All Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
March 11, 2025
Alpha 5 patch 9 hotfix 23

Added/changed:
• Added "Replant automatically" feature to reforestation areas

Fixed:
• Building placement verification didn't work properly for some buildings on the edge of the map
• Windows 7 start up issues (for real this time)
• Wage changes in building's hire options didn't apply to managers
• Potentially fixed some issues with trade UI

Meanwhile Alpha 6 development is going smoothly but, as you may have guessed, slowly. Currently working on food consumption (won't be able to feed them just 5 types of meat) and finishing up the new help system.

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-23

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March 11, 2025
Alpha 5 patch 9 hotfix 24

Fixed:
• A little trees issue

------------------------------
Post edited April 01, 2025 by Skess01
All Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
March 31, 2025
Alpha 5 patch 9 hotfix 25

Alpha 6 is so big, its features are spilling into hotfixes.
I think it makes sense to polish out some of the less exciting features with the community before Alpha 6 arrives and brings new players.

Added/changed:
• Building categories are now separating food and non-food production
[see Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-25]
• Added the trade limits window, which allows more control of what stays in town and what goes for export
[see Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-25]
• Added a help page about trade limits

Fixed:
• Crash on save in some cases
• Could put graves too close to water leading to navigation problems
• People could forget about their dead relatives graves after loading a save

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-25

------------------------------
Post edited April 01, 2025 by Skess01
All Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
April 18, 2025
Alpha 5 patch 9 hotfix 26

Another feature we're testing before Alpha 6 is repayable loans. You can still take an unlimited number of loans, but at least it gives you some idea of how much money you spend. Later we will have startup options where you can specify limits on loans.

Added/changed:
• Added a dialog to choose a loan when the treasury is empty
[see Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-26]
• Loans are now requiring a repayment on due date
• A list of active loans is now visible in treasury stats (Loan repayments row)
[see Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-26]
• Added a help page about loans
• Updated the help text for trading post
• Added a help page for oil workshop
• The game will now check if there are buildings left on the other side when demolishing a bridge
• Renamed construction office to construction shed (gonna need that name later)

Fixed:
• Map 3 had a few unremovable trees
• Some buildings were in a wrong menu category
• Could still build fully enclosed rowhouse yards in some cases leading to blocked entrances
• Potentially fixed a bug with disappearing top bar
• Building and then demolishing the only bridge led to other side becoming inaccessible forever

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-26

------------------------------
All Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
May 10, 2025
Alpha 5 patch 9 hotfix 27

Gonna talk a bit about Alpha 6 development and things which make it longer than expected (once again). One of the new features is about making resource consumption much more sensible and reallistic. As of Alpha 5, your citizens only strive to have 4 types of food (or 6-7 if they are on the richer side). Of course it's too simplified to be believable.

In Alpha 6 every food resource will have nutritional value, but as it turns out you can't just choose foods by nutrition. When I tried that, the citizens would just buy all the calorie-packed foods and ignore all the vegetables. Another issue is that each food type has it's own consumption rate (most people can’t eat 100g of garlic at once, but everyone can eat 100g potatoes). People would rather choose foods by taste, not by technical specs.
[See attached img-01 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-27]

There's also no difference in local market price for different foods in Alpha 5 and resource amounts are quite arbitrary. Alpha 6 goal is to make all numbers make sense and thus make it easier to set actual prices for different foods, which would also have an effect on purchasing decisions.
Yet another factor is citizens class differences (there will be a bit more administrative roles with higher wages in the town) which lead to different expectations for products on the market.
It's been a long time since the game had this level of rebalancing and all the little details should play along together and don't break the parts which actually work. It takes some time to experiment and choose all the right solutions, but I believe this will bring a lot of new depth to the game.

