About the Game

Memoriapolis is a city-builder where you shape your town across time. Manage resources, make political decisions, and deal with the different factions moving in.
Your ultimate goal? Stay in power until the end of the Age of Enlightenment... and leave your mark in history by building a grand City's Fair during the Industrial Revolution.
But beware—your citizens have needs, factions grow in influence, and historical events can shake everything up. Lose control, and it's game over!

Travel through five major historical eras: Antiquity, Middle Ages, Renaissance, Age of Enlightenment, and Industrial Revolution.
In Memoriapolis, each era brings its own rules and architecture — not everything can be preserved. Choose what’s worth keeping in history.
Every game reveals a unique city, shaped by your irreversible choices.

Your city grows naturally.
Citizens choose where to settle, and neighborhoods form on their own. You guide the process, but you don’t control everything. Each game is unique — every city tells a different story.

Six major cultures shape your city's growth: Military, Religion, Trade, Education, Industry, and Politics.
Over time, they evolve into factions. These groups will support or oppose you, depending on your choices.
Let one grow too powerful, and your rule may be at risk.

WONDERS & LEGACY
Build wonders inspired by real history: the Library of Alexandria, Notre-Dame, the Leaning Tower of Pisa, and more. Each one offers powerful bonuses but they also demand resources, time, and strategic choices. These monuments become the memory pillars of your city.THE COLLECTION
At the end of the 5th Age, design a themed promenade to tell your city’s story. Select and organize your most iconic buildings to create a unique collection that highlights your choices, your architecture, and the rise of your dynasty: a memorable showcase to leave your mark on history.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Hello builders,
While the team is busy working on future content, we've also been polishing a few things behind the scenes.
Today's update fixes issues and improves stability on certain older CPUs, and includes some technical work for what's coming next.
Application: the game now displays an error message to the player when it is unable to create a file, rather than silently failing
Music: fixed the music in the main menu wouldn't stop when loading a save or creating a new game
Resources: fixed an issue where gold coins were reset to 10,000 when the one-million threshold was reached
Settings: fixed a bug where the currently saved resolution is not available
Internal changes in preparation for the Custom Mode
Improved stability on certain older CPU
We'll be back soon with more news about what we've been working on.
Until then, enjoy building your city!
— The Memoriapolis Team
Hello builders,
A new patch (v1.5.376) is now available for Memoriapolis. You can update your game now.
This update focuses on performance improvements, alongside balancing, fixes and quality-of-life updates based on your feedback.
Performance & Optimization
We know some of you have experienced performance issues or high PC temperatures, and we want you to know that this topic is being taken seriously by the team.
We worked on many parts of the game (UI, graphics, scripts, maps…) to improve overall performance and how Memoriapolis uses your PC resources.
[img src="{STEAM_CLAN_IMAGE}/44588238/8a39b857e29f2e7604236032334a01e3ed6d4abc.jpg"]
A small info: in some situations, if the game is running faster, your PC may simply be working harder to produce more frames and your CPU usage may be higher than before if your FPS also increased
To help with this, we’ve added new FPS limit options so you can cap the game to 30 or 60 FPS if needed.
[table equalcells="1" colwidth=",,,"]GPU/Machine
Resolution
Settings
FPS
Steam Deck
1280×800
Very Low
+33%
RTX 3050 8Go
1080p
Medium
+22%
RTX 3090
4K
High
+30%
RTX 4060 Ti
1080p
High
+10%
If you still encounter performance or overheating issues, please don’t hesitate to help us by filling out the survey or contacting us on Discord. Your reports will help us investigate and improve things faster :
https://forms.gle/VhUdGks1mpnG5LmC7
Gameplay & fixes
We also temporarily replaced the “Surround districts with new ramparts” objective for the Eiffel Tower Middle Ages path.
Some players could end up in a situation where progressing became impossible depending on terrain and city growth. While we work on a long-term solution to avoid this soft-lock, the objective has been temporarily replaced.
Full changelog
Balancing: reduce workers of surveyor's cabin
Balancing: update on attraction
Balancing: update on construction workforce and time
Balancing: update on some construction cost
Balancing: update on satisfactions (middle ages specific)
Balancing: update on resource transformation
Balancing: fixed some know-hows value
Balancing: changed rampart objective for district risk
Buildings: added erosion impact on satisfactions
Camera: fixed camera could go too low in some conditions
Cycle: fixed game speed could not properly be set to the last game speed when using the pause/unpause keyboard shortcut
Cycle: ensure cycle is paused during building construction
Filters: fixed POIs in cultural filters were duplicated when selecting a construction leading to performance issues
Input: fixed cycle inputs were enabled while panels were opened
Library: fixed a potential bug in the library (know-how) that could cause confirmation windows to get stuck and block player progress
Map: optimization on grass in River map
Notification: fixed crash when validating a faction proposal with Enter keyboard shortcut
Objectives: fixed law objective was not updated when accepting laws from council popup
Research: added a missing research bonus to Statue of Liberty 3 (added the Porto condition)
Rampart: exclude "water" buildings from rampart selection
Rampart: enable enlarge button only if a district already selected
Rampart: fixes in rampart creation
Rampart: fixed upgrading the ramparts was possible after level 4 (there's nothing there, it's just a bug)
Rampart: fixed the construction time for Level 4 ramparts was not displayed
Satisfactions logs: fixed starvation count error when min reached
Satisfactions logs: fixed upgraded cultural buildings base satisfactions
Settings: add new options to limit FPS to 30 and 60
Settings: split settings screen refresh rate and FPS limit
Settings: fixed resolution could appear multiple time in the list
Settings: fixed resolution applying a the end of the timer when canceling a modification
Settings: fixed obsolete game settings being saved in some cases
UI: added Beginner guide access to Main Menu
UI: added a no-migration notification, badge and information in the migration tooltip to explain the causes
UI: added a warning for trade routes blocked due to an insufficient Service building level
UI: update construction time depending attrition impact when placing a construction on the map
UI: fixed the population count on satisfactions tooltips
UI: fixed pause button was not updated properly in some cases
UI: fixed amount of cultural character displayed in Prutaneion and Warehouse Management
UI: the values in the tooltips for cultural characters in the factions interface were incorrect
UI: fixed operating worker value displayed on farm selection
UI: fixed the play/pause status and its tooltips were not updating correctly in Prutaneion and Warehouse Management interfaces
Optimized CPU, GPU and VRAM
That’s it for today’s patch.
