Every build of the game and what arrived in it. Newest on top.
2026-09-20
CONTROL NO LONGER DEPENDS ON YOUR FRAME RATE The main thing today, and it was a real mistake in the foundation. The client lived one world step per FRAME. On the desktop that is invisible: the display policy caps it at 60 with VSync, so the client's steps matched the server's exactly. The browser has no cap — the game ran at 72 and sent the server twelve more inputs a second than it can apply. The excess queued, and every keypress landed a little later than the one before. That is why the browser felt delayed while the desktop answered instantly. The world step now follows the clock, not the frame: at 120 fps, 60, 40, 30 or 15, exactly sixty steps pass in a second. Walking speed, jumping and responsiveness no longer depend on how fast your machine is. Below roughly twelve frames a second a machine genuinely cannot keep up, and then the server decides — it is authoritative anyway. ON THE DESKTOP Behaviour is unchanged: the rate was already sixty there. But now that is a guarantee rather than a coincidence.
2026-09-20
BROWSER: THE MOUSE, THE WINDOW, AND HONEST NUMBERS The cursor no longer sits on top of the game. A browser will not hand over the pointer without a click — the game asked for it at startup and was silently refused. Now: click the game and the mouse is yours, Esc gives it back. The game runs in a window centred on the page instead of stretched across the screen. Below it there is a "Fullscreen" button to grow it and shrink it back. A line of numbers appeared under the game: frames per second, and how many server messages arrived and are still waiting. This is not decoration. The browser build stutters badly, and there are two possible reasons — an expensive frame or a flood of messages. These numbers tell them apart, and without them we would be fixing it blind. WHAT THIS UPDATE DOES NOT FIX The stutter itself. It provides the instrument to finally measure it. Nothing changed on the desktop.
2026-09-20
THE DESKTOP GAME STARTS AGAIN In 0.64 the client crashed on joining a server — right after the world let you in. It was not you and not your machine: two halves of the graphics library in that build were different generations, and the game died loading models. Fixed, and verified by running it. If 0.64 crashed for you, just update. THE BROWSER GOT FASTER, AND NOT BY GUESSWORK The previous browser build ran entirely through the interpreter: the game's code was never compiled, it was worked out as it went. That is where the overall sluggishness came from. It is compiled now. Separately, the lag: receiving from the server was capped at sixteen messages a frame, and the server speaks more often than that — the remainder piled up, and the world fell further behind the longer you played. The cap is gone. The honest price: a first visit is now about 35 MB instead of 26. It downloads once, and it buys a game that stops stumbling. LOADING NO LONGER LOOKS LIKE A BREAKAGE Instead of a black screen with one grey word in the corner, there is a centred title, a bar, and a line saying what is happening right now — plus how big the first visit is. THE FRAME IS CENTRED The game drew itself into a corner of the window and was cut off on two sides. The frame now fits the window whole. THIS UPDATE IS REQUIRED IF YOU ARE ON 0.64 The protocol did not change, but 0.64 crashed on joining from the desktop.
2026-09-20
THE PLAY BUTTON IS ON THE SITE Last time we wrote that you could not play in a browser yet, and that when you could, you would notice without a changelog — a button would appear on the site. It has. Open the site, press "Play in the browser", and you are in the world. Nothing to download, nothing to install, no account to make — a guest one is handed to you. The same browser brings you back to the same farm. IT IS ONE WORLD This is not a separate demo or a cut-down version. The browser connects to the same server the desktop game does: you land among the same people who are playing right now. HONESTLY, WHAT THE BROWSER DOES NOT HAVE The first visit is about twenty-six megabytes — that is the whole engine, and it loads once. Clip recording on F9 is off in the browser, and so is mod hot-reload: the first needs background threads a page does not have, the second needs a mods folder nobody can edit from a browser. On desktop both work exactly as before. WHY IT TOOK THIS LONG The browser build already compiled in the previous version. What it refused to do was run — five times in a row, in a different place each time, and every time for the same reason: the code was written for a machine with threads, files and a window. Not one of the five was fixed by another checkbox; each had to be understood. THIS UPDATE IS OPTIONAL The protocol did not change, so 0.63 will keep connecting. If you play on desktop, nothing in this version changed for you.
2026-09-19
YOU WILL NOT SEE THIS UPDATE, AND THAT IS THE HONEST ANSWER Nothing new appeared in the game. Not a button, not a mechanic. We are shipping it because something the game stands on changed underneath, and changes like that are only ever proved by real launches rather than by our tests. IT IS ONE GAME NOW, NOT THREE SIMILAR ONES The desktop build and the phone build already came from shared code, but they reached the graphics library through two different layers — and those layers had started to drift. That is how bugs appear on one platform and not the other: you fix one place and the second stays as it was. There is one layer now. Desktop, phone and the browser build being prepared all speak to the engine in exactly the same words. WHY THIS MATTERS TO YOU Because the next feature will arrive everywhere at once, instead of "desktop first, phone some day". And because the game will run in a browser too — we have already proved it is possible: the engine drew a frame straight onto a web page. You cannot play in a browser yet. When you can, you will notice without any changelog: a "Play" button will appear on the site. ONE REAL BUG FOUND AND FIXED In that same layer, one function was declared with no parameters at all when it actually takes nine. That compiles, runs, and quietly passes rubbish. It is part of the frame-capture path, so it most likely never reached you — but that is the sort of thing to fix before it does. THIS UPDATE IS OPTIONAL The protocol did not change, so 0.62 will keep connecting.