Meanwhile, here's what's available in this little update:

Added/changed:
• Added background colors in treasury stats to improve readability
• Total population wealth is now visible in population stats
• Optimized fences rendering when viewed from afar
• Added an icon to tell if a resource is set to be collected by a building which also produces it
[See attached img-02 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-27]
• Updated some help pages
• Can now force lime kiln burn before the whole batch collected
[See attached img-03 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-27]

Fixed:
• Taken loans didn't save between sessions
• Some stone bridges could block navigation on water
• Fields and reforestation areas could cause blocked paths in some cases
• Corrected some spelling mistakes
• Barbers sometimes couldn’t stop visiting the same fracture patients repeatedly and taking their money
• Lime kiln resources were collected even if it’s deactivated

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-27

------------------------------
Attachments:
img-01.jpg (21 Kb)
img-02.jpg (20 Kb)
img-03.jpg (52 Kb)
All Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
June 29, 2025
Alpha 5 patch 9 hotfix 28

Added/changed:
• The game is now set on pause if user logged out or some other system events happened
• Arcaded rowhouses can now be build either with a store or extra apartment
• Can now flip (mirror) any building (with C key by default)
[See attached img-01 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-28]
• Slightly improved the pine model
[See attached img-02 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-28]

Fixed:
• Minor UI corrections
• Some random issues with fishing spots
• Crash related to blocked buildings
• Sheep could be sheared an extra time after relocation
• Navigational issues related to rows of graves near water
• Fencelsess houses could create navigation issues when demolished
• "no market stalls nearby" warning was shown for rowhouses with store
• Brewery water supplies could get stuck if a well is demolished
• Coastal buildings could unfairly block navigation in some cases

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-28

------------------------------
Attachments:
img-01.jpg (209 Kb)
img-02.jpg (392 Kb)
All Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
June 30, 2025
Alpha 5 patch 9 hotfix 29

Fixed:
• Could flip iron ore mine leading to issues
• New rowhouses without store didn't build properly (will need to restart construction)
• People stopped buying salt and flour
• Minor UI corrections

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-29

------------------------------
Post edited July 06, 2025 by Skess01
All Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
July 6, 2025
Alpha 5 patch 9 hotfix 30

Fixed:
• Crash on using flip function with no building hovered
• Delivery orders list didn't update properly when there are lots of orders
• Visual glitch with village house windows
• Placing a fulling mill on a fishing spot could cause some issues

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-30

------------------------------
Nearly all Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
July 6, 2025
Alpha 5 patch 9 hotfix 31

Fixed:
• Removed some leaks from Alpha 6
• Saltworks looked wrong when flipped

---

Hotfix changelog: https://steamdb.info/patchnotes/19125146/

------------------------------
Post edited July 26, 2025 by Skess01
Nearly all Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
July 25, 2025
Alpha 5 patch 9 hotfix 32

I know some of you are disappointed about not having the big content update for so long. And my recent mistake of setting an ETA didn't make it any better. So I guess another portion of excuses is due :)

While Alpha 6 is the current big thing, my goal from day one has always been to release a finished game. And while the feedback received during the last 5 alpha iterations is invaluable and I really believe this community-based approach was the best choice for Ostriv, the whole deal of keeping the game playable and enjoyable on every step of the way is obviously taking a great deal of development time. So I've got this idea of making a much wider step this time to get much closer to the final release. The more final game mechanics I can bundle in this iteration, the sooner we'll be able to reach the fabled 1.0 version. There's a slight chance that this will be the last update of this size before the final release.

Alpha 6 will have at least 13 new buildings. I also made plans for additional 11, but not sure which will get into Alpha 6, because some mechanics are going to need more time, as usual, and in the end of the day there should be balance between the size of the update and wait time. I guess no one will forgive me another year of development.

It also gets more challenging to support both versions of the game in a single code base, because I need to be able to both work on Alpha 6 and deliver fixes for the current public version, so the code is now all littered with macros like this:
[See attached img-01 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-32]

These macros isolate the unfinished functionality and choose the numbers depending on the type of build. Alpha 6 will have most of the numbers overhauled as they are being rebalanced to make more sense (1 unit will be 1kg for most resources). Numbers from old saves will be converted, of course.

Sometimes I forget to split the code properly and you get leaks in hotfixes (some of you may have noticed The Greasing Incident). Of course these mechanics are not yet ready to be publicly released.

