About the Game

A Note From The Developer:
First, we should address the elephant in the room - SAELIG has been in Early Access like 7 years. That's a long time. What's the deal with that then?
Well SAELIG is a hobby project I work on after work and on weekends, and there is no set ending or final design. SAELIG continues to evolve over time and is updated fairly often with fixes, tweaks, and new features. So while SAELIG is in Early Access, it's less because it's missing lots of content, and more because I see it as a living project. It's always evolving and changing, and I feel like the Early Access tag is a convenient way to indicate just how much aspects of the game can change between updates.
The Game:
SAELIG is a strategy game that blends simulation, RPG elements, trading, and business management, where your goal is to ensure the survival, wealth, and legacy of your family. Set in the Dark Ages of England, you’ll step into the Anglo-Saxon kingdom of Wessex during a time of turmoil. Engage in commerce, manage your enterprises, and make crucial decisions to carve your own path and leave a lasting mark on the world for generations to come.
You have the freedom to shape your destiny and play your way—become a trader, a business owner, a hardworking labourer, a landlord, a cunning criminal, a vigilant watchman, an influential abbot, a skilled hunter, or explore other roles. The choice is yours.
SAELIG features a dynamic, living world where every action counts, and each character leads a life of their own. You’re not here to save the world or play the hero—you’re here to live your life, make your choices, and do your best to thrive in a world full of possibilities.









SAELIG offers many possibilities for how you approach the game, giving you the freedom to shape your story in countless ways:
Begin your journey however you choose—from beggar to business owner and everything in between.
Forge your own path, regardless of your starting point.
Find love, start a family, and build a lasting dynasty.
Rise to power as an Abbot running the church, or take charge as a Town-Reeve, placing yourself above the law.
Take on a humble job and earn your keep with honest work.
Become a gravedigger, earning silver by tending to the dead, or care for the village children at the Learning Hall.
Forage for resources and sell your findings at the market.
Hunt wild animals and profit from processing their hides and meat.
Trade goods between markets and seize opportunities for wealth.
Establish towns and build them up alongside the other civilians.
Adopt orphans and send them to work in the mines.
Invest in properties and rent out homes for steady income.
Run a variety of businesses to supply towns with vital goods.
Buy land and develop it, helping the community grow.
Manipulate the economy, start fires, hoard resources, and create chaos if you wish.
Turn to a life of crime, stealing your way to riches.
Fight for survival against brutal Viking raids.
Win the favour of the King and rise to the rank of Thegn.
And so much more—your story is yours to create.
SAELIG has a living world that deepens your experience:
A living, breathing world where every character is striving to survive and thrive.
Every character has a full life, from birth to death, and the ability to influence the world just like you.
Experience multiple generations—when your character dies, continue the story as one of your children.
Dynamic seasons and weather that impact the environment and gameplay.
A variety of buildings to construct, purchase, and upgrade to suit your needs.
Fires and diseases that can devastate not only your home but entire towns and villages.
A living economy where every item is produced and consumed by the population—nothing exists without purpose.
A knowledge system that rewards practice and mastery, allowing you to improve skills through repeated actions.
Screenshots
20 images
Version Information
Steam Patch Notes
Official update history
Just a small update to fix a crash, but I've also included a couple other things.
- Automated managers can now hire staff.
- You can now properly unassign an item from a trade route.
- You can now hire kids at your den, but they can only do some of the tasks.
- Tweaked some wording in the tutorial.
- Fixed a crash.
- Tweaked the new notes feature.
That's all for the moment!
Much love,
Atorcoppe.
It's been a minute since the last update eh.
We had a very large tree come down and crush our car, destroy one side of our house roof, and put a hole through the bedroom wall. So I've been dedicating a lot of energy to dealing with all that. It has been a month of battles with the insurance company.
However I have managed to get an update sorted out, it just took a little longer.
Fixes
- Fixed it so if you click "Customise character" while in the tutorial, the game no longer breaks.
- Fixed a camera bug when loading the game above water.
- Fixed some conversation bugs.
- Fixed it so ore deposits have a hover label like other resources.
- Fixed some UI bugs in the "related" panel.
- Fixed a bug where sometimes workers would work after being fired or quitting.
