"Power to the People" update

"Power to the People" update

yesterday

Hello builders,

Two weeks ago, we shared with you the first ideas for the next Memoriapolis update. Today, it’s time to get a little more concrete!

More freedom, less frustration

Some of the current mechanics felt more punishing than fun. After carefully reading your feedback, we’ve decided to change a few things to bring back flexibility and enjoyment:

  • Removal of the time limit per Age,

  • Removal of “closed” districts that block city growth,

  • Removal of building degradation when moving to a new Age,

  • Replacement of the Esplanade and The Collection systems,

  • Ability to destroy districts (under certain conditions),

  • Service upgrades + a brand new Production service,

  • Complete overhaul of the system for learning new buildings,

  • Choice of which district a faction settles in,

  • A single, unique city center for all Ages,

  • A brand new map with a fresh environment,

  • Visual improvements,

  • …and many more details coming soon in a dedicated article!

The goal of these changes: letting you build your city your way.

Roadmap update

A clearer… and more rewarding final goal

Currently, the main goal of Memoriapolis revolves around building “The Collection”, by completing the objectives set in “The Esplanade” which is not fully clear.

So one evening, we gathered the team around a table. Ideas were thrown around, notes filled the whiteboard, and yes, there were plenty of snack breaks. The big question was: how do we give players a goal that feels exciting, meaningful, and worth building towards by keeping the spirit of the current system?

And then it clicked.

The next day, our game designers started sketching a new long-term goal while keeping the current game logic:

  • Clearer Age objectives, replacing the “Esplanade”

  • A system of Wonders, with strong synergies between them

  • The construction of a final Super-Wonder, the true climax of your game

Factions at the heart of the game

One of Memoriapolis’ core strengths is how your city grows organically. That same spirit inspired us to rethink factions.

We asked ourselves: What if we’d been too cautious? actions become long-term allies in your journey:

  • Une faction peut négocier avec le joueur pour prendre un quartier ou un bâtiment.

  • One single faction per culture, following you across all Ages.

  • The arrival of a faction unlocks new buildings to construct.

  • Their influence spreads organically across districts.

  • Factions can negotiate with the player to claim a district or a building.

This new system brings more continuity, depth, and strategy to building your city.

What’s next?

This is just the beginning. We’ll share more specific details (and visuals!) in the coming weeks.

  • A preview of the new features

  • Detailed info on how to join the beta (Steam branch, instructions)

Thank you again for your messages, your support… and your patienc

Speak soon!

--

Memoriapolis Team

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