2026-09-19
SIGNING OUT ACTUALLY SIGNS YOU OUT Pressing "sign out" used to erase your session locally and tell you it was done — whether or not the server ever heard about it. The key to your account went on living out its fourteen days up there. Sign out on somebody else's computer and you left; the key stayed. Now a sign-out counts as done only once the server answers. If it does not, the launcher says so and offers to try again instead of pretending. There is an honest price, and it is better said up front: when the connection drops, the key stays both on the server and on the machine — that is what there is to retry with. So on a shared computer with no network you cannot truly sign out. If that is your situation, change your password: that revokes every key at once. THIS UPDATE IS ALMOST ENTIRELY UNDER THE HOOD No point pretending otherwise: you will not see anything new in the game. The session went into tooling — into the game breaking less often, and into breakage being found by a machine rather than by eye a week later. What is visible to us: the build now catches comments written in the wrong language, the alert probe stopped losing its own mark on a restart, and two internal counters stopped disagreeing with each other. The next update will be about the game. The character's physical body is in progress right now: it is still a forty-centimetre cube down at your feet while the figure is over a metre tall. That is why you pass through places you visibly should not, and stop where there is clearly a way through. THIS UPDATE IS OPTIONAL The protocol did not change, so 0.61 will keep connecting.
2026-09-19
PARTIES ACTUALLY WORK NOW You could put one together before, but you could not fly with it: the wire between the menu and the game was never connected, so the shard simply did not know your party existed. It does now. A party lands WHOLE, as a compact square of plots side by side, instead of wherever each member happens to fit. While the rest are still arriving their cells are held — a stranger will not take a plot out of the middle of your block. If the whole party does not fit, nobody lands. The game says so plainly and offers to fly separately, leaving the choice to you. There is no automatic search for another world, and we are not promising one. AN INVITE REACHES SOMEONE WHO IS ALREADY PLAYING Before, you could only invite a player sitting in the menu. Now the invitation arrives in the world itself, and it can be answered without leaving. THE PHONE CAN SIGN IN BY NAME Until this version a player on a phone was ALWAYS a guest. The sign-in screen shipped inside the app but nothing ever opened it — the phone flew straight into the world, and nameless. Which also meant there was nobody to be friends with. Now the phone gets the same sign-in screen the desktop has, with name and password. A guest session survives a restart. There is no "Create world" button on the phone: a phone cannot host a world, and not drawing the button is more honest than showing a refusal. THERE IS A WAY BACK FROM THE PHONE "Exit" in the pause menu used to leave the game entirely rather than return to the menu. The failure screen was a dead end with no retry. An invitation to another world was lost. All three are fixed: exit returns to the menu, a refusal can be retried, an invitation arrives. And the back gesture no longer closes the app on the sign-in screen. TEN HEARTS INSTEAD OF FIVE Twice the health, the same damage — which means room for twice as many mistakes. The heart is a drawn image now rather than an arrangement of squares. And the row no longer sits on top of the hotbar. On a desktop this was never visible; on a phone it overlapped the item slots. WHILE DIGGING YOU CAN SEE WHAT IS BREAKING The progress bar in the middle of the screen is gone. Cracks spread across the block itself instead — eight stages, from the first scratch to nearly shattered stone. With two targets side by side you can now tell which one you are breaking. CLAY SLUMPS NOW It could be stacked into a tower forever: soil ran, rock ran, and clay stood vertical for as long as you liked. It has an angle of its own now — steeper than soil, gentler than rock. THE EDGES OF A PLOT DIG FROM EVERY SIDE The outermost vertices by the ocean frame could only be dug down from two sides out of four. SMALLER THINGS The sign-in screen fits a phone's height — the friends button no longer falls off the bottom edge. The hint on the sign-in screen stopped advising fields you do not have. Startup on a phone no longer stalls while sending diagnostics: it has a deadline now. THIS UPDATE IS OPTIONAL The protocol did not change, so 0.60 will keep connecting. It has no parties and no phone sign-in, though, and everything above lives only here.
