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dotAGE (Switch): all the updates (latest: Ver. 1.8.0i)

On this page, you will find all there is to know about the various updates for dotAGE on Nintendo Switch.

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dotAGE – Ver. 1.8.0i

  • Release date: October 10th/11th 2025
  • Patch notes:

Balance

  • Dad: All Alone achievement now does not count non-Pipbots Pips

Bugfixes

  • Fixed research UI sometimes getting stuck on top when exiting to main menu
  • Fixed button to return to a choice remaining on screen if you quit during a choice
  • Fixed Fishing Mastery event memory being unlocked at the wrong time
  • Fixed bug with fallback events being of the wrong type during mini-apocalypses
  • Fixed bug with World’s End event potentially blocking the game depending on building destruction order
  • Localization fixes

dotAGE – Ver. 1.8.0

  • Release date: ???
  • Patch notes:

New feature: Recalls

  • Added a new Memory, one rare Recall resource, and three new events tied to the new Recall feature

  • All stories start with 1 Recall. More can be obtained with some rare events, or Boons.

  • Building Recall: You can now spend the Recall resource to select a different building in the tree for the same slot

  • Boon Reroll: You can spend the Recall resource to reroll Boons, once per choice

New feature: Story Modifiers

  • Added Story Modifiers to customize your game with special rules (no score tracking or Challenge achievements however!)

  • New Story Modifier: Infinite Recalls – choose all the Buildings that will appear in the story

  • New Story Modifier: Clairvoyance – view the complete research tree from the start

New feature: Starting Boons

  • Removed persistence bonus, now replaced with a Starting Boon for everybody, obtained once you unlock Boons

  • Reduced start food on the map for all elders to 80%, once you unlock the Starting Boons

  • Previous Knowledge: Now adds 6 instead of 4 Knowledge

  • Lower Temperature: Now adds 8 instead of 4 Cold

  • Hidden Food: Now adds 15 instead of 10 Berries

  • Experimental Sticks: new Boon. Gain 3 wood whenever a research is completed

  • Newborn Feasts: new Boon. Gain 2 Health whenever a Pippin is born

  • Crunchy Snacks: new Boon. Gain 3 Apples whenever a Pip Dwelling is built

  • Careful Harvests: new Boon. Gain 2 Seeds whenever a Crop is completely harvested

  • Fishing Mastery: new Boon. All Fishing production is increased by 1

Research UX Revision

  • UX: You can now toggle the current research on/off

  • UX: Added research tree queuing, by holding SHIFT or using the new button on the screen

  • UI: Once you unlock the Research Randomization memory, you can now preview the buildings in a slot in the research tree

  • UI: Buildings will show in the preview panel why they cannot be selected

  • UI: If a slot has only one building available, it will be automatically previewed

  • UI: Research slots won’t show resources that are unavilable in that run (for example, elder-specific ones)

  • UI: Pressing right-click on the ‘Research To Be Selected’ button will now dismiss it

  • UX: You can now avoid selecting a new building to research, and instead pile up knowledge

  • UI: Overflow points are now shown in the research bar if nothing is selected for research

  • UI: Buildings that are forced due to elder selection now have a green border around them

  • UI: If a slot cannot be reached as all buildings inside are of other elders, the slot will have a specific elder icon and tooltip

  • UI: The last researched building is now shown in the research bar if nothing is selected

  • UI: Added a separate ‘research can be performed’ icon on the side when you skip research

  • UI: Improved arrows placement

  • Settings: added option to skip having to select a research at all

UX

  • Menus: Revised placement of Story Deletion buttons to be clearer

  • Menus: Added a button to delete the current story in the ‘Current Story’ screen

  • Menus: Added Story Modifiers panel

  • Menus: Redone Elder traits to be cleaner

  • Hints: Added new Welcome to Folkways hint

  • Menus: Redone list-item system to be more performant and avoid weird placements

  • Buildings: You can now see the output when hovering on ruined buildings to identify them (very useful for Ronomy!)

  • Buildings: When a building becomes abandoned due to your building choices, a warning is shown

  • Agepedia: Unlocked but not encountered elements now show their name, so you can have a hint at what they do

  • Agepedia: Unlocked but not encountered events now show all their data apart from the effect

  • Agepedia: Added a new filter to show known/encountered/locked elements

  • Agepedia: Terrains are now unlocked when the relevant Task is unlocked (so that you know what the Task does)

  • Memories: Boons that are unlocked now always show their name even if the effect is not known

  • Graphics: More buildings now light up during the night (Tents, Grills, Barbecues, and all stuff that looks like it should!)

  • Highscores: Improved highscores view

  • Folk buildings in the research tree now show a single profession-race combo to avoid confusion

Balance: Buildings

  • Added a new Building to the Poisoning memory, because too many players would refuse to unlock it

  • Soil: Now does not give a bonus to Plants anymore, but only Crops

  • Building path requirements are now more consistent in general (hidden information, nothing visually changes for players)

  • Some Folk buildings are now required to appear if their dwelling is available, instead of being optional

  • Hay Collector is now the key building for Hay, not Hay Dryer

  • Herbal Altar now does not require Hay Collector to appear

  • Soy Field and Soy Milk Maker now always appear together

  • Seeds Mill and Seed Field now always appear together

  • Folk buildings that replace Park and Garden are now mandatory if the Folk dwelling is in the tree

  • All Burials now do not have the Structure trait anymore

  • Greater Altar: Wood cost from 21 to 20, because it looked weird

  • Herbal Altar: Added Hemp cost of 4. Wood cost from 10 to 8

  • Infusion Shrine: Added Hemp cost of 8. Added Stone cost of 4. Wood cost from 20 to 8.

