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Settlements and Buildings
September 21, 2026 at 06:13 AM
Added the Autumn Update building changes: Material Storage drop-off zone, Deposit All, crafters pulling from storage, wall repair threshold, demolition refunds, Beehive placement, furnace and road fixes, Carpenter Repair job
Building and managing settlements is a core pillar of Romestead. Players begin with a camp and grow it into a working town that serves as a hub for crafting, farming, and production. As more of the world is discovered, players can establish more settlements and even set up trade between them.

Every settlement starts with the Town Core, the central building used to recruit citizens, rename the town, and view a settlement overview. The Altar sits alongside the Town Core as the worship interface and quest hub. The Altar requires only the Workbench and 3 Stone to craft, so worship is unlocked early. See Worship and Blessings.
A town's buildable area extends well past the Town Core, and the Workbench does not have to sit next to it. Players can pick the Workbench up and carry it out to the edge of the claim; as long as it still offers the option to construct buildings, that ground counts as the same town. Once the Workbench is carried too far out, the only option it offers is placing another Town Core, which is the clearest in-game signal that the player has left the town's radius.
When picking the site itself, proximity to Clay matters most. Mid-tier structures eat clay in bulk, while Stone and Lumber are abundant almost everywhere, so a settlement founded far from a clay deposit turns every upgrade into a hauling trip. Flat, open ground is the other priority: natural rocks cannot be destroyed, so a site littered with them permanently blocks road placement and tidy town squares.
Players search the world for survivors and recruit them as citizens. Survivors are found sheltering in the wilds or rescued at the end of Challenge Dungeons. Recruited citizens must be kept happy and fed. In Early Access, citizens help with more tasks; for example, the Carpenter can help complete buildings, and since the Autumn Update (0.26.1, released 31 August 2026) it also has a dedicated Repair job. See Citizens and Artisans for stats, traits, and management.
Settlements are made up of specialized buildings, each tied to a type of artisan or production:
Building | Role |
|---|---|
Workbench | Crafting hub for tools, weapons, and basic recipes. |
Blacksmith | Metalworking, ore smelting, weapon and tool crafting. |
Leatherworker | Leather, cured hide, and cloth armor crafting. |
Carpenter's Workshop | Wood planks, carpentry, and building completion. |
Bakery | Bread, sausages, libum, globi, and other buff foods. Requires a lit furnace for most recipes. |
Pottery | Pots, doliums, dolium variants. Requires a lit furnace. |
Farmstead | Farming and crop production; gathers honey into output inventory. |
Quarry | Stone gathering automation. |
Lumber Yard | Lumber gathering automation. |
Clay Pit / Ash-Pit | Clay gathering; transforms to Ash-Pit in the Volcano biome. |
Watermill / Manual Mill | Grain milling. The Manual Mill speeds up the more you push. |
Insula | Citizen housing; holds 3 citizens. |
Empty House | Citizen housing; holds 1 citizen. |
Market | Buy and sell goods; minimum trade price is 1 Quadran. |
Logistics Tent | Unlocks logistics for the town: connections between buildings and infrastructure that move goods automatically, plus the ability to set repeatable work orders. Built from 6 Wood and 4 Stone, and unlocked by defeating the Guardian of Minerva. |
Material Storage | Bulk storage for crafting materials. Since 0.26.1 it has a drop-off zone that never fills up, and crafters connected through the Logistics Tent can take items from it directly (0.26.1_4). |
Food Storage | Required for citizens to eat. The Deposit All button works with it since 0.26.1_6. |
Trading Post | Automate empire-wide trade routes between settlements (Early Access). |
University | Research advanced recipes and craft powerful scrolls (Early Access). |
Sculptor | Craft stone furniture and ornaments (Early Access). |
Magma Forge | Volcanic biome smelting and high-tier forging. |
Brick Oven | Bakery furnace variant suited to the volcano. |
Beehive | Honey, Honey Comb, and Queen Bee production. Cannot be placed indoors; a bug that allowed it was fixed in 0.26.1. |
Walls, gates, and traps protect against night raids and faction attacks. Town defense values were added to Stone, Concrete, and Marble walls. Since patch 0.26.1_4, walls can be repaired once they have lost 10% of their health.