We hope these improvements make your next session in Memoriapolis a little smoother, whether you’re building your first city or already chasing the Industrial Revolution 🏛️
See you soon!
–
The Memoriapolis Team
Hello builders,
A small update (v1.5.347) is now live! Just launch your game.
This one brings a mix of fixes, optimizations, and quality-of-life improvements based on your feedback.
Here’s today’s changelog 👇
Camera: camera sensitivity setting now also apply on middle mouse movements
Codex: update Workers codex page (better explanation on "how to get workers")
Objectives: replaced the already infamous objective "stop faction negotiation" by "research architect level 2" in Eiffel Tower Antiquity
Objectives: fixed the “Build a Forge” objective was not completed when creating a forge higher than level 1
Optimization: small CPU optimizations
Politics: display the number of active decrees next to the maximum number
Politics: fixed the population arrival could be stuck when the law "Promotes the creation of new districts" was active
Prutaneion: the resource filter visuals now update correctly when the filters are reset
Prutaneion: display of stocks and satisfaction for service buildings fixed
Rampart: optimized CPU usage in city with ramparts
Selection: preview the new building radius in upgrade panel
Selection: fixed navigating to a district or a faction in the selection panel could cause a crash
UI: fixed some "resource depleted" POI were not displayed when loading a save
Fixed memory leak
Performance issue
We’ve also seen your messages about performance and PC temperature. It’s something we’re currently investigating, so thanks a lot for your patience.
To help us better understand and fix these issues, we’ve put together a short survey. If you’re experiencing performance or stability problems, it would really help us if you could take a few minutes to fill it out.
👉 https://forms.gle/VhUdGks1mpnG5LmC7
Happy birthday
And one world to thank you because Memoriapolis is 1 year old [img src="https://static.xx.fbcdn.net/images/emoji.php/v9/t89/1/16/1f3db.png"] [img src="https://static.xx.fbcdn.net/images/emoji.php/v9/t5/1/16/1f382.png"]
Thank you for being part of this journey, for your feedback, your passion, and your support [img src="https://static.xx.fbcdn.net/images/emoji.php/v9/t6c/1/16/2764.png"]
[img src="{STEAM_CLAN_IMAGE}/44588238/686014d602276333066cdf5388df47211cd2fed4.jpg"]
—
The Memoriapolis Team
(JBR, JBB, Etheal, Geoffroy, Margaux, Axel, Nacha, Riwal & San)
Hello everyone,
After several months of development, the whole team is happy to announce that the Banners & Wonders update is now available for free for all Memoriapolis players.
A big thank you to everyone who took part in the beta and took the time to share feedback with us, whether here, on Discord, or via private messages. Your feedback really helped shape this update, and it was a real pleasure building all of this with you.
Quick reminder: saves from version 1.0 are not compatible with Banners & Wonders. However, if you played the beta, you can continue your game without any issue.
Objectives, Wonders, achievements, Factions and negotiations… Make yourself comfortable, what follows is a bit long :) but we wanted to share in detail everything included in this update.
We sincerely hope you’ll enjoy it and that it will offer you even more freedom in how you play.
[img src="{STEAM_CLAN_IMAGE}/44588238/422885bc22b8f808e3f48b345381fc3a84521635.jpg"]
[img src="{STEAM_CLAN_IMAGE}/44588238/3203e0cadca8645478de76b2cc84af8c4f4a1874.png"]
Wonders
Wonders replace the Esplanade and the Collection as the main objective of the game.
There are 3 of them: the first is the Eiffel Tower, and the following ones (Neuschwanstein Castle and the Statue of Liberty) are unlocked by completing playthroughs.
[img src="{STEAM_CLAN_IMAGE}/44588238/678210607256aea73e038f8dd75bdbda14290c59.png"]
Each Wonder is linked to a series of objectives spread across the different ages.
These objectives must be completed to progress from one age to the next, until the final step: building the Wonder.
[img src="{STEAM_CLAN_IMAGE}/44588238/790bce1bb91e426ffca5a45f61d6f83413353aa4.png"]
Former wonders like the Circus Maximus, Notre Dame etc.. are now called “Monuments”.
Building monuments provides different bonuses (depending on their culture) that will help with the construction of future Monuments and the final Wonder. Do not neglect them, as you can reduce construction costs, build times, or increase satisfaction, among other effects!
Unlocking buildings
Multiple city centers are replaced by a single building, the Dynastic House, which becomes the heart of your city and evolves through the ages.
[img src="{STEAM_CLAN_IMAGE}/44588238/1fad3b8bc5f1d3c04fb469cbcbd61a4254bb0955.gif"]
The Building Tree, unlocked with the Architectural’s Office, allows you to research new production buildings, proximity buildings, as well as resources and upgrades.
[img src="{STEAM_CLAN_IMAGE}/44588238/fce972d08778e7bfba4709fbcbbb225ba4a85851.png"]
When they arrive, factions bring with them a first cultural building tied to their culture. By constructing these buildings, you progressively unlock the next ones, as well as new service buildings and monuments.
[img src="{STEAM_CLAN_IMAGE}/44588238/110f6dff5b6116e3d35962f36950152dd36e82c3.png"]
Turning constraints into challenge
Defeat and closed districts have been removed, making way for a more open approach focused on challenge.
Cycles are no longer limited by age, and buildings no longer degrade when transitioning between ages. Memory points have also been removed.
Districts can now be demolished.
It is now possible to place buildings outside the safe zone, in the attrition zone, starting from Antiquity.
Attrition disappears starting from the Renaissance.
[img src="{STEAM_CLAN_IMAGE}/44588238/3ff7ea0bb3bb180be6698b7635905927296da879.png"]
Factions have been completely reworked to offer more depth and interaction with the city.
Each culture now has a single faction, which evolves through the ages.
When a faction arrives, you choose its starting location in the city.
Each faction has a randomly assigned personality that influences its actions.
If you act against them, factions can hold grievances against you.
The taxes they collect from their inhabitants are now split between the city treasury and their personal treasury.
When advancing to the next age, their descendants inherit their wealth, offering new opportunities: tax them more or gain their trust.
[img src="{STEAM_CLAN_IMAGE}/44588238/81e32ab47aa8dce71fcfc8cef423e9dff3367205.png"]
To grow their wealth, factions expand organically within the city and may propose exchanges of buildings or districts with the city or other factions.
