Roman Triumph cover
Roman Triumph screenshot
Genre: Simulator, Strategy, Indie

Roman Triumph

🔥 Update 0.3.0 - Fire and Blood

[p]Hey everyone,[/p][p]I’m excited to share the biggest content update yet for Roman Triumph! This update introduces powerful new siege weapons, a new mythical threat, and combat related mechanics which bring even more chaos to your battles. I’ve also squashed a ton of bugs and added some long-requested features. [/p][p][/p]

🏛️ Major New Features

[p][/p]

🐦‍🔥 New Mythical Enemy: The Phoenix

[p]A terrifying new enemy has descended upon your cities: the Phoenix, a creature of flame, fury, and myth.[/p]
  • [p]In Roman Triumph, the Phoenix is a divine weapon of destruction, born in the smoldering heart of Mount Vesuvius.[/p]
  • [p]With wings of flame and a shriek that scorches the skies, it soars over your walls, bypassing traditional defenses and raining fire upon your settlement.[/p]
  • [p]Every few ages, it's said the gods grow restless with mortal pride and from the ashes of punishment, a cursed and tormented Phoenix rises to remind humanity of its fragility.[/p]
[p]Prepare well, or watch your empire burn.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41743269/8a4c887ad526d2cb08471622897957279c220326.png"][/p]

🪨Catapults

[p]You can now construct catapult units that are fully movable, just like your regular soldiers. These siege engines hurl massive boulders at enemies, dealing devastating splash damage that can wipe out entire groups of barbarians in a single shot. A direct hit inflicts even greater damage, making them incredibly effective against both clusters and tougher targets. [/p][p]While they’re slow, heavy, and costly, their ability to relocate and reposition makes them one of the most versatile and powerful weapons in your arsenal. When used in combination with other units and walls, they can completely turn the tide of battle.[/p][p][/p][p]2 variations exist:[/p]
  • [p]Standard Catapult: Hurls massive boulders that deal area damage and crush clustered enemies.[/p]
  • [p]Fire Catapult: Launches flaming shots that ignite enemies (also cause high splash damage), dealing burn damage over time. [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/41743269/827ffb063e0c58d56b783ef95abc5973addc40dd.png"][TAG-108][/p]

🔥 Roman Flamethrower Turret

[p]A terrifying new defensive structure for your walls: the flamethrower turret rapidly sprays fire towards enemies, melting them at close range.[/p]
  • [p]Short range, but extremely high DPS.[/p]
  • [p]Perfect for placing at key choke points, gate entrances, or wall corners to vaporize hordes before they can even swing a club.[/p]
[p]While there's no direct historical record of Roman flamethrowers, this invention is said to be a forbidden design retrieved from the archives of Alexandria, combining pressurized bronze tanks and flammable oils in ways even the priests of Mars fear.

[img src="https://clan.akamai.steamstatic.com/images/41743269/a25c98e733230ef01a0dd70da0c64e038305db17.png"] [/p]

Other Additions

🏹 Poison Arrows

[p]Archers can now be upgraded with poison-tipped arrows, allowing them to slow down and apply a powerful damage-over-time effect to enemies.[/p]
  • [p]Ideal for slowing down large enemies (dracos, hydras, and even the phoenix).[/p]
  • [p]Poisoned enemies suffer high damage-over-time.[/p]

🔥 Fire Status Effect

[p]Enemies can now catch fire from flame-based attacks like the fire catapult or flamethrower turret.[/p]
  • [p]While burning, they take continuous damage and may die mid-charge — creating chaos in their ranks.[/p]
  • [p]Combined with poison, you can now create stacking DoT effects for total area denial.[/p]

🧱 Sandbox Mode

[p]A proper sandbox mode is finally here![/p]
  • [p]All buildings, units and technologies are unlocked from the start.[/p]
  • [p]Great for creative building, stress testing your city layout, or trying wild experiments.[/p]
[p][/p]