  • Water Shrine: Wood cost from 30 to 40. Stone cost from 6 to 0.

  • Mountain Shrine: Wood cost from 30 to 20. Stone cost from 6 to 15.

  • Mountain Temple: Stone cost from 20 to 30. Removed Plank cost. Added Brick cost of 10.

  • Bird Hunter: Can now also hunt Wild Chicken (with an output of 3)

  • Fruit Infuser: No longer requires water

  • Metal Extractor: Now also produces 1 Gold from 10 Stones

  • Bandage Desk: Now cures 3 Pips per action instead of 2. Output Rope from 0 to 1.

  • Manure Burner: Bonus for connecting pavement is now a requirement. Output Heat from 40 to 50.

  • Brothel: Redesigned. Now does not scale anymore with Bourgeoise, but requires Bourgeoise closeby. Now also requires Flower, and produces maximum 60 Serenity.

  • Driftwood Refuge: now has trait Road 1, Ink cost from 3 to 4

  • Verdant Shelter: now has trait Road 1, Seeds cost from 4 to 6

  • Orange Tree: Depletion value from 20 to 10. Output from 5 to 6. Water from 3 to 5.

  • Pear Tree: Output from 5 to 4. Seeds from 10 to 4

  • Algae Collector: Ouput from 2 Herb to 3 Herb. Stone cost from 1 to 2.

  • Medicinal Herb Field: Turns to grow from 5 to 4. Water cost from 1 to 5. Seed cost from 3 to 4. Now produces during Autumn and Winter instead of Summer and Autumn.

  • Rice Field: Now susceptible to Flooding

  • Turnip Field: Turns to grow from 5 to 6

  • Wood Stack: Build cost from 4 to 6 Wood

  • Large Signpost: Build cost from 3 to 5 Wood

  • Mender’s Hut: Herb recipe maximum value from 1 -> 9 to 1 -> 7

  • Stone Well: Stone cost from 4 to 8

  • Huge Spring: Wood cost from 7 to 12

  • Mender’s Cottage: Herb recipe maximum value from 1 -> 15 to 1 -> 12

  • Stone Extractor: Now produces a base of 16 per turn instead of 8. Now requires Brykemakers instead of Stonecutters. Build cost from 5 Stone to 10 Stone, and from 4 Planks to 6 Bricks

  • Fruit Infuser: Recipe changed from 1 Fruit -> 1 Infusion to 3 Fruits -> 1 Infusion over 2 Turns, but now gets a bonus of 1 when close to a Health-maker. Now requires to be placed close to Fruit-makers.

  • Bandage Desk: Input cost from 1 Paper to 2 Paper. Now requires a Paper-maker closeby.

  • Ink Physician: Output from 2 to 1, but gains a bonus of 1 when close to Health-maker. Now requires an Ink-maker closeby.

  • Barbecue and Great Barbecue: Hunting requirement converted to Bonus, so to not make them abandoned if hunters are disabled

  • Water Mill: Wood cost from 15 to 30. Stone cost from 6 to 0.

  • Seeds Mill: Stone cost from 6 to 3, Wood cost from 15 to 10

  • Rain Mill: Redesigned to now get a bonus for each Water-producer at distance 1, and be more input-efficient compared to Wind Mill

  • Bakery: Wood build cost from 6 to 12

  • Milk Bakery: Flour input cost for the Hard Bread recipe from 1 to 2

  • Straw Bales Factory: Wood build cost from 6 to 0. Stone input cost from 8 to 10

  • Straw Bales Factory: Now has a recipe to make Glop from Hay and Water

  • Tannery: Leather output from 5 to 4. Wood build cost reduced from 6 to 0. Added Plank build cost of 3.

  • Leatherworks: Plank build cost from 4 to 6

  • Ink Tailor: now requires a Ink producer closeby instead of a Social building

  • Performer’s Stall: Removed Enhancing bonus. Bonus from a Social building reduced to 1. Added bonus of +1 from a Leisure building.

  • Juggler’s Stall: Now requires 1 Tool as input to produce. Output from 6 to 8. Enhancement bonus reduced from 3 to 2.

  • Wrestling Arena: Removed Bonus with Social Building. Base output from 3 to 5. Added a new Recipe that uses Rope to produce Hope

  • Wrestling Ring: Removed Bonus with Social Building. Base output from 6 to 10. Added a new Recipe that uses Rope to produce Hope

  • Wargaming Table: Base output from 8 to 10

  • Aqua Park: Output from 20+5X to 25+5X

  • Squeezer: Now requires a Farmer instead of a Fisher (because my humour was misunderstood, and that’s because it was bad)

  • Spirit Burner: Input from 2 Spirits to 1 Spirit

  • Spirit Burner: Now requires a Smith instead of an Artisan

  • Alcohol Heater: Input from 2 Spirits to 1 Spirit

  • Surgeon: Plank cost from 4 to 7

  • Seeds Extractor: Redesigned. Rmoved Milk and Vegetable recipe. Added special Chestnut recipe. Removed bonus from dwellings. Wood cost from 7 to 8.

  • Hemp processor: Redesigned. Removed Milk and Fruit recipe. Now only uses Vegetables. Now gets a bonus for each Vegetable maker instead of Fruit maker. Copper bar cost from 3 to 2.

  • Squeezer: Now always appears with Milky Bakery. Memory unlocked with Cows. Replaced 6 Wood cost with 2 Stone Cost.