These proposals can be negotiated to obtain better advantages!
[img src="{STEAM_CLAN_IMAGE}/44588238/7fc32384cec1fd9ba86065823b3194b7799121f3.png"]Tip: give cultural buildings to factions so they start generating cultural characters.
During negotiations, it is possible to promise a favor to a faction to tilt the balance in your favor. Favors work like requests, but are time-limited and have negative consequences if not fulfilled.
[img src="{STEAM_CLAN_IMAGE}/44588238/023cb1bebe69ded14f887314310775816361a512.png"]
Services have been reworked to better align with the goal of offering more freedom.
From Antiquity, a version of services is unlocked with the arrival of the corresponding faction.
Services are no longer locked during age transitions, and building their structures gradually unlocks new features.
The Urban Planning service (Religion) has been removed to add a new Warehouse service (Production), allowing better stock management. In exchange, it is now possible to choose the base satisfaction of religious buildings.
Politics
Politics has been simplified to offer more consistent progression across ages. The base service provides access to a limited number of decrees, while upgrades unlock more advanced and interesting ones.
Each upgrade also influences faction election rules. Starting from the Renaissance, it becomes possible to influence elections at the risk of being discovered!
[img src="{STEAM_CLAN_IMAGE}/44588238/4ffd75e6bf303efd67ef1bd144c27f4364466926.png"]
With the construction of the Senatus, laws and the council are unlocked.
Laws allow permanent modifications to the city’s policies,
unlike decrees which are temporary.
The council, composed of elected factions, regularly proposes new laws based on their preferences.
[img src="{STEAM_CLAN_IMAGE}/44588238/2152f616420882e59e1a3da25a342853030cd692.png"]
Commerce
Commerce now allows more simultaneous exchanges and no longer requires cultural characters.
Cultural characters can now be used to unlock trade routes or optimize transactions by reducing purchase costs.
The functioning of trade outposts has also been reworked.
Establishing a trade outpost on a route now provides a passive bonus based on the culture of the route.
By selling resources on that route, you increase the level of the outpost and the strength of the bonus.
Production
The production service now allows districts to be converted into warehouses to increase the city’s storage capacity.
Upgrading the service allows:
storing a larger quantity of resources
having up to two different resources per warehouse
converting more districts
[img src="{STEAM_CLAN_IMAGE}/44588238/ba85dc319edcbc8a62bf6d60273792a019290406.png"]
The service also provides access to a new interface similar to the Prutaneion, but dedicated to stock management.
Military
The military service now allows the construction of larger ramparts starting from Antiquity.
They can be upgraded up to level 4, with each level providing an additional effect within their enclosure.
Education
The education service has also been adjusted:
Activating know-how now has a cost
New know-how effects have been added
Upgrade the service to activate more know-how simultaneously
[img src="{STEAM_CLAN_IMAGE}/44588238/ec4b29514ab6241ed6045fdd352eb678b98af35f.png"]
Added 56 illustrations for cultural building evolutions
Added 28 decorative buildings
Added 2 new maps: arid and river
Added 2 monuments in the Age of Enlightenment (Palace of Versailles, Zaanse Schans Windmills)
Added 5 new cultural buildings in the Industrial Revolution (Embassy, Scouting Center, Shipyard, Teacher Training Colleges, Restaurant)
New event system based on player actions
Added 40 Steam achievements
Added an objective tracking panel
Added a game data panel
Cultural characters are now a consumable resource. They can be earned through negotiations, by giving cultural buildings to factions, and by upgrading the Dynastic House. Many new uses have been added across the game.
Ruins now appear during the Renaissance. They can be studied to improve research speed in addition to their previous effects.
Codex completely reworked (replaces the tutorial)
Difficulty modes redesigned with the new gameplay mechanics
[img src="{STEAM_CLAN_IMAGE}/44588238/fa39fbbf81d22bd2930cbfd9a29fce6df6ee26e8.png"]
[img src="{STEAM_CLAN_IMAGE}/44588238/b2a6706fbd52de640b47a8b9ee4f502a3e13b3b9.png"]
Maps (terrain)
Added weather (clouds, rain, storm, snow)
Improved terrain rendering after building demolition
Improved integration of submerged buildings with terrain
Added boats
Added birds
Camera adapts to terrain height
Improved road rendering
Fixed artifacts on terrain edges
Improved textures on all maps
Various adjustments on classic and snowy maps
Buildings
New production building models depending on their level
New Quarry models depending on the resource extracted
Added inhabitants on all buildings
Added crane and small mill animations on production and proximity buildings
Added animations in farms
Added a new field type: orchard
Added banners on some buildings
Added plant growth on the reforestation workshop
Added a running animation in the Circus Maximus
Added new construction site animations
Added hot air balloons on 11 Industrial Age buildings
Added textures on production buildings (dirt walking areas)
Improvements to existing buildings (stands, trees, ground textures)
Improved construction sites on all buildings
Added flags on faction-owned buildings
Districts
Housing adapts better to terrain height and now has foundations
Added objects and inhabitants in districts with slight variations depending on culture
Improved district evolution with population density
Improved some housing textures
Improved rendering and urban rules to better reflect culture
Added flags on faction-owned districts
Rampart
Improved rampart models and generation
Replaced transparent rendering during construction with a “under construction” model
Rendering
New smoke rendering
Minor improvements to VFX and tree shadows
Optimization of pedestrians, smoke, and worker settings
Other
Added 5 mouse cursors depending on ages
Added 4 new carriage models (with color variations and animations) across the last three ages
New hover and selection effect
[img src="{STEAM_CLAN_IMAGE}/44588238/d70c888c65893a92e9cebd18e26a97009440bbbf.png"]
Attrition: attrition is now calculated based on the distance to the nearest safe zone
Badge: added two new interactions on badges: opening the trade interface on a trade route and opening the satisfaction panel
Building: building effects are no longer paused during construction
Building Demolition: negative impacts from building demolition are now only applied to the faction of their culture and are more clearly displayed in the interface
Codex: added buttons to open/close all categories
Commerce: money from trade routes is now gradually restored over time after a transaction
Construction: the default filter of the reforestation workshop during construction is now the “tree/wood” resource
Construction: added a POI icon on submerged buildings indicating which part of the building must be on the ground
Construction: added a warning if no resource is selected for a mine or quarry in the construction validation window
Construction: added the possibility to choose the level at which a production or proximity building will be constructed during its initial placement
