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Citizens and Artisans
September 21, 2026 at 06:42 AM
Corrected the Wild Gravesite spawn rule (entities spawn only after the Guardian is defeated); marked the Merchant job as community-documented and reworded the Job Roster premise; dated the citizen damage immunity note
Citizens (also called survivors or artisans) are the workforce of a settlement in Romestead. Without them, most production buildings sit idle. They are recruited from the wilds, housed in homes, kept happy with food and decoration, and assigned to specialized jobs.

Citizens are found in two main ways:
Sheltering in camps, outposts, and ruins in the wilds. Approach and talk to them to recruit.
Rescued at the end of Challenge Dungeons, often inside a chest-room near a powerful enemy. Since playtest patch 0.23.1_8 (May 13, 2026), Wild Gravesites do not spawn entities until the Guardian of Minerva has been defeated.
Once recruited, a citizen needs a place to live and a Food Storage stocked with provisions. Without either, the citizen leaves.
Building | Capacity |
|---|---|
Empty House | 1 citizen |
Insula | 3 citizens |
Crafting buildings | 1 citizen each (the assigned worker) |
Stat | Effect |
|---|---|
Happiness | Affects work efficiency and expertise. |
Efficiency | Determines work speed. |
Expertise | Chance for a quality bonus on completed work orders. |
Food Cost | Individual consumption rate. |
Experience Gain | Job skill advancement speed. |
Loyalty | Affects stat bonuses; low loyalty risks departure. |
Loyalty Gain | How fast loyalty rises with good treatment. |
Poorly fed citizens incur happiness penalties and stat reductions. Gifting food to a citizen (right-click since patch 0.23.3_1) heals them to full health and improves loyalty.
How much loyalty a gift earns depends on the citizen's personality: a baker, in the studio's own example, may prefer a gift of food over weaponry. Some gifts also have secondary effects. The Blacksmith's Gloves trinket grants fire resistance when a player wears it, but in the hands of a citizen it raises their blacksmith levels. See Trinkets.
Citizens spawn with optional positive or negative traits. Multiple traits can stack on one citizen.
Trait | Effect | Sign |
|---|---|---|
Excited | +3 Happiness. | Positive |
Focused | +30% Experience. | Positive |
Quick | +4 Efficiency. | Positive |
Meticulous | +3 Expertise. | Positive |
Impressionable | +30% Loyalty. | Positive |
Depressed | Happiness penalty. | Negative |
Disloyal | -50% Loyalty. | Negative |
Gluttonous | Higher food consumption. | Negative |
Sloppy | Expertise penalty. | Negative |
Tentative | -4 Efficiency. | Negative |
Unfocused | -30% Experience. | Negative |
Each crafting building hosts one citizen as its assigned worker. The Carpenter can additionally help complete buildings under construction (Early Access addition), and since the Autumn Update (0.26.1, released 31 August 2026) it also has a Repair job; hotfix 0.26.1_3 made Constructing its default job. Community data also lists a Merchant citizen who levels up to unlock new stock at the Market; no studio post or patch note names that job. Citizen max-level indicators were added in patch 0.20.2_2. The Logistics Tent that drives town automation is unlocked by defeating the Guardian of Minerva.
A citizen's profession follows the building they work in, and the jobs below are the ones the studio has named, or whose building it has named, in its posts and patch notes, apart from the Merchant, which is marked as community-documented. The game data holds more, but those are not documented here until a patch note or devlog confirms them.
Job | Building | Notes |
|---|---|---|
Baker | Bakery | Bakes bread and other buff foods. The studio's own example of personality-based loyalty: a baker may prefer a gift of food over weaponry. See Food and Cooking. |
Blacksmith | Blacksmith | Smelting and metal crafting. Gifting the Blacksmith's Gloves trinket to a citizen raises their blacksmith levels. See Trinkets. |
Carpenter | Carpenter's Workshop | Crafts furniture, roads and constructions, and is the building used to upgrade other buildings. Has a Constructing job (the default since 0.26.1_3) and a Repair job (added in 0.26.1). Maximum range of 90 tiles from its building. See Decoration and Furniture. |
Carrier | Logistics Tent and Trading Post | Moves goods between connected buildings and along trade routes. Since hotfix 0.25.1_9 a starving citizen cannot be used as a trade-route carrier. See Automation and Trade. |
Farmer | Farmstead | Tends crops and, since 0.26.1_3, always shows its beehive job. See Farming and Flora. |
Leatherworker | Leatherworker | Leather, cured hide, and cloth armor crafting. See Armor. |
Merchant | Market | Not named in any studio post or patch note; community data lists it leveling up to unlock new stock for buying and selling. See Currency and Economy. |
Potter | Pottery | Pots, doliums, and dolium variants. The June 2026 beta branch raised the Potter's level cap to 5; the shipped 0.26.1 notes folded beta content in without itemizing that change. See Consumables and Potions. |
Sculptor | Sculptor | Stone furniture and ornaments, added for Early Access. |
Damage immunity: citizens were made immune to damage until their pathfinding system can be improved, so they no longer die to hazards while navigating a busy town.
Lower early hunger: early-game citizens consume less food, easing the pressure to stock Food Storage immediately.
Protected walls: walls newly built by a Carpenter citizen can no longer be damaged by players (walls already constructed before the fix are unaffected).
Dungeon recruiting: citizens found in dungeons are now recruited to the nearest town correctly.
Trait balancing: citizens can no longer spawn with only negative traits. A negative trait now appears only when the citizen also has a positive one, and negative-only traits were stripped from existing citizens.
Stuck citizens: a citizen that gets stuck now teleports home, and you can move through a citizen by walking into them for two seconds.
Eating fixed: citizens that would not eat until full were fixed, and early-game hunger was reduced again to ease solo play.
Carpenter range: Carpenters reach construction sites more reliably and now have a maximum range of 90 tiles from their building.
Raid death penalty removed: citizens no longer take a death penalty when a raid is failed, so a lost raid no longer thins your settlement's workforce.
The Autumn Update (0.26.1, 31 August 2026) and its follow-up patches were the first post-launch changes to how citizens work.
Carpenter Repair job: the Carpenter gained a new Repair job, and since hotfix 0.26.1_3 it defaults to the Constructing job. The patch notes also say the Carpenter now works better and gets stuck less; a crash tied to the carpenter job was fixed, and 0.26.1_5 fixed Carpenters sometimes not constructing properly.
Pathfinding: the studio announced better pathfinding for citizens ahead of the update. The shipped notes describe the result only as the Carpenter working better and getting stuck less, and no patch note through 0.26.1_6 (4 September 2026) has lifted the launch-week damage immunity (above).
Citizen Requests: the requests citizens make gained more variation.
Farmer: the beehive job is visible at all times (0.26.1_3).
A citizen can be sacrificed at the Altar for Worship Points: +5 base across all gods, +10 per level of the citizen's aligned skill to the matching god. This is the heaviest source of Worship Points for late-game players. See Worship and Blessings.
Citizen tutorial improvements landed in patch 0.23.1_8 to clarify the recruitment-and-housing flow. New players should follow the Populating Your Town tutorial quest at the Altar.
Settlements and Buildings: housing and production buildings.
Food and Cooking: what to stock in Food Storage.
Decoration and Furniture: decorations that increase Happiness.