🛠️ Bug Fixes & Improvements

  • [p]Fixed Hydra/Baby Hydra spawning inside your cities![/p]
  • [p]Fixed building upgrades costing double the resources they should.[/p]
  • [p]The bug where an Iron Mine, Brickworks or Quarry stopped producing resources should be fixed. Please let me know if that happens for you again.[/p]
  • [p]Demolition refunds now scale with building health.[/p]
  • [p]Fixed (not 100% sure) a bug where invasions wouldn’t end if one barbarian was left. If this happens again, please let me know.[/p]
  • [p]Fixed ballista shots going through Hydra (when they should've been a hit).[/p]
  • [p]Fixed rotation bugs on catapults and scorpios.[/p]
  • [p]Fixed Tavern upgrade olive oil upkeep.[/p]
  • [p]Double builders button now capped by your actual citizen count. [/p]
  • [p]Fixed Level 3 archer unit icons not showing the right icon in the army training window.[/p]
  • [p]Added the forester building to the tutorial.[/p]
  • [p]Improved the performance of roads on the GPU.[/p]
  • [p]Fixed some missing text characters in Russian.[/p]
  • [p]Gold is now easier to get in easy mode.[/p][p][/p]
[p]Thanks again to everyone who’s been playing, leaving feedback, and helping the game grow! I’m building this solo, but your support makes it feel like I’ve got a full legion behind me.[/p][p][/p][p]Here's a recap of all the updates I've brought to Roman Triumph so far since the Early Access launch back in April: [/p][p][/p][p]I'm super excited to hear what you think of this update. Talk to you guys soon :)[/p][p]Philippe (Coreffect Interactive)[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/app/1864880/Roman_Triumph_Survival_City_Builder/"][/p][p][/p]

🏛️ Update 0.2.0 - Imperial Ledger, Olive Oil & Wine!

Hey everyone,

I’m super excited to share Update 0.2.0, which brings a mix of features, new content, and long-requested fixes. The highlights this time are the Imperial Ledger, a powerful new panel that gives you deep insight into your city, and the addition of Olive Oil and Wine production chains.

But that’s not all! I’ve also added the new Library building (boosts culture), a way to delete those massive rocks and iron nodes, reworked how immigration limits work, fixed a bunch of bugs, and made several quality-of-life improvements based directly on your feedback. I hope this update makes managing your empire smoother and more satisfying.



📖 The Imperial Ledger



This is something I’ve wanted in the game for a long time, and I know many of you have too. The Imperial Ledger is your new one-stop shop for understanding what’s happening in your city:

📊 Charts & Graphs:

Population, happiness, gold, food production/consumption — spot trends and track progress.



⚙️ Resource Overview:

See everything producing or consuming a resource, plus totals and percentages. Very useful when trying to identify what exactly is consuming most of a specific resource.



🧑 Citizen Directory:

See every citizen’s name, home, job, and happiness. Helpful in identifying unhappy ones (and then finding their homes and improving their neighborhood accordingly).

🏗️ Building Lists:

Instantly know how many hospitals, guards, temples, etc. you have — no more manual counting.

This is just the beginning. I’ll keep expanding this panel as the game grows.

🍇 New Production Chain – Olive Oil & Wine




I’ve added 4 brand new resource types and four buildings to go with them:

Olive Farm → Olive Oil Mill
Vineyard → Winery

Olive Oil and Wine are used for certain upgrades (e.g. Tavern) and are tradable, hence open up new opportunities in the mid-to-late game economy. For now their use is limited, but will become more important as future systems get added... I have some fun ideas for that.



✅ Fixes & QoL Changes & Other





  • 🏛️ Added a Library building which massively helps in increasing your population's Culture metric!
  • 🪨 You can now delete large rocks and iron nodes with a new tool.
  • Fixed a major bug causing double resource consumption on the last month of the year.
  • ⛏️ Fixed issue where quarry would say "object in the way" instead of correctly pointing out why it's not placeable there.
  • 🧾 Trade cities no longer show negative quantities.
  • 🐉 Hydras pathing now takes priority on all other pathing (before, the hydra could be waiting for a while after spawning before moving when many pathing calculations were being done, at high populations).
  • ⏩ Pressing space at speed 3 now resumes back at speed 3 instead of defaulting to speed 1.
  • 🚧 Replaced immigration toggle with a population limit (more useful)
  • 🔇 Lowered the volume of quarries and iron mines.
  • Fixed bug allowing you to place Fishing Huts near each other when not fully built.
  • 📚 Fixed "Aprilis" typo.
  • 🏆 Removed the 100-year achievement.