Balance: Events

  • An offer you cannot refuse: Now will appear only later in a story

  • Boon – Empty Glades: Bonus reduced to 1 every 3 instead of 1 every 2

  • Boon – Close-Knit: Now appears at max with 25 Pips

  • Boon – Smelly Fertilizers: Now appears only if you have at least 4 Manure in the pool

  • Events that give Knowledge can now appear even if no building is being researched

  • Mini events: Leather can now appear as a mini-bonus without having to unlock Cows beforehand

  • Boons: Added missing Boon tag to some events

Balance: Folks

  • All Folks now have a set of resources they love and a set they hate, which lures good or bad events

  • Nature’s Ally: Minimum level reduced from 4 to 3, making Dryads appear a bit earlier

  • A cat joins: Decreased rarity from 2 to 1, as Cats have it harder due to their breeding requirements

  • A real boy: won’t list Choice as a trait anymore (as you have no choice, he decides!)

  • Bad Dwarf events now require Iron or Copper bars to appear, not any Bar

  • Woodpips no longer have a soul

Balance: Elders

  • Dad Automation redesign: Automating non-professional Pips now costs 3 Stone

  • Dad Automation redesign: Automating commoner professional Pips now costs 3 CopperOre

  • Dad Automation redesign: Automating professionals now also requires 5 food (either Fuel, or Advanced Tools)

  • Dad Automation redesign: Automated Pips do not eat anything anymore

  • Dad Automation redesign: Improved Agepedia notes about Automation

  • Trisavolo: Now forced to find Goat Pen

  • Trisavolo: Lazy Summer now targets Dwarves only

  • Trisavolo: New trait that makes Cobblestones count as Stones tiles

  • All Elders now start with a mix of male and female Pips (visual only, to create more variation!)

Balance: Achievements & Score

  • Score for resources reduced from 0.1 to 0.05s

  • Challenge achievements (Special Wins, and Hard Wins) are now treated separately

  • Using a run modifier now does not disable all achievements, but only Challenge achievements

  • Playing in Relax mode now disables Challenge achievements

  • Relax Mode: Increased starting food on the map (food modifier from 0.4 to 1.2)

Balance: Memories

  • Moved memories around to provide a better flow

  • Shaman: now unlocked earlier so to basically garauntee she’ll be unlocked after you almost win once

  • Yugong: now unlocked earlier

  • Beer: now unlocked after Shaman

  • Birds: now unlocked much later

  • Pig: now unlocked after Shaman

  • Creative Protection: now unlocked after Shaman

  • More Boons: now unlocked before Yugong (much earlier than before)

  • Cow: now unlocked after Yugong

  • More Traits: now unlocked after Yugong

  • Super Charge: now unlocked before Yugong (much earlier than before)

  • Goats: now unlocked before Dwarves

  • Gold: now unlocked a bit earlier

  • Gardens: now unlocked after Captain

  • Fields: now unlocked after Dwarf

  • Rabbit Shearer: now unlocked with Sheep (otherwise the wool cannot be used)

  • Seeds Mill now unlocked with Fields

Bugfixes

  • Dad: Fixed automation not showing Woodpips being fused anymore

  • UI: Fixed locked agepedia element text becoming garbled

  • UI: Fixed Seed UI sometimes not being visually enabled correctly

  • UI: Fixed resetting completely the game not refreshing the current slot screen

  • UI: Fixed sorting of Elder achievements to avoid some Hard achievements appearing before (so annoying!)

  • UI: Fixed opening the pause menu when a choice is shown blocking the game when using a controller

  • Resources: Fixed Dog appearing among butcherable animals in the Slaughterhouse

  • Agepedia: Fixed locked agepedia element text becoming garbled

  • Research: Fixed disabling Folkways potentially switching your Flower Picker to a Seed Picker on the first load

  • Research: Fixed unlocking a special building with a boon blocking the current research from being completed

  • Research: When unlocking new memories, if the research tree is open, it will now refresh correctly

  • Events: Fixed Inventor and similar VIPs still giving resources even when dead

  • Events: Fixed bug where exiting during a boon choice would force the next event to have a lower event level

  • Events: Fixed bug where exiting during a boon choice would make the next event choice always non visible

  • Memories: Fixed Leather appearing with Cow, since it is unlocked from the start instead

  • System: Fixed a nullreference on first load


dotAGE – Ver. 1.7.0

  • Release date: ???
  • Patch notes:

Balance: Buildings

  • Granite Mine: output from 6 every 2 turns to 5 every 2 turns
  • Granite Mine: can no more Upgrade to Stonemason’s Hut, Power Saw, or Quarry
  • Compressor: it is now an upgrade unique to Granite Mine
  • Deforested Area: no more an upgrade of anything as it made no sense
  • Timber Reach: can no more upgrade as it made no sense
  • Large Inkwell: Build stages from 2 to 3, as it feels more elegant that way
  • Doc House: now upgrades to Hospital and its variations
  • Mender’s Hut and Healer’s Hut now have separated upgrade chains
  • Cage: Bonus from 4 to 6 per Prisoner
  • Jail: Bonus from 6 to 8 per Prisoner
  • Prison: Bonus from 8 to 10 per Prisoner. Imprisoning strategy is now viable.
  • Wrestling Ring: Enhancing bonus from +4 to +6
  • Wrestling Ring: Build cost from 15 Wood to 20 Wood
  • Waste Furnace: Sickness malus from 4 to 2
  • Creative Cuisine: Now appears only if Manure production is available
  • Gong Farm: Now produces 2 Manure per Pig instead of 1. Manure strategy is now viable.
  • Circus: Rope input from 6 to 4
  • Discovery Area: Build cost from 2 Wood to Nothing
  • Grave/Cairn: Output from 1+X to 2X
  • Burial Site/Large Cairn: Output from 2+X to 2+2X. Death strategy is now viable.
  • Herbal Altar: input from 2 to 3
  • Great Herbal Altar: input from 4 to 5
  • Test Chamber: Base output from 3 to 4 Science
  • Large Barbecue: Increased Fish max output from 10 to 12 (these buffs are so new player stop insisting the building is bugged)
  • Large Campfire: Increased Fish max output from 14 to 15
  • Large Campfire: Increased Meat max output from 10 to 12
  • Large Campfire: Meat recipe now produces only 2 Heat instead of 3
  • Milky Bakery: Hard Bread recipe from 1 Flour + 2 Milk -> 25 Hard Bread to 1 Flour -> 15 Hard Bread
  • Milky Bakery: Soft Bread recipe from 1 Flour + 2 Milk -> 3 Soft Bread to 2 Flour + 3 Milk -> 5 Soft Bread (this becomes the highest Bourgeoise food single output in the game)
  • Milky Bakery: Soft Bread recipe from 1 Flour + 2 Milk -> 3 Soft Bread to 2 Flour + 3 Milk -> 5 Soft Bread (this becomes the highest Bourgeoise food single output in the game)
  • Extractors: Fruit Recipe output from 2+2X to 6+X
  • Extractors: Vegetable Recipe output from 2X to 4+X
  • Extractors: Added two recipes to make Milk out of Fruit or Vegetables

