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.

v0.1.0.60 Latest release

Settlement management and clearer building

Changes since v0.1.0.59

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 ↗
v0.1.0.59

Single-player towns and businesses

Changes since v0.1.0.58

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 ↗
v0.1.0.58

Simpler Build controls

Changes since v0.1.0.57

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 ↗
v0.1.0.57

PlayStation controller controls

Changes since v0.1.0.56

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 ↗
v0.1.0.56

More detailed distant scenery

Changes since v0.1.0.55

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 ↗
v0.1.0.55

Free building and hands-on terrain

Changes since v0.1.0.54

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 ↗
v0.1.0.54

Better shorelines, detailed maps and first-person body

Changes since v0.1.0.53

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 ↗
v0.1.0.53

Cleaner menus and a full-screen map

Changes since v0.1.0.52

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 ↗
v0.1.0.52

Connected globe, first-person exploration and rowing boats

Changes since v0.1.0.51

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 ↗
v0.1.0.51

Africa foundation and local exploration

Changes since v0.1.0.50

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 ↗
v0.1.0.50

Natural world foundations

Changes since v0.1.0.49

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 ↗
v0.1.0.49

Choose your world

Changes since v0.1.0.48

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 ↗
v0.1.0.48

Mining crews and a living island

Changes since v0.1.0.47

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 ↗
v0.1.0.47

Gather, craft, build and trade

Changes since v0.1.0.46

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 ↗
v0.1.0.46

A harbour and two wooden ships

Changes since v0.1.0.45

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 ↗
v0.1.0.45

Northern Isles: an original Nordic world

Changes since v0.1.0.44

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 ↗
v0.1.0.44

Close placement, moving objects and flowing water

Changes since v0.1.0.43

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 ↗
v0.1.0.43

Prefab building and faster free excavation

Changes since v0.1.0.42

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 ↗
v0.1.0.42

Design your own buildings and dig freely

Changes since v0.1.0.41

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 ↗
v0.1.0.41

Mark out your terrain construction sites

Changes since v0.1.0.40

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 ↗
v0.1.0.40

Build, reshape and dig deeper

Changes since v0.1.0.39

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 ↗
v0.1.0.39

Place and shape with precision

Changes since v0.1.0.38

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 ↗
v0.1.0.38

Mine ladders and workers that look farther

Changes since v0.1.0.37

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 ↗
v0.1.0.37

Earth loading screen and controller overhaul

Changes since v0.1.0.36

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 ↗
v0.1.0.36

Settlers keep working

Changes since v0.1.0.35

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 ↗
v0.1.0.35

Startup repair and smarter settler routes

Changes since v0.1.0.34

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 ↗
v0.1.0.34

Distant workers and planned camp equipment

Changes since v0.1.0.33

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 ↗
v0.1.0.33

A quieter HUD and clearer menus

Changes since v0.1.0.32

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 ↗
v0.1.0.32

Give workers the outcome. Play with a controller.

Changes since v0.1.0.31

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 ↗
v0.1.0.31

Design the exact ground you want

Changes since v0.1.0.30

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 ↗
v0.1.0.30

Draw the ground you want to build

Changes since v0.1.0.29

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 ↗
v0.1.0.29

An outdoor beginning, growing communities and freshwater

Changes since v0.1.0.28

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 ↗
v0.1.0.28

Mining sites and saved earthworks

Changes since v0.1.0.27

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 ↗
v0.1.0.27

A more natural Kungsholmen shoreline

Changes since v0.1.0.26

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 ↗
v0.1.0.26

Fly, inspect and teleport

Changes since v0.1.0.25

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 ↗
v0.1.0.25

Rocky ridges and living shores

Changes since v0.1.0.24

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 ↗
v0.1.0.24

Kungsholmen, on foot

Changes since v0.1.0.23

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 ↗
v0.1.0.23

Direct the first survivor

Changes since v0.1.0.22

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 ↗
v0.1.0.22

A playground for Earth

Changes since v0.1.0.21

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 ↗
v0.1.0.21

A real region to explore

Changes since v0.1.0.20

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 ↗
v0.1.0.20

From blueprint to building

Changes since v0.1.0.19

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 ↗
v0.1.0.19

A way off the island

Changes since v0.1.0.18

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 ↗
v0.1.0.18

Ready for the road

Changes since v0.1.0.17

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 ↗
v0.1.0.17

Into the water

Changes since v0.1.0.16

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 ↗
v0.1.0.16

A clear road forward

Changes since v0.1.0.15

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 ↗
v0.1.0.15

The mountain bunker

Changes since v0.1.0.14

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 ↗
v0.1.0.14

A settlement that needs you

Changes since v0.1.0.13

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 ↗
v0.1.0.13

A clearer world and road forward

Changes since v0.1.0.12

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 ↗
v0.1.0.12

A world worth exploring

Changes since v0.1.0.11

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 ↗
v0.1.0.11

One Earth, one world generator

Changes since v0.1.0.10

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 ↗
v0.1.0.10

Closer at a glance

Changes since v0.1.0.9

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 ↗
v0.1.0.9

Your road forward

Changes since v0.1.0.8

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 ↗
v0.1.0.8

A better stone-age start

Changes since v0.1.0.7

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 ↗
v0.1.0.7

Equipped for the journey

Changes since v0.1.0.6

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 ↗
v0.1.0.6

Light and life

Changes since v0.1.0.5

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 ↗
v0.1.0.5

Movement and item experience

Changes since v0.1.0.4

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 ↗
v0.1.0.4

Third-person graphics pass

Changes since v0.1.0.3

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 ↗
v0.1.0.3

The first settlement system

Changes since v0.1.0.2

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 ↗
v0.1.0.2

Numeric versions and approved Mac download

Numeric release baseline

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.