In-game
You startarriving in the city by boat
Every patch of soilis different
The power plantburns timber someone has to stock
Weatheris the same for everyone on the server
Townsfolkanswer when you talk to them
The drawbridgeopens when a boat sounds its horn
Voice chatcarries to the people near you
Your thingsare still there when you come back
The worldkeeps running while you are away
You startarriving in the city by boat
Every patch of soilis different
The power plantburns timber someone has to stock
Weatheris the same for everyone on the server
Townsfolkanswer when you talk to them
The drawbridgeopens when a boat sounds its horn
Voice chatcarries to the people near you
Your thingsare still there when you come back
The worldkeeps running while you are away
Terrestrial

Changelog

Every update to the game, as it ships. See what’s coming next →

v0.8
23 Aug 2026
Latest
AddEnchanted groves. A handful of hidden places on every generated island, deep in the woods: a ring of pale glowing mushrooms under giant fly agarics, ferns and mossy stones, and at the middle a crystal, a geode — or, rarely, an old ruin. The crystals and mushroom caps genuinely glow after dark. They're rare and unmarked; finding one is the point
AddGo round the world however you like. Crossing to the far side stopped being a boat thing — swim it, noclip it, ride it on a skateboard or a bicycle, drive it, or sit in someone else's passenger seat, and the world comes round exactly the same way. Whatever's coming with you comes with you: a crate in your hands, an arrow or a thrown item still in the air, the vehicle under you, and the friend beside you
AddThe map now zooms out properly. Between your archipelago and the spinning globe there's a whole planetary chart — every island group at its true place with a name, cold shores blue in the north and scorched ones tan in the south, the seam marked where the world comes round, and your own arrow on it. One scroll at a time takes you from your boots to the whole world and back, and you always know where you are
AddThe globe knows where you are. It opens already turned to face your position, with a gold YOU ARE HERE on your archipelago and every island group named on the ball — spin it and far-side names duck honestly behind the planet
AddYou can now sail off one edge of the world and arrive at the other. Keep east or west on a planet and you simply come round to the far side — no wall, no loading, no stutter: the sea stays under your hull, your wake stays astern, and a friend just across the seam is beside you the whole way. Circumnavigation is real — the shore you reach after going all the way round has its animals, its villages, everything standing where you'd find it sailing the short way
AddThe world now comes round. Sail east or west far enough on a planet and the far side of the world streams in ahead of your bow — real islands, not endless empty sea. The fog wall that used to stand at the edge is gone east-west (it now only closes far to the north and south, past the last land), and the open sea reaches the skyline wherever you are, not just near home
AddPress M on a planet and zoom all the way out — the flat chart fades into the whole world as a spinning ball you can drag to turn and scroll to zoom back in from. Islands you've actually visited show their real coastline; ones you haven't are an honest coloured smudge rather than terrain nobody has seen
AddA new kind of world to host: a planet. Pick "Meridian" in the server browser (or host with `--planet`) and the familiar archipelago becomes the equator of a 24 km world, with nine more island groups scattered across it — polar shores in the north, scorched ones in the south — each with its own villages and wildlife
AddSail toward a distant island and it comes into being ahead of you. Its ground is generated in the background a minute out and streams in under your bow; islands you've left far behind quietly stand down, so a long voyage never weighs the world down — and coming back, the island is exactly as the sea left it
AddFriends can join your planet. Joining costs the same as joining an island world — only the ground under you is built at the door, the rest attaches as you sail — and sailing away from everyone is free: the server no longer resends you anything for distance alone
ChangePlanet saves keep their own files, apart from island worlds. Your island saves load exactly as before, and a planet save refuses to open as an island world rather than opening wrong
ChangeVoice chat now only carries to players near you. It used to reach everyone on the server at any distance — talking in the city was audible to someone sailing the far ocean on a planet, or standing on the opposite shore of an island. Nearby, nothing changes; there's just no one shouting in your ear from the other side of the world anymore
FixRejoining a game no longer leaves the trees and grass frozen mid-stumble. A newly built world's wind briefly compared itself against itself and choked on the maths, which could spam the log and stall foliage motion right after you joined
v0.7
20 Aug 2026
FixTravelling no longer risks the connection. Driving or sailing far used to make the server resend you the entire world every 120 metres — enough traffic that a long drive could drop you from the game. Now it only resends when you're actually approaching somewhere that changed while you were away, and what it sends is a tenth the size
ChangeThe map remembers what it's already drawn. Open it, look at a stretch of coast, close it — come back to that same view later, even in a whole new session, and it's instant instead of repainting from scratch
AddPress M for the map. A full-screen chart of the world you're standing in — on a generated world it's the same hand-drawn view the menu shows, with every island named; on the classic town it's a surveyor's sketch of the township and the wilds. M or Esc puts it away
AddThe map zooms and pans. Scroll to zoom in toward wherever your cursor is pointing, right down to street scale, or drag to pan around — and a marker shows exactly where you are and which way you're facing. Zooming in draws real detail rather than blurring up a bigger picture
AddYou can now pull up the map while sailing. It stays closed on cars and bikes — losing the wheel at speed isn't worth it — but a boat drifts on under its own way while you read the chart, which is exactly when you want one
AddThe map fills in as you zoom. Pull in past a couple of kilometres and the city's name appears; pull in further and any land or vehicle you own is outlined and marked — and the ring road round the island now stands out in its own colour instead of blending into every other track
FixClicking the same spot twice can't stack a second copy of a piece inside the first — mashing place-another on an unmoved cursor now says "There's already a Deck Platform right here" instead of quietly eating materials
AddThe menus remember your cursor. Flick the pack or the build rail open twice in a row and the pointer is still where you left it, instead of starting every visit by finding your place; after a few minutes away it forgets, and you start fresh
AddLay a run without the menu. Ctrl+click or middle-click places a piece and keeps it on your cursor for the next one — like opening links in browser tabs — while a plain click places just the one. A hint explains it the first time you build, and the building controls sit bottom-right whenever a piece is on your cursor
AddPress B to step into Draft and out again — Draft is a view you stand in, not a menu setting. While you're in it, every blueprint anywhere is drawn as the finished thing; step out and the unbuilt parts go translucent again
AddBuild mode frames the screen like a drawing board. A fine double rule round the very edge with ruler ticks and corner marks — blueprint blue in Draft, warm amber in Build, so the edge of the screen tells you which mode you're in without reading a word. In Draft it stays up wherever you walk; in Build it comes up with the menu or a piece on your cursor
AddPlacing a piece now builds it, if you can pay for it. The materials leave your pack and the wall is up — no pressing E on your own blueprint four times. Short of materials, it says exactly what's missing and nothing is placed or taken
AddA Draft toggle at the top of the build rail. In Draft, placing is free: pieces plant as blueprints for planning, and you (or anyone) raise them later with E and the materials — which is also how every whole structure still goes up
AddThe rail tots up the plan. While the build menu is open, the bottom-left lists every material your unfinished blueprints still need, against what you're carrying — "12 Timber (have 34)"
ChangePieces are placed at arm's length. The ghost stays within eight metres of you and rides the edge of your reach if you aim past it, instead of sailing thirty metres off to be placed by eye at a distance where the eye can't see a half-metre error
ChangeThe ghost rides the ground under your mouse. Aim up a slope and it climbs with the terrain; it used to keep the height of wherever your crosshair happened to land, hovering uphill and burying itself downhill
AddPlatforms seat on top of things. Sweep your aim across a wall and the deck sits on the plate, edge resting on the wall; a post carries a deck corner; a deck carries another deck a storey up. Where you're pointing decides — aim at the foot of a wall and you tile the ground, aim at its top and you cap it
AddHold **Q** anywhere you may build and a rail of ten categories comes up the left of the screen — foundations, frame, walls, floors, roofs, stairs, rails, fences, furniture and the whole structures. Click one and a drawer slides out with a picture of every piece in it and what it costs. Click the piece and let go, and it is on your cursor
AddTwenty-five pieces to build with, including a blank wall you can actually close a room with, half walls, a straight flight of stairs, railings for a platform edge, and furniture — a bed, a chair, a table, a bench, shelves and a rug
FixPieces are drawn where they are. Every wall, floor and deck stood up to 1.25 m from the spot it was placed on, so a run that lined up perfectly still had steps and gaps in it on screen
AddYou can build upwards. A floor laid over a floor goes up a storey and a roof goes on top of the walls; before this everything you snapped landed back on the ground
AddAway from anything to snap to, a piece lands squarely on the grid the first piece of that build set — so a wall you place by eye lines up with the one you placed a minute ago instead of being a few centimetres out forever
ChangeKit pieces turn in quarter turns instead of 15° nudges, so a wall run squares up. Furniture still turns finely, and does not snap to the grid at all
FixDoors you build open. The leaf swings on its hinge, out of the doorway, and you can walk through it — it used to spin on the spot, and before that stand still
FixA doorway takes its door at ground level instead of hanging it a storey up in mid air
FixA blueprint tells you what it needs. Every piece read "0/1" however many materials it actually took
FixJoining a friend's generated world no longer drops you with "Server disconnected" while the island builds — the server now waits out your loading screen instead of assuming you've gone
FixA server keeps the ground alive under every player, not just its own. Casting a line (or anything else that asks what's near you) used to be refused the moment you were further from the host than their own draw distance
FixPropellers turn on every boat that has them. The RIB, the tender, the party boat's pair and the harbour launch's pair had never once moved — seven screws on four hulls, modelled and standing still. Only the tugboat's ever turned
FixThe tender's outboard turns about its own hub instead of swinging round a point above itself
ChangeEvery boat leaves a wake its own size. A jetski trails a thin line and a tugboat throws a broad one; before this they left exactly the same foam
FixYour wake comes off your stern and lies back down your track. It used to appear out of the middle of the boat, which on a forty-metre yacht is twenty metres ahead of where the water is actually churned
ChangeThe wake is a wake now — a solid band of churn off the transom fading away behind you, with the two arms of a V opening either side of your track. It used to be a row of separate white commas laid sideways
FixBeing moved — reloading, or an admin putting your boat somewhere — no longer smears a wake across the water between where you were and where you are
AddA helm diagram at the wheel of any boat — a plan view of the hull you are in, drawn to her real beam and length, with the rudder swinging, the screws she really has turning, the wash astern (and ahead of you when you go astern), the throttle and helm you are asking for, and the way you have actually got on. Speed in knots, revs, fuel
ChangeThe wind rose still appears only on the sailboat; the helm diagram appears on all of them
FixYou can walk on the yacht. All of her — the low deck aft, up either flight of steps to the pool deck, forward to her raised bow, and up inside to the second deck and the sun deck. Before this the deck you stood on was the bottom of her swimming pool, and everything above it was sealed
AddHer pool is a pool. You can get in it, and there is a step to get out