Construction Picker: filters are no longer reset when a new building is unlocked
Construction Picker: added filters in the “proximity” and “monuments” tabs
Construction Picker: the “proximity” tab is no longer accessible from the Renaissance if no buildings other than the surveyor’s cabin are unlocked
Construction Picker: added building descriptions when hovering over their card
Construction Picker: cultural buildings are now sorted by tier
Cultural buildings: cultural buildings no longer degrade into ruins
Cultural building: new bonuses for cultural building evolutions. Available bonuses now offer more availability, but their number is now limited and requires more strategic choices
Destiny (religious): added a badge for the “gain of satisfaction” bonus
Destiny (commercial): cost reduction now applies to trade outposts
Districts: districts can no longer be influenced by two buildings of the same culture
District selection: added the maximum population of the district
Faction: updated trust color based on value
Faction: added favor and request badges in the faction interface
Faction: faction properties can no longer be paused or upgraded
Faction: factions can no longer be expelled from the city
Faction: removed faction power
Faction: added two new types of requests, laws and know-how
Filters: updated the filter interface
Filters: added a POI indicating the target of the next faction expansion
Filters: added the ability to enable/disable cultures in the culture filters
Filters: all filters are now available when placing a building
Main menu: new Banners & Wonders main menu
Main menu: added a window showing update features
Monuments/Wonders: now require passing a decree and a certain level of trust with factions to be built
New Game: improved coat of arms glyphs and added an hourglass
Notification: added a button to delete notifications
Notification: added a summary of the notification content on hover
Outgame menu: background removed to display the main menu or the city
Politics: added decree effects on hover
Rampart: added the number of buildings inside the rampart during creation
Rampart: added a “goto” button to the Dynastic House
Rampart: improved selection rendering during creation
Satisfaction log: some categories are displayed depending on the age
Splash Screen: updated the introduction video
Selection: added faction color when selecting one of their buildings or districts
Selection: improved resource selection for mines and quarries. No need to go into a sub-menu anymore
Selection: the resource collected by a mine or quarry is now displayed in its effect
Selection: added an option to directly select the level to which a building will be upgraded
Top Bar: added arrows in the top bar to indicate which resources are consumed when creating a building
Top Bar: added critical status and warning indicators when resource stocks are full, when food consumption exceeds production, or when a stock is empty
UI: added tooltips on hover for certain values to display calculation details
UI: added an anchor icon in several places to indicate that a building must be built in water
UI: improvements to save slots
UI: added a mention in a faction tooltip if it is a political authority
UI: improved placement of paused buildings in the Prutaneion
UI: various visual and user experience improvements across all interfaces
[img src="{STEAM_CLAN_IMAGE}/44588238/0f58cf3ef4328a1884e373469746e0e2489d0759.png"]
Age Transition: it was impossible to scroll through the building list when it exceeded the screen
Application: fixed a possible crash when double-clicking on “New Game”, “Return to main menu” or a save slot
Construction: fixed a possible crash when constructing a monument
Construction: some controls were not disabled during monument construction
Construction: fixed a possible crash when building multiple farms
Construction: ramparts, fields, and districts shapes are now correctly highlighted when constructing a new building
District: fixed districts that could be built inside ramparts
Destiny (religious): now only grants unlocked resources
Filters: fixed a color issue in the celebrations filter
Incidents: fixed a possible crash when an incident and a celebration occur on the same district during the same cycle
Map: fixed areas where construction was impossible on the snowy map because no path could be found
New Game: fixed inversion and behavior of some sliders in coat of arms creation
Prutaneion: updated building states during demolition or upgrade
Prutaneion: fixed an error when using the goto button for production buildings
Prutaneion: fixed an error during cultural building evolution
Rendering: fixed degraded rendering of evolving cultural buildings using their original building’s degraded rendering
Rendering: fixed visual artifacts on housing roofs
Rendering: adjusted Circus Maximus visuals to better match animation
Rendering: fixed road rendering around districts after loading a save
Rendering: fixed road rendering that could have variable size
Rendering: fixed free camera rendering that did not match the base camera
Rendering: fixed depth of field artifacts
Rendering: fixed shadows not working correctly with “Low” and “Very Low” settings
Rampart: added a reserved area around ramparts to prevent districts and fields from appearing too close
Road: fixed a rare crash when constructing a building over existing roads
Ruins: updated gradient color in the interface to match ruin culture
Selection: fixed a bug when the first culture of a district was removed after building demolition
Selection: fixed selection panels displaying outdated information when buildings were upgraded
Settings: fixed warning symbols when configuring some keybindings
Top bar: fixed maximum worker count not being displayed with abbreviation
Fixed crashes related to building and rampart creation near terrain edges
Various balancing, crash fixes and bug fixes
[img src="{STEAM_CLAN_IMAGE}/44588238/9b2dd2d091c831f93ac8d1d63ef26998cddb6dad.png"]
[img src="{STEAM_CLAN_IMAGE}/44588238/2778707f12b159c26fec863b5c5d9421a30c03e4.png"]
If you’ve read it this far, congratulations! First achievement unlocked 🙂
All that’s left is to launch Memoriapolis and discover Banners & Wonders.
Feel free to keep sharing your feedback, screenshots, and cities as we love seeing what you build.
And most importantly… Long live your Dynasty!
—
The Memoriapolis Team
(JBR, JBB, Etheal, Geoffroy, Margaux, Axel, Nacha, Riwal & San)
Hey Builders!
Welcome to our fourth round of community-driven improvements! Your feedback continues to shape the game, and this update brings even more refinements, polish, and surprises. Let’s take a look at what’s new!
Cultural building evolution
Back in February, we ran a poll on our Discord to learn more about how you use cultural building evolutions (also sometimes called “mixes”). While we expected only a small group to be unfamiliar with the feature, since it’s been part of the game since the Early Access launch, we were surprised to find that 28% of voters didn’t even know it existed!
[img src="{STEAM_CLAN_IMAGE}/44588238/64f35eef6bdd7f76a1fa2da369f7f0da6e0a30d1.jpg"]
We had already made some improvements to make cultural evolutions more visible in the Building Tree when selecting a cultural building, but we knew that wouldn’t be enough for everyone to discover them.