Balance: Elders

  • Improved general research path selection to avoid some bad combos appearing
  • Revised path as some buildings would appear too rarely (Hearth of Gold, Surgeon, Knitting House)
  • Shaman: Manure path is no longer available, as it would be too hard due to no Latrine
  • Dad: Woodpips won’t auto-switch to the next cutting area anymore (only these buildings avoid that logic, for now)
  • Dad: Lumber Factory is now a variation of Clear Forest
  • Dad: Stone Extractor is now garaunteed to appear
  • Dad: Hay research path is now garaunteed to appear
  • Dad: Dad is not required to destroy or build his toolshed
  • Captain: starting planks from 6 to 10
  • Captain: Wooden Piers build turns from 3 to 2
  • Captain: Campfire is now garaunteed to appear once you unlock it
  • Ronomy: Removed “Refreshing Rain” and “Storm” events from selectable events as they were too strong for them

Balance: Miscellaneous

  • Pipkins can now procreate with other Folks in Folk-specific buildings, as the beds are a bit more comfy
  • Imprisoned Ailment now lasts forever, or until Pips are freed again. You can keep that Cat in prison forever.
  • Added action to free Pips from prisons (can also be performed by selecting the Pip to free)
  • Memories: Ink memory is now free if you already have unlocked later memories
  • Memories: Unlock a new research path mid-run will not make the new buildings appear if prior buildings have been already selected

Balance: Events

  • Lost Group: Halved number of hit Pips
  • Breath of Death: Halved number of hit Pips
  • Water Diet, Hemp Diet, Seed Diet: Now requires 5 Pipfolk to be in the village to appear (this avoids it appearing for Dwarves)
  • Water Diet: Rarity from 3 to 5 (it’s pretty strong)
  • Sudden Scratch: Rarity from 2 to 3, constraint from 10 to 20 Water
  • A Good Boy: Now requires White meat to appear instead of red meat, and requires 8 White Meat instead of 2 Red Meat to get

UX: Settings

  • Revised settings menu with new headers and a better layout
  • Speed: Separated Fast / Super fast mode into various sliders to allow more control on game speed
  • Speed: Added Popup speed option (at maximum, all popups are instant)
  • Video: added ‘Low Quality Terrains’ mode to improve performance
  • Options: Added option to skip the event arrived panel
  • Options: Added option to skip the research completed panel
  • Interface: Added ‘Show Zeroed Resources’ and ‘Use two columns’ to settings so controllers can access them too
  • Interface: Added option to skip all elder visions
  • Interface: Added option to disable event arrived panel
  • Interface: Added option to disble research completed pop up
  • Interface: Added option to disable gameplay confirmations (such as untraining)
  • Interface: Added option to disable ALL confirmations for the daring among you
  • Controls: Added option to disable ‘Force actions by holding buttons’
  • Controls: “Free Zoom” is now the default setting for new players
  • Accessibility: Added new option to disable all wind animations
  • Accessibility: Added new option to disable seasonal colors
  • Added some new tooltips