AddHer saloon doors open, on both decks
AddThere is something behind them. Two furnished saloons, lit — a settee and chairs and a bar on the main deck, a sitting room behind the wheel on the second — plus deck chairs on the sun deck and loungers by the pool
FixHer side decks are open again, and the staircases on them work. The saloon had been walled out to the edge of the deck, which put a bulkhead straight through both flights of steps
ChangeThe saloon doors slide open along the bulkhead, the way glass doors on a boat do — and take their glass with them. They were briefly swinging right out over the water
FixThe captain's deck is walkable. Her upper deck is open under the sun deck, not a room, and the structure forward of the wheel is solid instead of a roof you could not stand under
ChangeThe island across the causeway is a place now, not a field. Half again as wide, with a mountain ridge standing over its north-west, forest through the middle of it, a river running down to a wetland, and headlands and coves round the outside
AddA ring road runs the whole way round it. Come off the causeway, pick left or right, and either way brings you home — past farmland, through the woods under the ridge, and out to three points where the road comes down to the water
ChangeThe working port has come off its own islet and onto the island's south-east coast. Made ground meeting deep water, cranes and a ship at the quay, and a freight road up to the ring
ChangeOld Town has moved with it, onto the south-west coast, looking back at the city across the water
ChangeThe causeway now lands at a proper gateway — a junction where you choose a direction, instead of a road that simply carries on
FixDriving off the causeway used to mean hauling straight up a one-in-four bank. The gateway stands on a cut shelf now, so you come off the bridge, climb a short ramp and arrive at the junction on the level
AddLand for sale reaches the far end of the island instead of bunching up near the city, because the town out there counts as somewhere to live
AddLakes. The archipelago has never had one before
AddA hot, dry island exists now — hosts can raise one with `--island arid`. Bleached sand and sun-baked rock, cactus and succulent scrub with the odd wildflower, dead standing timber round a rare oasis, and tumbleweed catching the wind across open ground. No entry on the server list yet — reached from the command line while the way in gets built
ChangeThe polar island (`--island polar`) is dressed for the cold now, instead of in one snow pile scattered everywhere you looked. Real pine taiga with dead standing snags and moss-covered rock, wind-scoured highland, a frozen marsh over ice-glazed ground, and a broken-ice shoreline — five places instead of one white sheet repeated five times
FixThe willows are green. Every willow in the game was rendering pure white, on every riverbank of every island
FixThe white flower patches are flowers now, and different meadows grow different colours
AddThe wilderness moves. Wild trees, ferns, grass, undergrowth and hanging vines take the wind like the town's palms always have — harder in rain, hard enough to see in a gale — while trunks, stumps and fallen logs stay put
ChangeA hillside of trees is no longer one flat green. Colour drifts across the landscape, so a wood has patches in it
ChangeThe wild has woods and clearings in it. Trees and undergrowth grow in stands and thickets against open ground, instead of the same even sprinkle everywhere — so you walk out of a wood into a meadow rather than through one continuous field of scenery. Undergrowth grows around the trees it belongs to, and a road cut through a wood keeps its verges instead of the wood politely stepping aside
ChangeNothing in the wild stands to attention any more. Grass, bushes and rocks lean at their own angles and come in a far wider range of sizes, and rocks are squashed and stretched rather than all being the same boulder scaled up. Trees stay near-upright, because you have to be able to walk into their trunks
ChangeThe ground is ground. It was a single flat colour stretched over the whole island — one shade of green from your boots to the horizon. It has a surface now, and banks and cliff faces are rock instead of grass on a slope
AddWoods thicken at their edges instead of stopping at a line, road verges grow up, marsh margins are lush, and there is scree at the foot of a cliff. The ground around a village is thinner, because it is walked over
AddThe wild moves. Motes drifting in open sunlight, leaves turning under a canopy, midges over wet ground — and nothing at night
AddYou can fell wild trees. On a generated island the woods were scenery you could walk through with an axe and never touch; now they come down, leave a stump, regrow, and pay Timber like any other tree
FixA clearing has grass in it. Open ground between the woods was coming out as bare earth — twenty-five metres of it, enough to fill the view when you stood in one. The clearings are still clearings; they just are not car parks any more
ChangeThe ground underfoot has grain in it. It had a surface already, but the texture chosen for it turned out to carry almost no variation, so it still read as a sheet at walking distance
ChangeStony country looks stony. Highland scree and a shingle shore wear their own ground instead of the same moss as a forest floor
ChangeThe trees in the wild are trees. Broad crowns were a handful of flat green planes — a rock on a stick from any distance, and not much better up close. Every canopy has leaves on it now, with branches you can see through, and the woods are mixed rather than the same shape over and over
ChangeThe bushes are bushes. Wild undergrowth was smooth green lumps you could not tell from the boulders next to them
FixDead trees are bare winter branches instead of tangles of multicoloured scrap. Every standing dead tree in the game had been wearing the wrong texture
ChangeThere are proper big trees in the wild — a spreading oak you notice from across a valley — and they are rare enough to be worth noticing
v0.6
17 Aug 2026
ChangeThe title screen shows the world you were last in — the actual island, generated from that server's own seed, with Palm City standing on it, instead of a demo town nobody plays
AddCONTINUE takes you straight back to where you left off, with the world's name and the day you left it on
AddThe world you would return to gets a card of its own: where it is, how busy, how far away in milliseconds, a map of it, and E to go
ChangePLAY is now FIND A SERVER, which is what it does
FixMenu items were drawn at two-thirds brightness and read as unavailable. They are full strength now
AddA count of friends online along the bottom, which says so plainly when it is standing in for a real one
AddTwenty kinds of animal, and they are animals now rather than the coloured boxes that stood in for them. Deer, stag and moose, bear, wolf and boar, fox, raccoon, skunk, rabbit and duck out in the wild; cattle, sheep, goats, horses, pigs and poultry on the land around town
AddEach one lives where it belongs. Bears and wolves keep to the deep woods and the high rock, moose to the wet ground, ducks to the water's edge, rabbits to the meadows — and every island you generate stocks itself from its own biomes, so no two are populated the same way
AddLivestock grazes the open ground nearest a settlement, so walking out of town takes you past cattle and sheep before it takes you into the trees
AddThey stand on the ground they are actually on — up a hill, down a bank, on a beach — instead of at one fixed height that only ever suited flat land
AddAnimals are worth different things now. A rabbit is a single meal and a cow is eight, and a bear takes five blows where a rabbit takes one
FixArrows pass through animals no longer. There was nothing on an animal for an arrow to hit, so a bow could not take one down at all however well you aimed
FixGenerated islands had no animals on them whatsoever. The world was quietly breeding, ageing and killing off herds that were never drawn for anyone
AddYou can fish. Hold a rod at any water — the ponds, any river or lake, the sea — press E, and wait to see what takes it
AddThree rods, and the dear one is not simply the best. A cane pole is patient and honest and loses anything that fights back; the boat rod will land a marlin and sits in a pond all afternoon catching nothing
AddThere is a tackle shop on the beach road. Tobias keeps it, and his stand out front is the only place in the world that sells a rod
AddRods stand in the stalls with their prices over them — walk up to the one you want and press E. Bait comes by the box of five, cheaper than Mara's singles
ChangeThe shop keeps its keeper's hours. Come at two in the morning and it is shut, because he is asleep
ChangeMara no longer sells rods, though she will still buy one off you
FixA fishing rod in your hands is a rod again, not a matchstick held sideways
AddA cane pole costs three branches and a length of rope, so you can be fishing on your first afternoon without buying anything
AddTwelve fish. Perch, bream, carp, trout, eel and pike in fresh water; sardine, mackerel, snapper, sea bass, tuna and marlin in the sea. A river will never give you a tuna
AddEels come out after dark and sea bass hunt the shallows at night. Trout come up when it rains. A storm puts everything down
AddWhen the float dips you have a moment and a half to strike, then it is a fight: hold the reel to bring it in, and let go when it runs, because pulling against a run is how a line snaps
AddEvery fish has a weight, and a big one is rare. The heaviest each person has ever landed goes up on the harbour board
AddBait is worms out of the muck heap, or four for a few coins at Mara's. It is used up whether or not anything bites, and it brings up better fish and less rubbish
AddWhat you catch is worth eating and worth selling. A stove gets more meals out of a big fish than a small one — a marlin feeds six
AddWhat is not a fish is still worth pulling in. Driftwood dries into timber, seaweed rots down into the best feed a plot will get, and the boot is worth a coin to somebody
ChangeCasting used to hand you a fish every time you pressed E at a pond. It was not fishing
AddThere are bicycles in the city. A rank of four stands on the market plaza, kept by Fikile, who is there through her working day
AddE buys one outright for $120; F hires one for the day for $20. Either way it is yours to ride, and a hired one finds its own way back to the rank when the day is up
AddA bicycle you own stays wherever you leave it, for you to walk back to. Nobody else can ride it
AddA bicycle will not out-sprint you on the flat, and it is not meant to. What it does is hold that pace all day for almost nothing, and run away down any hill — a descent is worth nearly twice a sprint for no effort at all
AddW pedals, S brakes, A and D steer, Space hops a kerb, E gets you off
ChangeSteering is a bicycle's, not a skateboard's — tight at a jogging pace, wide and lazy at speed. You can thread a doorway at walking speed and you will not at full tilt
ChangeSpeed is hard-won now. Pedalling gives you most of a jog in a couple of seconds and then tails off, so the last of it takes real road — and letting go bleeds it away fast at first and then rolls on for ages. Hills bite going up and pay going down
AddYou are the engine. Riding costs you energy, and legs that have had enough will not push the bicycle past a jog until you have eaten and rested
AddA hive is a colony, not a honey counter. It has a population, a queen, a larder and a mite problem, and honey is what falls out of one you have looked after
AddBoard a hive together from five timber, carry it out and set it down where you like. Nothing lives in it until a swarm finds it, which only happens in spring or summer — so an apiary is something you start in good weather and inherit the following year
AddThe bees fill their own brood box first and only then the supers you gave them. The brood box is theirs and nothing you can do will take it; the supers are yours. Never add a super and you get no honey at all — and a swarm, because a colony with nowhere to put nectar leaves
AddWatch the entrance. Bees only fly in the light, above ten degrees, out of the rain and out of a gale, so a hive that looks quiet on a wet morning is quiet because it is genuinely earning nothing that day
AddWhere you put a hive is most of the decision. Healthy wild ground feeds a colony; a clover ley or a pumpkin patch within forty-five metres feeds it three times better; a poisoned zone barely feeds it at all
AddBees pay the farm back. Pumpkins come in nearly half again as heavy with hives nearby, strawberries not far behind — and wheat and corn gain nothing whatsoever, because the wind pollinates those and always did
AddA crowded colony swarms and takes half its bees and its queen with it. If you left an empty box standing within sixty metres, they move into that instead of vanishing over the hedge, and you have caught a swarm
AddVarroa is what actually kills hives. It breeds in the brood, spreads faster between boxes crammed together, and left alone for a year it will finish a colony. A sage tincture knocks it back — but not while there is honey standing in the supers
AddPut your hands in an unsmoked hive and they will let you know. A smoker or a bee suit stops it outright, and both are on Mara's shelves
