Dawn of Man - martiño
Another weekly update with some fixes.


- When humans die, their resources are placed randomly around them instead of all piling in the exact same location (this also includes raiders).
- Fixed issue in automatic transport production: Trader transports were being counted when comparing to production limits.
- Fixed issue that could cause people to drop their current warm outfit in a random place before going to get a light one.
- Fixed issue that caused raider weapons to be counted as if they were owned by the player.
- Fixed rare issue with migrants getting stuck when coming to town.
- Fixed issue where for some people the game could immediately throw an "Invalid Location" message when trying to place structures or work areas.
- Code optimizations so we can upgrade the population cap in the future.
Dawn of Man - martiño

This is the first free content update for Dawn of Man (we expect to release a few of these every two months or so).

It focuses on spiritual and prestige structures for the Bronze and Iron Ages.




The ultimate megalithic structure, made of megaliths and a ton of rocks, it's the structure that provides the highest amount of prestige and morale recovery.



Iron Age structure to make your settlement look cooler and stronger, has a few variants too.



Bronze Age prestige structure, with a few variants to make your settlement more interesting and help recover morale.



Fish Trap

The most advanced fishing tool, with a 4 star rating.


Allows the crafting of Fish Traps.

Allows the construction of Statues.

Complex Megalithism
Allows the construction of Cairns.


Added 3 new music tracks.


Improved milestone UI.
Improved milestone cameras, that now focus on relevant structures.
New milestone sounds and more epic music.

New milestones for Continental Dawn scenario:
- Milestone Domestication: requires 10 Goats and 10 Sheep.
- Milestone The Secret of Steel: requires 20 units of Steel to be produced.
- Milestone Iron Settlement: requires 150 people and a Cairn.


Prestigious: Reach 1000 prestige.
Stone Prestige: Reach 900 prestige in the Stone Age
Megalith Madness: Build a Menhir, Dolmen, Stone Circle, Statue and Cairn in the same game.
Challenger: Complete 1 challenge
Hyper Challenger: Complete all 4 challenges.
Ultimate Challenger: Complete all 4 challenges in hardcore mode.


You can now choose a building variant when placing it by pressing "V".
Dawn of Man - martiño
This is a small update with various fixes before we release the large spiritual content update next week.


- There is now an unlimited number of hardcore savegame slots available (but still one per game you start).
- Activity and tasks panels now refresh in real time.
- Game can now handle several modal panels at once, this fixes crashes in some community scenarios.
- Making sure that people that join settlement don't change outfit/skin/hair colors.
- Fixed issue with progress bars in Knowledge Progress panel not displaying properly sometimes.
- Stability fixes.
Dawn of Man - martiño
This version adds filters for storage structures and a batch of gameplay and balance changes and fixes.


New Feature
- Storage Tent, Storage Hut and Warehouse now have resource type filters.

Balance Changes
- Bone Spear and Bone Harpoon now have a trade value of 7 (down from 10).
- One unit of Grain now produces two units of Beer in Brewery (Beer trade value halved).
- Reinforced Gate doesn't decay over time anymore.
- Mammoth now has 800 health points (up from 600).
- Skins, Meat and Fish now dry 50% slower.

AI Improvements
- People will now go to shelter when they think that their temperature is dropping too quickly (before it actually reaches critical levels).

- Fixed state of river and lake banks not being saved properly.
- Fixed Composite Bow trade value in Bronze Age.
- Fixed issue with raiders sometimes getting stuck when all gates closed.
- Fixed exploit that could allow player to trade multiple times with the same trader.
- Fixed temperature increasing/decreasing independently of game speed.
- Fixed stone circle not freeing up AI nodes after being recycled.
- Fixed clipping issue in knowledge counter if you have more that 200 points.
- Fixed traders sometimes getting stuck near structure in settlement.
Dawn of Man - martiño
This version adds quite a few improvements based on community feedback: More population in late game, AI, QoL and transport management improvements.


AI Improvements.
- Children can now milk goats and cows.
- Stricter enforcement of animals limits: more slaughter tasks get generated if required.
- When people go back to town to rest, change outfit, or get better tools, they won't drop their current sledge if carrying one.
- People now prefer to use carts over sledges if available.
- Preventing people from wandering around town immediately after delivering a resource to storage, so they can store more resources faster.
- Fixed issue where AI would not use transports if going to grab one more resource than they can carry.