2026-09-16
FRIENDS The login screen now has a friends window. Add someone by name, see who is in the game right now, and press "fly to them". The list is kept on the site rather than on your computer, so it is the same list wherever you sign in from. A guest account cannot have friends. The window says so in words — it does not show an empty list and does not ask for a password a guest never had. You need a named account: login and password, or Google. FLYING TO A FRIEND One button next to anyone who is online. It is a request, not a promise: if that world is full or has already closed, you will be seated in another one — and the game will tell you plainly that you are not there, instead of letting you spend half an hour looking for your friend across an island. The request is spent once; your next flight is an ordinary one. LETTING SOMEBODY DIG ON YOUR LAND Another player's yard used to be simply locked. Now the owner can name a person and allow them to work on their land, then take the permission back — and the guest sees it at once instead of finding out from a server refusal halfway down a hole. The yard border and the caption above it say where you may work. The permission is about digging and building only. It does not make the guest invulnerable and it does not make the yard shared. THE LAUNCHER NO LONGER SKIPS THE MENU It did skip it: signing in through the launcher took you straight into the game, past the login screen. Everything we built this version lives on that screen. Until now this got in nobody's way at all, and then for exactly one day it got in ours very badly. THIS UPDATE IS MANDATORY We changed the language the game speaks to the server: yard permissions now travel in it. An old client will not understand the new server, so everyone has to update. NO FRIENDS ON THE PHONE YET Android gets the mandatory update and nothing else. The friends window lives on the login screen, and on the phone you do not reach that screen yet — that work is next and already written down.
2026-09-14
THE PHONE FINALLY DRAWS On some devices the previous version showed a black screen: the game ran, the sound played, frames were counted — and nothing reached the display. The culprit was antialiasing, which we switched on across every platform at once last version without checking the phone. It is now off by default there; you can turn it on in settings. CHAT ON THE PHONE You could not type a single word on glass before. There is now a chat button, the keyboard comes up on its own, Cyrillic reaches the other player — and the input line no longer hides behind the keyboard, the way it did on our first attempt. THREE MORE THINGS A FINGER CAN DO, AND SCROLLING Drop, pour, take into your own hand. Plus dragging: nothing on the phone scrolled at all before — not the belt, not the lists inside windows. THE BUTTONS MOVED OUT FROM UNDER THE SYSTEM ONES The pause button sat squarely under the phone's own navigation bar, and the phone ate every tap on it. The layout is now measured from the screen's safe frame, not its edge. CLIP RECORDING ON THE PHONE IS NOW HARDWARE The replay ring goes through the phone's encoder instead of stacking pictures. The file is one and a half times smaller and holds three times as many frames. Recording also stopped littering memory on every captured frame — invisible, but the phone thanks you.
2026-09-13
THE GAME STOPPED LAGGING A frame used to cost the processor about twenty milliseconds — now about two. Terrain draws twenty times cheaper, and the picture is the same to the pixel. Once a second the game used to freeze on a file scan — it now runs in the background and never touches the frame. A NEIGHBOUR'S FARM ARRIVING NO LONGER STOPS THE WORLD When somebody landed next to you, the world froze for seconds. Now it is under a tenth of a second — and the server never again waits on one player's slow connection at everyone else's expense. DISPLAY SETTINGS The settings screen gained frame sync, antialiasing and a frame-rate cap. The defaults are unchanged — you don't have to touch anything. PHONE: NO FROZEN ENTRY, RECORDING BY CHOICE The Android build used to enter the world through almost half a minute of black screen — clip recording was warming up right on the frame. On the phone recording is now off by default, switched on with a toggle on the Recording screen, and entry is quick. The phone build also got noticeably faster thanks to precompilation — the download on the site grew to ~28 MB; that is the price of speed.
2026-09-12
THE GAME NOW BUILDS FOR ANDROID — A ROUGH, EARLY BUILD The same engine and the same world as on the computer, built for a phone. Not a port and not a separate game — one codebase. Touch controls: a stick on the left, look on the right, mining and placing on buttons. It joins the shared world, but so far only tried on an emulator — on real phones this is the first run, so expect rough edges. DOWNLOAD ANDROID FROM THE SITE The download page now has a second button, an apk for the phone. Sideload it: allow install from unknown sources. The Windows version is unchanged.
2026-09-12
RECORDING IS THREE TIMES SHARPER A frame used to get about three and a half megabits a second — too few, because every frame of a clip is encoded whole, without leaning on its neighbours. Now about eleven. Measured on a real clip rather than picked by eye. RECORDING SETTINGS ARE ON THE SCREEN, NOT IN A FILE The Recording screen now carries six of them: bitrate, frame height, capture rate, ring length, memory and sound. They take effect at once and are remembered. CLIP SOUND FOLLOWS THE VOLUME A clip used to record at full volume even with the game's sound switched off. The volume in the game is now the volume in the clip. IF A CLIP JUDDERS, THE SCREEN SAYS WHY There are two causes and they need different remedies: too few bits per frame, or too few frames. The Recording screen now shows how many frames a second the game is really handing over. A GUEST NO LONGER LOSES THEIR FARM The game read the guest flag from the wrong place. Signing in with Google therefore created a NEW account instead of linking to yours — and the farm you had built was left with no owner. Fixed. FIXED The multiplication sign in the debug line showed as a question mark: it was missing from the font.
2026-09-12
AN ARRIVING FARM NO LONGER TEARS THE PICTURE In 0.54 an island that was landing or lifting off came apart in rays: polygons were dragged into a point and smeared. One matrix was to blame — the lift height landed in the wrong slot and the picture divided itself by its own height. A farm standing still drew correctly, which is why this reached production unnoticed.
