From the workshop
Every new beginning.
One update at a time.
What changed in each release, what carries over, and what we’re still working on. Newest first.
Settlement management and clearer building
Changes since v0.1.0.59
- Settlement replaces the pause Market tab: manage miner and road-transporter jobs; trade at town markets.
- Select towns on the map for trade and settlement information. Map detail refines with zoom; PS5 left stick pans directly.
- Build flight uses horizontal WASD, Space up and Shift down. PS5 L1/R1 descend/ascend. Roads follow slopes and tunnel floors; placed objects receive uneven-ground supports.
- Pickaxes permanently clear scattered rocks and collect stone.
- Inventory gains mouse drag/drop, controller pickup/place, clearer selection and separate bag storage. Removed redundant Details, in-hand and quick-slot controls.
- Bed and town-centre catalogue icons restored; coins are visible in play and pause.
Updating and saves
Continue v59 journeys. Pre-v59 saves should start a new journey for the business rules. Existing saves are not deleted.
Known issues and testing
- Close map detail refines asynchronously; cold close-up views measured about 8–9 seconds on the tested Mac. Maps show baseline geography rather than individual excavations.
- Population shown on town cards is estimated from housing.
- Physical DualSense, Intel Mac and Windows/Linux graphical play have not been tested in this batch. Existing startup and complex excavation latency remain.
Full release notes ↗Single-player towns and businesses
Changes since v0.1.0.58
- Third-person single-player business gameplay with character appearance settings, named map-visible settlements, local trade and reserved town land.
- Settlement stocks, demand, development and nearby NPC presentation run from saved simulation data; distant businesses do not need rendered NPCs.
- Nine basic Craft recipes; weight-based carrying and bags. Buy gravel roads, complete mining sites, shelters with beds and town centres with food/water fittings using coins.
- Start alone, earn capital by gathering and selling, then hire workers with a job, sheltered bed, food and water. Mine output includes stone, coal and processed metal.
- Road-connected hired carriers move goods and sell to towns. Wages, supplies, need breaks, cargo and receipts persist; transport supplies can be reassigned.
- Updated roadmap and facility previews; removed player teleportation, bridge/boat crafting, construction signs and legacy generic Inspect.
Updating and saves
Start a new journey for the revised business rules. Existing saves are left untouched; older progression and facilities are not migrated.
Known issues and testing
- Basic settlement and facility models; later building upgrade tiers, vehicles and boat shipping are not included.
- Economy balance and route usability are experimental. Large-scale worker performance is not established.
- Existing startup and terrain-rebuild delays remain. No new universal frame-rate or graphics-quality guarantee.
- Controller checks use injected input; physical DualSense hardware and Windows/Linux GPU playtesting remain owner testing.
Full release notes ↗Simpler Build controls
Changes since v0.1.0.57
- Build uses WASD movement and immediate mouse look, with the preview following your aim.
- Hold the mouse wheel and move the mouse to rotate; right-click places and left-click removes.
- PS5 Build uses the sticks to move and aim, L2/R2 to rotate, Cross to place and Square to remove.
- Removed separate flying height controls and forced grid/alignment; updated the control hints.
Updating and saves
Continue existing v57 journeys. Saves, terrain edits and buildings are preserved. Close the game before replacing the application. Preview height follows the aimed surface; this is not arbitrary elevation placement.
Known issues and testing
- Physical DualSense pairing, stick feel and hardware vibration have not been tested; automated checks use injected controller input.
- Existing startup, streaming and terrain-rebuild performance limitations remain.
- No Windows/Linux GPU or Intel Mac gameplay acceptance. Windows publisher signing is not configured.
Full release notes ↗PlayStation controller controls
Changes since v0.1.0.56
- PS5 controls cover item use, carried-object placement and the independent flying Build camera.
- Build with repeat placement, removal, rotation, height adjustment and precision controls.
- Menus have focus navigation and an optional controller pointer; map controls and book navigation are mapped.
- Hints switch live between keyboard/mouse and PlayStation buttons, including quick access, interaction prompts, books and Settings.
Updating and saves
Continue existing v56 journeys. Buildings, inventory and terrain edits are retained. Close the game before replacing the application.
Known issues and testing
- Physical DualSense USB/Bluetooth pairing, stick feel and hardware vibration require a hardware playtest; automated tests use injected controller input. Adaptive triggers are not implemented.
- Startup, geographic transitions and terrain rebuilds can still be slow; frame-time spikes remain. Further scenery improvements are deferred.
- No Windows/Linux GPU or Intel Mac gameplay acceptance. Windows publisher signing is not configured.
Full release notes ↗More detailed distant scenery
Changes since v0.1.0.55
- Distant mountains retain more terrain detail, with shared rock and snow shading.
- Forests extend farther with lightweight, shaded tree crowns and improved foliage colours.
- Fair weather has clearer distant views; atmospheric haze follows the weather.
- Inventory capacity displays correctly with equipped bags.
Updating and saves
Continue existing v55 journeys. Physical terrain and saved excavations are retained. Close the game before replacing the application.
Known issues and testing
- Startup, geographic transitions and terrain rebuilds can still be slow; frame-time spikes remain.
- Mountain shapes are unchanged. Further scenery improvements are deferred.
- No Windows/Linux GPU, Intel Mac or physical-controller acceptance. Windows publisher signing is not configured.
Full release notes ↗Free building and hands-on terrain
Changes since v0.1.0.54
- Build with an independent flying camera, repeat placement, mouse aiming, keyboard rotation and height controls, and edge snapping.
- Use six selected quick slots for tools, food, water and owned placeable items. Inventory starts with ten additional storage slots; bags add capacity.
- Digging awards one carried material per stroke. Place it to restore the removed terrain shape, or use materials to raise ground.
- Place owned objects on excavated floors, in dry caves and inside buildings. Restoration records are stored separately so ordinary inventory saves stay small.
Updating and saves
Continue existing v54 journeys. Your physical world baseline is retained. Close the game before replacing the application. Inventory and quick-access layout changes apply on load.
Known issues and testing
- Startup and complex terrain rebuilds remain slow; added fill can require a broader terrain rebuild.
- Map charts show baseline terrain rather than individual excavations.
- No Windows/Linux GPU, Intel Mac or physical-controller gameplay acceptance. Windows publisher signing is not configured.
Full release notes ↗Better shorelines, detailed maps and first-person body
Changes since v0.1.0.53
- Water shorelines follow the actual ground with finer contact geometry, reducing floating and abrupt edges.
- Distant terrain retains scanned ground and rock texture variation and broader surface shading.
- Map and minimap gain geographic detail as you zoom in, with relief and contours generated in the background. Viewing maps does not load distant 3D terrain.
- Your animated body is visible in first person when looking down, walking and crouching.
- Market trading and miner recruitment move into a Market tab in the pause menu. The harbour and moored ships are removed.
- Sleep requires a placed bed or bedroll. Ground sleeping and player-facing tester tools and shortcuts are removed.
Updating and saves
Continue existing v53 journeys. Terrain, buildings, inventory and progression are retained; this update does not regenerate your world. Close the game before replacing the application. Existing harbour geometry disappears; use the Market tab to trade. Earlier separate regional saves remain untouched.
Known issues and testing
- Startup remains slow; the source High/640m validation took about 66 seconds on an Apple M4.
- Complex excavations and geographic view publication can still stall briefly.
- Map charts show baseline terrain rather than individual excavations. Structures and explored locations remain overlaid.
- Broader water/boat presentation and dedicated first-person arm artwork remain unfinished polish.
- Windows/Linux GPU, Intel Mac and physical-controller gameplay have not been validated. Windows publisher signing is not configured.
Full release notes ↗Cleaner menus and a full-screen map
Changes since v0.1.0.52
- The map fills its tab, with zoom and recenter controls overlaid. Zoom automatically moves between the world atlas and regional detail, keeping the location under the cursor fixed. Region-name labels and explanatory paragraphs are removed.
- Overview focuses on a larger character, equipped items, compact vitals, coins and the next objective.
- Inventory has clearer empty slots, contextual item actions, simpler sorting and optional details. Craft keeps ingredient counts and results visible without repeated instructions.
- Build shows the free catalogue with distinct icons and rotatable previews of the actual building models. Placement and repeated free building remain unchanged.
- Roadmap presents one numbered route with the current objective tracked automatically and direct recipe links.
- Settings separates Graphics, Audio, Controls and Advanced, retaining save actions and putting tester tools in Advanced.
Updating and saves
Continue your existing v52 journey. Terrain, buildings, excavations, inventory and progression are retained; this update does not regenerate the world. Close the game before replacing the application. Earlier separate regional saves remain untouched.
Known issues and testing
- Initial loading remains slow and varies by system and settings; the final native UI acceptance run took about 60 seconds at Low/160m on the tested Apple M4.
- Complex cave and cube-corner excavation rebuilds can take several seconds; geographic view publication can briefly pause for approximately 0.1–0.25 seconds.
- Water, rowing animation, boat presentation and dedicated first-person arm artwork remain unfinished polish.
- Windows/Linux GPU, Intel Mac and physical controller acceptance have not been established. Windows publisher signing is not configured.
- The large market/travel ships remain moored; the small craftable boat is steerable.
Full release notes ↗Connected globe, first-person exploration and rowing boats
Changes since v0.1.0.51
- Explore the connected globe with nearby terrain, water and scenery streaming around the player. The world atlas does not load distant 3D terrain.
- Play in first person, including walking, digging, swimming, placement and boat seating.
- Craft a wooden rowing boat at level 1 with 16 split timber and 6 cordage. Place it in open water, press E to board, W/S to row, A/D to steer and Shift to row faster. E disembarks.
- Preserve geographic position, boats, source-anchored structures and chest contents across travel and save/reload.
- Fix recurring rendering freezes caused by world-generation jobs occupying engine workers. Improve Medium rendering settings, collision generation and excavation sampling.
- Keep shovel and pickaxe excavation, underwater cuts and finite water inflow working across travel, with repaired ground walking and map display.
Updating and saves
Continue an existing v51 African journey; its baseline terrain, excavations, structures and inventory are retained. Earlier regional saves remain separate and untouched. Close the game before replacing the application. Back up experimental saves before upgrading; do not downgrade a v52 save into v51.
Known issues and testing
- Initial loading remains slow: approximately 32 seconds at Low/160m and 50 seconds at Medium/640m on the tested Apple M4.
- Complex cave and cube-corner excavation rebuilds can take several seconds; geographic view publication can briefly pause for approximately 0.1–0.25 seconds.
- Water, rowing animation, boat presentation and dedicated first-person arm artwork remain unfinished polish.
- Windows/Linux GPU, Intel Mac and physical controller acceptance have not been established. Windows publisher signing is not configured.