AddHold the thing the job takes and press E — smoker, treatment, feed, a caged queen, or timber for another super. Empty-handed takes the crop. F opens the hive up and reads it, which is the only way to learn the population, the queen's age or the mite load
AddHoney, beeswax and the odd scrape of royal jelly off a strong colony. Wax makes candles, honey and flour make honey cake, and honey on a wound does more than you would think
AddWinter is the test of your autumn. A colony that goes in on a full brood box comes out in spring; one that goes in empty does not
AddTwenty new kinds of vehicle, bringing the fleet to thirty-five. Saloons, hatchbacks, an SUV, a convertible and a stretched limousine; a supercar, a low-rider and a dune buggy; a motorbike, a moped, a quad and a golf cart
AddA working fleet — a flatbed truck, a delivery lorry, a bin lorry, a forklift, a combine harvester, an old tractor and a school bus
AddA superyacht. Forty metres of her, and she passes under the drawbridge when it lifts
AddYou sit astride the motorbike, moped and quad rather than climbing in, so you get on from whichever side you are standing — and a pillion rides behind you, not beside you
ChangeSmall engines have small tanks. A moped runs dry long before a limousine does, and the bin lorry drinks like one
FixThe front wheels of some vehicles never turned with the steering — they rolled straight ahead however hard you cornered
FixThe delivery lorry's back doors both swung the same way instead of opening like barn doors
AddEvery vehicle has a boot. Walk round to the back of one, press E, and drag things in — what you leave in there is still there tomorrow
AddWhat a vehicle CARRIES is now a reason to own it. A supercar is the fastest thing on the island and holds almost nothing; a delivery lorry is slow and thirsty and will shift a whole farm in one trip. A motorbike has nowhere to put anything at all
AddA proper panel for containers, opening beside your pack so you can see both at once — drag a stack in, click a stack to take it back. Storage chests use the same panel: E with something in hand still stores it, F still empties the chest, and E with empty hands looks inside
ChangeLocking your car finally means something. An unlocked boot is open to anybody who wanders past it; a locked one opens only for you
FixYou cannot rummage in the boot of a car that is being driven away
FixVehicles climb hills. Any rise used to be treated exactly like driving into a wall — the bus stopped dead at the foot of a five-degree slope, and a supercar was losing speed on ground you could barely see tilting. A gentle hill now costs you a little, a steep one costs you real speed, about twenty-seven degrees is where an engine gives out entirely — and an actual wall still stops you dead
AddVehicles make a noise when they hit something. A kerb, a wall, another car — three different sets of recordings depending on how hard, so a scrape and a crash do not sound the same, and everyone nearby hears the real ones
AddSuspension. Take a kerb at speed or land off a jump and you hear the springs bottom out
AddHorns by class. A lorry has an air horn, a saloon has a car horn, and a moped has the little toot a moped has. The yacht and the tug have found their voices too
AddLorries, buses and the bin lorry beep while they reverse, and let their air brakes go when they pull up from speed
AddDoors. Getting into a vehicle and getting out of one now sound like it — and a motorbike does not, because it has no door
AddThe indicator relay clicks, in and out, in step with the lamp
AddSwitches click when you put the headlights or a light bar on, and differently when you put them off
AddThe handbrake clunks when you pull it
AddPolice, ambulance and fire engine sound like three different vehicles now, because they are — each service has its own siren box from its own hardware, not one recording played three times
AddMore than one tone. R steps through them — wail, then yelp, then the police car's hi-lo or the fire engine's mechanical Q2B — and once more to shut it off
AddAn air horn. With the siren running, H lays a blast over the top of it without interrupting the tone
ChangeThe light bar no longer flashes red-blue-red-blue like a metronome. Four lamps now, the bar plus a strobe on each front corner, running a pattern that keeps changing so it never settles into something your eye can predict
ChangeEach service flashes its own way — the police alternate in bursts, the ambulance flashes in pairs in red and white, the fire engine sweeps
ChangeThe flash carries through walls the way a real one does, so you see a light bar coming round a corner before you see the vehicle
ChangeThe fire brigade's truck sounds a real siren when it turns out to a town fire
ChangeTab opens a proper pack now — fifty slots down the left of the screen, five to a row, with the world still live beside you
AddThe pack is yours to arrange. It comes carved into Tools, Vessels, Larder, Stock, Papers and Loose, and every one of those is a suggestion: rename it, give it another row, take one away, move it, or throw it out
AddThe pencil in the top corner turns the pack into something you rearrange rather than something you rummage in. Drag a section by its grip and the rest make room
AddRearranging never costs you anything. Take a row off a full section and its contents move somewhere with space; if there is genuinely nowhere left, the pack says so and refuses rather than swallowing a stack
AddEverything you can carry knows what kind of thing it is — a tool, food, farm supplies, stock, fuel, medicine or kit — and a sort button beside the pencil drops the whole pack onto the right shelves in one press
AddYou decide what each section is for. Press its cog while editing and tick the kinds it should take; the sort obeys you. Leave a section with nothing ticked and it becomes the catch-all for everything else
ChangeSections are only a guide for the sort button. You can still drag anything anywhere by hand and the pack will not argue
AddHovering a slot names what is in it, off to the side where it does not cover the next slot along
ChangeYour arrangement is remembered between sessions, and travels with you into anyone else's world
ChangeEvery key you can press is listed in one place — the bottom-right corner. Driving, sailing and swimming used to spell their keys out across the middle of the screen instead
AddThe corner now lists what the machine you are in actually has: the sail and the wind spill on a yacht, the beacons and siren and hose on a firetruck, the doors on a bus, the indicators on anything
ChangeThe status line above the hotbar says only what you are doing — fuel, point of sail, swimming — instead of doubling as a key list
ChangeThe camera is [C] now, not [V]. V is push-to-talk, so in a car every attempt to say something flipped the view and every look over your shoulder opened your microphone
Add[C] works on a skateboard and a bicycle too — a chase view behind you, with the wheel to back it off. On foot you stay in first person
ChangeClaiming a vehicle you are standing beside moved from [C] to [Y]
FixSeen from behind, your own body faced the wrong way — riding away from the camera, face first
ChangeEvery panel in the world wears the game's own look now. Signs, boards and prompts had been wearing the engine's default grey while only the menus wore ours
FixThe conversation panel stays in its own corner instead of spilling through the hotbar and off the screen
ChangeCrafting is a place now, not a menu. Open your pack and a ring lights up in the world — on the ground at your feet, or on the hob, the anvil, the mill's open sack when you are stood at one
AddDrag materials onto the ring and it works out what you are making. You never pick a recipe first: three grass is rope whether or not you asked for rope
AddQuantity means something. Three grass is rope; four is thatch
AddWhen the ring holds something that is nearly a recipe, it says which one and what to change — "Metal Plate — take one Iron Ore back" — instead of leaving you guessing
FixThat advice now has to be about what you actually put down. Setting an onion on the ring offered to teach you how to break down a pallet — take the onion away, add a pallet board — which is two small steps and no relation at all
AddThe offers around the ring are only things you have a start on, so a forge no longer lists a dozen recipes you cannot begin
AddClick an offer to lay it out; hold everything and it is made in that one click. What is missing lights up in your pack
AddNothing is spent until you take the offer. Walk away, close the pack, or change your mind and every material is still yours
RemoveThe crafting wheel is gone
AddThe very first frame the game draws is a palm on black, while the engine is still waking up
AddChronet Studios presents. The game opens on the studio mark instead of on nothing — and any key skips it
ChangeNothing on the way in says Godot any more. The taskbar icon is the Terrestrial saucer, and the title screen's corner reads Terrestrial rather than an engine version
AddA proper loading screen when you enter a world: the wordmark, where you are going, what it is doing right now, a working indicator, and something worth knowing while you wait
ChangeThe loading screen is the same picture either side of the hand-over, so entering a world no longer looks like the game restarting halfway through
ChangeYou arrive at Palm City on a boat. It comes in across the bay, you step off onto the quay, and it pulls away
RemoveThe whole extra-terrestrial opening — the eight screens of premise, the consciousness transfer, and waking under a craft's beam. Everything you actually do here is a harbour, a town and a plot of land, and the opening was answering a question the game never asks again
ChangeCharacter creation asks for a name and a face, and nothing else
ChangeThe quay you land on is a measured spot on the dock, facing the city, instead of a plaza in the middle of it
ChangeThe launch now comes in through the harbour mouth to the public quay, turning as it goes, rather than running straight in from open sea to the outermost pier. It leaves the way it came
ChangeYou are on the boat from the first moment, not after a loading screen. She lies off out at sea with her bow to open water while you decide who you are, and Palm City is behind you the whole time
ChangeThe first time you see Palm City is after you have a name and a face. The boat comes about and the city is ahead of you
ChangeThe question is "what is your new name?" — you left the old life on the other shore, and nobody in Palm City knows a thing about you. The last of the abduction wording is gone with it: your character was still called a "vessel" and confirming still read "complete transfer"
ChangeThe launch handles like a boat. She lifts on the swell instead of sliding along at a fixed height, rolls when she is lying to and steadies once she has way on, puts her bow up under power, and heels into the turn
ChangeThe crossing takes as long as the distance and the throttle say it does, rather than a fixed thirteen seconds — which had been quietly doing sixty-three knots
FixThe pale square of shallow water round the city is gone. The city was standing on a rectangular slab whose drowned three quarters read from the air as a straight-edged patch of shallows in the open sea
AddThe first building in Palm City you can actually walk into — the glass-doored tower by the waterfront is now a hotel. Push through the entrance doors into a real lobby, take the switchback stairs up, and every room door on two floors of rooms opens
AddThe hotel's lights are on the city grid — they burn at night only while the generator does
ChangeThe hotel got a refit after its first guests filed reports — real glass in all the windows, the see-through walls sealed, the staircase runs open beside the glazing, one room gained a private windowed alcove, and the roof no longer shows the sky from the stairwell
AddA second front door in Palm City — the balcony block by the basketball court is now flats. Four open-plan floors, one flat each: living space on the street side, the bed at the back, a kitchenette, and switchback stairs between floors. The street door and every balcony door opens
AddEach flat's light is on the city grid, same rule as everything else — night, and a running generator
FixThe drawbridge over the channel works. It had stood open since the city was built, with the boulevard running off a ledge into the water at both ends — the deck now lies flat and you can walk and drive straight across
AddIt lifts on its own, every couple of minutes, and comes back down. Traffic is held at the towers for a few seconds before anything moves, so nobody is halfway across when it goes up
AddWhen it opens, it opens properly — both spans swing right up and leave the channel clear, so a boat can go under
FixThe townsfolk are back. They had been switched off in generated worlds because their positions came from the old hand-made map — but Palm City stands on the same spot, so the only thing actually wrong was the height, which had them buried to the shoulders under their own pavements
FixCars, the bus, the fire truck, NPC traffic and fuel cans are drawn at all. Nothing with wheels had ever appeared in Palm City; spawning a car worked perfectly and simply produced an invisible one
