July 24, 2026 — The Kingdom Grows Added Feyfolk as the final planned unlockable People, with 20 ordinary events spanning magical customs, promises, markets, law, daily life, and palace absurdities. Completed the planned base People roster: Goblins, Dwarves, Ogres, Undead, Merfolk, Beastfolk, and Feyfolk alongside Humans. Added Beastfolk as an unlockable People, with 20 ordinary events spanning migration, hunting, clan customs, law, work, architecture, and everyday mixed-community life. Added Merfolk as an unlockable People, with 20 ordinary events spanning underwater territory, trade, religion, travel, law, and everyday coastal life. Added Undead as an unlockable People, with 20 ordinary events exploring what happens when some of the dead return and resume life in the kingdom. Added Ogres as an unlockable People, with 20 ordinary events covering settlement, labor, customs, family, commerce, and everyday life. Added Dwarves as the second unlockable People, with 20 ordinary events covering culture, history, work, family, and everyday life. Major Kingdom Development Update Completed all seven mundane kingdom developments. Added 70 new context-sensitive events unlocked through those developments. Added full event pools for Day of Petition, Royal Exchange, Standing Army, Royal Magistrates, Lords’ Council, Great Temple, and Royal Watch. Developments now meaningfully change the ordinary problems and opportunities that appear during a reign. Expanded interactions between Crown, Nobility, Faith, Commons, Army, Treasury, and Stability. Added situations involving royal law, noble politics, organized religion, professional soldiers, commerce, public petitions, and law enforcement. Existing unlocks such as Goblins and the Mages Guild remain part of the growing context-sensitive event pool. Updated save support for the expanded event roster. The prototype now contains 169 total event definitions. The kingdom should now develop noticeably differently from one reign to the next depending on which institutions you choose to establish. Added browser autosaving and automatic resume. Added Goblins, the first unlockable people. Expanded Goblins to 20 ordinary events covering daily life, trade, infrastructure, military service, accidents, celebrations, and disputes. Added the Mages Guild, the first unlockable institution. Added 10 magic-infused ordinary events when the Guild is established. Added Updates and Petitions for development news and player feedback. Added the first mundane development pool: Day of Petition, with 10 new ordinary rulings. Added the Royal Exchange development pool, with 10 new economic rulings. Added the Standing Army development pool, with 10 new military-life rulings. Added the Royal Magistrates development pool, with 10 new Crown-law rulings. Added the Lords’ Council development pool, with 10 new aristocratic rulings. Added the Great Temple development pool, with 10 new religious-institution rulings. Added the Royal Watch development pool, with 10 new public-order rulings. Completed all seven mundane kingdom-development pools. Expanded the game with the seven random kingdom-development proposals. Continued expanding conditional events and world-state unlocks.