- Fixed it so if you take items from a tenant using a cart, you suffer a relationship penalty, the same way you do if you take them using your character.
- Fixed interaction menus getting cut off when opened on the edge of the screen.
- Fixed some nav issues with the Longhouse.
- Fixed a bug that would prevent manure from increasing crop growth speed if advanced farming is turned on.
- Fixed some cases where meat and bone charm productions would bug out.
- Fixed an issue with the kite shield.
Improvements
- You can now right click your portrait at the top left to enter follow mode.
- Employment window has been redesigned to better display skills.
- When looking at your own employees in the hiring window, it will now tell you where they work.
- Improved AI logic around preventing their building inventories from getting too full.
- You can now click the ring icon (that signifies someone is married) on a character to select their spouse.
- Improved some wording for clarity.
- Improved watchman logic.
- Entertaining people can now provide them with a buff.
- Custom route schedule added to trade routes. So they can now run as often as you like.
- Increased range at which existing ground sack will fill up if you continue to harvest things while your inventory is full.
- Better punching retaliation if no watchmen are present. Punching someone can now also affect relationship with their spouse. People can also now just attack you with their weapon if you punch them.
- People can now punch you when you insult them.
- Increased hunting range for the Hunting Shack.
- Hunting Shacks can now make ranged weapons and ammo.
- The Tool Belt icon is now smaller and less intrusive.
New
- Added javelins. They have a low range, but high damage. Each throw consumes one javelin.
- Villagers can now leave notes on the doors of other villagers and the player. These notes can be notes of affection, notes of dislike, or even notes accusing people of crimes. For instance if you break into a house and someone sees you, they might wait until later and then pin a note to the door to tell the owner about the crime they saw you committing. If someone leaves a note on your door, right click on your house to read it. If you see a note on someone else's door you can read it and remove it, which means the home owner will never see it. This is an advanced gameplay setting and can be turned off.
- Tax "donations". I have added in a kind of wealth tax (as requested), where the tax man will insist on "donations", if you get too wealthy (> 100k silver). Each time the donation happens you will enter a cooldown where no further donation will be expected for a while. Each time you give a tax "donation" you will be able to claim a special reward. This is an advanced gameplay setting and can be turned off.
Tax donation rewards - Pet wolf. The pet wolf works like a dog, but can maul targets for a decent chunk of damage. So can be used in combat, or to take down enemies.
- Champion horse. Like a normal horse bur faster and looks a bit different.
- Holy Charm. When consumed it fulfils all needs, health, immunity, and cures all diseases.
- Fyrd Horn. When consumed the horn will summon soldiers into the map. These soldiers will then fight any raiders, or if no raiders are around, they will go to markets and buy goods.
I've nearly finished the new map!
Please email me if you have any questions/comments, save issues, or bug reports. [email protected]
Thank you!
Atorcoppe.
I hope you are all doing well! I've got a few new things for you to enjoy :)
Fixes
- Fixed some typos.
- Fixed crime prosecution not working in some cases, especially when on horse.
- Fixed leaderboard score not updating.
- Fixed plots vanishing when converting to land.
- Fixed tracked people getting selected by keyboard.
- Corrected some farm issues.
- If you saved a game just before a raid started it could break loading said game, this has been fixed.
- Fixed some nav issues.
- Fixed a bug that would make it impossible to equip your heir with a leather pack when they took over.
Tweaks
- Redesigned the camera zoom system.
- If someone dies, their spouse will enter a state of sadness (shown as emotional), and then be much harder to interact with - time makes it easier.
- Some recipe adjustments.
- Kicking out a tenant now creates a relationship penalty for the tenant and their spouse.
- Escape key now closes the interaction menu.
- You will no trading bonus when selling to spouse.
- Icon updates.
- Cart articles to wiki.
- Needs are now enabled/disabled per save instead of globally.
- Money notifications when people buy goods from your storefront can now show more info, if there is additional context to the sale.
- Longhouse cart home position tweaked.
- Tweaks to how people find other people to talk to.
- Market stockpile transfer timing tweaks.
- Productions will now pause when inventory is full, instead of stopping. Production will resume when space is freed up.
- You can now press enter on the hire employee confirm popup to accept.