- The large market/travel ships remain moored; the small craftable boat is steerable.
Full release notes ↗Africa foundation and local exploration
Changes since v0.1.0.50
- New journeys begin in Africa, with one starting harbour and a persistent geographic terrain foundation.
- Planet terrain streams with distance detail and source-owned excavation; terrain edits and loose material persist across reloads.
- Water has geographic finite-volume storage and background simulation, with improved wind-driven waves and swimming presentation.
- Return locally to previously visited safe ground through the map. Market, paid miners, crafting, inventory and placement remain available.
- Fixed concurrent save-reader registration, worker transaction compatibility, and water-job priority around recent digging.
Updating and saves
Start a fresh African journey. Version 50 regional saves remain untouched in their previous save root and are not migrated. Replace the application only while it is closed.
Known issues and testing
- Whole-planet travel and remote teleport are deferred. The current starting chart remains bounded to 19 km from its centre; ships remain moored.
- Pre-alpha performance: startup and excavation can take noticeable time; broad frame-rate and water-quality improvements continue in v52.
- No native Windows/Linux desktop, Intel Mac or physical-controller acceptance in this release.
Full release notes ↗Natural world foundations
Changes since v0.1.0.49
- Rebuilt all ten regional archipelagos with connected mountain ranges, irregular coasts, valleys, terrain-derived lakes and drainage, and broad shallow island shelves.
- Regional landscapes include snowy Nordic highlands, American mountains and forests, Caribbean-style cays, African savanna and forest, Mediterranean terrain, dry Middle Eastern and Asian landscapes, East Asian woods and Oceanian islands.
- Starting areas, resources and rotated harbours fit the new ground. Local islands can be connected with bridges; the travel boat still connects purchased worlds.
- Physical world data is versioned and locked separately from art and item content, so future visual and catalogue updates can retain these saves.
- Queued excavation waits for nearby terrain collision to finish updating, including neighbouring chunk boundaries.
Updating and saves
This structural world revision requires a new journey. Earlier saves are left untouched in their previous save root and are not migrated. Keep the previous application if you want to continue an older journey. Future ordinary art and content updates preserve the v50 physical baseline.
Known issues and testing
- Original compact 5120m regional interpretations, not geographically accurate continent maps. Terrain and vegetation art remain early work.
- Ships remain moored; travel uses a menu and loading transition. Additional worlds cost 1,000 coins; inactive worlds and workers pause.
- Water remains a finite 2m surface simulation, not full 3D cave fluids. Snow is shading and precipitation rather than deformable accumulation.
- Intel Mac, physical controllers and Windows/Linux GPU gameplay are untested. Performance depends on hardware and activity; no universal FPS guarantee.
Full release notes ↗Choose your world
Changes since v0.1.0.48
- Choose one of ten starting archipelagos: Northern Europe, North America, Central America, South America, Africa, Southern Europe, Middle East, West/Central Asia, East Asia or Oceania.
- Explore regional mountains, tropical forest, savanna, desert, steppe and woodland with matching vegetation and climate. Norwegian peaks and Iceland gain snow.
- Buy additional island worlds for 1,000 coins at the travel boat and travel with inventory, equipment, knowledge, level progress and coins.
- Each world retains its own buildings, storage, excavations, water and workers. Only the current world is loaded; inactive worlds pause.
- Starting positions have clear ground, nearby gathering resources and access to the shared harbour. Interrupted voyages can be resumed or cancelled.
Updating and saves
Continue preserves existing Nordic progress in place. New journey starts a fresh separate regional save. Previous saves are retained. Do not downgrade after saving with this version.
Known issues and testing
- Regional worlds are compact original landscape interpretations, not accurate continent maps. Procedural vegetation and terrain remain early art.
- Ships remain moored; travel uses a destination menu and loading transition. Additional worlds currently cost 1,000 coins each.
- Inactive workers do not produce goods or accrue wages. No multiplayer or offline server simulation.
- Snow is surface shading and precipitation, not accumulated deformable snow. Water remains a finite 2m surface model.
- Intel Mac, physical controllers and Windows/Linux GPU gameplay have not been tested. Performance varies with world activity and hardware.
Full release notes ↗Mining crews and a living island
Changes since v0.1.0.47
- Hire miners at the market boat, assign a mine, bed, food chest and water vessel, and pay daily wages.
- Miners physically travel, work, eat, drink and rest; inadequate pay or supplies can end employment.
- Covered worker-only mines smelt iron and copper with coal; independently store or sell metal and surplus coal.
- Build contains free bridges and roads. Other placeables are crafted inventory items.
- The whole Nordic island remains visible with bounded nearby detail and matching forest cover.
- Weather brings clouds, rain and fog, with roof shelter and adjustable rain particles.
- Improved harbour entry navigation and shore-facing signs.
Updating and saves
Existing Nordic terrain, buildings, inventory and progress are preserved. Existing mines gain output storage and covered shafts; a player saved on an old mine ladder is moved safely outside. Do not downgrade after saving with this version.
Known issues and testing
- Only the Nordic world is playable in this release; continent selection and island travel are next.
- No offline worker simulation. Later construction can block worker routes.
- Medium remains GPU-heavy on the tested Apple M4. Performance varies with hardware and world activity.
- Water remains a finite 2m surface model, not pressurized 3D cave fluid.
- Intel Mac, physical controllers and Windows/Linux GPU gameplay have not been tested.
Full release notes ↗Gather, craft, build and trade
Changes since v0.1.0.46
- Separate paid Craft from free, instant Build; keep placing the same unlocked design until you exit.
- Craft chests, furnaces and water vessels into inventory, then position them with the existing placement controls.
- Replace carrying weight with 64-item stacks and inventory slots; equipped bags add slots and chests store stacks.
- Add coins and buy/sell trading at the market ship, with saved supply-responsive prices and stock.
- Simplify Gathering & Mining to one sequential level 1–10 roadmap and a smaller crafting catalogue, including direct iron smelting.
- Remove active animals; retain dormant worker systems for later.
- Aim at dry ground and press E to sleep. Clean up Pause and move saving controls into Settings.
Updating and saves
Current Northern Isles terrain, inventory and placed objects are retained. The new roadmap replaces the active progression path; previous achievement records remain saved. Existing inventory/container overflow is retained, not discarded. Do not downgrade saves after using the new items or economy.
Known issues and testing
- Only the Gathering & Mining era (levels 1–10) is supported; later eras, island purchases and travel routes are not implemented.
- Market boats remain moored. Workers and animals are inactive.
- Existing performance hitches and surface-water limitations remain.
- Intel Mac, physical controllers and Windows/Linux GPU gameplay are untested.
Full release notes ↗A harbour and two wooden ships
Changes since v0.1.0.45
- Add a shore-connected wooden harbour on the east coast of Northern Isles, marked on the island map.
- Moor two distinct detailed wooden sailing ships: a larger market ship and a smaller travel ship.
- Walk along the pier and board either ship using physical gangways; add handrails, support piles, mooring ropes, cargo and service signs.
- Keep the harbour approach clear of generated trees and include the licensed model source records in the download.
Updating and saves
Continue your current Northern Isles save. Terrain, inventory and player buildings are retained; no new game is required. The harbour is authored infrastructure, not a player construction project.
Known issues and testing
- The ships stay moored. Trading, currency, regional world selection, island purchases and travel routes are future work.
- Existing player construction exactly at the new harbour location can overlap it; no buildings are deleted or moved.
- Performance hitches and existing surface-water limitations remain. Workers remain dormant; B/G custom design remains retired.
- Intel Mac, physical controllers and Windows/Linux GPU gameplay are untested.
Full release notes ↗Northern Isles: an original Nordic world
Changes since v0.1.0.44
- Replace the imported island with original Nordic-inspired geography inside the same 5.12 km playable boundary.
- Explore a mountainous western spine, central woodland, eleven eastern and central freshwater lakes, a low southern island and a rugged western island.
- Start fresh in a safe central meadow, with resources and animal habitats placed for the new world.
- Give inland lakes their own elevations and distinguish freshwater from the surrounding sea. Align the exploration map with the new terrain.
- Replace current-game Kungsholmen branding and remove retired imported geography and its notices from the new package. Original art, audio and engine credits remain.
Updating and saves
This release starts a fresh Northern Isles world. Earlier-world inventory, knowledge, buildings and excavations do not carry over. No manual save deletion is needed. New Nordic progress saves normally.
Known issues and testing
- The islands are compressed original landscapes inspired by northern Europe, not accurate country-scale geography. Mountains use the existing terrain rendering system.
- Performance hitches remain; surface water is a two-metre model rather than full three-dimensional cave-fluid simulation. Workers remain dormant and B/G custom design remains retired.
- Intel Mac, physical controllers and Windows/Linux GPU gameplay are not tested.
Full release notes ↗Close placement, moving objects and flowing water
Changes since v0.1.0.43
- Place buildings and furniture from the normal close player camera, with click-to-lock, right-drag look, fine rotation, centimetre nudges and optional fine grids.
- Place small objects on supported excavated cave and tunnel floors and in usable building interiors.
- Move existing buildings, chests and camp objects while preserving contents, paid progress and identity. Furnished houses carry supported contents with them.
- Excavate shorelines and submerged ground with shovel or pickaxe, including while swimming. Saved finite surface water flows downhill into connected excavations.
- Use physical ground collision when walking through excavations, avoiding sampled-height snaps and automatic lifts onto cut banks.
- Reduce unnecessary water-query and save-copy work; add measured attribution for remaining frame stalls.
Updating and saves
Existing Diod island saves are retained. Workers remain dormant and custom B/G design modes stay retired. No reset is required.
Known issues and testing
- Surface water uses a two-metre grid; this is not a full three-dimensional pressurized cave-fluid simulation. Excavated mining entrances remain anchored.
- Periodic stutter is not completely resolved. A bounded active-water test still recorded roughly75ms frames, including synchronous water-save costs. A900m active-water profile exceeded its startup timeout; the completed active-water measurement used160m.
- Intel Mac, physical controllers and Windows/Linux GPU gameplay have not been tested for this release.
Full release notes ↗Prefab building and faster free excavation
Changes since v0.1.0.42
- Build ready-made homes, shelters and mining sites through Craft (K), using rotation, alignment and material-paid construction.
- Remove the B custom-building and G terrain-design interfaces. Existing built geometry remains saved.
- Keep free shovel/pickaxe excavation anywhere, with larger bites, lower effort and a retained click while local collision rebuilds. Terrain mesh caching reduces excavation refresh delays.
- Allow suitable excavated ground to support prefab foundations.
- Temporarily suspend settlers and level-up arrivals while preserving their saved inventories and orders for future recruitment.
Updating and saves
Continue your existing save. Buildings, terrain, possessions and saved settlers are retained. Settlers are dormant. Close the game before replacing the application; do not downgrade saves.