AddThe city has a road network — 378 tiles of it — which is what the townsfolk and the bus drive on
FixTraffic and pedestrians no longer set off across open ground. The road map held one single height for the whole city, taken from whichever tile was loaded last, so everyone could be sent to a point at flyover height — several metres above the street
FixKerbs and the pillars under the flyover were being treated as road. The kerb trim runs the length of every street, which laid a phantom lane down each pavement edge that drivers were happy to use
FixThe bus, police car, ambulance, fire truck and cars are no longer buried under the street. Every vehicle was created at sea level — right for the old hand-made town, three and a half metres under Palm City — so they started underground and mostly stayed there
FixThe bus and the other service vehicles drive Palm City's actual streets. Their routes were fixed loops copied from the old town, so they drove through buildings, a car park and part of the marina, at sea level the whole way
AddThe townsfolk walk on the pavement. There was no pavement map at all in Palm City, so they routed on the road and strolled down the middle of the carriageway — past 1,276 sidewalk tiles. 747 walkable cells and 24 pedestrian crossings now
AddThe traffic lights work. Palm City's signal heads sat there with red, amber and green all lit at once, day and night, because nothing in the game had ever heard of them — now they run a proper cycle: green, amber, red, then red and amber together to tell you it is about to turn. The pedestrian signals show a walk phase while the traffic they cross is stopped, and go red before it gets green rather than with it
Add131 street lamps and festoon lights come on at night with the power grid, and the seafront's EV chargers work as the refuelling station
Fix…and now they actually come on. The lamps were wired and correct, but the power station behind them ran out of fuel on the afternoon of the first day and there was no supply in the world that could keep up with it, so every night since had been an unlit city. The town's woodcutters stock the yard themselves now
AddThe buildings light up too — the wall sconces and the roof floods that had never been wired to anything, 156 lights on the grid across the city
FixThe lights inside the hotel and the Seaview flats stay on in daylight. They were on the street lamps' switch, so every room and corridor went black at sunrise — which, indoors, is when you need them
AddCut the power and the city goes dark with it, streets and interiors both. Give the woodcutter a day off and the yard runs down by the following night — the lights are paid for, in timber and in the city's ecology
ChangeThe city's power is measured in watts. The HUD reads what the grid is carrying against what it can make — 2.4 of 2.6 MW on a normal night — instead of just saying the lights are on, so you can see how close the place is to being in trouble before it is
AddThe city sheds load when it cannot meet demand, in the order a real grid would: the festoons along the strip go first, then the street lighting, and the essentials last. Below those there is no grid at all — it trips, rather than dimming politely
AddPalm City has a power station. It stands on Portside among the warehouses, with a status board on the fence reading what the grid is making against what it is drawing, and a control panel at the gate — press E for a tier-by-tier breakdown of what is being served, what has been shed, and what the plant is burning through
AddA power board in the city itself, on a wall by the switch cabinets, so you can see the state of the grid without crossing the causeway to the island that generates it
FixThe street lamps look lit now. They had been casting light from fixtures whose glass never changed at all — there was no glow anywhere in the game, and the lamps' own lights were mounted at a fixed height that floated three metres above the short wall lanterns and hung below the heads of the tall columns
FixA lit street reads as a lit street. The lamps' light used to stop at 55 metres, so standing at one end of the strip every lamp down it went dark and the city looked unlit with a puddle of light at your feet
Add378 of the city's trees are harvestable, and its doors open
ChangeThe palms, hedges and vines are drawn properly. Every frond was being rendered from one side only, so half of each one was simply missing wherever you happened to be stood — the canopies are whole now, and noticeably fuller for it
AddThe wind reaches the trees, and it is the weather's own wind — a real speed, not a mood. A foggy morning is dead still, a clear day keeps the leaves turning over, rain gets the branches going, and a storm has the whole canopy working. Gusts arrive in the trees, the rain and the sea at the same moment, and it blows the same way on every player's screen
AddThere is a boat hire on the marina jetty. Ruben is behind the counter under the roof, and [E] opens his board: a jetski, a RIB, a power boat or a party boat, each to buy outright or take out for the day
AddThe party boat is the big one — half the speed of the power boat, and seven seats. Cheaper, too; what you are paying for is room
AddAnd a sailboat, which burns nothing at all. [B] sets the sail; after that the wind is the throttle and your heading is the only thing you control
AddPoint her too close to the wind and she stops dead — you have to fall off and tack. She is fastest with the wind on the beam, slower running before it, and the helm tells you which you are on
AddX starts and stops a boat's engine. The sailboat comes with hers off — she is a sailing boat — and every other hull with hers on
FixA boat under sail is silent. The engine note played whenever there was fuel in the tank, so she growled her way downwind with the engine stopped
ChangeA boat with her engine off burns no fuel at all, whether she is sailing, drifting or lying to
AddThe wind pushes on your hull even when nothing is driving you. Sail into irons and she falls off downwind on her own, and you can steer out of it — no more starting the engine to get your bow back
AddSpace spills the wind: the sheet runs out, the boom swings right out to leeward and she stops driving. That is how you come alongside — a sailing boat has no brakes
AddA wind dial at the helm, the way a real boat has one: bow at the top, the no-go zone shaded red, a cream needle for the true wind and a blue one for the wind you actually feel. Both in knots, with your own speed under them
AddThe two needles disagree, and that is the point — beating, the wind you feel comes further forward and blows harder than the real one; run downwind at wind speed and it dies away to nothing on deck
AddThe weather decides how fast you get anywhere. Fog becalms her, a clear day is an amble, a downpour has her flying. She carries a small auxiliary for getting out of a calm, and that is the only time she wants fuel
AddWhatever you take is waiting in the water beside you — one berth either side of the jetty, moored bow-out, close enough to step aboard
AddBoats drive. They float on the real sea rather than hunting for a road under them, they carry passengers, they lock like a car, and they leave a wake behind them
ChangeA hired boat goes back to the yard when the day runs out — but never while anyone is aboard. A boat you bought is yours, and stays moored where you left it
ChangeThe party boat that was tied up alongside that jetty has moved further out, so the near berth is free
AddSound three blasts on your horn as you come up to the drawbridge and the bridge keeper answers you on the radio, and lifts it. You do not have to be alongside — anywhere in the channel will do
ChangeThe bridge only opens for one boat every two minutes, because the road over it has traffic on it. If somebody has just been through, the keeper tells you how long to stand off
AddWhen the bridge goes up for a hail it goes up for everyone in the world at the same moment, so the boat that called for it and the driver waiting at the barrier see the same bridge
AddThree more boats on Ruben's board, out of the old port: a tender, a harbour launch, and a tugboat
AddThe tender is the cheapest boat in the world at $260 — an outboard dinghy that seats two, and the first hull most people will ever stand in
AddThe tugboat is twenty-six metres of working boat, the slowest thing afloat and the dearest at $9,500. Her wheelhouse is two storeys up and you look down on the whole marina from the wheel
ChangeShe draws too much for a berth, so she lies out in the bay off the jetty, and the hire tells you how far west when you take her
FixThe chase camera pulls back for big hulls. On the tug it sat inside her, looking at painted steel
AddYou can hand a hire back early. Ruben's board tells you what you will get for her before you press it — what is left of the day, less a tenth for the yard
ChangeWhere you leave her decides the rest. Alongside her berth costs you nothing; the further out she has been abandoned the more of the refund the fetching eats, down to almost nothing a kilometre away
FixYou can walk on the tugboat. Her whole hull was one solid block from the waterline to the top of her wheelhouse, so her deck was inside it and what you stood on was an invisible lid two and a half metres above it
Fix[E] gets you aboard a big boat. It measured from a point out beyond her rail, so standing on the tug's own deck you were out of reach of her
FixYou can walk about on the launch and the party boat too, not only the tug
FixThe party boat floated with her deck under the sea. She looked right — a party boat sits low — but standing on her counted as swimming, which is why she could not be boarded from her own deck
FixPressing [E] aboard any boat opens her locker no longer. The locker is reachable from five metres so you can work it off a jetty, and on anything shorter than that it swallowed the key from everywhere on deck. Standing on a boat, [E] takes the wheel; from the water or the jetty the locker is still yours
ChangeThe closed drawbridge leaves 1.51 m over the water. Only the jetski, the RIB and the tender fit under it — everything else has to sound three blasts and wait for the keeper
AddThe tugboat smokes from both her stacks when her engine is running, and stops when you stop it. She smokes at her mooring too, if you leave her ticking over
AddHer screws turn under the water, and they turn on the throttle rather than on how fast she is going — leaned on a quay at full power she churns without moving, which is what a tug is for
AddA new experimental water — launch with --water-shader and the sea is drawn from real depth: the foam edge hugs every dock piling and hull, light ripples in the shallows, and the colour follows the actual seabed. Tell us how it looks; it becomes the default once it has proven itself
RemoveThe tide. A sea that crawled up and down the beach read as strange rather than alive, so the waterline stays put now
AddFootsteps now sound like where you're walking — planks on the docks, metal at the station, sand on the beach, snow, mud, gravel, leaves underfoot in the woods. Sprinting is louder, crouching is quieter, and jumping and landing follow suit
AddOther players and townsfolk make footsteps too — you can hear someone running up behind you
AddLandings are as loud as the drop deserved; stepping into water gets a proper splash; running through grass swishes
ChangeWater got a real voice — entering sounds like how you entered (a wade, a fall, a dive), climbing out drips, swimming strokes splash, and going under holds a low underwater hum until you surface. Everyone's splashes are audible, not just yours
AddSunlight dances on the seabed in the shallows, and going under puts you in blue-green murk with light rippling across your view instead of a flat tint
AddThe sea shows the weather — a millpond in fog, worked up and fast-moving in a storm — and wears drifting crests of foam
AddThe harbour launch drags a wake now, and standing by open water you can hear it lapping
AddVehicles roll on what they're driving on — tarmac hisses, gravel crunches, grass swishes under the wheels
AddIndoors sounds indoors: a touch of reverb under any roof
FixWalking over the small cleats on the docks no longer flings you along the pier. Anything too low to be a step was being climbed anyway, once per frame, which added about eighteen metres a second to a walk
FixStairs are climbed at a walking pace instead of a bound
ChangeStairs are better going up — a flight takes a third less time than it did, and you walk on rather than being flung forward a step at a time. Coming down, you stay on the steps instead of sailing off the top of them and landing halfway down. Palm City's own steps are still not smooth, and are being worked on
FixYou can get to the upper floor of a house in a generated town. The trim above the stairwell was solid, and it stopped you two thirds of the way up
ChangeOne list of servers instead of two screens. Each row is a whole world — its name, the region it runs in, how busy it is and how far away
AddPick a server and you see its world from above before you commit: the islands, the channels between them, the bridge and the city, drawn from that world's own seed
AddThe map names every island and says how you get to it — over the bridge, or by boat
