Medieval colony sim Norland is getting a 'damn big update' that completely overhauls the game's mechanics: 'We're rolling out some radical changes to the core gameplay'

King wielding his axe against would-be assassins in Norland.
(Image credit: Long Jaunt)

I mostly enjoyed Norland and its randy lords when I previewed it last summer, but the medieval colony sim definitely had its problems. Getting monarchs and nobles to do what you needed to ensure your colony's survival could be tricky when all they cared about was getting laid and acquiring holy rings as status symbols, and this often led to your colonies collapsing in ways you couldn't avoid.

It appears developer Long Jaunt wasn't happy with how Norland's early access build played either. The studio has just released a "damn big update" (literally what it is called) that not only adds a bunch of stuff to the game, but completely reworks the core mechanics to make it more enjoyable.

"I couldn't come up with a better name than 'A Damn Big Update'," writes the game's designer Dmitry Glaznev. "We're rolling out some radical changes to the core gameplay in the beta branch…as many have rightly suspected, I'm not the most enthusiastic designer of standard mechanics, so it took time to pinpoint what wasn’t working in the core gameplay loop and find ways to make it better. But now, it seems the game is more enjoyable to play."

This isn't the only area where Norland's experience has been streamlined. The "needs" tab for characters has been completely removed, with the game now focussing primarily on character desires. Long Jaunt explains this design as follows: "Since [needs are] mostly physiological, they didn’t apply well to elites who never worry about food or shelter. Over time, it became clear that social factors had a much greater influence on their thoughts". It's worth noting that the needs themselves remain, but they have less impact on what the devs refer to as "thought management".

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Contributor

Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad's home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website bit-tech.net. But he's always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he'll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.

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