Hello Heroes, this is Edouard, Game Director, one of the folks making this game.

First of all, thank you. To everyone who posts comments, chats on Discord, leaves reviews, or shares feedback on Steam: it all helps. It guides our thinking and decisions, and helps us push the game further while strengthening the game’s identity.

With that spirit in mind, this is how we approached this patch. Among the many improvements, we focused on two main priorities:

• After strengthening heroes (their diversity and power – especially through relics) we wanted to expand city-building options and the city’s power potential. From day one, our goal has been to give you as many ways as possible to create varied city builds, and to reward players who truly master Monsters Are Coming’s building rules. That’s why this patch brings new Districts & Streets features, along with a Townhall rework.

• We also wanted to reduce the grindy feeling that was still coming through in your feedback, especially around Nightmare mode. At the same time, we needed to keep enough challenge for our most experienced players… so we reduced meta upgrade costs, adjusted difficulty, and added new difficulty-focused Challenges.

Here’s the detailed list:

🆕 New Systems & Content

• New District System

Build more varied, readable, and powerful cities with the new district mechanics: the more you connect buildings that share the same tag, the more specific powers you unlock.

• New Streets System (replaces previous adjacency bonuses)

The goal is now to connect as many buildings as possible:

– A line of 4 buildings grants the same bonus as a 2×2 square.

– This allows greater flexibility and more diverse city-building strategies.

• Town Halls Reworked

– Each Town Hall now has its own unique attack.

– Town Halls are now considered towers, meaning they benefit from adjacency effects.

• Great Dragon Rework

You can now trigger the Dragon’s Fury remotely via a button, allowing you to:

– Support the Hero during combat

– Clear a path strategically

• New Building: Rampart

• New Objectives added.

• New Challenges for experienced players who want to push the difficulty further.

• 2 New Relics

– Quiver

– Dowsing Rod

⚖️ Balancing

• Improved RNG system for more consistent and satisfying runs.

• Reduced Meta stat upgrade costs.

• Reworked difficulty curve:

– Less grind required to reach Nightmare mode.

– Additional optional Challenges available for those seeking more difficulty.

• Rework of the Fire Dragon and Frost Dragon towers.

• More opportunities to earn Compasses:

– Bonus Compasses awarded after a successful run.

– +1 Compass in Compass Towers.

• Collectible object HP has been capped for smoother and more enjoyable harvesting.

🖥️ UI / UX Improvements

• Buildings can now be placed with the mouse.

• Menu improvements:

– Relics are clearer and easier to browse.

– The Hero is more prominently displayed.

• Enemies can no longer spawn under the City.

• Enemy spawn timing adjusted to provide a better dodge window.

• Improved Game Over flow when the City is destroyed.

• It is once again possible to farm XP at the City gate (at your own risk).

• Rarity is now displayed on locked buildings.

• Improved damage feedback: size and color scale with damage dealt.

⚙️ Options

• New option to disable controller vibration.

• New option to disable screen shake.

🚀 Performance

• General performance optimizations and stability improvements.

Many more things are still coming, always with the same goal on our side: to bring you even more epic, varied, and intense moments on the roads of Monsters Are Coming. Glory to the Ark!