Known issues and testing
- Placement still uses an overhead camera. Closer and more precise placement is planned next.
- The owner reports brief recurring freezes and character jumping when walking on excavated ground. These are not fixed in this release and will be investigated next.
- Excavation rebuilds still have a visible delay, particularly the first cut; responsiveness is improved but not instantaneous.
- No physical controller, Intel Mac or Windows/Linux GPU gameplay validation in this release pass.
Full release notes ↗Design your own buildings and dig freely
Changes since v0.1.0.41
- Open Build with B and compose your own structure from 20 timber, stone and thatch pieces: foundations, walls, windows, doors, floors, beams, stairs, roof sections and interior partitions. Right-click adds, left-click removes, R rotates, and undo/redo and saved drafts support revision.
- Review the material bill before confirming a construction site. Workers deliver materials and work at a ground-level point outside the building; each paid piece becomes visible and solid as construction advances. They do not need to enter the unfinished building or reach its roof. You can also build manually.
- Furnish completed rooms with usable storage and beds, and extend your design while preserving completed work.
- Dig directly into reachable ground with a shovel or pickaxe without creating a mining site. Excavation creates saved three-dimensional tunnels and cavities with real spoil.
- Use G to design straight-line and area terrain work. Paid refill follows the exposed excavated surface, preserves separate caves below and can be excavated again. Existing mining shafts and paid ladders remain usable.
- Gamepad building controls add and remove pieces, rotate, cycle the catalogue and review the bill.
Updating and saves
Continue your existing save. Existing terrain, possessions, buildings, mines and unfinished worksites are retained. Close the game before replacing the application. Keep a backup and do not downgrade a save after creating new building or excavation data.
Known issues and testing
- Construction needs an accessible exterior work point and real supplies; unsupported or overlapping designs are refused. A project supports up to 2,048 pieces, but this is not a performance guarantee for large settlements.
- Terrain plans support up to 12 corners, a 32-metre span and a 6-metre elevation change. Planned lowering beside existing cavities is refused; use physical excavation tools there. Surface-water beds remain protected. Excavation does not simulate aquifers or structural collapse.
- Physical DualSense/Bluetooth, Intel Mac and Windows/Linux GPU gameplay have not been tested in this release pass.
Full release notes ↗Mark out your terrain construction sites
Changes since v0.1.0.40
- Replace the G Groundwork menu and brush editor with boundary stakes placed directly in the world. Open a completed wooden chest and choose Mark terrain site.
- Join stakes with straight edges, align edges with Shift, and choose a finished height for raising, lowering or levelling. Preview the finished ground before creating the worksite.
- Supply real fill materials from the site chest. Choose the soil type, work with your shovel or pickaxe, or assign a settler to deliver supplies and complete the work.
- Interact with a completed mining site to start mining or extend its ladder using timber, cordage and pegs. Mining-site plans remain in Craft.
Updating and saves
Continue your existing save. Previous terrain edits, unfinished projects, mines and inventory are retained. Existing projects without a site chest keep their previous supply behaviour. Close the game before replacing the application; saves remain outside the installation.
Known issues and testing
- A terrain site supports up to 12 stakes, a 32-metre span and a 6-metre elevation change per project.
- Physical DualSense/Bluetooth and Windows/Linux GPU gameplay are not tested in this release pass.
Full release notes ↗Build, reshape and dig deeper
Changes since v0.1.0.39
- Paint terrain plans with freehand or straight-line brushes. Raise, lower or flatten, adjust width and softness, combine strokes, and undo or redo before creating a worksite.
- Finished terrain follows the preview, including hard edges and unpainted gaps. Supply soil and work with the right tool; completed ground can be redesigned. Large previews calculate in the background.
- Align building plans beside existing buildings with adjustable spacing, while keeping precise rotation, position locking and support checks.
- Extend mine-shaft ladders with timber, cordage and pegs down to 64 metres. Discover iron, copper, tin and coal where the geology permits, with depth and work progress shown as you mine.
- Fix settlers stopping short of freshwater, improve underground ladder visibility, and simplify terrain-planning controls.
Updating and saves
Continue existing saves. Terrain, mines, construction plans and partial work remain saved; save format 12 is unchanged.
Known issues and testing
- Terrain projects remain limited to 32 metres across; larger changes can be split into projects. Brush curves use finite mesh segments.
- Controller input is tested through simulation. Physical DualSense/Bluetooth and Windows/Linux GPU gameplay have not been tested in this development pass.
Full release notes ↗Place and shape with precision
Changes since v0.1.0.38
- Focused building placement with visible rotation, precise angles, position locking and optional grid snapping.
- Drag rectangles, straight paths and circular terrain areas; simplify height adjustment and advanced settings.
- Solid finished-terrain preview, real material/work completion and preserved existing saves.
- Clear planning views with temporary tree markers and improved lighting.
Updating and saves
Continue existing saves; save format12 remains unchanged.
Known issues and testing
- Existing terrain-site overlap, size and protection limits remain; circles use12 outline segments.
- No deeper mining or offline simulation in this release. Physical controller and Windows/Linux GPU gameplay remain unverified.
Full release notes ↗Mine ladders and workers that look farther
Changes since v0.1.0.37
- Interact to climb mine ladders with keyboard or controller; climb, descend and step off the top.
- Workers travel beyond the old job radius to known supplies and stations, and explore for missing resources.
- Workers can fell trees for sticks without first requiring a bag for logs.
- Resource-search progress and ladder attachment are saved.
Updating and saves
Continue existing saves; save format 12 is unchanged. Close the game before replacing the application.
Known issues and testing
- Inaccessible routes, unavailable resources and full containers can still block work. No offline simulation.
- Physical DualSense/Bluetooth, Intel Mac and Windows/Linux GPU behavior remain unverified. Windows publisher signing is not configured.
Full release notes ↗Earth loading screen and controller overhaul
Changes since v0.1.0.36
- Diod now starts straight into the game: the Play/Quit start menu is gone, and a full-screen view of the Earth (NASA Blue Marble) shows while the world loads.
- PS5 DualSense controls reworked: L3 sprint, R3 crouch, Square interact, Triangle bag, Circle drink/cancel, R2 use tool, L1/R1 quick slots, D-pad for craft, roadmap, settlement and terrain, touchpad for the map.
- All prompts switch to PlayStation buttons as soon as you touch the controller, and back to keyboard and mouse when you use those.
- Pause, bag, craft, books and station menus use console-style navigation: a control is always selected, D-pad or left stick moves, Cross confirms, Circle goes back, L1/R1 switch tabs.
- A button bar along the bottom edge shows the controller buttons for the current screen.
Updating and saves
Continue existing saves. Save format remains 12; no reset or terrain conversion.
Known issues and testing
- Tested with simulated controller input only; a physical DualSense over Bluetooth still needs a real playtest. Adaptive triggers are not implemented.
- Windows publisher signing is not configured; no Windows/Linux GPU validation.
Full release notes ↗Settlers keep working
Changes since v0.1.0.35
- Settlers pick things up and work on sites the way you do: within arm's reach, aiming at the item itself. A bush, slope or tree trunk at the item no longer blocks them.
- A settler that makes no progress toward a target for six seconds drops it and moves on to the next option, instead of standing still.
- Settlers can now route to work sites further away, including when they start on a slope or in shallow water.
Updating and saves
Continue existing saves. Save format remains 12; no reset or terrain conversion.
Known issues and testing
- Workers still require physically reachable supplies and cannot walk through sealed buildings or water.
- Windows publisher signing is not configured; no physical controller or Windows/Linux GPU validation.
Full release notes ↗Startup repair and smarter settler routes
Changes since v0.1.0.34
- Restore normal startup scenes omitted from the v34 release staging.
- Settlers check their full walking corridor, try wider and finer routes, and approach interactions from a reachable side.
- Detours can move away from the goal without being falsely declared stuck; navigation planning is spread across frames.
Updating and saves
Continue existing saves. Save format remains 12; no reset or terrain conversion.
Known issues and testing
- Workers still require physically reachable supplies and cannot walk through sealed buildings or water.
- Windows publisher signing is not configured; no physical controller or Windows/Linux GPU validation.
Full release notes ↗Distant workers and planned camp equipment
Changes since v0.1.0.33
- Workers maintain small work areas and continue physical jobs and needs while you are elsewhere.
- Assign a worker directly from Craft before positioning a construction plan.
- Carried baskets, bedrolls and fire kits now use rotatable previews, saved material escrow and hand setup.
- Avoid unnecessary resource scans and stagger worker decisions and pathfinding.
Updating and saves
Continue existing saves. Format 12 creates a complete before-distant-worksites backup before upgrading; do not downgrade.
Known issues and testing
- Workers require reachable local resources within 90 m of their work area. No offline or paused work.
- Windows publisher signing is not configured. No physical controller or Windows/Linux GPU validation.
Full release notes ↗A quieter HUD and clearer menus
Changes since v0.1.0.32
- Quieter gameplay HUD: smaller vitals, quick slots and minimap; control hints removed from normal play; XP appears when earned and tool details briefly when switching equipment.
- Inventory and storage use denser item grids with quantities. Full names, weights and explanations remain in the inspector and tooltips.
- Crafting now uses a searchable recipe grid and concise materials, reusable tools, station and result requirements. The full field guide and survival library remain available.
- Overview focuses on your character and surroundings. Simplified tab styling, consistent sans-serif text, muted charcoal panels and restrained brass highlights reduce visual clutter.
- Settlement assignments can be searched, roster entries show their task, and empty settlements disable worker actions. Existing Work/Collect behavior is preserved.
Updating and saves
Continue your existing game. This UI release keeps save format 11 and changes no terrain, inventory or progression data. Close Diod before replacing the application or extracted folder.
Known issues and testing
- Controller input is tested with simulated events. Physical DualSense Bluetooth and Windows/Linux hardware still need owner testing.
- Native visual acceptance uses Apple M4 / Metal, including 1280 × 720 and 1600 × 900 window sizes. No Intel Mac or Windows/Linux GPU performance claim. Windows publisher signing is not configured.
Full release notes ↗Give workers the outcome. Play with a controller.
Changes since v0.1.0.31
- Assign a worker a building, crafting or terrain outcome, or collect a quantity into a chosen container. The settlement screen now uses Work and Collect instead of leaders and designated shared storage.
- Workers resolve local prerequisites: gather real supplies, craft tools and carrying bags, deliver materials, finish construction, and fuel and operate timed production. They eat, drink and rest before resuming their task.
- Workers can complete precise cut and fill worksites using the normal shovel/pickaxe rules and paid soil. Existing project geometry, supplies, spoil and progress remain saved.