- Character creator now has more back buttons.
- Rehashed the button layout at the top left and right of the UI.
- Tweak to “resume speed” logic when closing notifications. If you pause the game before opening the notification, after you close the notification and unpause, it will resume that initial speed.
- Raiders now show on the map as viking shields.
- Tweaks to managers being assigned in automation.
New
- All new music! Crafted by a fan. I think it is fabulous.
- Buildings and carts no longer have a "profile picture" they now have a live camera view so you can see whats happening around the building, etc.
- Added a right click context menu for items in the market, and inventories, etc, which will allow you to compare the item, look up wiki info, and add a notification for the item.
- You can now do pushups to improve fitness.
- Added a new business overview button and window. The new window will list each business, their name, value, employee count/max, and idle workers. You can also hire and transfer workers from this window.
As always, more to come soon!
I've got a few *BIG* things coming next major update, and this should not be too far away.
As always, feel free to email me at [email protected] - always happy to chat, even if it isn't about the game.
Much love,
Atorcoppe.
Just a quick update to address some bugs and add some new things.
- Fixed Elder vote getting stuck in a loop in some cases.
- Fixed some typos.
- You can now get a pickaxe in your tool belt on some game starts.
- You can now convert a plot to empty land, for a slight wood refund.
- Teaching skills now creates annoyance for the character so if you spam it they get pissed off. They also may not accept your lessons if they are hungry, tired, or unwell.
- The config file can now accept 600 population max (up from 500).
- Some tooltip tweaks.
- Fixed an issue that could show up when starting a new game in some cases.
- Added an advanced option to hide resources (ore, animals, fruit, etc) on the map, to make it harder to find these things.
- Cheese will no longer produce manure when advanced farming is turned on.
- Fixed some potential Den navigation issues.
More to come soon! I'm just dropping this now because the elder vote issue was quite problematic.
Thanks!
Atorcoppe.
Happy 2026!
Here's a little update to celebrate the new year!
Automated carts no longer go to the military camp and just sit there.
When you open Positions of Power, it now shows the current king (real life), and then clicking the king opens a wiki article about them.
Slight tweak to coat buying logic during winter.
Fixed some issues with the “stay home when sick” setting, when loading a save.
Fixed world tooltips not working correctly in map mode.
Fixed the buy building popup sometimes not showing the needed assets for the next social class.
Tightened the logic to prevent shortcut keys triggering when naming babies and buildings.
Equipped items now show tooltips.
Added lots of new wiki articles.
Fixed an issue with multiple people going to kidnap one person, and then that one person not loading into the cages on load.
Added Hunting Shack to the “Resources” building filter for your owned buildings.
When automation is set to supply businesses, it will no longer send ingredients for items that are not being worked on, or that are not in ‘priority items’.
Thank you everyone for all the support and kind words! It means so much!
I'm over the moon that so many people enjoy this extremely odd game I've made, I never envisioned that it would be a game so many other people would enjoy.
I've got a few more minor changes coming soon, and I am working to finalise the new map, and the Danegeld system.
It's a race against the clock, as I expect baby to arrive in like two weeks! I'm hoping I can start training them on SAELIG within a few minutes of birth.
Much love,
Atorcoppe.
Greetings!
You know what they say - an update a day keeps the Vikings away.
Changed the colour of the new wiki icons.
Fixed some wiki article issues.
You can no longer build camps on or near buildings.
When automation is on, you will now see a new button in production that will allow you to force a recalculation of production.
Dogs now run faster when guarding carts.
Added a toggle in audio settings for turning off animal sounds - pigs, chickens, dogs, etc.
That's all for today! Still got another list I'm working through as well.
Cheers,
Atorcoppe.
Hey hey hey,
I hope you're all having a great holiday! I've got a wee update for you to round off the year.
Fixed
Fixed an issue where in some cases your saved game would not load.
Tweaks
Tweaked the boarder boundary around the edge of the Essex map (thanks Splattercat).
The automation budget slider is now an input field.
When you buy a new building it will look at the “Stay home when sick” setting on your other buildings and automatically switch the new building to match the majority.
New
A new in-game wiki system that no longer relies on the internet. You'll now see a series of little question marks on various things, that when clicked will bring up information on said thing.