Balance changes.
- Relaxing population limits, you can now get more people in your settlement.
- Structures now have custom amounts at which they give knowledge points, in order to promote reasonable settlement construction. Residence structures give more points, crafting and mining structures give less.
- Added move speed modifiers for transports, depending on how full they are: 90% - 70% for sledges, 95% - 75% for donkey carts, 100% - 80% for horse carts.
- Increased the amount of wolves in paleolithic and mesolithic

Notification changes.
- When continuous production of Carts or Sledges is active, you don't get notifications about them decaying anymore.
- Once you build 3 stables, you stop getting notifications of animal births or deaths by slaughtering.
- Once you reach 50 people, you stop getting notification of human births or deaths by natural causes.

QOL improvements.
- Default limit for Sledges and Carts is now 10.
- The defense panel can now be accessed from a button in Towers and Gates.

Misc Fixes.
- Changed defense icon.
- Fixed broken birth limits in mods.
- Fixed milk and wool resource limits.
- Fixed various issues in community screen.
- Making sure work areas can not be placed on top of each other.
- Primal vision key shortcut is now disabled in tutorial when button is disabled.
- Stability fixes.
Dawn of Man - martiño

The Dawn of Man + Planetbase bundle will get you a 10% discount on both Madruga Works' titles.

This is a "complete the set bundle" so if you own one of the two games, you can still get the other one at a discount.
Dawn of Man - martiño
This version is the first of a series of weekly updates where we will be addressing the most pressing issues raised by the community.

We are also working on new content in parallel to these patches (more info on this at some point).


Animal limits improvements.
- You can now access the animal limits by clicking a button in the Stables.
- Animal limits are also displayed in the Domestic animals panel.
- Better tooltips for animal limits.
- Animal limits hint will now appear when you acquire 10 goats/sheep/pigs.
- Added animal limits help topic.

Balance Changes.
- Now you can get attacks of packs of animals (before only 1 animal would attack at once).
- Slightly increased animal attack frequency.
- Plant diseases are now slightly more deadly (They affect 65% of crops instead of 50% in the Continental Dawn scenario).
- Traders now bring Stone in the Iron Age.

- Custom Environments are now supported.

Important Fixes.
- Fixed issue with people not producing bread if limit was set to infinity.
- Fixed issue where traders could get stuck at edge of some maps (Plains of Conflict was one of them) and spawn resources far from settlement.
- Fixed crash when commanding people to sprint into a house while they were pulling a donkey/horse.

Other Fixes.
- Fixes issues with prestige calculations.
- Fixed Express Evolution achievement.
- Fix for some achievements not completing until game was restarted.
- You can now double click on stone, flint and ore deposits to select nearby same objects.
- Loading screen now renders properly in any aspect ratio.
- Fixed swordmastery tooltip in german indicating Bronze Swords, instead of Steel Swords.
- Added game state info for error reports.
- More stability fixes.
Dawn of Man

Don’t judge prehistoric sim Dawn of Man by its tangle of menus and occasionally broken AI—beneath its rough exterior is a remarkably streamlined city builder that almost entirely cuts out micromanagement, letting you focus on the things that matter. Like, say, watching a bison headbutt a bear’s ass.

You start each game by instructing your citizens to gather sticks, flint and food from your surroundings. From those materials you can begin to build up your settlement, adding extra huts and a crafting station to create better gear, which you then use to hunt animals for meat. Reaching milestones—such as killing a deer for the first time—nets you knowledge points, which you use to unlock better tech and progress through the Ages, from Stone to Iron. Eventually, you’ll have a fully-functioning town with guard towers, hydropower and donkeys pulling carts.

What I like most about it is the way it handles resource gathering, which you can almost fully automate. You choose certain conditions for both resource collecting and crafting, and if you get the rules right you can leave your townsfolk unattended, only tweaking the formula when you unlock some new tech. It’s a brilliant system, and I wish more city builders had something like it.

To collect materials, you create a circular “work area”, which will automatically tell your citizens to gather a chosen resource type within its bounds. You can decide how big or small you want the circle to be, and generally I found that bigger was better: I placed a wide circle on a huge pile of sticks at the start of my campaign, and my citizens were still picking them up four hours later.

This automation makes Dawn of Man feel unexpectedly and wonderfully relaxing.

Crucially, you can choose the maximum number of people you want gathering in that zone as well as the limit at which they’ll stop collecting. If you create a work zone for chopping trees and set your log limit to 15, then your workers will drop their axes when you hit that number and tend to something more urgent. When supplies run low, they’ll start hacking away again.

Adjusting these numbers lets you prioritise what to collect. In the early game you’re building lots of drying racks out of sticks, so you’ll want to set the limit for sticks quite high to ensure a steady supply. The AI seems smart about how many people it sends—it won’t trigger a whole group to chop down trees when you dip to 14 logs, for example. Townsfolk automatically funnel resources to the right place, dropping their bundles into storage, to your crafter or to a construction area for a new building.