As always, thank you so much for your continued support and encouragement. Seeing you all play, give feedback, and build amazing cities is what keeps me going. I hope this update makes your city-running experience feel even more complete, and there's a lot more to come.

https://store.steampowered.com/app/1864880/Roman_Triumph_Survival_City_Builder/

Let me know what you'd like to see next, and I’ll get back to work.
If you encounter any issues or bugs, please let me know asap so I can fix them!

Philippe

Experimental Branch & Update 0.2.0

Hey everyone!

I'm happy to share that Update 0.2.0 is now available for testing on the experimental branch. This is a pretty big one, with the new Imperial Ledger (settlement analytics, stats, charts, etc.), brand-new trade resources (Olive Oil & Wine), and a bunch of quality-of-life fixes and improvements. Please note that there may be bugs and issues!

If you want to help test and get early access to new features before the official release of updates, here’s how to join:

How to Access the Experimental Branch



  1. Right-click Roman Triumph in your Steam Library
  2. Click Properties
  3. Go to the Betas tab
  4. In the drop-down menu, select experimental
  5. Close the window — the game will update automatically

0.2.0 Patch Notes (Experimental)



New Features

  • Added Imperial Ledger (city analytics panel):
    -> Charts for population, happiness, gold, and food
    -> Full citizen list (with home, job, happiness)
    -> Building count overview
    -> Resource production/consumption breakdown
  • Added new resources: Olive Oil and Wine
    -> 4 new buildings: Olive Farm, Olive Oil Mill, Vineyard, Winery
    -> Used for trade (more uses coming later)
  • Added new building: Library (boosts Culture)

Quality of Life / Fixes

  • You can now delete large rocks and iron nodes
  • Quarry placement message now correctly identifies the reason why it can't be placed somewhere
  • Fixed trade cities showing negative resource quantities
  • Replaced immigration toggle with a population limit (more useful)
  • Hydras pathing now takes priority on all other pathing (before, the hydra could be waiting for a while after spawning before moving when many pathing calculations were being done, at high populations).
  • Resuming from pause at speed 3 now returns to speed 3, not 1
  • Lowered quarry and iron mine noise
  • Fixed "Aprilis" typo
  • Removed the 100-year achievement


Let me know in the comments or on Discord if you run into any issues or weird behaviors. Thanks for helping test, your feedback makes a big difference!

Philippe

Localization Adjustments: Chinese

Hey everyone!



You've already left us over 300 reviews on Steam, and we just want to say a huge thank you. We’ve been reading all of your feedback carefully, and we really appreciate the time you’ve taken to share your thoughts with us.

One thing that stood out right away was that the Chinese localization wasn’t where it needed to be. Some lines weren’t making much sense, and that’s on us.

So we’ve gone back and reworked a big chunk of the Chinese translation to make sure the game feels right for our players in that language. This is just the start. We'll keep improving things as we go, and we’re already working on more fixes, tweaks, and of course, the new content from the Roadmap.

Thanks again for playing and helping us make Roman Triumph better every day!

Systemically yours,
Forklift Interactive Crew


***
https://store.steampowered.com/news/app/1864880/view/836088461785040199
https://store.steampowered.com/news/app/1864880/view/836088461785039785
https://store.steampowered.com/news/app/1864880/view/519709875052217362
https://store.steampowered.com/news/app/1864880/view/519709875052217020
https://store.steampowered.com/news/app/1864880/view/519709240792711247

Milestones, Feedback, and What’s Next

Hey everyone!



We’re now entering the second week since the Early Access launch, and I’m honestly blown away by everything that’s happened so far.