Added a global search feature (bound to K), that allows you to search for things in game. Such as people, buildings, carts, items, and wiki articles.
Estate Plot can now have very large sheds built on them. A hoarders dream.
You can now drag windows around by dragging the top of said window. Each type of window will remember their manually defined position.
Added recipes to the config file (your config file will regenerate on game start), so you will be able to adjust the quantities of items produced, the base times, and the ingredients.
You can now offer to sell your homes that are being rented directly to the tenant.
Added a new starting condition to most maps, called "Oathless" which starts you out as a fully kitted warrior with a modest amount of silver but limited social standing.
More to come in the new year, while I race to get things done before the arrival of human child from human womb.
Much love!
Atorcoppe.
Just a few important fixes and tweaks here. Thank you for all the feedback and reports!
- Entertainment money is reduced at skill levels, but gets higher as skill increases. Added a chance of increasing relationship with people.
- Fixed a bug that could prevent people from renting damaged buildings.
- Fixed Trading Dock ships returning with no silver.
- Typo fix.
- Watchman crime notification - now shows the name of the person who got caught.
- You can now unfav buildings you do not have access to anymore.
- A potential fix for not unlocking the Longhouse achievement.
- Increased the size of market stockpiles.
- Fixed double building payment when buying a property off a friend.
- Bug where a family could move out of their rental but abandon their baby there to leave them to try and pay the rent.
- Increased the chance of being able to insta-kill unarmed and unarmored people.
More coming soon!
Cheers,
Atorcoppe.
Hey all, It has been a minute since the last update, and I apologise for that. I had to move out of home (my office) for three weeks and then I got an awful flu. But I’m back and ready to go.
Not a massively impressive update this time, but pretty much everything here is a direct result of feedback I have received over the period since the last update. You may see another update relatively soon after this one with a handful of other changes which didn’t make the cut for this update.
As you may know I am working on a new map - I had this mostly finished, but due to popular demand I have decided to start it again, and have turned it into another empty map with no towns. This will be the last map I make in the base game and I think it will create a good spread. Four standard maps, two empty maps, and one hybrid map.
I’m also currently investigating translations and CO-OP (nothing to show yet).
On another note - I have very recently released a demo for anyone interested who wants to try the game out risk free. The demo gives you full access to one map for 16 days of gameplay, which equals 16 seasons and 8 years (ending in 888 AD). Once the demo ends, feel free to start another game with a new play style or strategy, as many times as you like. When I was a kid I could spend months playing a single demo, and I hope I can provide that kind of enjoyment to someone with this demo.
Bug Fixes
* Buying a business that you are an employee at no longer duplicates you in the production panel.
* Fixed a small notification issue.
* Fixed one particular plot causing navigation issues.
* Fixed some issues with being able to access Dens on some plots near water.
* Fixed a possible hang on some computers.
* Fixed bug where arrow production would vanish from home after loading.
* Fixed a loading issue that could happen in some cases.
* Fixed bug where you would get notified of trade ships if you sold a trading dock to the AI.
* Fixed a bug where you could send AI trading ships on trade journey.
* Fixed bug that would cause your character to spaz out when being assigned to fishing with a fishing boat.
* Fixed an issue where certain configurations would prevent production from finishing.
Tweaks
* When increasing or decreasing wage the relationship change is now linked to how much you increase or decrease. It also is capped at 70.
* When a child goes from baby to kid, they will now in most cases, be teleported back home instead of into the middle of town.
* Fishing now takes longer at lower skill levels than before.
* The market stockpile will now refill the market at a slower rate.
* Rehashed how people select a training area so people can become more well-rounded fighters.
* The train command for your spouse will now work better in more situations.
* When AI do pushups it can now increase their fitness.
* More CPU efficient AI logic in some specific cases.
* Ingredient requirements now shown for all productions.
* Reeve can now view combat skill of watchmen.
* Business owners can now command a higher wage when you are trying to hire them, and in some cases can refuse to work for you.
* If you assign yourself to work while mounted, it should not work better.
* Forage areas will now show a hover icon when selected.
* Now if you give someone kite shield they will replace their Viking shield.
* Added a relationship bonus for scholarships.