That’s why we’re introducing a brand-new tab in the Building Tree dedicated entirely to Cultural Evolutions. This new panel lets you explore all evolutions across all ages and provides guidance on how to unlock each one.
[img src="{STEAM_CLAN_IMAGE}/44588238/06995e9726b123613ef61ea09b02876b9e6eceb0.jpg"]
You can easily switch between the Cultural Evolutions and Cultural tabs by clicking on the building links.
To celebrate the launch of this new panel, we’re also adding eight new cultural evolutions to the Age of Enlightenment:
Local apothecary
Caparisoners' workshop
Colonial administration center
Manor house of the local lord
Orthodox monastery
Popular culture workshop
Tavern
Wire shop
We’re also working on new visuals for each cultural evolution to better identify them in the game!
Please give us feedback on this new panel and don’t hesitate to tell us if you encounter any issues or rough edges.
Codex
To make the game a little easier to understand, we’ve decided it’s time to give the Codex a small overhaul. Here’s what’s new:
Some Codex entries now appear directly on screen when unlocked, instead of showing a small tip in the corner. We’ll gradually replace all tips with this new system. (You can disable this in the settings under “Disable in-game tips.”)
Entries have been rewritten and divided to be more concise. Each one now focuses on a single topic and is illustrated with a new screenshot or video.
You can now navigate entries using Back and Next buttons.
We’ll continue improving and expanding the Codex to fill in gaps around game mechanics and to support upcoming features in future patches.
[img src="{STEAM_CLAN_IMAGE}/44588238/5d2cca0237facb32b52bfa590c751d35c1f9630f.gif"]
Is there any mechanic you’re struggling with or would like to see better explained in the Codex? Let us know!
Accessibility Improvements
From the beginning, we’ve been committed to making the game more accessible with features like edge scrolling, OpenDyslexic font support, and adjustable font sizes. In this update, we’re continuing that effort by addressing some of the most frequently requested options:
Camera movement sensitivity
Camera zoom sensitivity
Edge scrolling sensitivity
A toggle to invert the translation/rotation mouse button
Keyboard shortcuts for camera zoom in/out
Building rotation using Shift + Mouse Wheel
To ensure you have access to all the new controls, we recommend resetting your keybindings after the update.
What accessibility feature would you like to see next?
[img src="{STEAM_CLAN_IMAGE}/44588238/d4e0f60b7d602ef5c51cd5bcafc19ca7ed402fdf.jpg"]
> Maybe it's time to clean up the settings a bit..
Other
In addition to all this, there are a few other notable changes:
A new decorative building, the Plateia, unlocked in Antiquity with the level 4 Villa
New illustrations for the destinies of the Age of Enlightenment and Industrial Revolution
A fix for the Prutaneion, which used to slow down more each time it was opened and eventually taking several seconds
A crash fix related to district generation, which mostly occurred from the Age of Enlightenment onward
Of course, there are also various minor fixes and improvements. Check out the full changelog for all the details!
Closing words
That was another great batch of quality-of-life improvements! Next time, we’ll likely have an open beta for you to try out and share your feedback on the game’s evolution. Stay tuned!
A big thank you to everyone who took the time to respond to the questions in the last changelog and share ideas for new maps. We’ve already started working on some of them.
And to everyone who participated in our survey and keeps the Discord lively, thank you! We're a small team, so while we can’t respond individually to every message, please know that we read and appreciate all of them.
The best way to report bugs or suggest new features is through our Discord. Feel free to join the community!
See you next time!
Changelog
New features and improvements
New decorative building Plateia unlocked with Villa level 4
8 new cultural evolutions in Age of Enlightenment
New illustrations for destinies in Age of Enlightenment and Industrial Revolution
Accessibility: add camera translation/zoom sensitivity
Accessibility: add border camera movement sensitivity
Accessibility: add keyboard shortcuts for camera zoom in/out
Accessibility: add a toggle to invert translation/rotation mouse button
Accessibility: add building rotation with SHIFT + mouse wheel
Building Tree: add Cultural Evolution tab
Building Tree: add age icon for cultural/wonder/mix buildings in Building Tree
Codex is now directly displayed by default when unlocking new codex pages instead of displaying a small helper in a corner
Codex entries have been split and rewritten to be more concise and dedicated to a single subject
Codex add Back and Next navigation buttons
Decorative selection: add celebration bonus effect description
Display a toast bar in many situations: unlocking codex entries, unlocking a new trade route, establishing a trading post on a trade route, etc...
District selection: add celebration probability percentage
Factions can now be directly destabilized from the Faction panel rather than via district selection
Farms will now continue to produce food when stocks are full and the city will consume the food produced rather than the stocks to avoid the farms stopping and restarting production every other cycle
Filters: colorize cultural buildings in district and faction filters
Filters: add carnival filter
Filters: improve carnival and incident colors
Surveyor's Cabins are no longer constructible starting from the Age of Enlightenment, when they are no longer needed
Politics: sort decrees in cultural order
Politics: sort roles/seats in cultural order
Tutorial: camera will now move when the building is to be installed in a specific location
Fixes
Reforestation workshop: growing trees were counted as fully grown trees by cutting camps
Rendering: fix some forbidden area where not properly displayed
Rendering: fix some trees generated on roads near map limits could have a wrong height
Rendering: fix degraded buildings were duplicated in the left bottom corner of the map
Rendering: fix some district outlines could remain construction a new building
UI: fix the possibility of activating a building in the Horreum when we didn't have enough workers
UI: fix the wrong flag could be displayed on buildings in Horreum when resource is empty
UI: fix building order is now stable in Horreum and Prutaneîon when activating/deactivating a building
UI: fix update interfaces Commerce, Building Tree and various building selections to avoid text overlays
UI: fix workers available were not properly checked when upgrading a rampart in rampart selection panel
UI: fix a lorem ipsum text in a tooltip in cutting camp upgrade panel when hovering Effect
UI: fix some production cost not properly updated
UI: fix the Industrial Revolution age election notifications had wrong indications
UI: fix deactivating a know-how was leading to the deactivation of all the know-how with the same effect
UI: fix base cultural building name was displayed in faction requests instead of evolved building name when a faction want the player to give property over a building
UI: fix Prutaneion freezing over time
UI: correction of some tooltips in Building Tree
UI: fix farm costs now include field in workforce cost
Fix a crash linked to district generation
Fix a possible crash when a save could not be loaded
Fix some leaks
Fix: population migration upper bound was not inclusive
We’re back with our third round of community-requested improvements—thanks for all your feedback! This patch brings a bunch of quality-of-life updates and a fresh new look for the snow map. Let’s dive into what’s new!