ChangeYou always arrive in Palm City. Everyone does; the islands are somewhere you get to afterwards
ChangeA server's row says which world it is running and how many players it really holds, instead of a placeholder count
FixA full server tells the next player it is full, instead of letting them bounce off it with no explanation
RemoveThe developer host, polar expedition and Steam rows from the main menu
AddTwo new districts, on their own islands a hundred metres off the city, joined to it and to each other by three short bridges. From the air the three read as one place rather than a city with water round it
AddOld Town — a market town east of the city. A high street with shops, a church, houses, gardens and parked cars, and its own road grid that the bridges run straight into
AddPortside — the freight yard north-east, on the deep-water side. Four sheds round a hardstand with loading docks, box trucks and gantry walkways
AddPortside is a working dock now. A quay wall at the water's edge with a container ship tied up against it and a tug alongside, three gantry cranes, stacks of boxes and straddle carriers on the apron, and a wire fence round the lot with the bridge arriving at its gate
ChangeThe warehouse compound has moved off the middle of the island and sits behind the quay, where a freight yard belongs
FixThe warehouse yard stood two metres above the dock beside it, with a step across the middle of the compound. Both districts sit on their own ground now
ChangePortside is walled all the way round. The quay used to stop where the berth did and the rest of the island went back to a raw earth bank — it is a sea wall now, from the ship's berth right round to the bridge
ChangeAnd it is a platform, not an island with a dock on it — level hard standing from the sea wall in, with no beach or lawn left between the compound and its own quay
FixSeen from a boat, the dock's edge is a quay face rising out of the water rather than a slab of tarmac hanging over it
FixNo strip of beach appears along the dock when the tide goes out — the quay's foot is below the lowest water now, not at the average
FixThe sea reaches the shore. It was drawn in 6 m squares and stopped on the last of them, which against a soft beach you never noticed and against the dock's wall left a strip of bare seabed between the two
ChangeOld Town and Portside sit right off the city now. Both bridges were 260 m of deck across water only 80 m wide; they are 160 m, and you can see one district from the other
RemoveThe golf island. It stood dead north across the causeway and was the reason the two districts had to be pushed out around it — the course goes back on the city's own northern strip, where you can walk to it instead of driving a bridge
ChangeThe road to the country is one crossing instead of a hop onto the golf island and off the far side of it. Shorter, too
AddYou can drive the whole ring: city to the yard, yard to the town, town back to the city
FixThe roundabout out over the water lets you on. Four roads met it, all at the right height and touching it, and every one of them ended at an unbroken barrier — the ring was a walled disc with a hole in the middle. It has four mouths now, cut where the roads actually arrive
FixThe roundabout was also standing 1.2 m above the road it joins — the ring had been set to the height of the viaduct's barrier rather than the height of its tarmac. It is level with the road now
FixThe two and a half metres of open air in front of the roundabout on the city side, north and south. You can drive from the city onto the ring and off the other side without leaving the road
FixThe roads to Old Town and Portside start on the roundabout's tarmac instead of just past the end of it
ChangeThe country moved over for the city. The forest island east of Palm City sits a hundred metres further out, so the new districts have water round them on every world
FixPalm trees look like palm trees. Their trunks were painted with leaf texture from halfway up — including the big one arching over the strip — and the dry fronds read as dying trees; crowns are green now, trunks are bark with proper ring shading
FixThe topiary stems, vine stalks and hedge trunks were wearing leaf texture too. All the city's greenery now splits wood from leaf the way it was authored
FixA pile of shop-stand baskets, ropes and a stray hotdog no longer sits in the middle of a street near the crossing. Every attached prop across the city is back on the thing it belongs to
FixThe skatepark ramps have concrete surfaces instead of blank white
AddThe golf course has grass. Fairways, park lawns and hill slopes are painted the colours the terrain was authored with, instead of one sheet of sand
ChangeThe golf bunkers and the skate ramps catch the light the way they were authored to. Sand, grass and concrete carry their surface relief instead of reading as flat colour
Add132 palm saplings in the planting beds that were always meant to be there
ChangeBuilding plasters are their proper tans instead of grey, weatherboard walls each wear their own boards, and skyscraper glass is dark teal instead of see-through sky blue
FixThe crafting stations stand where they belong instead of at leftover spots from the old map — the stove and preserving bench at the pavilion food court, the forge out on the palm fringe east of town, the mill on the grass by the square. The forge is no longer half-buried
ChangeThe pavilion's barbecue is the stove now — walk up to it and cook, instead of using a second oven that stood beside it
AddThe city's street food is real food. Hotdogs, pizza slices, sundaes, milkshakes, crab and lobster plates on the boardwalk counters can be taken with E and eaten — and the stands restock a few minutes after someone clears them
AddThe money piles lying around the city are real money. First one there pockets $20; a pile doesn't come back
AddEvery barbecue in the city cooks now, not just the pavilion's — walk up to any grill and use it as a stove
AddThe kerbside fire hydrants work. A firetruck can couple to any of them, and a watering hose reaches them too
AddPalm City has a market square — the tiled plaza between the seafront crossing and the arches. Four rentable stalls line its west side with two free tables behind them, and the general store stands at the end of the row
FixYou can actually trade in the city. The market stalls and the free tables had been standing at coordinates left over from the old map, which in Palm City put all six of them under its streets — so renting a stall was impossible and nobody could tell, because an underground stall simply isn't there
FixThe general store is a shop you can walk up to, instead of a sign floating over a road with its stand buried beneath the tarmac
ChangeGo under and the world above goes muffled — gulls, surf, rain and engines all drop away to a dull rumble, and come back the moment you surface
ChangeIndoors, the world outside is heard through the wall: a gentler version of the same, so a room sounds shut in rather than just echoey
AddStars. A sky full of them, faint and fine, with the Milky Way banded across it. They drift over the course of a night rather than wheeling — you can tell they have moved if you look twice, and you will never catch them at it
ChangeCloud drowns the stars. A clear midnight has the lot, a storm leaves a bare handful showing, and there is everything in between
FixNight is dark again. Three leftover suns from the district scenes were burning all night, so half past one in the morning was lit like an overcast afternoon — full-colour buildings and shadows across the road under a black sky
ChangeThe day has its light back too. Those same three suns shone from three directions at once and cancelled each other's shading, leaving the city flat; buildings have a lit side and a shaded side again
FixOne sun. Clouds passing near it were being lit past white and blooming into suns of their own — a clear midday sky could have three, each with a dark smudge under it
FixLightning comes out of the cloud. Bolts used to start in clear air a hundred metres below the storm, because they were drawn from a fixed height set long before the clouds had a bottom you could see
AddThe storm lights up from the inside. A strike flares through the cloud it is in and the ones around it, in time with the bolt's own flicker, so a night storm is a sky going off rather than a stick of light near the ground
FixIn fog the sky closes over. Clouds used to hang there crisp and white above a world you could not see fifty metres into — the sharpest thing on screen was the one thing that should have been invisible
AddRain you can see falling somewhere else. Grey columns hang under the clouds in heavy weather and thin out before they reach the ground, so a downpour has distance in it instead of being drops near your face
AddThe season is in the sky. A winter sky sits lower, holds together longer and has the colour drained out of it; summer carries its cloud high and separate. Every season used to have the same sky
AddWeather arrives behind its own cloud. The sky starts thickening and darkening an hour and a half before the first drop falls, instead of the rain and the cloud turning up together
ChangeA clear day is not always the same day. Cloud cover runs from a bare blue sky to a busy scatter and drifts through the day — every clear day used to carry one identical scattering, and an empty sky was impossible
ChangeCloud breaks up slower than it gathers, so the back of a front feels like the weather letting go rather than a switch being thrown
AddRain and storm cloud sits low over the roofs, where fair-weather cloud rides high and separate
AddSnow settles. It gathers on the ground, the roads, the rooftops, the hedges and the hills while it falls, and it stays after the sky has cleared — a snowfall now outlasts the weather that brought it, and thaws off through the afternoon rather than vanishing
AddHow deep it lies shows. A dusting clings to level ground in patches with the grass still showing through; a heavy fall buries the lot and clings to roof pitches and slopes as well
AddStep inside and the snow goes off the view, the way the sound already dulls under a roof
ChangeLook up and there are clouds up there, not a texture. Real ones with edges and undersides, hanging at different heights, sliding past each other as you walk — sunlit on top, cooler beneath, and rimmed with light when you look into the sun
AddCloud behind cloud. The far ones soften into the sky rather than staying sharp, so the sky has depth in it
ChangeWeather is written in the clouds now. A fair day is a scatter of them; a storm is a low dark ceiling with the wind driving it, and the fronts build and thin instead of appearing all at once
FixIn a storm a dead straight line used to run right across the sky where the cloud deck met the edge of what you could see. Gone
FixStorm clouds were almost black, and stayed hard-edged over a world that had gone soft and grey. They pick up the light off the sky now, and blur into the murk with distance
FixAfter dark the clouds were lit from underneath, because the sun was still doing the lighting from below the world. It's the moon's job at night, and night clouds have their shape back
ChangeThe night sky is a deep blue with stars in it rather than a black one. Palms stand as silhouettes against it — and the ground below is exactly as dark as it was, so a street lamp is still the thing you see by
ChangeThe sea answers the weather now. Under a storm it goes slate, where it used to stay the same bright holiday blue it has at noon, however black the cloud overhead
ChangeThe air in heavy weather turns blue rather than a flat neutral grey
ChangeThe palms and hedges are a deeper, warmer green. They were a pale sage that washed out in sunlight
FixDaylight washed a blue cast over everything it touched. Sand read as grey shingle, paving as concrete, and the beaches the town is built on looked bleached — the textures were the right colour all along, the light was not. Sand looks like sand now, and a shadow falls in the colour of the thing it falls on instead of turning it blue
ChangeThere is shade where two things meet — a kerb against the road, a planter against a wall, a frond against the trunk behind it. Those junctions used to be lit as brightly as open ground, which made the town read as objects standing near each other rather than as a place that was built
FixA world too big to hand over on join now says so up front, instead of leaving the joining player stuck on a loading screen
ChangeA world that has been played in for months joins as quickly as a fresh one. Every tree and every door the world had ever stood up was being written into the save and sent to you on arrival — including the ones nobody had ever touched. Now only the ones that are actually different are recorded: stumps, half-chopped trunks, picked fruit trees, saplings, anything you planted, and doors somebody is holding open. A felled tree drops back out once it has grown in, and a door once it swings shut. Three quarters of the world file was things nobody had touched
ChangeAnything that burns now feeds anything that burns. The generator and the campfire both took Timber and nothing else; they take Pallet Wood, Branches and Coal too, and one lump of coal is worth three logs