UX

  • Special action icons on the cursor are now bigger so they can be better seen
  • You can now hold Auto-Cast (X) to set an action to be repeated in a building
  • You can now hold Auto-Cast (X) to lock a production for a specific building
  • You can force-assign Auto-Cast, so it will force the action if possible
  • Curing priority now does not prioritize Pips that can self-cure but are working at other buildings anymore
  • Crops now always show the Plant action, even if unavailable (needed for autocast)
  • Crops will now show an error if you try to replant them off-season
  • Agepedia: Implemented Hyperlinking in all of Agepedia! You can now right click on highlighted words to go to the correct item.
  • Agepedia: Updated localization for Boons to allow hyperlinking
  • Agepedia: Added new Agepedia sections: Domains, Terrain Traits
  • Adepedia: Improved Classes information
  • Agepedia: Added the missing descriptions for some buildings and ailments to Agepedia
  • Flow: Actions that drag Pips (such as burials, or curing frozen or mourning) now have Pips running by default
  • Flow: Sped-up resource dissipation and collection when you have a lot of resources
  • Flow: If you produce 10 or 100 of a resource, the value will now be merged into one resource icon at all times
  • Flow: Made popup panels snappier by default
  • Research Tree: Building slot choices will now appear all together instead of one after the other
  • Research Tree: Elaborate food is now known when seen in the tree as a requirement to avoid confusion on what to research to advance
  • UI: Revised research bar and memory bar UI to allow more space for information tabs
  • UI: Added new toggleable UI Panel on the right showing all Actions for all Pips
  • UI: Clicking on separated numbers in the creatures / job panels now highlights and cycles only the relevant creatures
  • Pips: You can now see the last building a Pip worked inside when selecting them (to easily return them back after curing, for example)
  • Pips: To avoid confusion, Pips won’t be auto-assigned to their previous building anymotr < after having been forcefully removed
  • Pips: Added a “Pip assigned” warning when a Pip is auto-assigned to a building due to the Auto-Switch logic
  • Pips: Added a “Pip removed” warning also when a Pip is removed from a building due to an event (for example due to stunning)
  • Pips: Added better icons when Pips are force-removed to show the reason for their removal (for example, force-removal of patients, or force-removal with a forced action)
  • Buildings: When the season changes, buildings that produce the related temperature gem will switch off
  • Buildings: Revised and improved feedback when buildings will become abandoned if close buildings are set to be dismantled
  • Buildings: If a Pip cannot work anymore in a building because his state changes, a warning will be shown
  • Buildings: Buildings that are built but cannot be activated right away won’t keep trying to re-activate each turn anymore
  • Hotkeys: You can now press F to open search filters in Agepedia and Village Recap
  • Hotkeys: Added a new hotkey (default “L”) for toggling the action log
  • Views: Added new Output view that keeps all outputs visible on the screen
  • Views: Added new Dwellers view that keeps all dwellers visible on the screen
  • Views: Improved usability of Views
  • Highscores: Leaderboards are now populated with last version values if there are not enough to fill the leaderboard
  • Controller: Added support for search filters
  • Controller: Added some missing controller glyphs
  • Controller: Added a “Zoom Currently Enabled” UI element when playing with a controller so that the Free Zoom mode is clearer
  • Controller: Redone official Steam Input layouts
  • Controller: Implemented hyperlink access
  • Advanced UI: Added a new “Contextual Actions” panel that shows the status of contextual actions tied to hotkeys (such as Force Action, or Pip Picking)
  • Advanced UI: Added “Globalize” hotkey (default: G). Will try to perform the same actions on as many buildings as possible
  • Advanced UI: “Copy contextual action” and “Copy building” hotkeys are now merged
  • Advanced UI: Pressing Escape won’t close the Advanced UI panel anymore
  • Boons: Separated the “Coating” boons so they appear better in the Agepedia and so that they avoid some localization bugs
  • Steam Deck: Improved placement of the new UI elements or they are hidden with a Steam Deck
  • Steam Deck: Improved placement of Folkways news for some resolutions
  • Minor visual improvements

System

  • Optimized serialization when changing options on the main gameplay screen
  • Optimized terrain bonuses
  • Optimized distance computation when playing Yugong
  • Sprites optimization
  • Switch: Enabled GC Collection at critical points

Bugfixes

  • Fixed Dog events not appearing without Folkways!
  • Fixed Dad workshops being able to get Efficient
  • Fixed Bourgeoise Pips being able to work even if hungry if you disable the food while they are working
  • Fixed some Cat-related visual issues with Agepedia
  • Fixed some Agepedia sorting issues
  • Fixed the new Pip selection UI messing up if not on the first page
  • Fixed Pause Menu opening when it should not, when closing other menus
  • Fixed Fused and some similar ailments being able to be negated
  • Fixed some dead Pips being able to be hit by ailments
  • Fixed bug with Pips sometimes being able to live in buildings without enough space for more dwellers
  • Fixed Lumber Factory appearing in non-Folkways games, thus making it seems you could meet Dad (you can’t, he’s in Folkways!)
  • Fixed Milky Bakery, Campfire, Doctor, Ice Cutter, Theater, Cloakmaker, Shrine to Progress having 14 instead of 15 as output due to a rounding error
  • Highscores: Wins, heat level, and DLC used are now correctly shown in the highscore instance
  • Fixed Exile Post now requiring a single Pip
  • Fixed the new Quirks generating resources even if the Pip is dead / disappeared / exiled
  • Fixed bug with Randolph thinking he lost the egg when an event removing food actually just removed other types of food
  • Fixed zeroed resources / column options not remaining visually toggled on a reload
  • Fixed “Cult of the Dead” not working for Cairns
  • Fixed bug with free zoom mode sometimes messing up the grid-to-cursor transform
  • Fixed “Remove Paving” counting as a Structure
  • Fixed Techs not being applied to all buildings in an upgrade chain
  • Fixed Gallows sometimes directly keeping an Executioner inside after training, thus making him unavailable for work
  • Fixed research tree sometimes pulsing and revealing the wrong slots
  • Fixed some buildings (such as the Mender’s hut) sometimes now getting the correct upgrade chain
  • Fixed Trisavolo being a bit too obsessed with telling you he’ll get some guide rocks
  • Fixed Large Buoy and Tunnel appearing for the wrong elders
  • Fixed bug with trying to apply a stone pavement to a stonemaker increasing the cost of the task permanently (and a similar one with Dad’s automation)
  • Fixed a non-existing Lake terrain appearing in the Agepedia
  • Fixed Flower Lover event giving twice the Flowers
  • Fixed being able to lure the same creature to multiple pens, thus making some pens count one creature too many until a reload
  • Fixed some wild creatures appearing at the wrong time
  • Fixed bug with rerolling before choosing the persistent bonus not losing the bonus (you should not keep it if you keep rerolling of course!)
  • Fixed me and Olexa messing with save games and making his game harder (fun!)
  • Fixed being able to access a ghost Pip creature agepedia page
  • Fixed the Cat VIP being assigned an unobtainable Drowsy ailment when playing without Folkways content enabled
  • Fixed event sorting in Agepedia
  • Fixed force-picking for cures sometimes not getting the correct amount of Pips
  • GoG: Fixed game not correctly retrieving user ID when offline
  • Localization fixes

dotAGE – Ver. 1.6.0

  • Release date: ???
  • Patch notes:

