Developer addresses false positive malware warnings from Windows Defender affecting the V67 beta.

Songs of Syx
Songs of Syx is a fantasy city-builder with vast battles simulating thousands of citizens and soldiers. Start off as a small village and build, scheme, and fight your way towards a mighty empire. The mechanics are deep and true to life, where tiny events can spiral into the collapse of kingdoms.
Power trajectory
Net buffs minus nerfs over time. Up = the game is being buffed overall, down = nerfed.
Latest patches
Buffs, nerfs, bug fixes & updates at a glance — click a row to jump to that subject
Introduction of world map region control, world armies, and new city-building infrastructure for kingdom management.
- World Mapurban centres—→Added
Regions now feature urban centres; controlling the centre grants control of the entire region.
- World Mapkingdom management—→Added
Players can now tax and manage their controlled regions as part of a kingdom.
- World Armiesarmy markers—→Added
Introduces world armies that can be attached to city/region garrisons to fight field battles and conquer regions.
- Army Depotsupply line—→Added
New room that collects battlegear, food, and clothes to supply city garrisons attached to world armies.
- Administrationadministration points—→Added
New room employing clerks to produce administration points, which are required to control regions.
The 'Crime And Punishment' update introduces a comprehensive legal system with criminals, guards, and prisons, alongside a major overhaul of logistics, employment, and city management mechanics.
- GeneralTech Tree—→Added
Introduced a new tech tree for unlocking buildings.
- GeneralLevel System—→Added
Added a population-based level system that unlocks bonuses and rooms, and visually upgrades the throne.
- GeneralAI PerformanceOld→Refactored
Huge AI refactoring to allow for faster AI progress.
- GeneralTradingUnstable→Stabler
New trading mechanics for more stable trade and prices.
- EmploymentdistributionManual/Basic→Priority System
New employment mechanics with a priority system and panels to distribute workforce more evenly.
- +11 more
A major unstable update introducing social classes (Nobles and Slaves), a complete happiness system rework, new building types, and extensive quality-of-life improvements to UI and city management.
- GeneralUI
Reworked top panel, bottom build panel, and all other panels for better usability.
- GeneralHygiene—→Added
Subjects now get dirty over time and must use baths or skinny-dip to get clean.
- GeneralInfluence—→Added
Added Harmony and Dread influence, which function similarly to Awe and can be emitted by roads.
- GeneralWork Priorities—→Added
Added work priorities and secondary work priorities per race to better manage labor.
- GeneralResolution16:9→Flexible
Added support for non 16:9 screens to prevent image stretching.
- +8 more
Major internal refactoring of AI and systems to support moddability, new resource/trait systems, and UI overhauls in preparation for V54.
- Resourcesequippability—→Added
Resources can now be made 'equippable', allowing them to provide specific boosts to a subject.
- User InterfacelayoutFull screen→Cropped/Simplified
New UI layout reduces reliance on full-screen menus, improving information delivery and slightly increasing performance.
- ImmigrationcontrolAutomatic→Toggleable
Adding a toggle for immigration and introducing emigration/retirement based on low standing to challenge growing cities.
- AI Systemarchitectureold AI→new AI
Ripped out old AI and replaced it with a new system to allow extensive moddability for races and more flexible code.
- Traitsdefinition—→Added
Introduced a system to define traits with specific properties and occurrence chances.
- +2 more
Development progress update for V54 focusing on a new face generator, overhauled reputation mechanics, AI improvements, and the introduction of nobility and slaves.
- AIgeneral behavior
General improvements to AI logic and behavior are being implemented for the upcoming update.
- Moddingmodifiability—→Expanded
Systems are being made more modifiable, allowing users to add equippable items, traits, services, and adjust racial preferences.
- Charactersface generator—→Added
A new face generator has been implemented, providing larger faces and billions of possible variations for characters.
- Reputationmechanics
The reputation mechanics are being rebuilt and improved to provide a better system for social interactions.
- Social Classesnobility and slaves—→Added
Introduction of nobility and slave classes, adding new layers of social hierarchy to the game.
What got changed
Click a row to filter the cards below
Heroes & subjects
Click a card to see its full timeline + per-ability breakdown
- ⚙️+8/-0▲ +819mo ago
General
GeneralTechnical · Beta · WindowsImproved stability and UI clarity with a confirmation that multiplayer is not currently in development.
- ⚙️+2/-0▲ +264mo ago
Employment
GeneralManagement · AIReduced micromanagement for workforce allocation.
- ⚙️+2/-0▲ +268mo ago
Animals
GeneralHunting · ResourcesHunting is now much more rewarding and easier.
- ⚙️+1/-1≈ 068mo ago
Krull
GeneralEnemy · CombatHigher costs but better visibility and warning of attacks.
- 🗺️+2/-0▲ +269mo ago
Buildings
MapConstruction · DefenseMore flexible fortifications and fixed construction bugs.
- ⚙️+2/-0▲ +269mo ago
Economy & Logistics
GeneralTrade · Logistics · ManagementMore reliable trade and tool logistics.