2026-09-12
THE GROUND COSTS HALF AS MUCH TO DRAW The ground around you used to be rebuilt from scratch sixty times a second, though it only changes when you dig. Now it lives ready on the graphics card and is rebuilt only where you touched it. Measured: drawing the ground took 14.5 ms of a frame, now 8.5. THE AIM IS A CROSS ON THE SPOT Instead of a frame around the spot, a light cross on the very spot the blow will land. ONE DIG, ONE ITEM Stone gives stone, clay gives clay. Hardness now lives in TIME: stone takes longer to dig than soil, but it gives you exactly one stone rather than nothing. CLAY REALLY DOES GO BACK Last time this file said clay could be placed back. That was not true — the right mouse button did not know about clay. Now it does, and it was checked in the game. RECORDING: SECONDS INSTEAD OF MINUTES The replay ring stored pictures and recompressed every frame again when saving — hence both the wait and two generations of quality loss. A frame is now compressed ONCE, and saving simply puts the finished pieces into a file. Measured: a sixty-second clip took five minutes to save, now eight seconds. SHOOTING FOR SOCIAL: SQUARE AND TALL The Recording screen now offers 1:1 and 4:5 beside the usual wide one. The frame is SHOT in the chosen shape rather than cropped afterwards: the view to the sides stays as it was, more is added above and below, and the whole interface lays itself out for the new frame. FIXED When the server went quiet, the game died without explanation. Now it returns you to the menu and saves a report of what happened. Recording no longer switches itself off because of unrelated load on your computer: it watches its own share of the frame rather than absolute milliseconds.
2026-09-11
THE GROUND OBEYS NOW A dig takes exactly the spot you aim at and gives exactly one material. Before, one blow touched four spots at once, and a single dig could yield several different things. WHAT YOU SEE IS WHAT YOU DIG Every spot of ground is painted with its own material. A patch of clay looks like clay, and digging into it gives you clay — not whatever the neighbouring spots "agreed" on. STACK IT HOWEVER YOU LIKE Any material you dug goes back into the ground in ANY order: soil on stone, stone on soil, even in stripes. The ground no longer rearranges your materials to suit itself. CLAY GOES BACK Clay could be dug but never placed. Now it can. FIXED Placed stone no longer vanishes underground: it lands where you put it and stays visible. The aim frame outlines the spot you are digging, not the one next to it.
2026-09-09
WHAT WE FIXED With clay in hand, the pour key asked to pour EARTH. If you had earth in your pocket, that is what you spent — silently, while you believed you were laying clay. Now what cannot be poured pours nothing: the list of what goes into the ground is complete, instead of "everything else is earth". IF YOU PLAY IN ENGLISH One and the same stuff went by three names at once: the crosshair said "ground", your hand said "soil", and the bar printed "raise soil". It is one word everywhere now. The Russian text never had the split at all — the surface and the handful are both «земля» — so English has simply caught up with it. THE SITE The game's page has been rewritten to match what the game actually is, and it got a good deal shorter: it promised night, a hearth and garden beds that this build does not have. Your island and your account now open straight from the front page instead of through one another.
2026-09-09
HONESTLY: THERE IS NOTHING HERE FOR YOU TO SEE No new things, no new moves. Everything in this build is about how we find out when something breaks, and we would rather say that plainly than pad a list out of trifles for the sake of a line. WHAT CHANGED UNDER THE HOOD The game now checks its own picture of the world against the server's — twice a minute, without you noticing. Until now only the debug mode could do that, which means we were checking ourselves and not the game. If somebody's world starts drifting from the real one, we will know instead of guessing from complaints. A death in the game is now recorded along with its cause. Before, it was not recorded at all: the line about it was composed at a moment when the health counter had already been zeroed by another path, and so it was never composed. None of this sends us your chat, your coordinates, or your name.
2026-09-08
WOOD GOES BACK INTO THE GROUND Wood you have cut can now be put back down as a log — and taken up again with the same motion you cut it with. The gesture used to be dead: the server accepted the placement, the game never sent it. And once it came alive, a placed log turned out to be impossible to remove, so a yard filled up for good. Now the circle closes: put it down, look at it, change your mind, take it back. IF THE GAME CRASHES It leaves a report beside itself — now on every way of starting it, including from the launcher, which is the way people actually play. Before, the report was only written when the game was started from the menu, so a player's crash left no trace at all. The report is sent on the NEXT start, not at the moment of the crash: a dying process has neither the time nor the right to reach for the network. SOMEONE ELSE'S FAILURE NO LONGER THROWS EVERYONE OUT If the database stumbled while somebody was signing in, the whole server went down — with everyone playing on it. Now one connection is dropped and the world keeps running. UNDER THE HOOD The run journal no longer grows without a ceiling. Failed sign-ins are recorded on the server — without the password, and without hinting whether such a name exists. Errors and crashes reach us on their own, so we learn about a breakage from more than just someone writing in.
