What the Demo Left Out
The demo shipped with most of the full game’s data already inside it, so it showed a great deal it would not let you use: locked technologies on the tree, furniture on build desks, organs greyed out on the autopsy table. The release of 22 September 2026 turned nearly all of it on. This page is for players coming back from the demo: what was walled off, and what it became.
Your demo save
A demo save opened in the full game is repaired as it loads: the technologies the demo recorded but could not apply are handed out then, and the demo’s own versions of the ending quests are swapped for the full ones. You do not have to start again.
Technologies
- The demo had 51 of the 236 technologies; all 236 can now be bought. The rest used to appear as locked “?” blocks. What is left behind a “?” today is 37 genuinely hidden technologies, each with a condition that reveals it.
- The locked technologies now say what they give. In the demo their unlock lists were empty, so the tree could not tell you what they would do. 127 of them carry a full list today.
- “Given” technologies work. Eating raw flesh, harvesting certain crops and repairing the kitchen table each grant a Cooking technology, and it now takes effect and says so.
Corpses, graves and the morgue
| Locked in the demo | In the full game |
|---|---|
| Heart, brain and guts on the autopsy table | Heart and guts come with Autopsy, Advanced (20 blue), the brain with Autopsy, Master (10 red, 30 green, 10 blue). |
| Better corpses | Five tiers of corpse instead of one, with certificates to match. |
| Stone and marble gravestones | All thirteen grave decorations are buildable; a wooden-only grave scored 3 at most. |
| Embalming Table, Autopsy Table II, Corpse Pallet II, Crematorium II | Embalming I (50 red, 10 blue), Autopsy, Master, and Body Places II (50 red, 50 green) between them give all four. |
| The broken morgue door | Repaired with an Iron Detail and 3 Oiled Planks. The part needs Iron Works (75 red), so the donkey leaves bodies outside for a good while yet. |
| The Butcher’s Kit that Skin and Bones promised | Buildable once the Jewelry Table arrives with Delicate Work. |
Sermons and the church
- The Writing Desk can be built, so paper, ink and written sermons are real. It costs a Polished Bronze, which needs Bronze Polishing (30 red); paper and ink come with Writing Supplies (10 red, 5 blue).
- Nine kinds of sermon can actually be written. Faith, Money, Combo, Excellence, Combat, Harvest, Repose, Storms and Hypnosis each have a technology behind them.
- Eleven others still cannot be made at all. Prayer for Protection, Imagination, Insanity, Prosperity, Purity, Consumption, Demand, Speed, Obedience, Repentance and Music have sermon entries and text, but no workstation lists their recipe. The three the story gives you, including the Basic Prayer, have a workstation but no technology that unlocks them, so their 2- and 3-star copies cannot be written either.
- The parishioner cap lifts. Parishioners follow happiness, happiness follows town quality, and town quality stops at 10 until the port opens, where the story adds 10 more.
- The church goes past its first tier: better benches, the confession booth and shrine, candles, incense, the choir and the organ all have technologies now, Church Lighting I onward. Agatha’s quest Nun of Your Business can be finished, since paper is no longer a single sheet.
Traders and the town
- The town opens. Market Stalls I is handed to you by the story after you reach the port; Stalls II and III and Artisans I and II (130/30, 150/50, 75/25, 100/75) between them bring the pharmacy, vegetable stand, tailor, furniture maker, bakery, fishmonger, alchemist, jeweler, builder, smithy, tavern and brewery. The potter’s workshop has no technology at all.
- Both familiar traders go further, and the orders, pallets and blackboard across the bridge come with them. Jack levels up after his supply-run quest and posts three renewable orders.
- Reputation keeps going past the 10 and 20 the demo stopped at, and it is what gates the later tree: 50 with Jack holds back the conveyors, 70 holds back steel, 25 with Agatha the stone gravestones, 20 with the astrologer the printing press.
Zombies, study and alchemy
- Every zombie work site is real: sawmill, mine, sand and clay pits, quarry, gardeners, porters and the whole conveyor factory, from Conveyors (70 red, 20 blue) up.
- Reanimation Liquid and Bronze Collars can be made. The demo gave you three of each in a chest and no way to make more, which capped you at five zombies counting Albert’s two. Collars come with Reanimation, the liquid is an alchemy formula from Reanimation Liquid, and town alchemists sell it.
- The PR Machine exists, built when the astrologer’s press ceremony is done, and with it the gluttony day on the calendar.
- Science has a supply. The demo’s 31 points were all there was; Writing Supplies turns paper and Science Kits into something you make.
- Laboratory II (20 red, 40 green) takes three ingredients, and 25 of the 29 alchemy products are simply given by technologies rather than found by trial. Only the four third-tier battle potions still have to be discovered.
Places and quests
The forest road, the mine, the quarry cave and the port are all reachable; the cave still wants Dynamite (30 red, 30 green). The two quests the demo could start but never finish, Chasing Fairy Lights and Nun of Your Business, both have their missing pieces now, and the basement factory has its story script.
Notes
- The demo’s last step was the port bridge. Walking onto it after the first battle ended the demo; in the full game it is the handover to the foreman and the story carries on from there.
- Eleven sermons and a few buildings are still unreachable in the release data, which is the one place this page’s old complaints still hold. They are listed above and under Sermons.