* Increase starting inventory of buildings if the advanced settings for nails and materials are turned on.
* Balanced exotic item imports to be more random.
New Stuff
* A new advanced gameplay setting: characters start with additional random skills.
* Added an idle worker filter added to relationship window.
* In relationship window you can now search for single men and single women.
* Added a new ‘Resource’ filter for buildings in your building list. This shows mines, woodcutting huts, and fishing docks.
And here are some things you can expect to see in the next update:
* Much better 1st person.
* New map with Welsh raiders and now towns.
* A way to more easily see trade routes spread across multiple buildings.
* New conversation type that will let you bad mouth your enemies - thus creating a rumour mill.
* A way to destroy buildings for nails and wood.
* Allowing the player to educate their workers when they’re working.
* With foraging off, coops will be converted to useful buildings.
* A new training field that can be built on an estate plot.
* The ability to sell a rented home straight to their tenant.
* The employees working when sick setting on businesses - each new business you own will adjust this setting to match the others in your property list.
* Tweaks to make sure Hyrmenn guard properly when you are attacked by Vikings.
* Tweaks to ensure the production indicator is properly shown when the game or production is paused.
* A new Danegeld raiding event
Got anything you want to see desperately in the next update? Let me know, maybe I can work something out.
I appreciate all the support and the continued input into the game - this game is what it is due to all the input from the players.
Just a few small fixes and changes. Nothing major sorry.
- Fixed an issue where you could be stuck in workshop.
- The player can now do ‘proposition’.
- The trading skill for the employee selling goods at a trading post now matters as it can provide a bonus on sales.
- Relationship history in character info has been made to look nicer.
- Rain has been changed to be more transparent.
- Fixed typo that meant people were less likely to talk to each other than they are meant to be.
- Age display has been fixed.
- Fixed some language and added a lighter tone to the wording for some activities.
My main focus in the next patch outside of any of the usual tweaks and fixes is to finally add the advanced gameplay editor that will allow you to customise the world to be as brutal as you could ever imagine. And also to add a new raiding mechanic centred around Danegeld.
Also, just floating some ideas here but I would love to add an "Orphan Story" where you start the game as an orphan and play out some kind of story or life. I also often think about a "Viking Story" which would be focused on exiled vikings trying to survive while going on raids and such. Im very interested in your opinions on this kind of story gameplay and what you think I should do with these ideas?
Much love,
Atorcoppe.
- Fixed an issue where pickpocketing someone could cause them to freeze in place forever.
- Added text near player potrait to say the current player action.
- Caravans and Trade Ship will no longer buy goods they are selling.
- Family name at the top left of the UI now shows current player name as well as last name.
- Added a button to selected player to teleport them elsewhere if they get stuck.
- Fixed it so giving people something from pack no longer gives the entire stack.
- Tracked people tooltip now shows full names.
- Fixed some perpetual broken bone issues.
- Trade estimation tooltip tweak.
- Some UI fixes.
- Fixed some bugs related to punching a watchman.
- UI Tweaks.
- Added wergild back in which means if you murder someone and get caught, their family gets the fine money.
- People who you have gotten money from through begging, entertaining, and pickpocketing are now remembered for a while so you cannot endlessly spam the same person.
- Some pickpocket balance tweaks.
- Homestead warmth now more reliable.
- Following when mounted now works.
- Tweaked some of the thought process for children so some of the bored ones may be inclined to become a beggar rather than a pickpocket.
- Tweaked some of the conditions around people becoming beggars, minstrels, and thieves.
- If a crime isn’t intercepted on the spot by a watchman but dealt with in another way, it will now be counted as “intercepted” in the crime report.
- Changed the “Report Crime” action label to “Alert Watchmen”.
- Children now far more inclined to pickpocket instead of breaking in or waylaying.
- Kids can now be declared outlaws if they run away from a crime scene - though note that a child outlaw doesn’t quite have the same penalty as an adult outlaw. It just means that watchmen will confront them on sight and demand retribution.
- Fixed it so you can select the bottom notification icon when you are inside a building and have the UI minimised.
- When people have broken bones, they will be way more likely to rest it off than before.
- Fixed a bug where if you were sent to the pit, you’d teleport home first and then walk to the pit.