AddBranches are fuel. Six make a log's worth — priced so that stripping a tree's branches and letting them grow back earns the same fuel per swing as felling it outright, which makes gathering the patient way rather than the pointless one
AddCoal finally does something. It was a mining spoil with no use
AddBuildings line up on their own. Bring an irrigation channel near one already laid and it snaps into the run, straight and correctly spaced; greenhouses and huts take a neighbour on any side. Place further than a few metres from anything and it is freehand as before
ChangeIrrigation channels chain at exactly the spacing that keeps the ground damp the whole length of the run, and greenhouses sit one shelter apart, so no ground is covered twice
ChangeSound carries as far as the sound deserves. A car locking used to chirp as far as a horn sounds; now a beep is heard where you are stood, a horn across the district, and thunder over the whole map
FixSetting a campfire down did nothing. The ring was going to sea level wherever you were standing, so on the promenade or anywhere else above the water it was placed under the ground and you never saw it. It now sits on the ground at your feet
ChangeA campfire arrives alight. You built it with its own kindling, so you strike it when you set it down instead of hunting for a second key
AddA fire burns for as long as it has fuel and then goes out. Walk up to one and it tells you how long it has left; it burns visibly lower as it gets near the end, and says so when it dies
AddFeed a fire from the pack. Open Tab, drag a stack of logs, branches, pallet wood or coal out of the drawer and let go over the fire — it takes what it needs and burns exactly the stack you handed it
FixA campfire is a camp fire now — a ring of stones with logs stacked in it, burning down among the wood. It had been a brick fireplace off somebody's living room wall, dropped whole into the middle of a field
AddStorage chests. Craft one from six timber and two rope, or buy one from Mara for $35, then set it down wherever you like — it holds sixty items and it is still there when you come back
AddA chest is yours alone. Nobody else can open it, take from it, or put anything in. If you want somewhere shared, the free tables in the market square have always been open to everyone, and always will be
ChangeGoods move in and out of a chest in one motion, so nothing can go missing halfway. A chest that is full says so rather than swallowing what you tried to put in
v0.5
8 Aug 2026
ChangePalm City now stands in the middle of an archipelago instead of in a bay cut out of one island. Six islands ring it, and the sea between them is somewhere to be rather than a border
AddThe main island, north across the bridge. Big, level, and the one with land for sale — dirt lanes run out across it and homestead plots are surveyed along them
AddThe other five islands are each one kind of place. A forest, a marsh, bare high rock, a sandy cay. There is no road to any of them; you take a boat
ChangeThe city's highway north used to end at a lump of scenery. It ends on real ground now — the causeway runs out over the water and the island's road picks it up where it stops
FixThe bridge to the island is a bridge. The city's deck used to stop in mid-air over open water, with a brown plank floating past ten metres below it, and neither of them reached the far shore — you could see a crossing and fall straight through it. It is one road now: the same concrete deck, on piers standing on the seabed, from the city out to a landing cut into the island's cliff
AddYou can drive it. The whole crossing is solid, and it comes ashore onto a graded approach rather than the foot of a bluff
ChangeThe road off the bridge onto the main island is the same road as the bridge — same width, same concrete, white lines instead of a yellow one. It used to be less than half the deck's width in near-black tarmac, so the crossing ended and something else began
FixThe island road starts on the bridge instead of a few metres to one side of it
FixThe island road bends like a road. It was turning fifty degrees in two and a half metres — a jog you could not have driven round — and now sweeps through curves wide enough for something the width of the bridge
FixTrees no longer stand at the very edge of the island road's tarmac
AddA tar road down the middle of the main island, from the bridge through the centre to the far coast, with side roads striking off it toward each shore
ChangeLand for sale is spread over the whole island now instead of clumped near where the one road stopped — three dozen to five dozen plots, depending on the world
RemoveThe fake mountains that used to sit off the quays, and the second sea the city brought with it
FixRivers had disappeared from the world entirely. They are back, at the size of water an island this big actually carries
FixWorlds load about three times faster than they did
ChangeThe city is Palm City now — a seaside city somebody built, not one a generator assembled. A boardwalk with a ferris wheel, a pier, a marina, a lighthouse, a main strip of shops, and towers behind it
AddIt stands on its own archipelago. Bridges and a long causeway run out from it to the islands around it, and the island's roads pick up where the causeways come ashore
ChangeThe rest of the island is still generated and still yours to build on — the city is the one place that is authored, and it is the one place a generator was worst at
FixYou no longer arrive six metres under the sea. The spawn had been reading the seabed under the city rather than its streets
FixThe shoreline is no longer dotted with white splodges. They were rocks, correctly textured, glowing pure white
AddThe sea moves. A slow swell crosses it instead of a flat sheet of colour
AddWater fades where it meets the sand, so a shoreline is a shore rather than a line ruled across the beach
AddThe sea runs to the horizon. It used to stop dead at the edge of the map
AddThe sea south of Palm City is full of land now — jungle hills, sandbars, reefs and a pirate town on the far side of them, all of it hand-built rather than grown from a seed
AddSomewhere to sail to. The nearest bar is 150 m off the city's southern quays, the flat island beyond it is a few minutes' row, and the pirate town is a proper little voyage
ChangeThe middle of the world is no longer generated. From the road north of the city out to the far side of the isles, every coastline is one somebody drew; the seed's islands start out on the flanks
AddThe skate shop on the boardwalk is open. Ndumi runs it, three decks are on the rack outside, and [E] buys the one you are looking at
AddThe shop keeps hours. Ndumi is behind the counter through the working day and the racks read "shut" when they are not
AddGet on a board from your hotbar and ride it. W kicks, S drags a foot, the mouse and A/D carve, and pointing downhill does the rest
AddThree boards that ride differently — the cruiser rolls furthest, the pro deck pops highest, the street deck is the one you can afford first
AddSpace ollies. In the air, A/D flip the board, W/S shove it round, and turning yourself lands a 180 or a 360
AddThe skate park works. Ride at one of the boardwalk's ramps and it throws you into the air — speed up a transition becomes height, and the faster you hit it the higher you go
ChangeLand into a bank and you keep your speed; land the same drop flat on the paving and it puts you on the ground. Where you come down matters as much as how high you got
AddCome down halfway through a trick and you are on the pavement
FixThe board stops throwing you off for no reason. Steering over a paving joint was being read as a flip you failed to land, riding into a bank was being counted as a heavy landing, and neither told you what had happened
ChangeWhatever takes you off a board now says what it was — water, a wall, a long drop. Only stepping off yourself stays quiet
AddTalk to Ndumi for a time trial — sixty seconds on the clock, and everything you land in them scores, worth more strung together. The rest of the time there is no score, because skating down the front is just skating down the front
AddA chalkboard outside the shop with the eight best runs on it, name and score. One line each, and it holds your best rather than your last — so everyone who walks past the boardwalk can see who is quickest on a deck
AddOther players can see the deck under your feet
v0.3
23 Jul 2026
ChangeThe whole weather soundtrack is new. Rain, wind, birds and thunder had been running on four short mono loops — the rain was four seconds long and covered everything from a drizzle to a storm, so you learned the loop within a minute and then could not stop hearing it
AddRain sounds like the rain that is falling. A drizzle, steady rain and a downpour are now different recordings layered against each other, instead of one clip turned up
AddThe world has an ambience of its own — birds in the woods by day, crickets and an owl after dark, wind across open country, the dry rattle of a heatwave. It changes with where you are standing, the hour, and the weather, and sometimes it simply falls quiet
AddWind. It has a direction and a strength that drift over the day, it drives the clouds across the sky, and rain and snow fall at an angle in it
ChangeWeather builds and clears instead of switching. A storm no longer appears out of a blue sky — it comes on through drizzle, rain and a downpour first, and it dies away the same way, so you get some warning
ChangeSnow falls when it is cold enough to snow, and a heatwave needs an actually hot day. Snow had been landing on +14°C spring afternoons
ChangeThe sky is painted through the day now — deep blue at noon, a burning horizon at dawn and dusk, and grey when the weather closes in
ChangeWeather arrives over several seconds rather than on a single frame. The light, the fog and the rain used to all snap at once, which read as a glitch rather than as weather
ChangeLightning looks like lightning: a forked bolt that flickers, rather than a straight pole
FixRain waters crops in proportion to how hard it is falling. A downpour — the heaviest rain in the game — had been watering nothing at all, and neither had a drizzle
FixA downpour now feels colder than a clear day. It had no effect on the temperature whatsoever
AddThe ground remembers the weather. Rain leaves it wet and snow lies where it fell, both fading in their own time — before, rain was instantaneous and a week of storms left the world exactly as it found it
AddWet ground keeps watering your crops after the sky clears, and fights a fire on its own
ChangeA heatwave after a wet week is nearly harmless; one after a month of dry weather, with a wind behind it, will set the country alight
FixThe land is lit properly at last — it had been rendering about three times too dark, as though the sun were somewhere under it
ChangeThere are hills and valleys now. The map used to be about thirty metres of relief spread over two kilometres, which is to say flat; ridges rise, ground falls away, and you can stand somewhere and see where you are going
ChangeForests are forests. A third of the map was already meant to be woodland and it looked like scrubland — now the canopy closes over, with undergrowth, deadfall and stumps under it, and a mix of trees instead of the same two pines
AddMarshland, which previously covered a tenth of a percent of the world and so may as well not have existed
ChangeSteep ground shows its bones — soil and rock where grass cannot hold, instead of every cliff being the same green as the meadow below it
FixRivers are visible. They were being drawn at sea level while running down hillsides, so every one of them was underground
FixA single stream no longer floods a hundred metres of countryside — towns beside water were coming out standing in a lake with their streets submerged
ChangeRoads curve. They used to be able to turn only in right angles and were paved a square at a time, so every road on the map was a flight of stairs as wide as a runway
ChangeTowns are places rather than farmsteads — a village had been coming out with three plots — and the city finally has a centre, with apartment blocks in it
FixStreets no longer run out into empty fields, and buildings no longer merge into one another
FixNo more treehouses in the middle of untouched wilderness
AddEvery island has a prevailing wind and a dry side to go with it. Ground in the lee of a high ridge gets noticeably less rain than the slopes facing the weather, so which side of a mountain you settle on is a real decision
ChangeMarshland is where water actually collects — valley floors that drain badly, riverside flats, low ground under a ridge — rather than wherever the noise happened to line up. Boggy ground went from a tenth of a percent of the island to about one patch in twenty
ChangeWhoever founded a town usually put its works and yards downwind of its houses, because they noticed the smoke. Not all of them did, and those towns have lived with it since
FixEach island grows its own forest. Two islands with the same shape of woodland were coming out with identical trees standing in identical places
ChangeThe island is twice as wide — four kilometres instead of two, which is four times the ground. There was room for a city, ten settlements and not much else once each of them had its green belt; going somewhere is a journey now