The game has just passed 200 reviews on Steam, with 94% positive! That’s incredible for an indie game like this. I’m super grateful for all your support. Every review, every bit of feedback, every “hey this part made me smile”, it all helps more than you know. It makes Roman Triumph more visible to all the other people who might love it, too. So if you haven’t left a review yet, please consider it! You can always edit it later if anything changes.

In other exciting news, our Discord server just passed 1,200 members! That means we’re now part of Discord Discovery, which helps even more players find their way into this growing community.

Honestly, the community that’s forming around Roman Triumph is one of the best parts of this whole journey. Friendly, cozy, curious and always trying to push the boundaries of Roman Triumph... it’s a joy to hang out there. I’m in the server every day, chatting, answering questions, reading your feedback, and absolutely loving your screenshots.
Come say hi!

Also, fun stat: the game keeps breaking its own record for concurrent players. The new all-time peak is 575 players online just two days ago! This stuff really matters for a solo dev like me, so thank you again for being here and playing. It means the world to me.

And yep, I’ve read a lot of your feedback already. Thank you for being so detailed and constructive! I’m currently working on the next update, which I’m aiming to release in May. That said... I also have exams coming up at the end of April, so time will be a bit tighter than usual. Wish me luck?

Talk soon, and once again, thank you.
Philippe

***
https://store.steampowered.com/news/app/1864880/view/836088461785039785
https://store.steampowered.com/news/app/1864880/view/519709875052217362
https://store.steampowered.com/news/app/1864880/view/519709875052217020
https://store.steampowered.com/news/app/1864880/view/519709240792711247

Patch 0.1.2

Hi everyone!

Patch 0.1.2 is live, bringing more bug fixes and small but needed improvements (QoL, settings, etc.). Thanks again for all your amazing support and feedback in the Discord, I truly appreciate it and I'm always listening.

QoL & Changes


  • Moving food storage will now transfer the food in it to a another food storage if there is space (instead of you losing that food).
  • Pressing Escape while an overlay panel is open (construction, rubble, upgrade) now closes the panel instead of opening the pause menu.
  • Added ability to cancel Research mid-progress.
  • Rebuilding rubble now puts it at top construction priority.
  • Added option to show/hide resource indicators.
  • Buildings in normal and easy mode now only suffer from lack of upkeep starting the second month without upkeep.
  • Fixed emissive material of Cabbage farm and Academia

Bug Fixes


  • Resolved a bug which allowed enemies to walk through walls sometimes.
  • Fixed an issue where players could place buildings on gate doors.
  • Fix a bug that cause buildings to get built on top of each other when using the mass upgrade tool (example upgrading Domus into Luxury Domus)
  • Fixed a bug that was preventing saves from loading.
  • Fixed edge panning not working while armies were selected.
  • Fixed bug where pressing numkeys while editing UI settings (e.g. worker limits) would still trigger army group hotkeys.

Settings


  • Added option to disable shadows.
  • Added option to disable chromatic aberration.


Just a quick heads-up, I'm currently a part-time university student, and with several exams coming up at the end of April, updates may slow down a bit around that time. I’ll also be focusing on the next major update during and after that period. Thanks for your patience!

Please leave a review if you haven't already :)

Philippe

Patch 0.1.1

Hey everyone,

I’ve published a patch (v0.1.1) to address common requests and bugs.

UI, Resolution & Settings:
  • Added option to disable/enable screen edge panning.
  • New resolution option: 1600x900.
  • Fixed formatting issue affecting 5120x1440 resolution (UI panels, tutorial, etc.).
  • Added an FPS limit option (limit your fps).
  • Added option to hide upkeep numbers for a cleaner UI.

Gameplay & Bugs:
  • Fixed (for real this time) villa not getting supplied with water by reservoir bugs.
  • Fixed issue where gatherers got stuck trying to cut/mine a tree/rock
  • Hydras no longer spawn in unreachable zones (preventing them to get stuck and unkillable).
  • Hydras will now despawn if stuck for too long.
  • Barbarians now prioritize gates a bit more and gates have received a +50% health buff.
  • Resolved an issue where archers stationed on walls prevented building ballistae or other structures on that section after being disbanded.
  • Fixed wheat farm ground texture flickering when multiple farms adjacent when zoomed in
  • Fixed an issue where if you order multiple groups to man the walls in the same area, the units could stack with each other.
  • Fixed Bathhouse workers appearing as Arena workers.