- DualSense controls cover movement, tools, quick slots, menus, building and terrain design. Touchpad opens actions; the virtual pointer supports selection and dragging, with D-pad focus navigation and controller settings.
- Existing saves receive a full before-autonomous-workers backup before format 11. Previous construction/crafting assignments migrate; historical groups are retained for recovery.
Updating and saves
Continue your existing game; no New Game required. Close Diod before replacing the app or extracted folder. Save format 11 retains progress and makes a full before-autonomous-workers backup. Do not downgrade an upgraded save.
Known issues and testing
- Worker planning is local to loaded terrain within 90 m of the assignment. Missing resources, blocked paths and full destination storage still require changes in the world. Hunting, distant exploration, automatic mine design and farming expansion are not automated.
- Controller input was tested with simulated events in the native Mac game. Physical DualSense Bluetooth pairing, stick feel and Windows/Linux hardware mappings still need playtesting. Adaptive triggers are not implemented.
- Native graphics testing uses Apple M4. No Intel Mac or Windows/Linux GPU/performance claim. Windows publisher signing is not configured; Smart App Control may block the download.
Full release notes ↗Design the exact ground you want
Changes since v0.1.0.30
- Terrain planning is now an orbitable 3D designer with solid finished-ground previews, draggable height/move/rotation/ramp handles, editable corners, exact numeric dimensions and optional snapping.
- Rotated rectangles and polygon boundaries become actual terrain mesh edges. Flat platforms, ramp planes and vertical cut/fill banks keep the designed lines instead of snapping the finished shape to the old one-metre grid.
- Confirm a design to create a worksite. Shovel soil, pickaxe rock, and supply soil for fill. Work advances through saved construction stages towards the exact previewed surface; excavated material remains optional loose pickups.
- Preview, finished rendering, physical collision and height queries share the same saved facets. Clipped geometry preserves surrounding ground and agrees across chunk boundaries.
- Existing saves and old earthwork projects carry forward. A full before-precision-earthworks backup precedes the format 10 upgrade; possessions, settlement, mining and frozen geography are retained.
Updating and saves
Continue your existing game; no New Game required. Save format 10 creates a full before-precision-earthworks backup. Close Diod before replacing the application or extracted folder. Do not downgrade an upgraded run.
Known issues and testing
- Precision sites support simple polygons with 3–12 corners, at least 1 m², up to 32 m across and 6 m height change. They cannot overlap another unfinished worksite or an already worked precision surface; adjacent sites are supported.
- This release supports straight polygon boundaries and sharp banks. Freehand curves, rounded bank profiles, re-editing completed precision footprints and automatic worker assignment are not implemented. Mining remains separate.
- Graphical testing uses Apple M4 / Metal / Low and isolated finite materials. No Intel Mac, native Windows/Linux GPU or laptop performance claim. Windows publisher signing is not configured.
Full release notes ↗Draw the ground you want to build
Changes since v0.1.0.29
- Surface terraforming is now a planned project: press G, draw a rectangle or editable polygon, preview the target and mark it out before working.
- Choose Raise, Lower, Level or a ramp. Saved target heights control both the preview and the final terrain; each shovel or pickaxe strike works only nearby unfinished ground.
- Raising ground requires delivered soil. Cutting leaves optional loose soil, rock or eligible ore pickups. Fill credit and fractional spoil persist, preventing free terrain or tiny-cut material duplication.
- Inspect projects to deliver supplies, pause/resume or cancel. Cancellation retains worked ground and returns whole unused fill units as loose pickups. Buildings, mine roofs and water levels remain protected.
- Existing worlds retain their terrain, mining, buildings, inventory and workers. A complete before-earthworks backup precedes the save-format upgrade. Mining sites keep their separate underground workflow.
Updating and saves
Continue your existing game; no New Game required. Save format 9 creates a full before-earthworks backup. Do not downgrade the upgraded run. Close the game before replacing the entire application or extracted folder.
Known issues and testing
- This first planner supports rectangles and editable polygons on the one-metre terrain grid, not freehand curves. Projects are limited to 24 m across, 625 edited vertices and 4 m height change; split larger jobs into projects.
- The player supplies and works earthworks directly; automatic worker assignment is not implemented. One clod supplies 0.18 m³ as a gameplay abstraction. Whole unused units are refunded on cancellation.
- Native gameplay validation uses an Apple M4 on Low with isolated fixture materials. Native Windows/Linux GPU, Intel Mac and laptop FPS are not tested. Windows publisher signing is not configured.
Full release notes ↗An outdoor beginning, growing communities and freshwater
Changes since v0.1.0.28
- Start outdoors at level 0. Bunkers, cryo doors and archive terminals are gone; all 15 survival books are available in the journal, and pea seeds can be gathered near the starting shore.
- Complete roadmap milestones to earn XP once. Every new level earns a worker, starting at 100 XP. Workers arrive nearby on clear, dry ground; awards survive restarts without duplicates.
- Sleep on the ground from Pause. Bedding restores more health. Sleep advances food, water and world time and stops before reserves become unsafe.
- Player hydration is visible in the HUD and pause menu. Drink reachable freshwater with E or H; seawater is refused. Fill existing waterskins from Bag, drink from Bag or a quick slot, and keep the empty skin.
- Existing saves receive a complete before-outdoor backup. Old indoor occupants and belongings move onto the surface; original geography, earthworks, buildings, inventory, XP and settlers are preserved.
Updating and saves
Continue your existing Kungsholmen save; no New Game is needed. Close the game before replacing the complete application/folder. Save format 8 keeps a before-outdoor backup in the active run; do not downgrade that upgraded run. XP is retained, but displayed levels now start at zero and can be one lower. Existing settlers count towards prior earned arrivals; additional earned workers appear on safe ground.
Known issues and testing
- Freshwater is deliberately treated as clean game water; filtration and disease are not simulated. Kungsholmen’s surrounding Mälaren water is classified as a lake. Player thirst is new; settler and horse needs retain their existing systems.
- The portable water container is the existing reusable waterskin, not a modern bottle. Drinking one restores 60 water and returns an empty skin.
- Tests use isolated saves and finite fixture supplies, not a complete zero-resource survival journey. Native Windows/Linux GPU and laptop performance testing remain unavailable. Windows publisher signing is not configured.
Full release notes ↗Mining sites and saved earthworks
Changes since v0.1.0.27
- Build a mining site with delivered timber, cordage and pegs, then extend a hillside tunnel or a ladder-equipped shaft with existing shovels and pickaxes.
- Press G with an excavation tool to choose Cut, Fill, Level or Mine. Filling consumes carried soil; excavated soil, stone and ore stay as optional pickups.
- Underground openings replace the local ground mesh and collision while keeping the existing island materials and untouched landscape.
- Mine geometry, loose materials and underground player positions survive streaming away and restarting. Existing saves get a complete pre-upgrade backup.
Updating and saves
Continue your existing Kungsholmen save; no new game is required. Your original map, inventory, buildings, journal and earlier digging remain. Close the game before replacing its complete application/folder. The first upgrade creates before-groundwork in the active save run. Keep this backup and do not downgrade an upgraded run.
Known issues and testing
- Early timber mines are limited to 32 m from their entrance and 12 m below it. Shafts stay near their included ladder; excavation remains above water.
- No flooding, underground worker mining, structural collapse or arbitrary-depth tunnels yet. Material quantities are game balance, not a volume-conservation simulation.
- Windows publisher signing remains unavailable. Windows/Linux native GPU playtesting and laptop performance benchmarking have not been performed.
Full release notes ↗A more natural Kungsholmen shoreline
Changes since v0.1.0.26
- New games use the refined Kungsholmen v3 terrain, with more varied landforms, natural ground materials and an updated island map.
- Extended detailed coastal terrain around the entire 10 km island perimeter: rounded rocky shores, sheltered banks and beaches, while preserving the approved Fredhäll reference.
- Added 200 fine coastal height tiles, with matching tile boundaries, terrain collision and persistent digging/mining. Nearby detail scales with graphics quality.
- Improved rock grain, mineral variation, wet shoreline materials and water contact/absorption to reduce artificial patterns and angular underwater patches.
- Updated coastal trees and shrubs, lighting and vegetation presentation, and fixed the opening archive notification overlapping the objective HUD.
Updating and saves
Close Diod before replacing the complete application/folder. Saves remain in the separate Diod user-data directory. Existing v1/v2 worlds retain their original terrain and progress. To see the new v3 geography, choose Esc → Settings → New game and confirm; the previous run is retained separately on disk. This does not automatically migrate old terrain or provide a run-selection menu.
Known issues and testing
- Windows and Linux desktop graphics and Intel Mac gameplay have not been playtested for this release. Windows publisher signing is not configured; Smart App Control may block the download.
- Local Apple M4 Metal testing covered 16 perimeter views, selected final Low/Medium rechecks and a short normal walking test, not every metre or a performance benchmark.
- Pre-alpha visuals and performance remain in development. Fast tester-camera jumps may need time for scenery to load.
Full release notes ↗Fly, inspect and teleport
Changes since v0.1.0.25
- Added in-game Tester tools in Esc → Settings and on F8. F9 toggles an independent free camera without changing the game’s third-person mode or creating another map.
- Flight supports WASD, Q/E down/up, mouse look, Shift boost and adjustable wheel speed. Simulation, needs, NPC work, building/planning inputs and discovery pause; scenery streams around the camera while the human stays in place.
- Jump the camera to island landmarks or precise latitude/longitude. Land / swim here explicitly moves the human only after terrain collision and body clearance are checked. Steep or blocked ground is rejected; Return restores the original human position.
- F12 saves a screenshot and matching location JSON. Reports identify version, dataset, camera position/orientation, real human position, quality and terrain work pending.
- Added an optional, session-scoped local command-file interface for local AI testers. Enable it in the tools panel or launch with --tester. Exact camera jumps, checked landings, returns, reports and captures are supported without a network listener or arbitrary command execution.
- Included a local tester guide in every platform download. Existing island saves, inventories, terrain datasets, finite resources and progression remain; no new game is required for these tools.
Updating and saves
Close Diod and replace the complete application/folder. Tester tools work on existing Diod v24/v25 island saves without a reset. Use Esc → Settings → Tester tools, F8 panel, F9 flight/return and F12 screenshot/report (Fn may be needed on Mac). Camera flight never checkpoints an airborne human. Explicit Land / swim here resumes normal gameplay at a checked location, with normal survival and save rules. Existing v1 saves keep v1 terrain; confirmed New game uses v2 as before. Local agent guide: https://diod.world/downloads/0.1.0.26/TESTER-GUIDE.md
Known issues and testing
- Native Mac/Windows GPU flight, visual quality, performance and F12 screenshot capture need local graphical testing. Headless checks do not establish those.