AddIslands have a shape of their own. Some run long and narrow, some break up into headlands and islets, some rise to a single peak in the middle, some carry a ridge down their length, and some are rolling country with no high ground at all. Every seed used to grow the same blob with different trees on it
AddRivers have banks. Willows and reeds follow the water wherever it goes — through forest, through meadow, across open country — so you can pick a river out from a ridge by the line of trees along it. Nothing has ever grown on a riverbank before, on any map
FixWillows are green. They have been rendering as bare white trees everywhere they appeared, including in every marsh
ChangeThe soil follows the land. A valley bottom is genuinely better ground than a mountain shoulder, and you can see which is which before you dig — before, good ground was scattered at random and a hillside told you nothing
ChangeThe capital sits inland. It kept coming out on the beach, with half its hinterland in the sea and roads that could only leave in one direction
ChangeFourteen places to find instead of ten, so a bigger island does not mean an emptier one. There is still deep wilderness — there is just no quarter of the map with nothing in it at all
ChangeThe in-world interface now uses the same typeface as the menus — it had been falling back to a default font, which is most of why it looked unfinished next to the rest of the game
ChangeThe health bar sits back into the interface instead of shouting over it: thinner, calmer, and coloured to match everything around it
ChangeThe health bar now names what is holding you back — hunger, cold and exhaustion each eat their own hatched slice of the bar, in their own colour, with their own icon, so you can see which one to go fix
ChangeBeing cold as well as starving used to be free; every problem now costs you separately, and letting all three run down still bottoms out at half health
AddGoing without sleep eats into how much health you can hold, the same way hunger and cold already did
FixThe health bar no longer draws on top of the survival chips and chat log in the bottom-left corner
RemoveThe fed / warm / rested cards are gone — the health bar shows those same three things, and only speaks up when one of them is actually costing you health
FixOpening your pack properly hides the health bar instead of it flickering back over the panel a moment later
ChangeWater is water now — rivers, coastlines, ponds and oases ripple, catch the light and darken with depth instead of sitting as a flat tinted pane, and you wade INTO them instead of walking across the top
ChangeWading drags — step into a river and you slow to half pace and splash with every stride, so crossing water is a real choice
AddThe river, the coast and every pond can be fished, and you can fill a watering can at the edge of any of them, not just the old fixed ponds
ChangeYou are never born into a stranger's living room any more — a new arrival wakes alone out past the town's edge, and dying returns you to that same spot instead of a house you never chose
FixRivers, coastlines, ridges and dunes now sit exactly where the town was planned around them — no more shops standing in the water or dunes swallowing houses
FixThe Riverside river runs along the bank again instead of straight through the town centre, with its beach beside it rather than under it
FixEvery road connects: outer terrace streets, coastal farm tracks and dirt lanes all join the town grid, and the coastal town's north road no longer marches into the sea — leave along the coast road instead
FixDirt roads look like dirt on every map — rotated towns were paving their farm tracks and losing their high-street markings
FixShops, the gas station forecourt, the hospital and the police station keep their fronts off the street, out of each other, and off the village square
ChangeEvery town now fields exactly two farms, each reached by a dirt track with its gate and gravel lane opening onto the road — outlying farms carve their own access lane
FixFarm gates stand at the end of the track facing the fields, not sideways in the middle of the road, and the compound gate lines up with its entrance lane
FixLetterboxes, mailboxes and kerbside bags sit on the verge instead of the road, and the missing mailbox and rubbish-bag props show up again
ChangeDune fields are low sandy mounds you collide with, ridges are solid landforms, and beaches no longer flicker against the water at a distance
AddTwo new town layouts can now actually generate — the mirrored coastal and forest maps existed but could never be picked
FixBus, police and ambulance loops follow streets that exist in every geography instead of driving through missing road segments
AddThe world burns now — set a tree or the ground alight and the blaze grows, jumps to nearby trees, and scars the land while it rages
AddWeather fights fire on its own: rain and snow beat a blaze down, a storm drowns one fast — but a heatwave feeds it, and a long dry spell can spark a wildfire all by itself
AddA tree taken by fire burns to a blackened stump and takes twice as long to grow back as one felled by an axe
AddFire extinguishers, sold over Mara's counter — walk up to a blaze and knock it down burst by burst
AddThe firetruck earns its name: a 1000-unit water tank, a cannon on G that drowns fires from the driver's seat, and hydrants beside the town's fixtures to refill at
AddSizwe joins the town as its firefighter — when something burns in town the truck's siren sounds and the brigade fights the blaze until it's out; fires out in the wilderness are nobody's job but yours
AddFire sounds like fire — a whoosh when something catches, a crackle that grows with the blaze, steam hissing off a hosed fire and the blast of an extinguisher
AddStanding in a fire burns you — a small flame stings, a raging one will kill you in seconds, so get clear or get the extinguisher
AddCampfires — craft a Campfire Kit (3 Timber, 4 Stone), set the ring down anywhere, feed it logs and light it; it cooks your dinner and keeps you warm out in the wild
AddA campfire left burning through a heatwave can throw an ember and start a real wildfire — douse the ring before you walk away
AddFire spreads to the things you build now — a blaze that reaches a structure eats it to the ground, so a wildfire near your homestead is a real threat
AddLighting anything inside town is arson, and the town knows it was you — every resident's opinion of you drops on the spot; fires out in the wilderness cost you nothing
AddThe fire brigade turns out for real — the truck drives to the blaze with Sizwe at the wheel, pulls up a hose-length short, and he works the fire on foot until it's out
AddA dead fire leaves the ground scorched black, sized to how fierce it burned; the land slowly forgets it over the following day
AddStorms throw real lightning now — a bolt cracks down, thunder rolls in a moment later the further off it struck, and now and then a strike sets a tree ablaze (though the same storm's rain usually drowns it)
ChangeCooking is a thing you do at a flame, not a hotkey — hold raw food and click at a lit campfire, the generator, or any open fire; an open fire cooks, but the wilder it burns the likelier it chars your dinner to nothing
ChangeThe oil derrick is a proper blueprint now, bought and raised like any building — buy the plans, place the ghost out in the wilderness, and strike it up until it stands and starts to pump
AddBreak ground with a hoe anywhere you like and it becomes your plot — sow it, water it, bring it in
AddEvery patch of ground has its own soil, and no two are the same — sandy ground drains before your crop is ready, clay holds water for days, and loam is the ground everyone wants
AddA soil probe reads fertility, moisture, acidity and contamination; without one you are guessing, and someone who has tested every plot in the valley knows something worth selling
AddFourteen crops that each want something different — reliable wheat, roots that forgive bad ground, leafy greens worth a fortune if you sell them fast, and a herb that takes a season to come up
AddLeafy crops and fresh herbs rot in your pack in a couple of days, so growing them means being organised — what's left over is what compost is made of
AddWater is something you carry: fill the can at the river, or at the strange pool in the wilderness, and find out the difference for yourself
AddCrops die of thirst — a dry spell without a can or a channel and the field is lost
AddWheat is nearly worthless until you take it to the mill; the mill makes flour, flour and water make bread, and bread feeds the town
AddBuild an irrigation channel and the plots around it water themselves, every season, forever
AddRotate your crops and the land pays you back; grow the same thing over and over and watch the yields fall
AddSave seed off your best ground and that plot's line quietly gets better, season after season
AddAn oil derrick beside a field poisons it slowly — you may not notice until the harvest comes in short
AddHoe, watering can, scythe, sickle and soil probe, all craftable; bring the wrong blade to a crop and you bruise it
AddA preserving bench that beats the rot — pickle your cabbage, bottle your tomatoes, boil strawberries into jam, dry your sage, and they keep the whole winter
AddPreserving trades a little value for a lot of shelf life, so whoever puts the autumn glut in jars is the one still selling food when the fields are bare
AddPlant fruit saplings out past the town — apple, cherry, plum and more — and they grow into trees that bear fruit for good, no replanting
AddSaplings grow with the seasons: about four days to bear if you plant in spring or summer, a little longer in autumn, around eight through winter
AddA sapling is the long game — it gives nothing while it's young, but a grown orchard is passive fruit season after season
AddTurn a fruit into a sapling on the spot (it holds its own seeds), or buy one over the counter
AddSell anything to anyone — open your pack (Tab), drag a stack onto the SELL tray, name your price, and it stands where you dropped it as a little market stall, goods and price floating over it
AddA stall sells the whole stack you dragged, and shows exactly how many are in it — three apples for $20 means all three
AddWalk up to someone's stall and E asks before you spend — confirm and the money moves straight from your pocket to theirs, even while they're away
AddYour own stall answers only to you — E takes it down and puts the stack back in your pack, and if a stall sells while you're off somewhere else, a note tells you what went and for how much
AddLeave the server and your stalls pack themselves up — nothing you priced is left standing while you can't mind it, and travelling to another town takes your stalls' goods with you
AddA stall is not a root cellar — fresh produce keeps its rot clock on the stand, spoils right there if nobody buys it in time, and what you buy is exactly as old as it was when it was picked
AddEight stalls per trader, tops — a market, not a landfill
AddThe town shops your stalls — a resident will quietly buy a fairly-priced food stall standing in their part of town, so selling pays even when no other players are around; overprice it and it just sits there
AddSell to the town enough and they warm to you — a townsperson who buys your stall thinks a little better of you afterwards
AddBuy part of a stack — the confirm dialog has a quantity dial, so you can take two apples off a pile of five and leave the rest for the next person
AddThe sell dialog suggests a price — it shows what the shop pays and charges for the item, and pre-fills just under the shop's price so your stall already undercuts the counter
ChangeThe backpack is a fuller grid now — twenty slots that fill the panel instead of a narrow strip cut off down the side
ChangeThe on-screen control hints are keycaps now — the action and the key it's on, laid out like a keyboard, instead of a line of text
ChangeThe game stops nagging once you've learned it — the interact, crouch, inventory, chat and push-to-talk prompts each quietly retire after you've used them a few times, and stay gone
AddA "keep control hints" switch in Settings, for anyone who'd rather the corner prompts never went away
RemoveThe pollution bar is gone. It was the forest-health bar turned upside down and relabelled — nothing in the world produced that number, so it was reporting something other than what it claimed
AddLand is surveyed and for sale. Parcels sit off dirt lanes across the island, each with a sign you can walk up to and read, priced against the ground it actually covers — water frontage and good soil near a town cost what you would expect, a bare hillside an hour out does not
AddPress B to see where a parcel ends — its boundary follows the lie of the land, with pegs at the corners
FixThe land panel's own keys work. B did nothing, and Escape closed the mouse free instead of the panel, which left you stuck looking at it
AddLand you own is land you can build on. Buying a plot used to get you a line in a panel and nothing else — the rule that decides where you may build had never heard of deeds. Now a permanent building needs ground of your own, which is the whole reason to buy any
