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Tutankhamun – Builders of the Eternal

Tutankhamun – Builders of the Eternal Steam news

TreeByte Software | 2027 | game

Coming Soon

GameSteam Store content

SimulationStrategyEarly Access

  • Steam app typegame
  • Steam App ID4009620
  • PriceNo longer available on Steam Store
  • Release date2027
  • DeveloperTreeByte Software

Tutankhamun – Builders of the Eternal news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID4009620
  • PriceNo longer available on Steam Store
  • Release date2027
  • DeveloperTreeByte Software
  • PublisherTreeByte Software
  • Parent gameNot available

Genres: Simulation, Strategy, Early Access

Company pages: Developer: TreeByte SoftwarePublisher: TreeByte Software

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Tutankhamun – Builders of the Eternal Steam news

Tutankhamun – Builders of the Eternal news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • September 2026 Update: Taxes, Public Health & Defending Your City - 6 September 2026

    A closer look at city administration, health services, military defenses, enemy raiders and the details that bring storage buildings to life. Hello builders, A growing city needs more than houses and a steady food supply. It needs an income, people who can keep working, and defenses to protect what you have built. This September development update brings together my recent work on taxation, public health, natron production, military defenses and enemy raids in Tutankhamun: Builders of the Eternal. I have also been giving the buildings and their stored goods a closer visual pass. The direction is simple: make the parts of the city depend on one another, and make those connections easier to understand. Here is a closer look at how that is taking shape. Visual note: The images in this update are staged Blender asset showcases, not gameplay screenshots. They use project models in a separate…

  • July 2026 Update: Gardens, Mission Selection, Military Walls, and Demo Progress - 6 July 2026

    Hello builders, July has been a big month for Tutankhamun: Builders of the Eternal. We have been pushing several major systems forward, and the game is starting to feel much closer to the version we want players to experience in the upcoming demo. Intro Movie We have also been the intro movie so the opening moments better set the tone for the journey into ancient Egypt. More on this soon. Gardens One of the biggest additions this month is gardens. These are not just decorative pieces: in the world of ancient Egypt, irrigated green space is rare, valuable, and deeply tied to quality of life. Gardens now work as strong desirability boosters for nearby housing, giving players another meaningful way to shape beautiful, prosperous districts around water and greenery. The placement work also supports dragging larger garden areas, so these green spaces can feel like planned district features r…

  • May 2026 Update: Commanding the First Squads - 2 June 2026

    Hello everyone,In the March update, I showed the military production chain and the building roles behind it. May was about moving beyond that planning layer and making the first military units behave like something you can actually command on the map.This is still foundation work, not the final combat update, but the military system is now much closer to being a playable part of the city simulation.SQUADS ARE BECOMING REAL GAMEPLAY OBJECTSThe biggest change this month is that soldiers are no longer just an output of the recruitment chain. They now exist as active squads with selection, movement, formation logic, and save/load support.That shift matters because it turns the military from a future production goal into something the player can begin using directly. You can select squads, send them across the map, and see the start of the tactical layer that will support future battles.SELE…

  • Behind the scenes at TreeByte Software - 24 May 2026

    Behind the scenes at TreeByte SoftwareLately at TreeByte Software we’ve been discussing how to best use our indie resources to build the beautiful world of Tutankhamun: Builders of the Eternal. We want each detail to evoke grandeur, beauty, and nostalgia for worlds gone by.There are so many assets and details which must be carefully constructed and brought together in a harmonious orchestra of color to create a living ancient world. There are:· musical scores· 3D objects· loading screens· buildings· intro movie· military· path-finding code· visual effects · resource systems and environmental effects· activities like growing wheat, harvesting meat, mining for gold, copper, and coal· 200,000+ lines of codeThis is our first game and our first time building a world for players to explore. Our desire is for you to play this game, enter the world of Tutankhamun, and feel drawn in by its sight…

  • Clearer Building Roles Military Production Chain - March 2026 - 4 April 2026

    As the city grows, more buildings belong to larger production chains, so I want each one to communicate its purpose more clearly. This update covers the mine and military production line in more detail, from extraction to recruitment. This update will be screenshot heavy to showcase the game a little bit this month. Copper MineThe Copper Mine is built over copper deposits and extracts a dependable industrial metal for workshops and trade. It requires labor, road access, and nearby storage support. Charcoal PitThe Charcoal Pit is built near charcoal deposits and produces fuel for bronze foundry. It requires labor, road access, and nearby storage support. Bronze Foundry The Bronze Foundry uses charcoal and copper ore to produce copper, which is then used in the Royal Arsenal for weapon production. It requires labor, road access, and nearby storage support. Royal Arsenal The Royal Arsenal…

  • Military System Inception – February 2026 - 8 March 2026

    Builders, hello. February marked the first official inception phase of the Military System, and I want to share what I explored, what I validated, and what comes next. This month was not about shipping the full feature. It was about building the foundation correctly so the system feels strategic, readable, and performant inside the city simulation. Military Production ChainThe military economy is currently being built around a logistics and production flow supported by the new Warehouse building.Copper Mine + Charcoal Pit → Bronze Foundry → Royal Arsenal (Weapon Smith) → Recruiter → Swordman Barracks and/or Archer BarracksThe goal is to make military strength depend on the broader city economy, with production, storage, and supply all playing a role.Warehouse Building (Work in Progress)Warehouse Building (Work in Progress)Design DirectionThe military system is inspired by the classic ci…

  • Market Stall, Granary, and Food Chain Completion - January 2026 - 25 January 2026

    Hi everyone!This month is a big milestone: the food chain is completed. That means gathering, storage, and distribution are now connected end to end, and I’m actively testing how the full loop behaves in real gameplay. Below is a detailed look at what’s new and how these systems work together.Food Chain: Now Complete With the full chain in place, the city’s supply flow now feels like a living network rather than isolated systems. I can finally observe how food moves across the map and tune pacing, efficiency, and balance based on actual play results. This is a major step toward deeper simulation and meaningful city planning.Market Stall – The Distribution HubThe Market Stall has been designed as the daily access point for food and trade. It’s not just a decoration it shapes how your city feels and functions: Key ideas behind it:- Placement clarity: I’ve refined how stalls are placed so…

  • Grass, Terrain & Systems Progress – December 2025 - 22 December 2025

    This is the first in a series of monthly development updates where I’ll be sharing progress, visuals, and ongoing work to give you a clearer look at how the game is evolving over time.Over the past weeks, the grass visuals have gone through a major overhaul, significantly improving both clarity and overall visual quality across the map. The terrain is now easier to read at a glance, with fertile land, desert, and developed areas clearly distinguishable while still feeling cohesive and natural. A lot of time has gone into tuning grass density, color variation, and transitions so the landscape adds beauty and atmosphere without becoming visually noisy or impacting performance.Alongside the visual improvements, work is wrapping up on the core food chain systems. Farming, granaries, and bazaars are being finalized to ensure food production, storage, and distribution work together in a clear…

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