Snow map enhanced
The snow map gets a complete makeover: the layout of roads, mountains and islands has been adjusted, new tree assets have been added, bridges have been rebuilt and the lighting ambience has been enhanced to make it less dark. We can't wait to see the cities you'll be making!
And since you’re the heart of Memoriapolis, we’d love to hear from you: 𝙒𝙝𝙖𝙩 𝙠𝙞𝙣𝙙 𝙤𝙛 𝙫𝙞𝙗𝙚 𝙤𝙧 𝙚𝙣𝙫𝙞𝙧𝙤𝙣𝙢𝙚𝙣𝙩 𝙬𝙤𝙪𝙡𝙙 𝙮𝙤𝙪 𝙡𝙞𝙠𝙚 𝙩𝙤 𝙨𝙚𝙚 𝙞𝙣 𝙖 𝙛𝙪𝙩𝙪𝙧𝙚 𝙢𝙖𝙥?
Let us know in the comments—we’re all ears!
https://clan.cloudflare.steamstatic.com/images/44588238/5cf711ec657ce04894e366618c7783339cb47c72.jpg
https://clan.cloudflare.steamstatic.com/images/44588238/1debcdad2b960b716e48017ffbaba98ab8ae91e6.jpg
Display of non-buildable areas
This has been much requested, after some technical challenges the display of non-buildable areas is finally here and works with all other construction filters!
What's the next QoL addition or improvement you absolutely want to see in the game?
https://clan.cloudflare.steamstatic.com/images/44588238/c9d8a273cbd54e3ecbe0069cc2c5a3d2ff3b81b9.jpg
Prutaneîon
We continued to improve the Prutaneîon to make it the ultimate overview of the city's buildings. Now all building types are covered:
- New types: Decorative, Production, Proximity, Service and Wonder
- New filter: Resources
- A lot of other fixes and improvements
Please let us know what you think, and if you have any ideas for new features to extend its functionality!
https://clan.cloudflare.steamstatic.com/images/44588238/4d1ccb73011625bf8d98500ff040ff17505219f5.jpg
Closing words
We remain committed to improving the game and fixing bugs in the coming weeks. Now that we've had time to process all of your feedback from the 1.0 release, we're preparing to make more meaningful changes to game mechanics that we hope will greatly enhance the overall experience.
Thank you for your trust, and to everyone who took the time to send us suggestions and bug reports!
The best way to report bugs or suggest new features is through our Discord. Feel free to join the community!
See you next time!
Changelog
New features and improvements
- Balancing: balance some antiquity buildings to be smoother
- Complete overhaul of the snow map: the layout of roads, mountains and islands has been adjusted, new tree assets have been added, bridges have been rebuilt and the lighting ambience has been enhanced to make it more lively
- Filters: display of non-buildable areas when creating new buildings
- Tutorial: automatically open tutorial panel when needed
- UI: Production, Service, Proximity, Decorative and Wonder buildings added to Prutaneion
- UI: resource filter has been added to Prutaneion
- UI: addition of “Family Heritage” building level indication in Prutaneion
- UI: improve display of upgrade and repair buttons
- UI: display attraction for production building and their upgrades
- UI: GoTo to Know How improved in Building Tree
- UI: updated trust malus display in building management during age transition
- UI: display age on decorative buildings selection
Fixes
- Construction: fix the building preview was stuck to the cursor after clicking on the 'Build' button and pressing the 'Esc' key simultaneously
- Destiny: fix resources exceeding the stock capacity were disappearing after a few cycles when 'Priest' destiny was selected
- Filters: fix filter rendering was too bright when opening filters while the player is placing a building
- Filters: update radius when improvement/building finished and selected (no need to unselect and select again to see the updated radius)
- Rendering: fix adjust green/red appearance of building being constructed to be more visible on snow map
- Roads: fix some cases where road can cross the river
- Roads: fix a crash linked to roads that can be out of the map
- UI: fix upgrade button color for cultural buildings and "Family Heritage" buildings updated if player runs out of resources
- UI: fix an error was displayed when selecting a 'Small Quarry' after creating and loading a save while a 'Small Quarry' with 'Empty lode' was being improved
- UI: fix close button in rampart selection
- UI: fix in building selection, cultural character button is now disabled if a building is under demolition
- UI: fix display of faction taxation values in their tooltip
- UI: fix selection of age filters in the Library
- UI: fix workforce required when evolving a cultural building
- UI: fix buildings no longer deselect on leaving the Prutaneion
- Fix some rare crashes linked to district rendering generation on too small districts
Second patch in the “Improving player quality of life” series
This time we've improved filter visualization and added automatic triggers when you perform certain actions.
The crop filter appears when you place a cultural building, and the resource filter appears when you place a production building.
There have also been a number of additions to the tutorial to help you better understand certain game mechanics.