- Fast jumps can outrun streamed scenery. Landing waits up to25 seconds for collision; a timeout leaves the human in place. Dismount before teleporting. Followers, carts and horses are not moved with the human.
- Flight is an inspection tool, with simulation paused. Resume ordinary third-person gameplay to test gathering, crafting, combat, survival or settlement work. Kungsholmen remains the only playable island.
Full release notes ↗Rocky ridges and living shores
Changes since v0.1.0.24
- New Kungsholmen worlds have exposed bedrock escarpments around Stadshagen and Kronoberg, with sharp rock faces, broken crest lines and open rocky shoulders rather than only smooth hills.
- Fredhäll’s western and southwestern shore now has rock shelves, steep coastal faces and rapidly deepening water. Marieberg and Kristineberg have separate rocky-bank profiles; Smedsudden has sand and a gentler water entry.
- Shore widths, ridge shoulders and rock cover are authored from Stockholm park and bathing-place references. The island outline and retained elevation base remain; this is not a survey of individual cliffs or measured water depths.
- Bare rock faces no longer grow a dense forest; sandy shores use sand materials. Terrain, collision, water meshes and swimming use the same saved ground and water fields.
- Removed imported place-name labels and elevation contour lines from the minimap, full map and bunker maps. Maps show the game’s own relief and discoveries, with useful player, building, horse and settlement markers.
- New Game uses the new kungsholmen-v2 dataset. Existing v24 island saves keep their original terrain, inventory, buildings and progress; their map presentation is cleaned up too. Third-person gameplay and existing progression remain.
Updating and saves
Close Diod and replace the complete application/folder. Choose Esc → Settings → New game to play the improved ridges and coastlines. Your existing v24 island save resumes with its original terrain and progress; no ground is changed underneath existing buildings. New Game starts a separate empty-inventory run after confirmation. Diod user-data directory and third-person controls are unchanged. Older pre-v24 map/save formats remain unsupported.
Known issues and testing
- Native Mac/Windows GPU appearance and performance, cliff traversal, riding routes and longer ordinary-player balance need local playtesting. Headless terrain/physics checks do not establish visual quality.
- Cliff shapes, coastal shelves and lake depths are authored interpretations of local references, not surveyed geometry or bathymetry. The 2 m grid is authoring spacing. Highest terrain remains bounded at 47 m; Kungsholmen is still the only playable island.
- Modern buildings/bridges and surrounding mainland are intentionally omitted. Other cities, expedition travel and the next distant bunker remain future work.
Full release notes ↗Kungsholmen, on foot
Changes since v0.1.0.23
- Restored third-person gameplay: direct WASD movement, mouse look, physical tool use and the existing survival HUD. The v23 overhead gameplay default is removed.
- New games start on an authored Kungsholmen island around Fleminggatan 109 and the nearby Stadshagen bunker. The OSM-derived footprint measures about 3.88 km², approximately 3.45 × 1.80 km.
- Only Kungsholmen remains land. Surrounding mainland and islands are replaced by water, including the distant horizon. The current map has a bounded offshore water margin.
- Saved two-metre terrain fields combine the retained elevation base with authored ridge adjustments, woodland, meadows and walking trails. Terrain, collision, water and the map use the same fields.
- Curated clay and hematite deposits support the existing technology path. Three feral horses and eight roe deer use normal finite saved animal records. Existing stone, fibre, timber, food, farming and resource rules remain.
- The existing 100-result starter catalogue, staged construction, horse care/riding/cargo, needs, settlement management and iron-gated Mara unlock are retained. No inventory or extra people are granted at the start.
- Removed Terrain playground and previous-world options. The bunker chart and console now show the island. Old global and Stockholm regional map datasets are excluded from the installers.
- This is a clean build with a fresh Diod save directory. Old maps and saves are not supported or migrated; their files are left untouched.
Updating and saves
Close Diod and replace the complete application/folder. This clean build starts a new Kungsholmen game in the Diod user-data directory (on Mac: ~/Library/Application Support/Godot/app_userdata/Diod/). Old From Stone to Steel maps/saves are not supported or imported. Existing files are left untouched. New games contain one awake human, an empty inventory and the same starting archive knowledge.
Known issues and testing
- This is the first curated island build. Native Mac/Windows GPU appearance, performance, riding routes and longer ordinary-player progression need local testing.
- The elevation base is a filtered surface DEM with authored corrections. Two-metre grid spacing is not survey accuracy. Modern buildings/bridges are omitted; surrounding real geography is intentionally replaced by water. Water depths and resource habitats are modeled/authored.
- Only Kungsholmen is playable. Other cities, expedition travel, the next distant bunker and passenger rescue are future work.
- The existing animal artwork is retained. The population is finite; harvesting/taming does not create replacement animals.
Full release notes ↗Direct the first survivor
Changes since v0.1.0.22
- Play Diod now uses an angled overhead camera. Select the first survivor and issue movement or context orders with the mouse; WASD pans the camera.
- Orders cover gathering, using objects, tree cutting, excavation, plots, hunting, carried crafting, station work and paid construction. Shift adds orders; Stop cancels them. Carried food is eaten when hungry.
- The bunker starts in cutaway view, with one awake human and the same archive knowledge. The real forged-pry-bar and chamber sequence still unlocks Mara, who can then be selected and assigned work.
- Crafting is queued as real human work. Placed building plans receive deliveries and labour through their existing paid stages. Materials, tools, reach, carrying capacity and stamina still apply.
- Terrain collision and resources remain around active humans while the camera pans. Smaller terrain chunks, priority for physical ground, worker-local geography caches and a bounded overhead view reduce unnecessary rendering work.
- New worlds keep the restored global Earth metadata generator. Existing geography and gameplay progress are retained, and first-survivor orders persist in the normal save. The flying terrain playground remains available.
- Fixed a pause-menu initialization error encountered during fresh gameplay startup.
Updating and saves
Close Diod and replace the complete app/folder. Play Diod opens overhead strategy controls in your current run; no reset is needed. Existing inventories, structures, settlements, XP and terrain profiles remain. Settings → New global Earth world creates a separate fresh run with one survivor and the global generator. Old v21 regional worlds keep their bounded geography. Keep complete save folders; use v0.1.0.23 or newer for saved strategy orders.
Known issues and testing
- This is the first overhead gameplay release. Native Mac/Windows GPU appearance, frame rate and longer ordinary-player balance/routing remain owner/local testing.
- Global Earth elevation remains coarse ETOPO data with generated detail, GSHHG shores, generalized rivers, climate and geology. No new detailed global elevation or OSM coverage was integrated, and terrain accuracy is not claimed fixed.
- Navigation uses conservative local physical routes, avoids open water and waits for loaded ground. Trees and pickups stream around humans; the overhead camera has bounded detailed draw distance.
- Recovered settlers retain their existing shared-store, needs and local work-area rules. Their continuous gathering/timber/crop/build/haul/craft assignments differ from the first survivor’s finer action queue.
- The 100-result starter catalogue is retained. The second distant bunker, two additional recruits, passenger rescue and progression through the modern era remain future content.
- The earlier reported geometry spire remains unconfirmed. Existing regional saves are not automatically converted to different geography.
Full release notes ↗A playground for Earth
Changes since v0.1.0.21
- A separate startup choice opens Terrain playground before loading any survival world. The pause menu also offers it after saving.
- Free flight supports adjustable speed, Shift boost, vertical movement and straight-down overview. Terrain streams around the inspection camera.
- Jump to latitude/longitude, hide trees or water, inspect wireframe, copy a location report, or save a screenshot with matching coordinates.
- The global Earth metadata generator is restored for new worlds and default inspection. The unchanged v21 Stockholm dataset remains available for comparison and existing saves.
- Existing worlds keep their terrain and gameplay progress. New Earth games start in separate run folders. No new artificial bunker rock mountain is added.
Updating and saves
Close Diod and replace the complete application/folder. Choose Terrain playground from the startup menu to inspect without opening a survival save. Play Diod loads the existing run with unchanged terrain. New global Earth world in Settings creates a separate run; it does not convert an existing regional world. Keep complete save folders.
Known issues and testing
- This adds inspection tools and restores the prior global generator; it does not claim to fix terrain accuracy or graphical quality.
- Global elevation is coarse ETOPO data with procedural detail; GSHHG shores and generalized Natural Earth rivers are not a detailed city reconstruction.
- The v21 regional comparison retains filtered Mapzen elevation and OSM features; water depths remain modeled.
- Flight uses a local planar coordinate frame. Use coordinate jumps for distant Earth locations. Detailed streamed terrain has a bounded draw distance and the horizon is coarser.
- Native Mac/Windows GPU flight, appearance and fresh Mac Gatekeeper assessment remain owner/local testing. The earlier geometry spire has not been reproduced.
Full release notes ↗A real region to explore
Changes since v0.1.0.20
- New worlds explore a 10 × 10 km Earth region centred on Fleminggatan 109, with the same geographic processing throughout its 100 km².
- OSM-derived water and natural-area features preserve the connected Stockholm waterways, islands, woodland, open ground and wetlands.
- Finer real elevation replaces kilometre-scale starter terrain. Hills follow the filtered source model; small ground texture no longer invents large landforms.
- Terrain, physical ground, rendered water, swimming and map geography share the regional source. Regional data is included for offline play.
- The pause map displays detailed gray unexplored geography, fits the supported region and reuses a source-derived overview for responsive pan and zoom. Explored terrain and changes remain live overlays.
- A clear physical region boundary and placement rules define the current playable area. The bunker retains its door and interior, with an engineered entrance surround and no artificial rock mountain in new worlds.
- Existing worlds and progress remain on their original terrain profile. Choose New detailed region / New Game to create a separate run using the new geography.
Updating and saves
Close Diod and replace the complete application/folder. Existing worlds, inventories, construction, settlement progress and terrain are preserved. To see the new terrain, select New detailed region / New Game in the pause menu and confirm; this starts a separate run and retains/backups the older complete world. Keep complete save folders. Profile-6 worlds require v0.1.0.21 or newer; do not downgrade those saves.
Known issues and testing
- Elevation is a filtered surface model with variable source resolution. The 4 m geographic sampling grid and 1 m close mesh are not 4 m or 1 m surveyed terrain; small real cliffs can be softened. Lantmäteriet 1 m ground data is not included.
- Water surface levels are estimated and lake/channel bed depths are modeled. Modern city buildings, roads and bridges are intentionally absent from the reclaimed natural world.
- The earlier reported narrow geometry spire was not reproduced. Source data, bunker/tree bounds and focused generated geometry were checked, but native full-world Mac/Windows GPU appearance and fresh Mac Gatekeeper acceptance remain owner testing.
- Only the defined 10 × 10 km region is newly playable. The historical bunker Earth atlas remains a reference; it does not enable travel to distant destinations.