2026-09-07
FIGHTING You can now strike a neighbour with your hand: a swing, the sound of a live hit, a knockback — and a red flash along the screen edge from the side it came from. The health bar no longer hides: it is always on screen, hurt or whole. Whoever stands on their OWN plot is untouchable: step home and you are out of the fight. Common land and someone else's plot protect no one. Death now spills your pocket where you fell — your things lie right there, and you can walk back and pick them up. Or someone else will: the fallen can be robbed. What spills on your own plot stays part of the farm: a stranger cannot take it, and it flies away with your home. For admins: `/rule` — per-player behaviour switches: `/rule` shows the list, and `/rule dropitems off <name>` turns off item drops for that one person. Same right as the other cheats, and to everyone else the command is not even named. SKY The Sun and the Moon now ride one orbit — at opposite ends, at one speed. Dawn no longer lights the sun at the very spot where the moon just burned out, and the disc no longer leaps across the whole sky at the day's edge. SMALL THINGS THAT GOT IN THE WAY The volume slider obeys now: it drags with the mouse and no longer goes dead at maximum. In the mirror and in free-fly camera the first-person hand is gone. A piece of wood, a stone and a handful of dirt in your hand no longer show their inside. Admins also get `/settime` — a forward jump of the time of day (dawn, noon, dusk, night, midnight, or a percent of the cycle); the jump is announced to everyone in chat.
2026-09-06
CREATIVE MODE AND HEALING, AS CHAT COMMANDS `/creative` turns on a mode where the item in your hand is never spent, however much of it you place, and anything breakable gives way at a touch instead of a hold. `/creative off` puts the ordinary rules back, and `/heal` patches you up. The hearth and the beacon still do not break in creative — they are not buildings but the island's supports, and they hold it for everyone. Neither command is open to everyone: they need the same right the debug handout needs — your own server started in development mode, or an admin sign-in. To everyone else they are not even named: `/help` lists the cheats only to someone who can use them. Trade is untouched by creative: posting a lot and paying for someone else's still costs real goods. That is a boundary rather than a forgotten corner — otherwise one person would be minting goods into everybody else's trade.
2026-09-05
THE WORLD HAS A SHARED CHAT Enter opens a line, and whatever you say is seen by everyone in the world. Commands live in the same box: a line starting with "/" goes to the server rather than to your neighbours, and the answer comes back to you alone. There are four so far: /who — who is in the world, /where — where you are standing, /me <what you are doing> — say it in the third person, /help — this list. Your neighbours can see that you are typing before you have finished, and the chat announces every arrival and departure by itself. F9 NO LONGER WORKS ONLY ONCE A clip takes minutes to write — deliberately slowly and at the lowest priority, so that recording never costs the game its frames. For all those minutes a second press of F9 did nothing and, worse, said nothing about it: the key looked broken. Every press now answers out loud, and a press made during a write TAKES its own minute immediately and queues it — so what ends up on disk is the minute you asked for rather than the one the writer got round to. Two clips in a row may overlap, and that is fine. THE HELP SCREEN NAMES THE CHAT The F5 help and the hint at the bottom of the screen now name Enter. A key you cannot find might as well not exist — a lesson this project already paid for with F9.
2026-09-03
This update is REQUIRED: the wire moved on, and the shard will refuse older builds. THERE IS STONE IN THE GROUND NOW Until now the land was made of soil and nothing else. There is a second material under your feet and above your head: stone ridges rise higher than earthen hills, a shovel works stone more slowly, and stone slumps quite differently from soil. An earth slope steeper than forty-five degrees will slide down on its own; stone holds nearly twice as steep — which makes it read as a wall to cut steps into rather than a bank you can run up. TREES HAVE GROWN ON THE COMMONS There are trees around the plots now, and no two are alike: each has its own trunk, its own height and its own branches. A tree comes apart in your hands into wood, the same way a fallen log does, and by the next day a new wood has grown on the common land. THE LAST MINUTE OF PLAY, SAVED BY ONE KEY The game keeps the last minute of play in memory at all times, and F9 writes it out as a finished video file beside the run journal. Nothing to switch on — it is already on; the key is now named in the help screen (F5) and in the recording settings. This has existed for a while, but there was no way to find it. A NEWCOMER'S YARD IS EMPTY NOW A newcomer used to arrive with a ready-made farm - a house, a lamp, a well, a tower, a fence and two ripe bushes. What arrives now is bare land: what stands on it is your decision, not that of whoever assembled the yard before you. UNDER THE HOOD Accounts now have a numeric key of their own, and the first launch of this version moves the old records onto it. Nothing changes for you — not your name, not your farm, not signing in; this is the groundwork for Google sign-in and guest accounts, which come next.