- ⚡+1/-0▲ +164mo ago
Guard Post
SkillSecurity · BuildingProvides a way to actively combat and prevent crime.
- ⚡+1/-0▲ +164mo ago
Courts
SkillLaw · BuildingImproves justice and allows for the recovery of criminal subjects.
- ⚙️+1/-0▲ +164mo ago
Law
GeneralSystem · HappinessCreates a positive feedback loop between law enforcement and citizen happiness.
- ⚙️+1/-0▲ +164mo ago
Logistics
GeneralEconomy · ManagementMuch more precise control over resource distribution.
- ⚡+1/-0▲ +164mo ago
Hauler Room
SkillLogistics · BuildingEasier resource transport with dedicated hauler infrastructure.
- ⚡+1/-0▲ +164mo ago
Woodcutter Room
SkillIndustry · BuildingSustainable and predictable wood production.
- ⚙️+1/-0▲ +164mo ago
Dondorians
GeneralRace · MiningDondorians now correctly utilize their racial tunneling advantage.
- ⚡+1/-0▲ +168mo ago
Flats
SkillBuilding · HousingProvides a progression path for subject housing.
- ⚡+1/-0▲ +168mo ago
Chambers
SkillBuilding · HousingAdds luxury housing options.
- 🧰+1/-0▲ +169mo ago
Resources
ItemEconomy · ItemsResources now provide active utility via equipment boosts.
- ⚙️+1/-0▲ +169mo ago
User Interface
GeneralUX · PerformanceCleaner interface and better performance.
- ⚙️+1/-0▲ +169mo ago
Immigration
GeneralPopulation · ManagementBetter control over growth, but higher risk of population loss in late-game.
- ⚙️+1/-0▲ +169mo ago
AI
GeneralSystem · LogicSmarter and more reliable agent behavior.
- ⚙️+1/-0▲ +169mo ago
Modding
GeneralModding · CustomizationGreater flexibility for community content creation.
- ⚙️+1/-0▲ +169mo ago
Mac OS
GeneralPlatform · MacBetter overall experience and debugging for Mac players.
- 🗺️+0/-0≈ 062mo ago
World Map
MapStrategy · World Map · ConquestShifts gameplay from pure city-building to regional conquest and kingdom management.
- ⚙️+0/-0≈ 062mo ago
World Armies
GeneralMilitary · Combat · ExpansionProvides a concrete method for expanding influence and fighting AI/rebels on the world map.
- ⚡+0/-0≈ 062mo ago
Army Depot
SkillLogistics · City Building · SupplyAdds a critical logistics layer; armies now depend on city production to remain viable.
- ⚡+0/-0≈ 062mo ago
Administration
SkillGovernance · City Building · ManagementIntroduces a resource bottleneck for regional expansion, similar to the knowledge system.
- ⚙️+0/-0≈ 064mo ago
Criminals
GeneralCrime · PopulationNew dynamic for city management involving law enforcement and social order.
- ⚡+0/-0≈ 064mo ago
Prison
SkillSecurity · BuildingAdds a rehabilitation/detention path for criminals.
- ⚡+0/-0≈ 064mo ago
Scaffolds
SkillLaw · BuildingAdds a lethal punishment option for criminals.
- ⚡+0/-0≈ 064mo ago
Janitor Room
SkillMaintenance · BuildingMore specialized building upkeep system.
- ⚙️+0/-0≈ 068mo ago
Nobles
GeneralSocial · PopulationAdds a new layer of social hierarchy to manage.
- ⚙️+0/-0≈ 068mo ago
Slaves
GeneralSocial · PopulationProvides a new way to acquire and utilize labor.
- ⚙️+0/-0≈ 068mo ago
Happiness
GeneralSocial · ManagementFundamental change in how subject satisfaction is tracked and managed.
- ⚡+0/-0≈ 068mo ago
Dormitories
SkillBuilding · HousingChanged how basic housing functions.
- ⚙️+0/-0≈ 069mo ago
AI System
GeneralEngine · ModdingFoundation for future race and modding flexibility.
- ⚙️+0/-0≈ 069mo ago
Traits
GeneralPopulation · MechanicsMore granular control over population characteristics.
- ⚙️+0/-0≈ 069mo ago
Standing
GeneralDiplomacy · RacesMore flexible and moddable racial relations.
- ⚙️+0/-0≈ 069mo ago
Trade
GeneralEconomy · RacesTrade is now more strategic based on the population's racial makeup.
- ⚙️+0/-0≈ 069mo ago
Characters
GeneralVisuals · CustomizationSignificant increase in visual variety for characters.
- ⚙️+0/-0≈ 069mo ago
Reputation
GeneralSocial · DiplomacyOverhauled social systems for better depth.
- ⚙️+0/-0≈ 069mo ago
Social Classes
GeneralSociety · ManagementNew gameplay dynamics through social stratification.
- ⚙️+0/-0≈ 069mo ago
Technology
GeneralResearch · TechCorrected technology loss mechanics.
Top abilities tweaked
Most-touched abilities across all patches
Recent patches
Most recent 8