Full release notes ↗From blueprint to building
Changes since v0.1.0.19
- All 17 building plans now act as staged construction projects. Place a blueprint and supply foundations/supports, frame, assembly/enclosure and finish separately. You can begin real construction without collecting every later material; work stops at the first unfunded stage. Fully stocked projects keep their original total work requirement.
- Unfinished sites show a light footprint/height outline, delivered-supply stock and current progress/blockers. Existing staged models take shape through paid labour. Outlines and material piles cannot be looted or used as a finished building.
- An expanded project panel shows four stages, delivered and total supplies, current-stage requirements, carried materials, assigned crew and crew status. Pause/resume preserves progress. Low, normal and high priority control automatic project selection.
- Assign builders and dedicated haulers at the site panel, from the new Settlement project list or from the overhead planner. Builders fetch current-stage materials and real tools; haulers deliver without a hammer or performing labour, and can stock later stages.
- Project supply trips use the designated finite shared store, actual worker bags and saved equipment. Store and carried inventory commit together; capacity and local reach are enforced. Missing supplies/tools, paused work and route problems remain visible through project and settler status.
- Existing unfinished plans, deliveries, work and cancellation refunds carry over. New stage tables are saved with projects. Meshes update at stage/delivery changes rather than every hammer stroke, and temporary worker tool queries no longer capture themselves.
Updating and saves
Close the game and replace the complete app/folder. No New Game is needed. Existing worlds, inventory, knowledge, terrain, settlers, XP, plans, paid materials and work remain. Keep complete saves including regional data. New project stage snapshots, controls and hauling orders require v0.1.0.20 or newer; do not downgrade after using them.
Known issues and testing
- Workers still use one designated shared store and the existing 55-metre local work radius. Plan within loaded terrain, provide paths and move the shared store as the settlement expands. This is not global navigation or remote construction simulation.
- Haulers move already available supplies; they do not automatically manufacture missing items or harvest absent resources. Assign gatherers, loggers and crafters, or supply the store yourself. Food, sleep, injury and carrying limits still apply.
- Structure models and material piles are a procedural first visual pass. Native Mac/Windows GPU playtesting, dense scenery routing and fresh Mac Gatekeeper assessment remain owner/local testing.
- The second bunker, its destination, two new survivors and passenger carriage boarding remain future work. The catalogue remains 100 distinct starting craft/build results.
Full release notes ↗A way off the island
Changes since v0.1.0.18
- Craft now reports 100 distinct things to make or build: 83 primary crafted products and 17 construction plans. These are served by 103 crafting/building recipes, plus three world actions. The starting archive retains all earlier knowledge; its Expedition prep collection now covers the full 100-result catalogue.
- Build four-metre-wide timber bridges, bank ramps and short boardwalks. Sections snap end-to-end, record their actual foundations, require supplies and hammer work, and gain walkable decks only when finished. Start from a bank or completed deck; deep foundations, excessive slopes, overlaps and obstructed placements are rejected.
- Completed crossings support the player, settlers and ridden horses with cargo carriages. Decks and railings have physical collision; water remains water below and alongside them. A genuine ridden bank-to-bank crossing records the new Roadmap achievement.
- Add a carpenter workbench with paid installed tools, a covered supply store and a wooden tool rack. Nearby installed adze, chisel and auger capabilities can be used by the player or a worker at the bench; crafting still consumes its own inputs.
- Build a roadside waystation with storage, bedding and a safe rest checkpoint. Add a horse shelter and water trough: parked owned horses consume stored dry grass and filled skins when hungry or thirsty, returning empty skins. Stops cannot create supplies.
- The main Roadmap now continues through workshop and supply storage, crossing construction and riding to the far bank. Optional roadside and horse-care branches show useful preparations. New building icons and the expanded Expedition prep collection connect this guidance to Craft.
Updating and saves
Close the game and replace the complete app/folder. Existing worlds, inventories, terrain, settlers and XP remain; no New Game is required. Owned starter books gain the new plans on load. Keep complete save folders including regional data. New structures and crossing state require v0.1.0.19 or newer; do not downgrade after using them.
Known issues and testing
- The second bunker, its destination, two new survivors and passenger boarding are still the next phase. This update provides crossing and roadside infrastructure, not the complete rescue mission.
- Native Mac/Windows GPU appearance, scenery clearance, long natural crossings and fresh Gatekeeper assessment await owner/local testing. Bridge and camp models are an initial procedural art pass.
- Timber bridge foundations are limited to 14 metres, boardwalks to three metres, and a six-metre ramp can rise or fall at most 1.5 metres. Clear obstructions, load both ends and choose low banks. There are no free bridges, terrain patches, horse swimming or full trailer suspension.
- The sampled northwest Kungsholmen route is a geometry survey of the current global terrain, not a scenery-clearance guarantee. Existing saved terrain profiles retain their released shapes.
- Horse stops use finite stored supplies. This does not add player thirst, weather simulation, full background livestock simulation or a global settler path planner. The Roadmap recommends milestones rather than requiring every optional item.
Full release notes ↗Ready for the road
Changes since v0.1.0.17
- Add 35 distinct expedition goods and 35 crafting/process recipes across the existing 15 starter books. A 50-entry preparation collection combines them with 15 existing essentials; all other starter content remains available. Owned books gain their new recipes on load.
- New woodworking, hide and fibre chains provide adzes, boring tools, chisels, pegs, awls, needles, thread, a portable frame loom and shuttle, cloth, rawhide and ties. Inputs come from existing gathering, farming and hunting; no later bunker knowledge is needed.
- Prepare ground pea meal, pulse flatbread, dried berries, dried venison and compact trail rations. Real campfire heat handles cooking and drying. Packing rations conserves their ingredients’ food value; reusable pots and empty water skins return.
- Fill water skins at low freshwater banks and give them to horses during travel. Full containers add actual water weight, and empty containers return after use. Salt water is rejected. No player thirst system is added.
- Light finite-fuel torches from Bag with an ignition tool and tinder; equip them for light and a visible flame. Fuel persists, pauses while stowed or inspecting menus, and water extinguishes the torch. Wear a visible travelling cloak. Covered bedding can be placed to rest and packed again without duplicating it.
- Build and fit a two-wheeled carriage with harness and reins to a lead-trained horse. It adds 120 kg cargo, independently of panniers, with saved equipment and cargo, rolling wheels and conservative compound collision/terrain clearance. Load slows travel and turning is limited. A fitted padded saddle reduces fast-riding stamina drain.
- Craft gains an Expedition prep filter. The main Roadmap continues from Mara/shared storage through horse preparation, fitting a carriage and packing provisions. Clothing and milling remain optional branches, with one-time milestone XP.
Updating and saves
Close the game and replace the complete app/folder. Existing worlds, inventories, terrain, settlers and XP remain. No New Game is needed: owned starter books gain the recipes on load. Keep complete world folders including their referenced regional data. New equipment needs v0.1.0.18 or newer; do not downgrade a save after using it.
Known issues and testing
- The second bunker, its map destination, two new survivors, passenger boarding and an off-island crossing are deferred to the next phase. This release prepares equipment and provides land cargo transport; it does not make the complete rescue expedition playable.
- Native Mac/Windows GPU appearance, difficult natural terrain, long journeys and fresh Mac Gatekeeper assessment await owner/local testing. Procedural item models are an initial visual pass.
- Carriages require clear, dry, fairly level loaded ground. The conservative footprint may stop at banks or rough patches. Full trailer suspension, bridge traversal and horse swimming are not included.
- Cloaks are visible equipment; temperature protection is not simulated. Food spoilage, full hide-dressing/drying processes and player thirst are not simulated. Recipe quantities and condensed handwork are gameplay choices, not historical manufacturing formulas.
- The 50-item collection is part of the larger starting archive. The Roadmap recommends useful preparation; it does not require crafting every optional item. Milestone counters retain historical achievements, so inspect actual supplies before leaving.
Full release notes ↗Into the water
Changes since v0.1.0.16
- Shallow water slows walking; deep water automatically switches to buoyant swimming. WASD swims, Shift gives faster strokes, hold C to dive and hold Space to rise or exit low clear banks. Collision sweeps prevent assisted exits through walls.
- Breath drains underwater and refills above the surface. Running out of breath damages health. Swimming uses stamina; floating slowly recovers it, and exhausted swimmers can still move slowly. A dedicated HUD reports water controls and breath. Menus pause water needs.
- Breath and the last validated dry shore are saved. Death keeps the existing recoverable-cargo and respawn flow, with dry-shore and bunker fallbacks when no nearby landing exists. Land tool work is cancelled while swimming.
- Water colour and transparency now use actual bed depth. Animated normals, small surface waves, shoreline foam and pooled disturbance rings replace the old angle-only colour treatment. Camera immersion enables underwater fog.
- Original procedural water ambience and splash/stroke cues accompany movement. Underwater sound is muffled with reversible filters. The character uses an initial procedural swimming/treading pose.
- New terrain profile 5 creates gentler shore transitions, generated lake basins and coastal shelves while preserving valid source-ocean depths offshore. Island banks use their surrounding lake’s canonical level estimate. Earlier saved terrain profiles remain unchanged.
Updating and saves
Close the game and replace the complete app/folder. Existing worlds, buildings, inventory, settlers, XP and prior terrain remain. Swimming, breath, sounds and water presentation apply to existing worlds. Choose New Game for profile-5 bank and underwater terrain shapes; it uses a separate run and preserves the previous world. Older saves start with full breath; subsequent breath and shore checkpoints persist. Back up the complete world folder, including world.bin and its referenced regional directory. Profile-5 worlds require v0.1.0.17 or newer; do not downgrade those worlds.
Known issues and testing
- Native Mac/Windows GPU water appearance, long swimming crossings, difficult natural shore exits and fresh Mac Gatekeeper assessment await owner/local testing.
- Depth geometry still uses existing coarse ETOPO and estimated lake levels with procedural fallbacks. No new GEBCO, EMODnet, HydroLAKES or surveyed Mälaren depth dataset is included.
- The initial swim/tread pose is procedural IK; bespoke stroke animations, swimming horses/NPCs, boats, tides, large-wave physics and current forces are not implemented.
- High cliffs and obstructed banks cannot be climbed with the water exit assist. Seek a low clear landing. Underwater needs continue during active play; drowning can cause death and recovery.
- Older terrain keeps its released bank shapes, which may be harder to leave than the new profile. Choose New Game to evaluate the new geometry.
Full release notes ↗A clear road forward
Changes since v0.1.0.15
- A persistent side panel shows the next main Roadmap objective, its position in the route, goal counters and a practical next action. Optional tracked objectives remain visible separately without replacing the main direction.
- Guidance responds to real possessions and work: crafted bags ask to be equipped, baskets and campfire kits ask to be placed, unfinished plans ask for deliveries and hammer work, and awakened survivors lead into shared storage.