2026-09-01
This update is REQUIRED: the wire moved on, and the shard will refuse older builds. THE LAND AROUND YOUR PLOT NOW HAS REAL SHAPE The neutral ground around a plot used to be flat, low bumps everywhere and nothing else. Now it rolls: a real rise on one side, a gentle slope down toward the water on the other, big enough to actually see and feel underfoot. And it's not fixed to the spot the way an island's shore is — leave and come back to the very same plot, and the land around it has reshaped itself since your last visit. UNDER THE HOOD Every landing is now counted and remembered per plot, and that count feeds the new shape so the server and every client always agree on what today's land looks like, even though it's different from yesterday's.
2026-08-31
This update is NOT required: the wire didn't move, the shard will accept older builds. THE YARD IS FINALLY ACTUALLY FLAT Last update promised an empty, level plot, but the ground under your feet still followed the natural relief of the place — small bumps and dips never went away. Now a newcomer's yard is a perfectly level pad from edge to edge. THE LAND AROUND YOUR PLOT GOT EMPTY TOO Wild logs, stone, clay and nettle used to grow right next to a freshly landed plot — and even a way down into the underground. In the narrow mode none of that exists anymore: the only thing you can do to the ground is dig it and pile it back up yourself. UNDER THE HOOD The numbers that shape an island's shore (how steep a bluff, how gentle a beach) moved out of constants baked into the code and into declared mod data — they can be changed now without rebuilding the game.
2026-08-30
This update is REQUIRED: the wire moved on, and the shard will refuse older builds. THE GAME GOT MUCH SIMPLER — ON PURPOSE We cut the game back to its core to honestly test the main question: is it interesting just to fly into a shared world and live next to other players? Crafting, building, bartering, the hearth and its ritual, the day/night cycle — all of it is hidden for now, not removed. It comes back piece by piece, in its own time. What's left: you fly in onto a flat, empty plot, dig the ground down and mound it back up, see your neighbours around your farm, and leave the moment you quit the game — instantly, no ritual, no waiting. If you already had a farm with buildings on it, nothing is gone — it will be there waiting when building comes back. For now the hearth, crafting and the barter board can't be opened, even if they're already standing on your plot. AN ISLAND'S SHORE NO LONGER LOOKS THE SAME ON EVERY SIDE The land around a plot used to slope down to the water as the same gentle beach in every direction. Now one side of an island might be a familiar beach while another is a steep bluff right over the water. Which is which isn't up to chance you can see — it's fixed by the island's own seed, always the same for the same spot. UNDER THE HOOD The odds behind a sunflower's strike and finding ore at the second depth were accidentally tied to a body's internal slot number in server memory, instead of something stable — which meant they could silently drift with any change to how many bodies spawn on an island. They're tied to position now, the way they should have been.
2026-08-23
This update is OPTIONAL: the wire has not moved, and the shard still accepts older builds. THE CRAFT WINDOW NO LONGER FALLS OFF THE SCREEN There are more recipes now than fit, and the window used to hide that in silence: the title sat above the top edge of the screen, and there was no way to reach the end of the list. The list has a real viewport with a scrollbar now, the wheel turns whatever the cursor is over, and PgUp, PgDn, Home and End page through it. The title stays put at any number of recipes. The permissions list in the settings got the same treatment: in a tight window it no longer spills its rows over the buttons, and the bottom row can be scrolled to. THE SHARD CAN SAY A WORD TO YOU NOW Your first loaf from your own flour opens the next rung of your plot — and until now nothing told you so: the yard was simply wider the next time you landed. A line appears in the feed. A BROKEN WINDOW NO LONGER TAKES THE GAME WITH IT If a window fails to build, it shows empty and the game keeps running. It used to bring the whole frame down. And it shows empty rather than what was there a minute ago: a screen of stale numbers is worse than an empty one. UNDER THE HOOD, BUT WORTH SAYING Eight windows — language, pause, display settings, clip recording, the top bar, pockets, the barter board and crafting — have been rebuilt inside and are now described in the same language as the rest of the game's assets. They should look exactly as they did before, down to the pixel. If you spot a window that has shifted, got clipped or stopped responding to clicks, do tell us — that one matters.