- Relationship history has been added to character info that shows the last 20 or so relationship changes with any selected character.
- Character fitness now works based on distance travelled, rather than just starting movement.
- Vanity name is now shown in building info.
- When typing numbers in trade route fields, it should no longer trigger hotkeys.
- Map icons will no longer be activated when you press space.
- New button added near the player potrait to open notification settings.
- Fixed skill milestone popup getting stuck if it showed while saving the game.
- A potential fix to the hotkeys menu not vanishing when you release the control key on some computers.
- Fixed a navigation bug with a specific plot.
- Fixed potential navigation issue with Herbalist Hut shed.
- Sheds now have larger inventories.
- Production tooltip fixes.
- Larger timespan between military and merchant camps.
- Player can now do healthcare at Herbalist while working at night.
- Travelling Monk fix.
- Weapon damage tweaks.
- Recipe info tweaks.
- Skills are now sorted showing General first, and then alphabetical after that.
- There is now a min of 2 Vikings per raid.
- Fixed a bug when selling building for missed taxes.
- The player as an employee can now abandon a cart if they are working and forced to haul the cart after work hours.
- Camera movement calculation tweaks.
- Fixed a supervise bug where if you walked away after supervising your next task may be reset within a few seconds.
- Bunkhouse tweaks - it is now displayed if you’re relaxing in a bunkhouse instead of sleeping due to lack of beds. Relaxing is way slower at increasing energy.
- Fixed a major automation bug where offloading wasn’t working in some cases.
- Fixed it so you cannot buy a wilderness plot without any money.
- Improvements to the system that does random number generation and calculates chances for things happening.
- When a building is destroyed, the AI will no longer rebuild the same building 100% of the time - instead they’ll evaluate what kind of building to build.
- Fixed some UI Bugs.
- Sick people will now do less things that require travel.
- Entertainment, pickpocket, and begging options enabled when inside buildings.
- Supervision notifications changed to a basic notification rather than a popup.
- Relationship menu - you can now filter by profession.
- Fixed a possible save error that could corrupt saves.
- Fixed character creator FPS.
- Major viking crash fixed.
- Shader preloading optimisations.
- You can now accuse people of crimes after the fact and a watchman will investigate and decide if they will prosecute or not.
- Fixed an issue where horses could teleport into the doorway of longhouses.
- Fixed some pit issues.
- Fixed flour mill bugs when loading a game.
- Some nav tweaks.
- Fixed a bug that resulted in all horses being named Steve.
I didn't get around to adding a few things I really wanted to add - but hopefully soon!
Thank you for all the support, reports, and suggestions!
Atorcoppe.
BUG FIXES
- Fixed a crash caused by soldiers trying to dance at the Mess Tent but then it all went to crap and caused a game crash.
- Fixed some automation bugs.
- Fixed controller cursor issue where it was behind production selection popups.
- Fixed the Bunkhouse showing sleep two times in the action menu.
- Fixed some typos.
- Fixed a bug where after you equiped a weapon if you pressed space it would unequip it.
- Fixed a potential bug where your horse could get caught following you while you have mounted it, thus making it walk in circles.
- Fixed camera issue when starting a new game on Defenascir.
- Fixed a bug with trading ships.
- Fixed a bug with carts at trading dock and fishing dock.
- Fixed it so you can no longer bypass an elder vote or town naming.
- Fixed issue with trade routes stopping and never starting again.
- Fixed bug where you could open the trade route manager from a trading post that did not have the upgrade.
- Fixed some King’s Standing silver choices not working.
- Fixed issue with a random building called the Smokey Cat showing in the Travel To menu. Fixed a related issue with a New Game Object market showing in market compare.
- Fixed some camera loading issues.
- Fixed some camera placement issues.
- Fixed it so you no longer get 2x inheritance if both your parents die.
- Fixed bug where in some cases a cart could not be selected.
- Fixed some typos.
- Fixed some map boarder issues.
- Some UI fixes.
- Right clicking a hidden notification to dismiss with a cart selected will no longer move that cart.
- Fixed an issue where minimised UI would expand itself if the selected character entered or exited a building.
- The follow cam now works correctly with RTS camera turned on.