New Content

  • Added Folkways expansion!
  • New content has been added to the base game, as these elements are designed to give a bit more flexibility late game, do not use the new Pip mechanics, as well as addressing the fact that Altars are always the same tech (felt fair to put this for everybody!)
  • New Memory: The Good Boy VIP (actually a Dog)
  • New Memory: Herbal Love. Adds a new slot with 2 mew low-tech buildings to provide earlier focus on Seed or Flowers (Flower Picker and Seed Picker), as well as three new Altars as a variation to the Altar path.
  • New Memory: Medical Specialists. Adds a new slot with 2 new high-tech buildings that provide improved cures for early ailments during the end game, as well as more uses for Books and Antidote
  • New Memory: Even More Boons. Adds four new boons (see below)
  • New Ailment: Immunized. Pips will get this Status when cured from Contagious (and thru an event), and will give Immunity to Contagious and Sickn for 20 turns
  • Added a new upgrade to Performer’s Stall: Juggler Stage, to mirror the Wrestling path.

New Boons

  • Longbows: Hunting and Fishing buildings reach 1 tile farther
  • Balanced Diet: Gain 2 Nature for each different Basic Food you have above 10
  • VIP Services: VIP Events +100%
  • Trustworthy Neighbours (a new Weird boon): Overpipulation starts at 10, but all Pips produce double!

Balance: Content

  • The game now caps Memory Points to 100. If you have more points saved, the game will ask you if it’s ok to remove them to get a better progression with the DLC content.

Balance: Terrains

  • Ore Veins now give a x3 bonus instead of x2. Copper and Iron costs rebalanced.
  • Additions on terrains can now be kept if the new terrain is of the same type of the previous (for example, animals are not removed when applying soil)
  • Revised terrain generation to be more controlled and reduce non-playable maps. This affects older seeds, but not too much.
  • Rebalanced number of starting extra tiles that appear, also taking into account the new tiles for Folkways.
  • Terrains might now have a Flammable trait to show they can burn to the ground. Oh, Wooden Piers are now flammable, hehe.
  • You cannot build anymore on terrains at the edges of the village, but the map generation has been revised to enlarge the maps a bit to provide similar terrains

Balance: Research Tree

  • Revised building path choice logic to provide a more balanced experience by tying the appearance of some buildings together. This is mainly used for new resources.

Balance: Creatures

  • Starting animals will now match the buildings you find in the tree, to make it more intuitive when using Herding
  • Revised starting animal spawn to garauntee a certain amount of critters

Buildings Balance: Miscellaneous

  • General: Unreachable buildings now count for Traits
  • General: Crops and Plants now count for traits even when Off-Season (as well as when Growing, or Depleted)
  • Pensatory buildings now have get a malus only if close to Structures (i.e., Plants and Signposts are fine)
  • Tilled Soil: Changed Build cost from 1 Wood to 2 Wood
  • Hut: Changed Tier from 4 to 3
  • Large Hut: Changed Build cost from 10 Plank to 6 Plank
  • Large Hut: Changed Tier from 5 to 4
  • Stone Well: Changed Production from ( -> 4 Water) to ( -> 3 Water)
  • School: Changed Production from (3 Paper -> 2 Knowledge) to (4 Paper -> 6 Knowledge)
  • Algae Collector: Changed Job from Watcher to Handyman
  • Tea Field: Changed Production from (5 Reserve -> 2 Medicinal Herb) to (3 Reserve -> 2 Medicinal Herb)

Buildings Balance: Build Costs

  • Great Barbecue: Changed Build cost from 2 Copper Bar to 3 Copper Bar
  • Book Maker: Changed Build cost from 4 Copper Bar to 6 Copper Bar
  • Brewery: Changed Build cost from 4 Copper Bar to 6 Copper Bar
  • Still: Changed Build cost from 4 Copper Bar to 6 Copper Bar
  • Brickmaker Lodge: Changed Build cost from 4 Copper Bar to 6 Copper Bar
  • Cauldron: Changed Build cost from 2 Copper Bar to 3 Copper Bar
  • Metal Brickmaker: Changed Build cost from 4 Copper Bar to 6 Copper Bar
  • Brick Kneader: Changed Build cost from 4 Copper Bar to 6 Copper Bar
  • Large Lantern: Changed Build cost from 2 Copper Ore to 3 Copper Ore
  • Hemp Processor: Changed Build cost from 2 Copper Bar to 3 Copper Bar
  • Seeds Extractor: Changed Build cost from 2 Copper Bar to 3 Copper Bar
  • Grog Brewery: Changed Build cost from 4 Copper Bar to 6 Copper Bar
  • Squeezer: Changed Build cost from 2 Copper Bar to 3 Copper Bar
  • Insulated Cellar: Added 6 wood cost, to make upgrading less awkward
  • Large Hut: Added 15 wood cost, to make upgrading less awkward
  • Large Warehouse: Added 6 wood cost, to make upgrading less awkward

Buildings Balance: Wool & Leather

  • Clothmaker: Changed Production from (4 Wool -> 1 Fabric) to (6 Wool -> 1 Fabric)
  • Tannery: Changed Production from (1 Cow -> 4 Leather) to (1 Cow -> 5 Leather)
  • Loom: Changed Production from (3 Wool -> 2 Fabric) to (6 Wool -> 2 Fabric)