2026-08-19
This update is REQUIRED: the wire moved on, and the shard will refuse older builds. THERE IS SOMEWHERE TO GO UNDERGROUND NOW A pit has opened on the common land beside your farm. With an amulet in hand you can climb down it — the first place in the game where the risk is real and taken on purpose. Below is a stone bowl under a sky of its own. Wights live there: they look for you, run you down and hit back. Bare hands will not get you out — you need a tincture, and it runs out. A killed wight leaves bone, hide and ore behind. Dying down there costs you everything in your pockets, and it stays lying where you fell — you will have to come back for it. You climb out through the same pit, empty-handed. Your farm leaves with you and lands again when you return. WHAT OPENS IT An amulet is made at the workbench out of essence, and essence is what a banished possessed plant leaves behind. Put plainly: to go down, you give the night part of your harvest. WEATHER Weather now moves across the world. Fog lies low along the hollows — thickest at dawn — and rain falls in strokes leaning with the wind. The shard works the weather out, so everyone shares it: your neighbour sees the same fog you do. THE WORLD HAS A VOICE The default volume was zero — which means most of you have been playing in silence without knowing there was any sound at all. It is on from the first launch now. Things that used to be mute now sound: the moment an object gives way under your blow, going into water, a farm arriving and a farm leaving. The background is mixed from the time of day, the rain and how near the shore you are — by the sea you hear the sea, in the rain the rain. CLIP RECORDING Recording has a section of its own in the pause menu now: two ready-made presets — quality first and lighter — and an honest line saying the rest lives in settings.conf beside the game. If recording is switched off, the screen says so instead of staying quiet. The picture ceiling has gone up to 1080 — measured, not guessed. SMALLER THINGS The G key uses what is in your hand on yourself: eat bread, drink a tincture. Until now there was no way to eat the bread you had baked. Striking a wight now takes a swing: no more than one blow every half a second. Clay is finally visible: a band in the cliff face, and a colour of its own for both the deposit and a dropped lump. Until now clay was in your pocket and under your aim, but on screen it looked like plain earth. WATER IS HONEST WITH TRANSPARENCY NOW Wicker things no longer vanish behind water: the surface and transparent bodies draw in one depth order, and a neighbour's hive shows through the water even from below it. The sea calms at the shore now — waves run in open water and stand still right at the edge. Fog no longer eats the aim marker or the build ghost, and lays itself far-to-near — no breaks inside the bank. And the frame got cheaper, not dearer, for all of it. THE DEPTH IS A LADDER NOW The underground has three rungs. The familiar amulet opens the quiet first one. At the workbench, that amulet plus essence makes a depth amulet — the second rung: the sky is darker there, the wights are tougher, and ore drops richer. A third amulet opens the contested depth — the only place a neighbour can come down too: if someone's contested bowl is already open, your key leads into that same one. There is no fighting between people down there — going down together is simply cheaper. Death below works the same on every rung: your pockets stay lying where you fell. FINDS On the floor of the second rung you may come across dig spots — rusty patches on the stone. Dig one with a spade and you get a strange seed: the first thing the earth gives up without explaining itself. Plant it and a pale mushroom grows. THE LOOT HAS WORK TO DO Bone grinds into bone meal at the millstone — it feeds a bed with the same gesture as fertiliser. Hide makes a belt at the workbench — a shorter road than twisting one out of rope, and that road is still there. Ore is still waiting for high heat — there is nothing to do with it yet, and that is an honest limit, not an oversight. THE FLOOR DOES NOT REPEAT From the second rung on, bowls wear different floors: some almost smooth, some stepped like a stone amphitheatre, some the familiar humps. Which one you get is up to the place.
2026-08-19
An under-the-hood release: the game looks the same, the physics core was reworked. WHAT CHANGED Physics stopped stumbling where it used to stumble silently: bodies no longer stay stuck inside each other after a shove, no longer sink into the ground when pressed from above, and no longer jitter forever in a pile. A slow frame no longer drags an avalanche of catch-up ticks behind it. On top of that, three hundred more checks now guard all of the above, golden motion traces included: if physics ever drifts, they notice it, not you. The update is mandatory not because compatibility broke, but because the simulation core changed: the server and the game must compute alike.
2026-08-18
A release about craft, about clips, and about things now fixed. The first chain of Era I is in — from nettle to cloth — followed by the hive and the vat, a candle that burns for three days, and a roof over the bed. Beds now take fertiliser, and water can finally be picked up. What F9 saves is three times lighter and visibly sharper. And the interface was rebuilt from the inside: that part you cannot see, but several things it turned up on the way you certainly can. PLEASE RUN THE LAUNCHER The link between the game and the server has changed. Older clients will not connect — this is an announced incompatibility, not a fault. Run the launcher and it will update the game itself. CLOTH: THE FIRST CHAIN OF ERA I Nettle from the common land — fibre — rope — belt — loom — thread — cloth. The loom is the fifth workbench, and thread and cloth need it the way flour needs the millstones. Nettle grows on the common land beside logs, stone and clay, under the same rules: not on someone else's plot, renewed once a day, and it does not fly away with the farm. The chain landed whole rather than half: a belt with no loom is an item with nowhere to go, and thread cannot be made without one at all. HIVE AND VAT: THE SIXTH AND SEVENTH WORKBENCHES The hive is woven, placed, and yields wax and honey — but only while sunflowers are IN BLOOM around it. It is the first workbench for which standing there is not enough: every other one