Wood Wall, Stone Wall: perimeter defense.
Wood Gate: openable gate; cart-compatible.
Automatic Scorpio (formerly Automatic Ballista) + Level 2: auto-targeting tower defense.
Stationary Catapult: heavy area damage.
Barricade: cheap improvised cover.
Coal Trap: triggered damage trap.
Target Dummy: training and skill grinding.
War Table: crafts the Declaration of War items that start a faction raid on the nearest settlement. Built at the Carpenter's Workshop from 8 Wood Plank and 1 Lumber. See Raids.
Keeping citizens happy is part of running a settlement. Constructing decorations around a town increases citizen happiness. Early Access introduced a Decoration Mode, an inventory-free system for collecting, placing, and customizing furniture and decorations ranging from chairs and tables to lamps, plants, and statues. The Sculptor crafts stone furniture and ornaments.
More advanced buildings let players automate their production lines and logistics. The Trading Post extends town automation with empire-wide automation via player-created automated Trade Routes. Specialized settlements in different biomes feed one another. See Automation and Trade.
Earlier unlocks: quests were tweaked so the Watermill and Clay Pit unlock earlier in the game.
Insula upgrade: fixed the Insula upgrade not being unlocked.
Construction reliability: fixed construction sites sometimes failing to build properly.
Protected walls: walls built by a Carpenter citizen can no longer be damaged by players.
Bigger storage: material-storage capacity was increased, which is especially noticeable on the upgraded storage buildings.
Automatic gates: gates now open and close automatically for players and carts, and close faster behind you.
The Autumn Update (version 0.26.1, released 31 August 2026) and the patches that followed it through 0.26.1_6 (4 September 2026) changed how storage, demolition, and repair work in a settlement. Several of these had been trialled on the beta branch over the summer before reaching the default branch.
Material Storage drop-off zone: the Material Storage gained a drop-off zone that never fills up.
Deposit All: patch 0.26.1_4 added a Deposit All button to inventories. It initially did not work with the Food Storage, which 0.26.1_6 fixed.
Crafters pull from storage: crafters can take the items they need straight from the Material Storage through the Logistics Tent connection (0.26.1_4). See the logistics page for how connections are set up.
Wall repair: walls can be repaired once they have lost 10% of their health (0.26.1_4).
Demolition refunds: demolishing an upgraded building now returns the materials of its previous tiers as well, and demolishing decorations returns their materials. See Decoration and Furniture.
Beehive placement: Beehives can no longer be placed indoors. Since 0.26.1_3 the Farmer's beehive job is visible at all times. See Farming and Flora.
Furnace fixes: the furnace of the upgraded Blacksmith sometimes refused coal, and the furnace of the Brick Oven sometimes threw out logs. Both were fixed, and players and citizens no longer get stuck while the Blacksmith is being upgraded.
Appeal: decorations raise a building's appeal, which in turn feeds citizen happiness. One decoration that gave happiness to citizens directly instead of raising appeal was corrected.
Roads: road construction sites placed beneath objects could not be built; this was fixed.
Carpenter: the Carpenter has a new Repair job, defaults to the Constructing job (0.26.1_3), works better and gets stuck less, and a case of Carpenters not constructing properly was fixed in 0.26.1_5. A crash after deleting a Carpenter building while its Workbench was in use was also fixed.
Defenses: a crash involving the Automatic Scorpio was fixed.
Roads connect buildings and speed up citizen and player movement. Upgrades include Brick Road Upgrade, Orange Brick Road Upgrade, Stone Road Upgrade, and Town Stone Road Upgrade.
Players can build more than one settlement. Different biomes specialize in different resources, so a network of towns can supply one another through the Trading Post. Altars upgraded to level 2 unlock teleportation between altars, making multi-base play practical.