Buildings Balance: Tools & Metal

  • Brickmaker Lodge: Changed Production from (2 Stone -> 1 Brick) to (4 Stone -> 1 Brick)
  • Metal Brickmaker: Changed Job from Miner to Brykemaker
  • Metal Brickmaker: Changed Production from (2 Copper Ore -> 1 Brick) to (3 Copper Ore -> 1 Brick)
  • Furnace: Changed Production from (1 Iron Ore,1 Wood -> 1 Iron Bar, 2 Heat) to (1 Gold Ore,1 Wood -> 1 Gold Bar, 2 Heat)
  • Furnace: Changed Production from (1 Copper Ore,1 Wood -> 1 Copper Bar, 2 Heat) to (1 Iron Ore,1 Wood -> 1 Iron Bar, 2 Heat)
  • Metal Extractor: Changed Production from (3 Stone -> 1 Copper Bar) to (3 Stone -> 1 Copper Ore)
  • Iron Toolsmith: Changed Production from (3 Iron Bar -> 5 Advanced Tools) to (4 Iron Bar -> 4 Advanced Tools)
  • Stone Workbench (ToolMaker0_Stone): Changed Build cost from 6 Wood to 3 Wood
  • Toolsmith: Changed Production from (2 Copper Bar -> 1 Advanced Tools) to (3 Copper Bar -> 1 Advanced Tools)

Buildings Balance: Meat Production

  • Butcher’s Workshop: Changed Production from (1 Large Livestock -> 2 Raw Red Meat) to (1 Large Livestock -> 4 Raw Red Meat)
  • Butcher’s Table: Changed Production from (1 Rabbit -> 3 Leather) to (1 Rabbit -> 2 Leather)
  • Big Game Hunter: Changed Production from (1 Beast -> 5 Raw Red Meat) to (1 Beast -> 4 Raw Red Meat)
  • Big Game Hunter: Changed Production from (1 Beast -> 7 Leather) to (1 Beast -> 5 Leather)

Buildings Balance: Domains

  • Changed the “Bonus for each dwelling” traits to instead count the number of Pips, thus increasing strategic choices
  • Fan: Changed Production from ( -> 1 Cold) to ( -> 3 Cold)
  • Altar : Changed Build Stages from 2 to 1
  • Solace Buffet: Changed Production from (1 Simple Food -> 1 Health, 1 Hope) to (2 Simple Food -> 1 Health)
  • Brothel: Changed Production from to (1 Spirits -> 50 + 3X Hope, 20 + 3X Sickness) where X is the number of Bourgeois Pips within 1
  • Cloakcraft Workshop: Changed Production from (1 Fabric -> 25 Heat) to (1 Fabric -> 10 +X Heat) where X is the number of Pips within 1
  • Cloakmaker: Changed Production from (2 Leather -> 13 Heat) to (2 Leather -> 1 +X Heat) where X is the number of Pips within 1
  • Cloakmaker: Changed Production from (2 Feathers -> 13 Heat) to (2 Feathers -> 1 +X Heat) where X is the number of Pips within 1
  • Hearth: Changed Production from (1 Blanket -> 40 Heat) to (1 Blanket -> 20 + 4X Heat) where X is the number of Bourgeois Pips within 1
  • Doc House: Changed Production from (1 Medicine -> 30 Health) to (1 Medicine -> 14 +X Health), where X is the number of Pips within 1
  • Hospital: Changed Production from (2 Medicine,2 Blanket -> 100 Health) to (2 Medicine -> 40 +2X Health), where X is the number of Pips within 1
  • Ice Cutting : Changed Production from (1 Advanced Tools -> 30 Ice) to (1 Advanced Tools -> 14 Ice)
  • Insulated Cellar: Changed Upgrading from from None to Cellar
  • Garden: Changed Upgrading from from None to Park
  • Pub: Changed Production from (2 Beer -> 40 Hope) to (2 Spirits -> X Hope), where X is the number of Pips within 1

Balance: Elders

  • Santa: Ice Clearing does not remove Mountains or Forests anymore

Balance: Resources

  • Feathers are now an Animal resource, not a Natural resource
  • Gifts are now in the Special category
  • Mysterious Stone and Mysterious Plant are now in the Special category instead of the Building category

Balance: Events

  • Domain Threat level can now go above 7, and the UI will reflect that. This will also be useful later on!
  • Apocalypse-starting event can now be Absolute Zero, which means you’ll have to fight the Cold domain instead of the Heat domain, so stop amassing all that ice!
  • Ages now rise threat by 2 instead of 10, thus giving the player some reason to continue playing
  • Dizzy now won’t be so obnioxous. Instead of having a chance to become Stunned, the Pip will replace Stunned with Ill when he becomes Stunned. I suggest you imprison them anyhow, as they deserve it!
  • Wild Animal spawn events reduced from 1 to 0.5 per Threat level (this reduces the large areas of wild animals throughout runs, pushing players to use Herding more)
  • Added two new events that increase Sickness or Cataclysm based on the total number of Wild animals on the map
  • Added a new event that kills several Wild animals
  • Added a new event that grants Healthy to many Pips
  • Added a new event that will make a Forest burn directly
  • Fire now propagates more easily (can expand to 2 tiles instead of 1)
  • Chance-altering traits increase chance by 50% instead of 10% (yes, I know, it’s a lot, but it does give more control to what event comes!)
  • Building coating boons immunity increased from 20% to 50%
  • A Pillored Pip now ignores all Quirks and Gem production from ailments
  • Merged the appearing chance of several animal spawn events to reduce wild animals
  • Merged the appearing chance of several tech events to reduce their presence
  • Rebalanced all event rarities

