Anvil Empires news - Page 3

Devblog 9: Windmill orientation and workshop power
A rotatable Windmill adds an alternative to water- and animal-driven machinery. Its physical controls keep wind direction part of the player's decision.

Devblog 8: Seasons, weather and the Workbench inventory
Temperature joins the survival loop, storms can overlap, and the Workbench gains stored inputs and quality-aware crafting.

Devblog 7: House interiors, saddles and the December 2023 test
Beds move household ownership inside buildings. Ropes, saddles and harnesses expand the ways animals support transport and industry.

Devblog 6: Animal breeding and a larger connected world
Stables, Donkeys and animal-driven power arrive alongside the first larger-world prototype. Early household and exchange experiments also appear.

Devblog 5: Sawbucks, powered sawmills and water storage
Logs enter a queue at the Sawbuck, with manual and powered processing options. Cisterns connect water infrastructure to settlement needs.

Devblog 4: Aqueducts, Canals and powered smithing
Water infrastructure connects the landscape to workshops. Water Wheels, Trip Hammers and Bellows turn that network into production capacity.

Devblog 3: Blacksmithing from ore to a finished blade
Furnaces, Forges, Anvils and quenching become successive production stages. Shared housing and larger-world technology develop alongside the workshop loop.

Devblog 2: Early tests and the seasonal world
The April 2023 announcement explains the purpose of early tests and sketches seasons that will affect settlement life. Its access instructions are historical.

Devblog 1: Calligo, its empires and a persistent war
The first announcement introduces the three alliances and the role of production in a persistent conflict. Settlement work supports the armies on the battlefield.
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