Crafting is similarly hands-off. You can click on an item in the crafting menu—an axe, say—to build one. But if you right click, you’ll set it to continuously produce up to a chosen limit. Handily, the ceiling is based on the percentage of your population, rather than a raw number, which means you don’t need to touch it as your town grows. I set it up so that 75% of my town would always have spears for when raiders attacked, while 50% had bows to fire from watchtowers. When a spear broke, someone immediately headed to the crafting tent to replace it.

For a game about harsh winters, fending off raiders and hunting giant mammoths, this automation makes Dawn of Man feel unexpectedly and wonderfully relaxing. With the resource management and crafting taken care of, you can sit back and wait for the strategic decisions about the next step on your tech tree, or how you want to lay out your growing settlement. I kept being surprised by how efficient my villagers were, and mere minutes after I opened my first copper mine I already had a stack of copper axes in my storage hut.

As someone who hates micromanagement in city builders, it s a dream.

You’re alerted whenever you need to act, such as when a work area runs out of resources. In that case, you just set up another one with two clicks. It’s easy to switch over production when you find a better version of an item: when I discovered wool outfits, I figured I didn’t need as many tops made of animal skin, which had been keeping everyone warm for past winters. I set wool outfit production to 100%, and dropped skin outfits to 25%, just to keep some spare.

As Chris noted, you can afford to play on 8x speed most of the time, admiring the scenery and watching the cute animations until you’re told something needs your attention. As someone who hates micromanagement in city builders, it’s a dream. I’ve been playing while listening to podcasts and cooking, keeping an ear out for the ‘thunk’ of the notification bar telling me I have business to take care of. If that doesn’t seem like your speed, then there’s a hardcore mode with more aggressive enemies, as well as tougher maps with less resources.

It’s not always perfect, but you can normally figure out how to fix it by digging into the menus. In the third and fourth ages (out of six) you tame animals to produce wool, milk, meat and hide. You can domesticate donkeys, cattle, goats, boars, horses, dogs and sheep—but they all breed like rabbits. My four goats soon became 14, and I was running out of both stable space and straw for them to eat. Plus, my citizens were overworked from having to milk them so often.

What I hadn’t realised is that in the intimidating ‘limits’ panel you can set the maximum number of each animal type, just like any other resource. They’re unlimited by default but I quickly put that right, prompting my citizens to… erm… send the extra goats to another farm far, far away. The same is true for grain: My villagers were neglecting other tasks to sow and reap barley. It felt like half the town were constantly in the fields, until I realised you could limit production to a more manageable level. 

Smoothing out these kinks feels like a satisfying puzzle, and the reward is another 15 minutes of downtime. It creates a varied tempo—you’ll intensely manage your village for five minutes working out the perfect combination of rules, leave it alone for a while and watch the numbers tick up, and then dive back in when you get a new unlock. Sometimes simply watching a city builder run is the best part.

The one thing it doesn’t work for is hunting. You can set up a hunting work area, but it only triggers if animals wander into it. A hunting zone can't be large enough to see much action, and invariably your hunters will be doing something else, so by the time they grab their spears the reindeer are halfway across the map. What it really needs is the ability to scout in a large area, keeping one or two people alert so that they can instantly jump on any nearby wildlife 

I’m hopeful that the dev team at Madruga Works can add that feature. They seem to be clued up on what doesn't quite work in Dawn of Man, and the latest test branch adds more signposting for animal limits, which would’ve spared me the hassle I described earlier. If they can sort out hunting then it’ll be close to my ideal city builder—set the rules, sit back and watch with satisfaction as your civilization thrives and the woolly mammoths go extinct.

Grand Theft Auto V - contact@rockpapershotgun.com (John Walker)

Hahaha, I can’t believe you think the game you like is good! The game you like ISN’T good! Your liking the game you like makes you look just SO silly. Find out which games everyone else likes, and then start liking those games instead, with our handy Steam Charts guide.


Dawn of Man - contact@rockpapershotgun.com (Alec Meer)

If you go to read the Steam charts this week, you’ll be sure of a big surprise: the best-selling game was little-known, stone age city-builder Dawn Of Man. It had no publisher, its two-person developer was known only for the somewhat under-the-radar colony sim Planetbase, and it hadn’t enjoyed prior coverage from any of the largest sites or streamers. Hell, its official trailer has only accrued 57,000 views since being uploaded in December 2018.

But there it was, a $20 strategy-management game about collecting sticks and randy goats, outselling Plunkbat, GTA 5 and DMC 5.

How could such a thing happen, in an age where breakout hits increasingly only seem to come from massive companies?



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