{STEAM_CLAN_IMAGE}/44588238/70671a3365a5e3e54c19b8b4e75952aaf032910e.jpg
Changelog
Tutorial
- Addition of a chapter explaining the use of Cultural Characters
- Addition of a chapter on the use of the Architects' Cabinet
- Presentation of esplanade objectives
- Using a Cultural Character to bring in a faction
- Constructing a second cultural building (using a faction's rise to power)
Filters
- Improved rendering of district and faction filters
- Display resource filter by default when building a production building
- Display district filter by default when creating a cultural or service building
Various QoL improvements
- Details of incident risk calculation is now displayed in the tooltip in the district selection panel
- An anchor is now displayed on the parts of buildings that must go into the water during building creation
- Overhaul of the interface showing evolutions of the cultural building currently selected in the Building Tree
- Ruin selection interface position has been updated to be more consistent with other selection interfaces and to work better with Prutaneîon
{STEAM_CLAN_IMAGE}/44588238/ce68ee540548484a65741bd0bc043868c6a1679e.jpg
{STEAM_CLAN_IMAGE}/44588238/0b1f8cbc1f493e00bad0d2317944e0ba4f3a5f53.jpg
New features and improvements
- Construction: add an anchor POI on buildings that must be constructed in water to indicate which part must be in water
- Filters: improve rendering of faction filter
- Filters: display resource filter by default when building a production building
- Filters: display cultural filter by default when creating a cultural or service building
- Rendering: improve outlines of the painting effect for resolutions smaller than 4k
- Rendering: optimization of the tutorial map
- Tutorial: add new tutorial chapters and rework existing tutorial
- UI: add a warning if a cultural building needs to be repaired before it can evolve
- UI: add unlocked/available button status in Prutaneîon
- UI: highlight values of memory points calculation details in topbar tooltip
- UI: know-how displayed in Building Tree and Building Selection are now selectable and their display has been improved
- UI: cultural buildings listed in ‘Evolution’ section when selecting a building in Building Tree are now selectable and their display has been improved
- UI: various small improvements in Building tree
- UI: update ruin interface position
- UI: hide notifications when opening a selection panel
- UI: notifications can now be closed with ESC
- UI: add age icon on Building/Wonder selections
- UI: keep some POIs displayed when Prutaneîon is opened
Fixes
- Filters: tweak neutral culture color to be visible in district filter
- Keybind: fix Collection shortcut was enabled in all ages and tutorial
- Politics: fix decrees rejected by the representative were also counted towards the bonus gauge during the IR age
- Politics: fix the representative roles and culture icons were mixed up during the IR age
- Politics: fix the factions available during the elections for the IR age
- Ramparts: Health and Safety for each inhabitant was decreased by 50% instead of 20% after building level 1 rampart
- Save: add detection for corrupted saves to prevent the player from getting stuck in the main menu
- Save: handle the case where a save failed to load and display a popup to inform the player of what's going on and take him back to the main menu instead of crashing
- Save: fix save button could get stuck in disabled state
- Save: fix some interfaces were not blocking save properly
- Save: fix evolved cultural building had the wrong age when loading a save
- Tutorial: fix pixelated icon in politics panel
- Tutorial: fix 'Radius Security Area' and ‘Attraction’ were not improving when upgrading the 'Family Heritage' to level 2
- Tutorial: fix Interface shortcut keys were accessible during the 'End of Tutorial' screen
- Tutorial: fix incorrect 'Health' satisfaction points are added after building 'Ceramic Workshop' during the 'Chapter 9'
- Tutorial: fix incorrect chapter number
- UI: fix missing satisfaction details in construction validation panel for ‘Service’ and ‘Wonders’ buildings
- UI: remove the display of an obsolete effect on ramparts
- UI: fix duplicate name 'Telegraph' was displayed for two know-how in the 'Library panel' during IR
- UI: sort Wonder/Service builder per culture in Building Tree
- UI: hide Effects container in Building Tree and Tooltip if there is none
- UI: align badges with notifications in City View
- UI: fix wonders were always displaying the Giant building size in Building Tree and Construction Picker
- UI: fix an incorrect Incident was displayed in the 'Faction' panel when an incident other than a fire was breaking out in districts
- UI: fix the effects were applied immediately on evolving any cultural building before the construction ends
- UI: fix wrong know-how localization was used in construction validation window
- UI: fix don't hide incident risk when it's 0%
- UI: fix Defeat panel was remained open during age transition
- UI: fix ‘Attract a Faction’ button was appearing on barricaded districts
Second patch in the “Improving player quality of life” series
This time we've improved filter visualization and added automatic triggers when you perform certain actions.
The crop filter appears when you place a cultural building, and the resource filter appears when you place a production building.
There have also been a number of additions to the tutorial to help you better understand certain game mechanics.
{STEAM_CLAN_IMAGE}/44588238/70671a3365a5e3e54c19b8b4e75952aaf032910e.jpg
Changelog
Tutorial
- Addition of a chapter explaining the use of Cultural Characters
- Addition of a chapter on the use of the Architects' Cabinet
- Presentation of esplanade objectives
- Using a Cultural Character to bring in a faction
- Constructing a second cultural building (using a faction's rise to power)
Filters
- Improved rendering of district and faction filters
- Display resource filter by default when building a production building
- Display district filter by default when creating a cultural or service building
Various QoL improvements
- Details of incident risk calculation is now displayed in the tooltip in the district selection panel
- An anchor is now displayed on the parts of buildings that must go into the water during building creation
- Overhaul of the interface showing evolutions of the cultural building currently selected in the Building Tree
- Ruin selection interface position has been updated to be more consistent with other selection interfaces and to work better with Prutaneîon
{STEAM_CLAN_IMAGE}/44588238/ce68ee540548484a65741bd0bc043868c6a1679e.jpg
{STEAM_CLAN_IMAGE}/44588238/0b1f8cbc1f493e00bad0d2317944e0ba4f3a5f53.jpg
New features and improvements
- Construction: add an anchor POI on buildings that must be constructed in water to indicate which part must be in water
- Filters: improve rendering of faction filter
- Filters: display resource filter by default when building a production building
- Filters: display cultural filter by default when creating a cultural or service building
- Rendering: improve outlines of the painting effect for resolutions smaller than 4k
- Rendering: optimization of the tutorial map
- Tutorial: add new tutorial chapters and rework existing tutorial
- UI: add a warning if a cultural building needs to be repaired before it can evolve
- UI: add unlocked/available button status in Prutaneîon
- UI: highlight values of memory points calculation details in topbar tooltip
- UI: know-how displayed in Building Tree and Building Selection are now selectable and their display has been improved
- UI: cultural buildings listed in ‘Evolution’ section when selecting a building in Building Tree are now selectable and their display has been improved
- UI: various small improvements in Building tree
- UI: update ruin interface position
- UI: hide notifications when opening a selection panel
- UI: notifications can now be closed with ESC
- UI: add age icon on Building/Wonder selections
- UI: keep some POIs displayed when Prutaneîon is opened
Fixes
- Filters: tweak neutral culture color to be visible in district filter
- Keybind: fix Collection shortcut was enabled in all ages and tutorial
- Politics: fix decrees rejected by the representative were also counted towards the bonus gauge during the IR age
- Politics: fix the representative roles and culture icons were mixed up during the IR age
- Politics: fix the factions available during the elections for the IR age
- Ramparts: Health and Safety for each inhabitant was decreased by 50% instead of 20% after building level 1 rampart
- Save: add detection for corrupted saves to prevent the player from getting stuck in the main menu
- Save: handle the case where a save failed to load and display a popup to inform the player of what's going on and take him back to the main menu instead of crashing
- Save: fix save button could get stuck in disabled state
- Save: fix some interfaces were not blocking save properly
- Save: fix evolved cultural building had the wrong age when loading a save
- Tutorial: fix pixelated icon in politics panel
- Tutorial: fix 'Radius Security Area' and ‘Attraction’ were not improving when upgrading the 'Family Heritage' to level 2
- Tutorial: fix Interface shortcut keys were accessible during the 'End of Tutorial' screen
- Tutorial: fix incorrect 'Health' satisfaction points are added after building 'Ceramic Workshop' during the 'Chapter 9'
- Tutorial: fix incorrect chapter number
- UI: fix missing satisfaction details in construction validation panel for ‘Service’ and ‘Wonders’ buildings
- UI: remove the display of an obsolete effect on ramparts
- UI: fix duplicate name 'Telegraph' was displayed for two know-how in the 'Library panel' during IR
- UI: sort Wonder/Service builder per culture in Building Tree
- UI: hide Effects container in Building Tree and Tooltip if there is none
- UI: align badges with notifications in City View
- UI: fix wonders were always displaying the Giant building size in Building Tree and Construction Picker
- UI: fix an incorrect Incident was displayed in the 'Faction' panel when an incident other than a fire was breaking out in districts
- UI: fix the effects were applied immediately on evolving any cultural building before the construction ends
- UI: fix wrong know-how localization was used in construction validation window
- UI: fix don't hide incident risk when it's 0%
- UI: fix Defeat panel was remained open during age transition
- UI: fix ‘Attract a Faction’ button was appearing on barricaded districts
This is the first patch in a series of quality-of-life improvements over the coming weeks.