- Roadmap now opens as a readable numbered main route. Select a milestone for its steps, exact Craft recipe and clickable optional branches. Completed milestones link to the next main direction. The zoomable branch tree remains available through Branch tree.
- Removed the duplicate rectangular interaction card from the center of the screen. Object names and E cues stay on the objects; carrying failures show Bag full there and on the reticle. Focused objects take priority when labels overlap.
- Level and XP remain at the top center. Menus hide the objective panel and gameplay overlays; returning restores current state. Non-object contexts such as cutting a standing tree use a plain text hint.
Updating and saves
Close the game and replace the complete app/folder. Existing worlds, inventory, buildings, settlers, completed milestones, XP and tracked optional objectives are preserved. No new game is needed. Press P for Roadmap; Main route is the default view, and Branch tree retains the full branching diagram.
Known issues and testing
- Native Mac/Windows GPU playtesting, readability against actual landscapes and fresh Mac Gatekeeper assessment remain for owner/local testing.
- Objective guidance describes the next milestone and existing recipes; it does not automatically find materials, plot a route, or create new content beyond the current main path.
- The HUD shows carried-kit and construction guidance plus milestone counters. It does not yet track every prerequisite recipe as a separate live subquest.
- Long descriptions and the eight-stage main route can be scrolled. The branch tree retains pan and zoom controls.
Full release notes ↗The mountain bunker
Changes since v0.1.0.14
- The home bunker entrance now sits in an authored rock face beside the Stadshagen cliff northwest of Fleminggatan 109, Stockholm. The Earth origin, terrain baseline and underground rooms retain their existing identity.
- A new original reinforced blast door has segmented armour, locking dogs, machined frame, protected status strips, access terminal and traction threshold. A physical landing and ground-following approach support arrival.
- The outside door remains closed: press E to enter with a short fade. Inside, use the matching entry door to return to the surface; the ladder and ceiling shaft are removed. The archive, chambers and cryo-wing progression stay intact.
- Map home markers point to the new entrance. Settlers use the same two landings with fall-speed reset and interior aisle routing.
- Entrance placement is saved once. Migration preserves existing possessions and progression and refuses to cover saved structures or excavation. Architectural clearance protects the rock face and approach from natural scatter, construction, cultivation, camp placement and digging.
Updating and saves
Close the game and replace the complete app/folder. Existing worlds, rooms, inventory, buildings, settlers and progression are retained; a new game is normally unnecessary. Stockholm saves receive the nearby cliff entrance and updated Home marker. If existing construction or excavation occupies the new footprint, loading stops safely and preserves the world: retain the previous build or choose New Game. Back up the complete world folder including world.bin and its referenced regional directory.
Known issues and testing
- Native Mac/Windows GPU gameplay, the entrance under actual landscape lighting, full NPC routes and fresh Mac Gatekeeper assessment await owner/local testing.
- The local rock face is authored facility geometry, not a newly acquired high-resolution elevation dataset. The broader Earth terrain and ecology are unchanged.
- Only the home bunker is physically implemented. Distant archive sites still require individual authoring and gameplay integration; this release does not create every world bunker.
- Doors use a fade transition, not opening animations or a walkable terrain tunnel. Alternate custom starting coordinates use the same kit fitted to local sampled terrain; those sites are not individually surveyed.
- Settler avoidance around complex obstacles remains limited. Clear paths or issue nearer movement orders if a worker reports a blocked route.
Full release notes ↗A settlement that needs you
Changes since v0.1.0.13
- Settlers now have persistent health: starvation damages health after food runs out, food and nearby assigned bed rest support recovery, and unsafe landings can injure. Workers eat real carried food before walking to shared food.
- Death retains the person in the roster and transfers carried belongings/equipment into one recoverable bundle. Failed saves preserve cargo; repeating sync cannot duplicate belongings or awaken the same dead survivor again.
- Press N outside for a local overhead settlement planner. Pan, zoom and select people/buildings; planning starts paused and Space resumes the settlement while the character stays still.
- Place recovered building plans using the existing support, slope, collision and clearance checks. Assign a worker to a specific unfinished plan; they fetch real tools/materials and perform actual delivery and paid construction work there. Right-click nearby ground to give a persistent movement order.
- The roster and planner show health, food, rest, stamina and actionable needs. A field HUD button reports people needing attention; map markers flag severe needs/death/blocked routes and show current destinations. Building footprints have labels and selection colors.
- Walking now reports a blocked route when it makes no progress toward the destination, including moving around without getting closer. Existing gathering, timber, farming, crafting and groups remain available.
- Distant workers pause needs along with labor while collision is unloaded, preventing starvation caused by the streaming limit. Needs resume without retroactive damage on return.
Updating and saves
Replace the complete app/folder with the game closed. Existing worlds, terrain, inventory, buildings, XP and settlers are preserved; no new game is needed. N opens overhead planning outside, or management inside the bunker. Designate actual shared storage and assign bedding in Settlement. Settler death is permanent; their belongings remain recoverable. New settlement orders/mortality require v0.1.0.14 or newer: do not downgrade a played save. Back up the entire world folder including world.bin and the referenced regional save directory.
Known issues and testing
- Native Mac/Windows GPU gameplay, actual overhead visibility in dense forest, physical worker routes and fresh Mac Gatekeeper assessment await owner/local testing.
- Planning is local to nearby loaded ground (60 m); work sites must be within 55 m of designated shared storage. Camera movement does not load or reveal distant terrain.
- Only Mara is currently earned in normal play. This update does not add more survivors or resurrect a deceased Mara. The resting-body pose is basic; bespoke death animation, NPC combat, disease and thirst are not implemented.
- Local avoidance is still limited around complicated buildings/doors. Destination lines show intent, not a solved obstacle-free route. Clear paths or issue nearer orders when blocked.
- Multi-store logistics, production targets, automatic multi-stage supply chains, richer worker priorities and large-population simulation remain future work. Heat stations still need player-provided fuel/ignition/tending.
- Distant settlements pause work and needs; full background simulation is not implemented.
Full release notes ↗A clearer world and road forward
Changes since v0.1.0.12
- New-world terrain models sheltered hollows, exposed mountain ribs and softer walking ground from shared geographic relief rules, with no starting-area treatment.
- Climate and landforms guide moisture, glades, groves, moss and meadow patches. Regional rock families remain guided by GLiM. These are generated interpretations of the existing Earth data.
- Unexplored regional maps render at higher resolution with multi-direction relief shading, elevation tint, adaptive contours, vector coastline/lake boundaries and visible river courses. Visited surveys remain distinct and viewing never discovers ground.
- Roadmap opens as a whole-tree overview with zoom, pan and next-objective focus. A responsive side inspector keeps objective steps and Craft links accessible without squeezing the tree.
- Roadmap cards show item artwork and colored branches/completion states. Pause tabs, quick crafting and health/food/stamina bars gain clearer icons and colors.
Updating and saves
Close the old game and replace the whole app/folder. Existing possessions, buildings, discovery, XP and terrain are preserved. Map and UI improvements apply to existing worlds. Choose New Game for generator v4 landforms/habitats; a separate run folder preserves the complete previous world. Format 6 saves require v0.1.0.12 or newer. Back up the entire world folder with world.bin and its referenced regional directory.
Known issues and testing
- Native Mac/Windows GPU gameplay testing and fresh Mac Gatekeeper assessment await owner/local testing.
- Elevation remains the existing coarse ETOPO grid; geology remains regional GLiM. No new high-resolution DEM, full erosion simulation or complete small-stream network is included.
- Whole-tree overview deliberately reduces card text; select a card for full-size details or zoom in. Existing regional species art remains unchanged.
- Global travel projection/floating origin, polar refinement and huge-settlement simulation remain unfinished.
Full release notes ↗A world worth exploring
Changes since v0.1.0.11
- Exploration saves use compressed regional files and stable object-ledger shards rather than rewriting all history as one JSON document. Terrain history, depleted resources, tree work and roaming-animal records load on demand.
- Permanent discovery remains exact at 32 metres using compact bitmasks. Map overview levels avoid scanning every visited cell, and detailed surveys use bounded regenerable RAM/disk caches.
- Inventory, XP, settlement work and world changes commit together through a checksum-protected redo transaction. Interrupted commits recover together; damaged committed saves refuse loading. Legacy saves migrate with an exact JSON backup.
- New worlds use the global GLiM regional geology dataset to guide rock families and soils, replacing purely procedural bedrock selection where the source identifies rock. Rare modeled iron-bearing metamorphic bands follow suitable hosts globally.
- The v3 terrain profile reduces broad procedural relief on gentle ground and keeps geology-cell boundaries from creating height cliffs. Source elevation is still coarse.
- Existing worlds retain their original terrain profile. Starting a new game with a newer generator selects a separate world folder and keeps the complete earlier world.
Updating and saves
Close the old game and replace the complete app/folder. Existing worlds retain their terrain and automatically migrate saves to format 6, retaining an exact pre-regional JSON backup. Format 6 saves require v0.1.0.12 or newer: do not open the upgraded run in an older build. Back up the whole world folder, including the referenced regional run directory and matching world.bin; changes.json alone is no longer a complete backup. Choose New Game to see v3 geology/terrain; it uses a separate folder when upgrading a terrain profile and retains the old world.
Known issues and testing
- Native Mac/Windows GPU gameplay testing and fresh Mac Gatekeeper assessment await owner/local testing.
- GLiM is a coarse 0.5-degree regional lithology grid. Mapping to the current seven game rock types and modeled deposits is approximate, not surveyed outcrops or mineral occurrences.
- Higher-resolution Copernicus elevation, full HydroSHEDS drainage, complete erosion and world-wide species art are researched next steps, not included datasets in this release.
- The storage stress validates sparse exploration and historical edits; it is not a completed playtest of the entire Earth. Very large settlements/local object densities and the global structure catalogue still need simulation scaling.
- Global travel projection/floating origin and polar refinement remain unfinished. First migration must still parse the old JSON once.
Full release notes ↗One Earth, one world generator
Changes since v0.1.0.10
- New games start at the geographic coordinate of Fleminggatan 109, Stockholm (59.334993 N, 18.027543 E). The surface is naturally reclaimed Earth, without modern streets or buildings.
- One Earth-based generator now supplies terrain, collision, distant scenery and local map detail everywhere in new worlds. The starting square no longer has a separate terrain pipeline or an outer blending band.
- Terrain detail, climate-driven ecology, trees, gatherables and mineral deposits use geographic rules. Removed starter iron, fibre and stone injections and reachability rerolls from new Earth worlds.
- Global vector shorelines preserve land, lakes and islands more accurately than the old coarse water mask, including the land at the selected Stockholm coordinate.