ChangeBeing refused tells you why. "You can't build here" was one message for half a dozen different situations; now it is that's the lane, that's the riverbank, somebody else owns that field, or that plot is for sale at the sign on the lane — and three of those four tell you what to do next
AddThe placement ghost asks the same question the server does, so it can no longer turn green on ground the server will refuse, and it says why it is red
ChangeYou may still camp, plant and fell on open country. It is only a building that stays which needs land of your own
ChangeThe protected riverbank refuses felling as well as building — a reserve that protects a view and not the river was not protecting much
AddWhile you are holding a building, the boundary of the plot you are standing in shows itself if it is yours. B still draws any plot's boundary from its sign
FixA building site you put in the wrong place can be taken back down. Placing one used to be a one-way door — a misclick left a marker standing in the wilderness that not even the player who placed it could remove. Stand at an untouched site and press F. Once anybody has put a log into it, it stays, because that work is theirs
FixA building that burnt down can be rebuilt. Fire knocked it back to a site, but it carried on looking pristine and could not be aimed at, so in practice it was a ruin nobody could touch
FixTravelling no longer drags you back to where you joined. Every time the server checked in on you it put you back at your entry point, so walking any real distance was impossible for anyone who was not hosting — and changing your appearance teleported you home too
FixAnything you do away from where you joined now works. The server did not believe you were standing where you were, so lighting a fire, buying land or anything else that has to be done in person was simply refused
FixLand stays land when you travel. Walking any distance as a guest quietly wiped the map of who owns what — plots stopped existing, and the placement ghost went green over ground the server would refuse
v0.2
20 Jul 2026
AddTerrestrial is on Steam now — your friends list, your name and your face come from your Steam account
AddPick a town nobody's playing and you host it yourself; your Steam ID sits on screen so you can hand it to friends
AddJoin a friend by pasting their Steam ID — no addresses, no ports, no forwarding
ChangeEvery region is a whole world of its own — one Palm City with its own towns ringed around it — so choosing one is choosing where you live
AddThe map remembers where you left off and opens there, marked with when you were last in
FixA dedicated server no longer stands in the world as a silent player who never moves
AddPress Play and you now pick a server first — ping, how busy it is, and which of your friends are on it, all at a glance
AddSee your friends' faces on the map, standing in the towns they're actually playing in
AddServers that are packed close to new arrivals, so they stay good to play in — though you can always follow a friend into a full one
ChangeYour server is remembered after the first time, and can be changed twice every 14 days
ChangeSettings and the world map are proper screens now instead of panels floating over the menu
AddJust walk up to a townsperson and hold V to talk to them out loud — they hear you, and answer in their own voice
AddEvery resident has their own voice now, and their own personality behind it, rather than reciting the same lines
ChangeThey notice you coming — stopping, turning to face you and greeting you, warmly or coldly depending on how you've treated them
FixThe townsfolk walk properly instead of sliding about frozen mid-stride, and face the way they're going
FixThey keep to the streets and no longer stroll through walls, buildings and fences
FixThey stand still and finish what they're saying to you instead of wandering off mid-sentence
AddThe bus, police car and ambulance are driven by someone you can see at the wheel, sitting properly in the seat
AddYou can see yourself sitting in a car too — press V for the chase camera
ChangeService vehicles keep to the roads and follow their own routes around different parts of town
FixThey drive forwards now, curving through junctions instead of sliding square around the corners
ChangeThe town belongs to the people who live there — greenhouses and oil derricks can only go up out in the wilderness, past the tree belts
AddThe placement ghost turns red over ground you're not allowed to build on, so you know before you commit
AddProximity voice chat — hold V to talk, and your voice carries to whoever's nearby, growing louder up close and fading with distance
AddPress Enter (or T) to type a message to everyone in the world; it fades from the corner after a while
AddDeer, boar and rabbits roam the wilderness — sneak up and press E to hunt one for meat
AddA downed animal returns to the wild after a while, so the herd never runs out
AddCook the meat over a hearth for a proper meal (raw works in a pinch)
AddFishing ponds dot the wilderness — stand at the water's edge and press E to cast a line and land a fish
AddCook raw fish or meat over a hearth (near a running generator) with K — a cooked meal fills you up far more than eating it raw
AddThe rocks out in the wilderness are mineable now — a few heavy swings breaks one open for stone, coal or iron ore, then it slowly reforms
AddLook at a rock to see what it holds — a plain boulder, a coal seam or an iron vein
AddThree needs now sit by your coin purse — hunger, warmth and stamina — each a little icon that turns amber, then red, as it runs low
AddWarmth drifts with the weather: nights and winter chill you, and a burning generator is a hearth that warms anyone in the zone
AddStamina is spent on labour — chopping, building, farming — and comes back as you rest, faster on a full stomach; run dry and you can't sprint until you recover
AddGo too long starving or freezing and your health drains away; eating well and staying warm heals you back up
AddIf your health hits zero you collapse — your cash and belongings scatter as piles where you fell, and you wake fresh at the city (your learned blueprints survive)
ChangeOther players now appear as real townsfolk instead of blue capsules — each one a distinct character that matches the town
AddThe town's garden beds are alive — walk up and harvest cabbage, onions, tomatoes, carrots, corn and pumpkins with E; every harvest hands back seeds
AddPlant seeds anywhere with left-click; what sprouts depends on the spot, and rain grows everything twice as fast
AddHunger — you slowly get hungry over a few days (watch the bar by your coin purse); hold right-click to eat fruit or produce
AddEvery item is its real model now — held in your hand, spinning where it was dropped, and as live 3D icons in your inventory
ChangeDropped items glow softly and are picked up with E, not by walking over them; the glow and name fade with distance
AddThrowing is a wind-up: hold left-click to charge, release to hurl — the item truly flies, arcs and lands where physics says. Logs, barrels and grass are too heavy to throw
ChangeG drops the held item; right-click is for using things (eating, planting)
AddHotbar slot 1 is your Hands — a gravity gun. Right-click grabs a loose prop to hover at your crosshair, hold left-click to charge a punt, scroll nudges it closer or further, and holding E while moving the mouse spins it
AddLoose physics props (barrels, pumpkins, planks) live in the world and stay where you leave them — spawn more from the admin console (F2)
AddThe Hands can push parked cars — charge a punt at one and it rolls off and parks where it stops, for everyone; a full charge only rolls it, never launches it
AddOther players have real character bodies now — pick yours and everyone sees it, this session and the next
ChangeA full day is 24 real minutes — 16 minutes of daylight, 8 of night; light from five in the morning, dark by nine at night
AddThe sun is a real presence in the sky, warm orange at the horizon and pale gold overhead
ChangeClouds are a drifting deck that visibly builds into weather fronts; a storm's deck blacks out the moon
ChangeNew-moon nights are pitch black — lamps or nothing — while a full moon genuinely lights the way
FixPulling grass no longer rips chunks out of the terrain, and trees fused to ground tiles can't be felled by accident
AddA drop-down dev console on the ~ key — a live log of everything happening plus a command line; hosts get admin commands (weather, time, give, cash, eco, spawn, and more)
AddMake a car your own — claim an unowned vehicle with C (standing beside it or from the driver's seat), or type `claim` in the console; an owned car only opens for its owner, auto-locks when you step out, and is still yours the next time you play
AddEverything travels: farming, hunger, thrown items in flight, and the gravity gun all replicate — the host owns prop physics and every grab is validated server-side
AddYour character sticks with you across sessions — rejoin a world and you walk back into the same body, with your cash, inventory and blueprints intact, instead of starting over
FixJoining from a comma-decimal locale (German, French…) no longer silently breaks harvesting — world ids are locale-proof
v0.1
19 Jul 2026
AddFull Synty town with four districts, each with its own ecology
AddHarvestable trees — a few swings to fell, then they regrow
AddA living sky — 28-day moon cycle (full-moon nights are walkable, new-moon nights run black), a 112-day year of four month-long seasons, and season-driven temperatures
AddWeather — rain, storms, fog, snow and heatwaves, identical for every player; rain heals the land a little, storms and heatwaves wear it down
AddAll 82 of the town's real streetlamps (and house lights) are wired to the city generator — keep the furnace fed or the night wins
AddDoors on the town's houses open and close for everyone, and swing shut on their own
FixNight is actually dark now (the town scene's built-in daylight rig was overriding the day/night cycle)
AddChopping a tree, dropping cash, and picking cash up all make sounds, placed in the world so everyone nearby hears them
AddThe city generator hums while it burns, with a clunk when it starts and stops
AddCars have an engine that idles and revs with speed, turning over as you get in and shutting off when you step out
AddFootsteps — quiet, and they change with the ground underfoot (soft earth in the forest and wild, sharper taps on the town's pavement), plus a jump and a landing thump
AddWeather you can hear — soft rain and wind fade in with the sky, and thunder rolls in during storms
AddWhen a storm or rain breaks, the birds come back: birdsong returns under clear skies and a little flock crosses the sky
AddPress H to honk a normal car's horn (emergency vehicles still wail on H)
ChangeThe siren now carries only around the car instead of echoing across the whole map
AddEating food chews while you hold right-click and ends with a swallow (hold right-click on fruit or any food)
AddLocking or unlocking a car with ALT chirps — one beep to lock, a double chirp to unlock
AddA drivable car with first- and third-person views, exhaust smoke, spinning wheels, and free mouse-look; your last camera view sticks between rides
AddFuel — engines burn while someone's in the seat; pull up to the town's real gas station and the tank fills itself, with the pump flashing REFUELLING while it works
AddWhen the pump runs dry, raise an oil rig in the wild (8 Timber), let it pump, and haul the barrels back — drilling wears on the land
AddReal spring suspension — kerbs compress and rebound, hills tilt the car with the ground
AddWalk up to a vehicle to read it — kind, driver, riders, whether it's locked, and fuel — instead of a label floating over every car
AddBring friends — cars seat a driver plus three passengers (one on the tractor); E takes the wheel if it's free, otherwise you ride along
AddALT locks and unlocks a vehicle; cars auto-lock with a chirp when you get out, and admin-spawned cars belong to you — the owner can always get back in
AddHeadlights (F) with front beams and rear lamps, working turn indicators (left-click / right-click), and soft glowing bulbs on every light — all visible to other players
AddFront wheels visibly steer as you turn
AddHandbrake turns — hold Space to break traction and slide the tail around
ChangeEmergency lights and siren are now separate — H flashes the light bar, R sounds the wail
AddTen vehicles now — car, taxi, muscle car, van, pickup, a 7-seat bus, tractor, and the emergency fleet: police cruiser, ambulance, firetruck
AddEmergency vehicles have red-blue light bars and a hi-lo two-tone siren
AddOpenable doors on the ambulance (rear), van (rear), and bus (four side doors) — walk round to the doors and open them
AddYou board a vehicle from the driver's side, so you can walk right up to the doors without getting in by accident
AddThe bus seats a driver and seven riders; van passengers ride sitting on the cargo floor in the back
AddYou can actually walk inside the bus through its doors, stand on the floor in the aisle, and it carries you along as it drives
AddLook at a seat inside the bus and press E to sit in that exact seat
AddThe bus driver opens the doors from the seat with O
AddF is the light switch by context — headlights when driving, a personal flashlight on foot, the generator when you stand at it
AddAdmins can spawn any vehicle from the console
AddPublic Record site — live player directory and this changelog