Thank you for all your amazing feedback and support! Please let me know if you still encounter those issues.

Please leave a Steam review if you haven't already :)

Philippe

Hotfix 0.1.0a

Hey everyone,

I’ve pushed a small hotfix (v0.1.0a) to address a few bugs and issues reported by players. More updates are coming soon.

Fixes:



  • Added support for 3840x1600 resolution.
  • Fixed issue related to un-assigning army groups to hotkeys (Shift+Key to un-assign)
  • Achievement for founding a new settlement now correctly unlocks even if the tutorial is skipped.
  • Fixed bugs related to trading (not being allowed to place a trade route when supposed to be)
  • Fixed issue where aqueducts would not properly supply villas.
  • Fixed bug preventing aqueducts from being rebuilt in the same position after destruction.
  • Resolved issue where aqueduct rubble icon would appear and stay there, but no rubble was shown, allowing placement over it.


Thank you for all the feedback and bug reports.

Please leave a Steam review if you haven't already! Helps a ton. Especially in the first week!

Philippe

🏛️Roman Triumph: Steam Early Access Launch!🌿

It’s finally happening: Roman Triumph is out in Early Access!



Five years of solo dev, a mountain of coffee, endless playtests, and a ridiculous number of spreadsheets… and now we’re here. Huge thanks to everyone who played the demo, sent feedback, or just cheered us on — you helped shape this game more than you know!


To celebrate the launch, the game is available for
$24.99 with a 25% discount.



That discount won’t last forever, and the price will go up once we reach 1.0, so if you’ve been thinking about it, now’s a great time to dive in. :)

https://store.steampowered.com/app/1864880/Roman_Triumph_Survival_City_Builder/

Here’s what’s already in the game: a full city-building loop, wave-based defense, building upgrades, a trading system, aqueducts, and interactions with multiple gods — you can choose to win their favor or risk facing their wrath. Mythological creatures like the hydra and dragons are also part of the challenge, but if you prefer a more grounded experience, you can turn them off and face only barbarians and berserkers.

The game currently supports English, French, Italian, German, Spanish (Spain), Portuguese, Simplified Chinese, and Russian.

Early Access is just the beginning and there’s still a lot to build, improve, and expand in future updates.





If you like what we’re doing, the best way to support us right now is by leaving a Steam review🌟. For indie teams like ours, especially in the first days after launch, it makes a huge difference.

Your feedback has brought us this far, and we’re just getting started. See you in the city — and may your walls hold strong!

— Forklift Interactive & Philippe

https://store.steampowered.com/bundle/52026/Desynced__Roman_Triumph/
https://store.steampowered.com/bundle/51808/Going_Roman/
https://store.steampowered.com/bundle/51819/Diplomacy_in_Not_an_Option__Roman_Triumph/

Demo Update – Visual Glow-Up + Bug Fixes & QoL Tweaks

Hey everyone!

Quick update to let you know the demo just got a fresh patch. First off, the game got a big visual upgrade! Lighting, colors, and overall clarity have been improved to make cities feel more alive and easier to read. It’s a significant difference, and I hope it makes the experience more enjoyable.

Alongside that, here are some fixes and quality-of-life changes based on your feedback:

New Features & QoL



  • Added better game customization options
  • Added a new Hard mode
  • Icons now appear when a building is missing workforce or has other issues
  • Lack of upkeep no longer causes buildings to crumble (other negative effects)


Bug Fixes



  • Fixed bug preventing moving buildings if they overlap their old position
  • Fixed fishing hut workers dying randomly
  • Fixed happiness debuff staying after all treasuries were destroyed
  • Fixed rare white screen bug when loading a new game
  • Fixed selection box glitching out in some situations


Thanks again to everyone playing and sending in feedback, it’s been super helpful in tracking these things down. Roman Triumph launches very soon on April 3rd!

- Philippe