- Mineral deposits and clues generate regionally beyond the former starting square; weathered iron beds follow suitable host geology everywhere.
- Generation rules are frozen with new worlds. Existing saved worlds retain their original terrain and resource records. Archive guidance now describes ordinary landscape resources.
Updating and saves
Close the old game and replace the app or complete extracted folder. The new default coordinate opens a fresh Stockholm world under the usual seed/location save layout. Existing worlds are retained unchanged in their original folders; no inventory or buildings are transferred to Stockholm. New Earth worlds use generator v2; retained legacy worlds remain v1. Normal saves are not deleted.
Known issues and testing
- Native Mac/Windows GPU gameplay testing and fresh Mac Gatekeeper assessment await owner/local testing.
- Earth elevation/climate remain coarse source data; generated fine detail is not surveyed metre-scale terrain. Geology is procedural and warmer forests still use existing temperate tree art.
- River vectors provide shared courses, but full global catchment/tributary/erosion simulation and upstream-provenance river placers remain unfinished.
- Long-distance spherical travel projection/floating origin, polar refinement and region-partitioned saves remain future infrastructure work. This release does not establish full-Earth persistence scalability.
- Natural resources are no longer guaranteed near the bunker. Some starting locations require more exploration to find particular host rocks and supplies.
Full release notes ↗Closer at a glance
Changes since v0.1.0.9
- The four-arm pickup crosshair is now always visible during gameplay, with focus and capacity colors retained.
- Nearby pickups and usable objects display floating names and distances within 12 m. Labels avoid overlap and walls; up to eight appear onscreen.
- More forgiving selection near the crosshair helps you interact without exact aiming. Existing hand reach and wall checks remain enforced.
- Esc now opens Overview: health, food, stamina, XP, load, time, a clickable map, your equipped character, inventory summary, quick crafting and a roadmap link. Detailed tabs remain available with I, K, M and P.
- Six quick recipes use real crafting requirements and atomic saves. Missing ingredients open the exact Craft detail; successful crafts consume and save the proper supplies.
- The same drag-and-zoom map now extends beyond explored ground in gray, refining local terrain and regional Earth relief as you zoom. Explored surveys remain colored. Whole Earth and My position connect global and local views.
- The bunker console uses the same continuous map, retaining charted archive coordinates. Map viewing does not mark ground explored, reveal resources or generate distant 3D chunks.
Updating and saves
Close the old game and replace the app or complete extracted folder. Existing worlds, terrain edits, inventory, equipment, XP and map discovery are preserved.
Known issues and testing
- Native Mac/Windows GPU gameplay testing and fresh Mac Gatekeeper assessment await owner/local testing.
- Earth-wide detail is limited by the bundled source data: native regional elevation/water is one arc minute, while nearby generated terrain and visited surveys have finer detail. This is not globally surveyed metre-scale terrain.
- Gray map tiles may briefly load or refine while panning/zooming. Whole-Earth charts remain flat; polar precision and longitude wrapping need further refinement.
- Labels are deliberately limited to the nearest visible objects to control clutter.
Full release notes ↗Your road forward
Changes since v0.1.0.8
- New Roadmap pause-menu tab: a central main path with eight objectives and sixteen genuinely optional side branches covering tool upgrades, food, farming, hunting, horses and settlement work.
- Each objective explains what to do, shows completion steps and XP, and links to its exact known Craft recipe. Track any objective or return to following the main path.
- Journal is renamed Craft; its recipes and recovered Library remain available with K. P opens Roadmap. Inventory, Map and Settings remain available.
- A top-center HUD displays your level, XP progress and tracked objective, with brief XP and level-up feedback.
- Objectives award XP once per world. Credit survives spent materials, replaced equipment and lost buildings. Action saves and XP roll back together on failure; repeated crafting cannot farm XP.
- Existing saves receive credit from current equipment, items, completed buildings and settlement evidence. The earlier v0.1.0.8 stone-start improvements are included.
Updating and saves
Close the old game and replace the app or complete extracted folder. Existing worlds, terrain, inventories, equipment and saves are preserved. Progression is stored per world, independently of machine settings.
Known issues and testing
- Native Mac/Windows GPU gameplay testing and fresh Mac Gatekeeper assessment await owner/local testing.
- Old actions whose evidence was spent before this update cannot be reconstructed; existing saves receive credit for current evidence.
- Levels measure roadmap progress and do not yet grant stat bonuses or skill points. Main-path arrows recommend direction without locking gameplay or requiring optional branches.
Full release notes ↗A better stone-age start
Changes since v0.1.0.7
- More useful stones on rocky slopes and dry gravel banks, with geology determining the tool stone rather than mountain height.
- A saved finite starting patch supplies six hammerstones and eight pieces of suitable tool stone near the bunker, including in existing worlds.
- Flint, chert, quartzite and obsidian can supply the first flakes and hand axe. A separate hammerstone is kept.
- Clearer stone-tool names, resource hints, archive guidance and slightly larger ground stones. Legacy tool and arrow IDs remain compatible.
Updating and saves
Close the old game and replace the application or complete extracted folder. Existing worlds, terrain, inventory, equipment and saves are preserved. Starter resources are finite and do not refill.
Known issues and testing
- Native Mac/Windows GPU playtesting and fresh Mac Gatekeeper assessment await owner/local testing.
- The seven-rock geology model uses approximate transported quartzite and volcanic glass associations; it is not a surveyed geological map.
Full release notes ↗Equipped for the journey
Changes since v0.1.0.6
- Equipped sling, woven backpack and frame pack are visible on your character with distinct straps and pack detail.
- Improved held tools, full-length stone axe handle and visible hand drill and air tools.
- Consistent hand and torso attachments follow walking, crouching, work and riding.
- The Character preview and settlement workers show their actual equipped gear.
- Shared cached equipment meshes reduce repeated geometry and runtime nodes.
Updating and saves
Close the old game and replace the app or complete extracted game folder. Existing worlds, saves, inventories and equipment are preserved.
Known issues and testing
- Native Mac/Windows GPU playtesting and fresh Mac Gatekeeper assessment await local testing.
- Rigid packs can intersect the body in extreme poses; bespoke finger grips, two-handed work animations, spare-tool holsters and clothing/armour slots remain future work.
Full release notes ↗Light and life
Changes since v0.1.0.5
- Brighten the bunker with neutral fill and broader fixture lighting. Disable underground volumetric fog on High.
- Lift shaded outdoor surfaces with gentler occlusion and consistent sky/color fill. Keep night distinct with a soft navigation light.
- Adjust scene brightness in Settings without changing world time or menu text.
- Introduce fading day/night nature ambience, wind, bunker ventilation and nearby burning-fire crackle.
- Add varied grounded footsteps and feedback for successful gathering, equipment, crafting, tools, bows and menus.
- Control overall, ambience, actions and interface volumes independently; preferences are saved on this computer.
Updating and saves
Existing saves, quick slots and progression are retained. Close Diod, back up your save and replace the application. Brightness/audio settings are separate from your world; no new game is needed.
Known issues and testing
- The first sound mix needs local headphone/speaker feedback. Some action cues are provisional, and generic ambience is not species/location-specific.
- Native GPU lighting and listening acceptance remain for the owner/local tester. Weather/water layers, animal voices, settlement chatter, full acoustic occlusion and music are future refinement.
Full release notes ↗Movement and item experience
Changes since v0.1.0.4
- Keep the idle character planted while looking around. Smooth body turns, match gait phases and stride playback, and settle camera height over steps and crouching.
- Use six saved quick slots: press 1–6 to equip or stow tools and use food. Assign them from Inventory; depleted slots retain their bindings for later refills.
- See item icons, names, weight, carried quantities and clear pickup actions. A full bag now has an explicit make-room cue.
- Track recent inventory gains and losses in a merging item feed. See bow draw and tree-felling progress, arrow count and numeric vitals with low-state messages.
- Browse larger inventory/storage icons and clearer practical tool descriptions.
Updating and saves
Existing saves and progression are retained. Older saves receive initial quick slots from carried tools/food. Close the game, back up your save and replace the application.
Known issues and testing
- The current character and animation sources remain. This pass does not add new motion capture, slope foot IK or directional strafe clips; backpedalling reuses a reversed forward animation.
- Native Mac/Windows GPU playtesting, full-world movement feel, moving-target hunting and the complete horse-to-bunker route remain for local testing. Known river issues remain.
Full release notes ↗Third-person graphics pass
Changes since v0.1.0.3
- Switch from first person to a third-person shoulder camera with wheel zoom, camera obstruction handling and a visible animated character.
- Show a seated rider on horseback. Interaction and tool targeting still respect the character’s reach.
- Replace horse and deer visuals with skeletal models. Add horse coat details and grounded walk and trot animations.
- Improve distant mountain sampling, rock exposure and shading without changing terrain heights or excavations.
- Increase physics-body capacity for populated areas.
Updating and saves
Existing saves are retained. Camera distance is saved; older saves receive the default zoom. Close the game and replace the application after backing up your save.
Known issues and testing
- This is an initial graphics pass. Animal art, riding animation and landscapes still need refinement.
- Native Mac/Windows playtesting, moving-target hunting and the complete horse-to-bunker route still need local testing. Known river-generation issues remain.
Full release notes ↗The first settlement system
Changes since v0.1.0.2
- Manage Mara after awakening her through the forged-iron-pry-bar milestone. Open Settlement from Esc, the bunker console or a worker.
- Designate shared storage and supply real food, tools, bags, seeds and building materials.
- Assign following, gathering, timber cutting, prepared pea-plot care, building and finite crafting batches.
- Provide food and bedding. Hunger, fatigue and expectations affect work.
- Create named work groups with leaders and shared assignments. Known people appear on the field map without revealing unexplored terrain.
Updating and saves
Existing worlds and inventories are retained. Already-awakened survivors become manageable automatically; no new game is needed.
Known issues and testing
- Only Mara is recruitable in normal play. Work relies on loaded local areas; difficult terrain, doors and blocked routes can stop workers.
- Larger communities and autonomous leader planning remain future work. Native Mac/Windows visual playtesting was pending for this release.
Full release notes ↗Numeric versions and approved Mac download
Numeric release baseline
- Introduce four-part numeric versions and consistent download names.
- Carry forward the existing prealpha.2 downloads, including the Apple-signed, notarized and stapled Mac app. The numeric archives contain the same bytes as those earlier downloads.
- Keep the release stage separate from the version number. No gameplay changes were introduced by this numbering update.
Updating and saves
Save format, save locations and signed app contents are unchanged.
Known issues and testing
- The original Mac build passed native Apple Silicon checks; Intel hardware was untested. Earlier prototype limitations still apply.
Full release notes ↗Earlier prototype releases remain available through their original download links. This history begins with the numeric release series.