New feature "The Prutaneîon" (manage your city buildings)
It's been asked a lot, a way to easily manage buildings of your city as it grows
Features
- Find buildings in your city
- Play/Pause a building
- Shortcut to repair interface
- Shortcut to upgrade/evolve interface
- Filter by type, age and satisfactions
- For now it manages cultural buildings, ruins and family heritage
{STEAM_CLAN_IMAGE}/44588238/79c0881502b25fd5d0d4ac09e04012580b1be87b.jpg
Updated ruin panel
- Ruin panel has been updated to match better with the rest of the UI and be more compact
- A new iteration is already planned to make it more user-friendly with the Prutaneîon
{STEAM_CLAN_IMAGE}/44588238/bdcac5a04217b269d7c9b0d8ceb8cfd625284aca.jpg
Various QoL improvements
Details of Memory Points calculation are now displayed in the tooltip when they are hovered in the top bar
{STEAM_CLAN_IMAGE}/44588238/2456d31c761aeca4aeace917757718828d59451f.jpg
Shortcuts
- New shortcuts have been added for Collection, Codex, Satisfaction book and the newly added Prutaneîon
- The key associated with each panel is now shown in its tooltip
Districts now clearly indicate the origin of their barricade in their selection interface: faction, esplanade or revolt (only barricaded districts from this version onwards for the distinction between esplanade and revolt)
Camera
You can now get closer to the buildings with the game's basic camera. The maximum height has also been lowered and the angle slightly reduced for performance reasons
{STEAM_CLAN_IMAGE}/44588238/bdf8d016e965a793594f270a9b2e9120dbe6acaf.jpg
{STEAM_CLAN_IMAGE}/44588238/33011243099500a27c4e76d6f1af32f1fb73f7f8.jpg
The free camera is even freer than before, with more zoom and angle possibilities.
Let us know what you think!
Changelog
New features and improvements
- Balancing: complete rebalance of Trading Posts costs and maintenance
- Balancing: reduce destiny and mix building bonus of rampart cost reduction
- Balancing: reduce loss of satisfaction when taxing with Cultural Character
- Balancing: increase Religious destiny resources gifts
- Building: improve height management for buildings with a part that goes into the water. Now the building will try to get as close as possible to the water level
- Camera: you can now get closer to the buildings with the game's basic camera. The maximum height has also been lowered and the angle slightly reduced for performance reasons
- Camera: the free camera is even freer than before, with more zoom and angle possibilities
- Keybind: add new shortcut for Collection, Codex and Satisfaction book
- UI: add a new panel (Prutaneîon) to manage cultural buildings, ruins and family heritage
- UI: add calculation detail of memory points in the tooltip displayed when hovering memory points in the top bar
- UI: improved ruin management interface
- UI: add the reason for barricading districts on district selection (faction, revolt, esplanade)
- UI: display the keyboard shortcut associated with the panel in the tooltip when the UI button is
hovered - UI: add satisfaction gauges in the various Politics interfaces
Fixes
- Balancing: fix food consumption for AOE and IR
- Balancing: fix Research port & Private bankers balancing
- Rendering: add missing renderings of degraded buildings from the industrial revolution
- Rendering: fix a wrong construction site rendering was associated with the building Observatory
- Ruins: fix an incorrect blueprint amount was generated for ruins' "Search"
- Sound: fix sound on hover filters in Construction Picker
- UI: fix Industrial Revolution urban planning rules were using Age of Enlightenment names in Master Builder Office
- UI: fix hide memory point in Industrial Revolution
- UI: fix rampart shortcut keybind wasn’t working
- UI: fix game speed was being modified when entering numbers in trading panel
- UI: fix the player was able to access the left panel's buttons when the ‘Towards A New Age’ prompt appeared
- UI: fix removed an unnecessary parameter present on the factions panel's Gaining and losing trust log
- UI: fix the correct faction was not selected when opening the faction panel from district selection (culture slots and faction button)
- UI: fix add tooltips on increase taxes button in faction panel
- UI: fix tooltip could block parts of the UI even when not visible
- UI: fix culture colors in filters
- UI: fix Lorem Ipsum in demolition cost tooltip in selection panel
- UI: fix a warning was always displayed on production building improvement panel
- Fix it was possible to exceed the maximum number of cycles in an age by loading an autosave made in the very last cycle
- Fix crash when creating some buildings on map corners
Current Release
23526457
Uploaded Jun 04, 2026
System Requirements
How to Install
Memoriapolis.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.6 GB
23526457
2B2FD937
6ab23640970abd33a593ad92f042fce08c828cf6abfc80c4577c2248090f7aad
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