Graphics

  • Added some new hair and chin sprites for Pips
  • Chin is now separated from Hair, thus increasing the combinations

UX

  • Added a new UI to Filter and Sort the Agepedia, especially when searching for Buildings
  • Village Recap UI redone: it is now leaner, and it has Filters too!
  • Revised some building traits, which now appear as small icons on top of the information to avoid clutter
  • Event rarity is now shown when an event arrives
  • Terrains in Agepedia now have better icons, and Additions (such as Bounties) are now also shown
  • All Boons now have unique icons, because I could just not stop myself from doing that!
  • Zooming out now zooms around where the cursor is, avoids returning to the middle of the village (works a lot better with large maps)
  • Agepedia game element default sorting revised to be more intuitive
  • Growth action now prioritizes as parents the Pips that already live in the dwelling, if possible
  • Multiple memory unlocks are now clumped into a single screen, to avoid having too many popups one after the other
  • Overpipulation UI is now embedded with the village size UI so it is not hidden when other popups are open
  • Reduced number of pulses each research slot does when revealing the building, so to make the process faster
  • Pips will now speak a bit more during event animations
  • Added a new panel to see event chance modifiers in the Prophecy

dotAGE – Ver. 1.5.0 (The Beaver Update)

  • Release date: December 19th/20th 2024
  • Patch notes:

Content: Against the Storm Promotion

  • Cross promo with Against the Storm!
  • Added a new VIP: Beaver, teasing some of the DLC mechanics!
  • Added 3 new events tied to the Beaver that lead to his appearance!

Content: Seeded Runs

  • Revised the game’s randomization logic to work with Seeds.
  • You can now play custom Runs by inputting a specific Seed. Highscores and Achievements are disabled if doing so.
  • A seed will determine the starting map, buildings, event scenario, research choices, and event choices (given identical context)

UX: Elder Savegames

  • You can now play multiple games at once, one for each elder. Go play Santa for Xmas!

UX: Player Profiles

  • Added new “Player Profiles” feature, that allows up to 3 profiles to coexist. Accessed through the “Your Memories” menu.
  • Current games are automatically migrated to Profile “A”

Balance

  • Moved food-based “Illuminism” boon from page 7 to page 4, thus making “Apocalyptic Growth” appear 100% of the time until you unlock more boons
  • Random elements are now completely decoupled, so that your building choices won’t affect event rolls anymore
  • Reloading a game won’t lock the random number generator anymore during event rolls
  • Summer won’t say it will remove Frozen anymore until you have unlocked it

UX

  • The “current memory” screen will now show how many Elders you have win with instead of the total number of wins
  • Randolph now has new animations!
  • Personal Highscores now show scores from all game versions
  • Post-win games now show information in the progress UI to identify them
  • Loading message now shows the current elder
  • When shift-selecting a Pip, they won’t resume walking anymore until the radial menu is closed
  • Improved drag sensitivity parameters to avoid some ugly jumps
  • Touch controls: Holding won’t trigger anymore when dragging the camera
  • Touch controls: You can now see information of already known buildings in the research tree
  • Touch controls: Tooltips now work with touch too, while holding an UI element
  • Touch controls: Tooltips appear a bit to the side so you can better see them
  • Controller: You can now open the Research Tree even if hovering on side menus
  • Hints: Minor hint revisions to make the text clearer

Bugfixing

  • Fixed bug with Enhancing traits not being correctly computed if using multiple Enhancing buildings in certain configurations
  • Fixed some hints not appearing if unlocking memories in main menu
  • Fixed score screen sometimes waiting too much before showing the highscores panel resulting in an unresponsive panel
  • Fixed bug with Healers being able to work in places they should not have if you click to fast after force-curing using ALT-picking
  • Fixed building turns of 10 or more not being visualized correctly in Slow mode
  • Fixed idle Bourgeoise being considered Handymen in the Jobs UI if they can work due to the relevant Boon
  • Fixed “Resource Tags” title getting out of its alloted space in the UI
  • Fixed Agepedia messing up when switching resolution until a restart
  • Fixed switching to Spring with Frozen pips not correctly updating the total gems generated per turn in the above UI anymore
  • Fixed touch controls registering a wrong touch during building selection
  • Fixed Pip Recap not sorting Pips when using Search
  • Fixed bug with rerolling during the initial Roll bonus making your next Doom be failed at 100% chance
  • Fixed cat meow volume being too low
  • Fixed some random elements not being seeded correctly
  • Fixed random number generator being off by 4 points when reloading the game
  • Fixed bug with Forest not being randomized enough if resetting the game right away
  • Fixed winning a game making the next abandoned game not trigger highscores
  • Fixed unlocks recap menu not updating correctly at times
  • Fixed bug with analytics being requested too many times if you switched save games
  • Fixed reroll bonus not appearing correctly in the current memories screen at times
  • Fixed post-end games sometimes not registering correctly as won
  • Controller: Fixed “Advanced Pip Actions” showing the wrong text when using a Controller
  • Controller: Fixed pressing back in the pip recap menu closing it right away while focusing on a pip
  • Various localization fixes

dotAGE – Ver. 1.4.0c (Day One Update)

  • Release date: October 24th 2024 (North America, Europe, Japan)
  • Patch notes:

No patch notes available. This update brings the following:

  • adds new languages: Japanese, Spanish, Russian

How to download updates for dotAGE for the Nintendo Switch?

To download the updates for dotAGE, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.