Meanwhile here's what today's little update has inside:

Added/changed:
• Houses and apartments will now be set on hold if previous family was relocated
• Added notification icons with tooltips in all production buildings to show resources missing for a batch
[See attached img-02 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-32]
• Status strings like "not enough X for Y production" are not shown anymore
• Can now right-click on any slider in the game and set the value manually
[See attached img-03 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-32]
• Logs will now lye perfectly on slopes so the game is finally playable
[See attached img-04 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-32]
• Can now change village house appearance with (by default) F2 key before construction

Fixed:
• It was possible to break the lighting on rowhouses with some manipulations
• Crash related to having multiple town hall buildings
• One of the rowhouse types had less apartments than expected
• Foresters stopped planting trees when storage is full in some cases

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-32

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July 26, 2025
Alpha 5 patch 9 hotfix 33

Fixed:
• Crash on town hall completion

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-33

------------------------------
Attachments:
img-01.jpg (92 Kb)
img-02.jpg (36 Kb)
img-03.jpg (21 Kb)
img-04.jpg (334 Kb)
Post edited July 26, 2025 by Skess01
Nearly all Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
September 4, 2025
Alpha 5 patch 9 hotfix 34

This update contains some invisible work to make all production more unified and data-driven, so it will later be much easier to implement modding of custom production buildings. But as with any code changes, new bugs may be introduced. So please keep an eye on and report any unexpected changes in production.

Also since I've last spoken, another 4 buildings were added to Alpha 6 plan (all from Trade & Transport category). They just keep coming, sorry.. There is some new logistical stuff happening since there will be a new concept of "upkeep resources". All those sacks, baskets and tools won't appear from thin air anymore. At the same time it shouldn't overcomplicate things, so the new challenges are mostly solved by building new buildings. And we all love building new stuff.

Meanwhile, here's the current stuff:

Added/changed:
• Not showing "Supply sources don't have the required resource" if stored over target amount
• Buildings using both charcoal and firewood will need 3 times as much firewood for the same amount of charcoal
• Carpentry building renamed to more appropriate Cartwright
• Cartwright will now build and repair for closest orders first
• Slightly improved the wooden church model
• Added help page for thatchery
• Minor UI changes
• Can now enable to show connection to specified supply sources
[See attached img-01 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-34]
• Added a nice bell tower to go with your church (purely decorational as of now)
[See attached img-02 or Ostriv blog post for image: https://ostrivgame.com/alpha-5-patch-9-hotfix-34]
• F2 for changing building appearance works for rowhouses too now

Fixed:
• Citizen jumped on a bridge instead of walking under it
• Crash in late game (4000+ population)
• There could be a secret invisible building which hired some extra construction workers
• Crash on town hall demolition
• A faulty case of navigation blocking by fields and village houses
• Workers who used boats and wagons came home already rested
• Soapworks, Glassworks, Ashery didn't enforce minimal number of workers
• Initial settlers could have a child with negative age in some cases
• Plants and fences could float in the air after construction nearby
• Hay actually almost didn't spoil on hay dryer in winter

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-34

------------------------------
Attachments:
img-01.jpg (237 Kb)
img-02.jpg (214 Kb)
Nearly all Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
September 5, 2025
Alpha 5 patch 9 hotfix 35

Fixed:
• Slaughterhouses didn't salt stuff
• Slaughtering sheep wasn't very productive
• Production limits weren't always respected

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-35

------------------------------
September 5, 2025
Alpha 5 patch 9 hotfix 36

Fixed:
• Slaughtering horses wasn't very productive
• Cartwright had troubles with draft animals
• Distilling couldn't start
• Someone messed up glass recipies so everything became glassware

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-36

------------------------------
Post edited September 05, 2025 by Skess01
Nearly all Ostriv Changelogs (sometimes with useful pictures) are available at https://ostrivgame.com/blog

Useful GOG Database (gogdb) links - for latest GOG updates and other info
(website updated every about 2 hours - It's not a product of GOG or CD Projekt)

Ostriv: https://www.gogdb.org/product/1686311938
Ostriv versions Changelog: https://www.gogdb.org/product/1686311938#changelog
Ostriv GOG Galaxy Builds: https://www.gogdb.org/product/1686311938#builds
Ostriv latest Offline Installers: https://www.gogdb.org/product/1686311938#downloads

------------------------------
September 9, 2025
Alpha 5 patch 9 hotfix 37

Fixed:
• Couldn't destroy resource if the amount is <1
• Smeltery could get stuck
• Dried fish production didn't consume any resources

---

Ostriv blog post: https://ostrivgame.com/alpha-5-patch-9-hotfix-37

------------------------------