- Fixed issue where sometimes you could not sleep at camp.
- Fixed an issue where sometimes the plague would vanish as soon as someone caught it.
- A lot of work to try and fix a potential saving issue that can be caused by some virus programs, or permissions issues.
- Fixed nav issues on some plots.
- Fixed an issue where sometimes some buildings would just stop producing things (fields primarily).
- Fixed issues related to producing goods in rented home.
TWEAKS
- Controllers can now use the left trigger to interact with map icons, the same way that you can use a mouse to right click on them.
- Upgrade and ingredient requirements are now both shown at the same time on production tooltips.
- Changing automation priorities will no longer make you lose ingredients from other productions. It will still cancel any productions that aren’t compatible with the automation settings - but it will now refund the ingredients or provide a partial refund and a partial production.
- Slower energy consumption when on the back of a cart or horse.
- Less chance of finding a pet fox or chicken the more pets you have.
- You can now equip items directly from the storage of your own buildings.
- You can now give items from your pack.
- Some tweaks for handhelds.
- Changed logic around being caught during pickpocketing so it is based on stealth level whereas getting money from pickpocket and the amount is based on the pickpocket skill.
- Reduced game size, reduced RAM usage.
- You can now open hidden notifications when paused.
- “Spouse” income now counts towards daily balance.
- In some cases on laptops and handhelds you may see higher FPS and less stutters.
- Animation tweaks.
- More info on automation panel.
- Reduced exquisite sword rate - allowed it as demand item on caravans.
- After supervision the animation will now stop.
- Enter key can now be used to OK upgrade confirmations.
- The hire menu will now load people gracefully rather than trying to load everyone all at once, which was causing the hire menu to perform very poorly. It should run a lot better now, but you may have to wait a bit longer for everyone to load in.
- Made sure no one will migrate during a raid.
- Made it so if you hide the UI, pressing escape will turn it back on.
- Tooltip text size tweaks.
- Now if you have lots of people tracked, there will be a new button that allows you to see all the tracked people in a popup.
- Trading Docks and Trading Posts where you don’t really produce items, using the cart “load all” command will now load any items in the inventory. Unlike production business where it only loads produced items.
- Your player is now way better at resuming their previous task on load.
- Notification popups will now temporarily hide the nearby trading inventories UI to prevent overlapping on some screens.
- If you select an item in an inventory you can now select a cart/building in the related menu or the cart menu to open the trade window for that inventory.
- Needs tooltips now update live.
- Waylayed trade route carts should now restart their trade routes better.
- Fields are now way better at functioning under automation.
- Businesses with automation on that produce an ingredient and an end product (milk + cheese), will now handle storage of the ingredient better. For instance, a corral will only store excess milk for cheese production if the player either doesn’t have any priority items or has cheese as a priority item. So if you have only milk as a priority item, it will no longer hold excess milk to cheese production… I think that makes sense.
- Cart loading at end of day works better now with hand carts.
- Wage changes now effect relationship with employees.
- Watchman application tweaks.
NEW
- Military camps have horses that you can steal. The success of this is determined by your stealth skill. A failed attempt will cause you to get kicked in the face. Horse theft is a crime.
- Stealth skill added - stealth is increased when you are successful at crimes. The higher your stealth, the less chance there is of someone seeing you do a crime.
- Abbot can now call down the wrath of god and denounce a business to cripple its production for a day.
- Healthcare at the Herbalist Hut is now an upgrade and sick people can turn up at any time during work hours to ask for medical help. A worker will stop what they’re doing and assist the patient.
- The player as an abbot can now specify the person who should lead sermons, including themselves.
- With trade routes now if you don’t assign items, the cart will take any item in the source inventory.
- Character creator back button added.
- New loading system with substantially faster loading times on all devices. Please let me know if you have any trouble loading saves.
- Added ‘good slander’. You friends will now talk to other people about you, which can increase your relationship with that other person.
Current Release
23523927
Uploaded Jun 26, 2026
System Requirements
How to Install
SAELIG.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
8.8 GB
23523927
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View AllDownload SAELIG for PC with a direct link or via torrent. Get the full version of SAELIG for free. SAELIG is a Indie released by Atorcoppe Games.