only asks whether a building is nearby, this one asks what is growing. It measures from the hive, not from you: the hive stands among the flowers, and you walk up to the hive. A seedling counts too — otherwise the hive would fall silent at every harvest. Hence a choice that progression does not settle: there is one sunflower and two claimants. The churn presses it into lamp oil; the hive wants it in bloom. A larger flower bed means more of both; a smaller one means choosing. The vat is made from a plank and rope, and turns three handfuls of honey into a flask of tincture. The PEN is deliberately absent: its wicker needs withies, which do not exist, and there is nothing to keep in it — there are no animals in the game at all. THE LONG CANDLE: THE FIRST LIGHT THAT BURNS ALL THE WAY DOWN A wick from thread, a candle from two handfuls of wax and a wick. It is the third light source in the game — and it is not "a better lamp". A lamp is placed and REFILLED: it goes out and waits for oil. A candle is placed, and it burns until it is gone — three days straight, day and night alike, and then it disappears entirely. No stub is left behind, and that is on purpose: an empty stub would promise it could be filled. Its light is softer and closer — four metres against the lamp's six. That is not "worse": were it otherwise the candle would beat the lamp at everything, and it is paid for with the same flower bed as the oil. A ROOF OVER THE BED A structure above a bed shelters it from the night: nothing takes hold under a roof, with no lamp and no oil at all. And it closes off the sky — growth under a roof is slower. So the night became a choice between three unlike bargains rather than a ladder. Lamp: light and full growth, paid for in sunflowers. Roof: quiet with no fuel, paid for in time. Open sky: fastest of all, and the night is on you. A roof is what is ABOVE the bed, no higher than two and a half metres. A crate set down beside it does not become one. WATER YOU CAN ACTUALLY PICK UP Water was in the world but there was no way to take it. Now there is a gesture: water is scooped by hand — from the sea, from a puddle, from anywhere. As of this release dough is made honestly, from flour and water, rather than from flour alone. There is deliberately no bucket yet: it is an Era I tool and will arrive with it — and will replace the handful. A puddle cannot be emptied by hand; scoop as much as you need. ASH AND FERTILISER A hearth that burned for a day leaves a heap of ash. Two heaps make one dose of fertiliser, and a dose feeds a single plant to ripeness and is spent. This is not "tilling twice". Tilling is about the place and stays forever; fertiliser is about flow and is consumed by growth. The arithmetic is simple and all in plain sight: a day of fire is a heap, two heaps are a dose, a dose is one plant. THE SOUNDS CAN BE HEARD NOW Thirteen of eighteen sounds were below the threshold of hearing, and six were practically silent. The cause was in how they were commissioned: they asked for "faint", "soft", "barely audible" — and got exactly that. Rewritten and re-recorded; a sound nobody would hear is now simply not accepted. CLIPS ARE MP4 NOW F9 used to save .mov — a format not every player opens and not every site accepts. It is now .mp4 with H.264 video and AAC sound: Explorer opens it, so does a browser, any messenger and any editing program, without questions and without installing anything. Thirty seconds used to weigh fifty megabytes; they now weigh about fifteen. And this is not quality traded for size. The picture got SHARPER. SMALL TEXT NO LONGER CRUMBLES The clip was recorded slightly smaller than the window: 1280 by 760 squeezed into 1212 by 720. The saving was a tenth of the pixels; the price was ragged letters in every caption. Now, when there is almost nothing to shrink, the clip is recorded at exactly the size you play at. And when shrinking really is needed, it is done honestly: every source pixel counts for precisely as much of the new one as it covers. A STEADY FRAME RATE Clips now have a constant frame rate. It looks the same — a hitch was a frozen frame and still is — but editing programs finally accept the file. DaVinci Resolve used to refuse it outright, and Premiere wanted a separate setting and answered it by adding and dropping frames of its own. SOUND IN A CLIP NO LONGER TAKES A TENTH OF THE FILE It was stored uncompressed: nearly six megabytes per half minute. It is AAC now, and it sounds the same. IF SOMETHING IS MISSING ON YOUR WINDOWS H.264 comes from the system itself, so nothing extra shipped with the game and there is nothing to download. Where the system encoder is absent — server editions, N builds without the media pack — the clip is still saved, just in the older format, and the game says so plainly. A recording that did not happen is worse than one in the old format. THE INTERFACE WAS REBUILT FROM THE INSIDE — AND YOU CANNOT SEE IT The largest part of this release is invisible, deliberately so. Every window — the top line, the pocket, the belt, crafting, pause, display settings, the language picker, the login screen — used to be drawn by one piece of arithmetic and clicked by another. Now both come from the same place. The point is not tidiness: it makes "the button is drawn here and clicked there" impossible by construction. The frame itself is unchanged, down to the pixel. What follows is what the move turned up on its way. All of it was already in the game. BUTTONS IN THE DISPLAY SETTINGS NO LONGER FALL OFF THE SCREEN With a large monitor and the game in a small window, the resolution list ran long — and "Apply" and "Back" ended up below the bottom edge, with no way to leave the panel. The list now flows into columns, the way the crafting window has done for a while. F6 WAS DOING TWO THINGS AT ONCE One press both stepped the world by a single tick while paused and switched to the over-the-shoulder camera. Two bindings for one key, in two files that knew nothing of each other. THE VOLUME SLIDER NOW AGREES WITH ITSELF The bar was drawn by one calculation and the click on it read by another, and nothing checked that the two gave the same answer. It is one calculation in both directions now. THE NAMEPLATE ABOVE A NEIGHBOUR SITS STRAIGHT The plate and the name inside it were positioned by two different expressions, with the same inset written out twice as a number. The drift was small but visible. THE CRAFTING WINDOW AND THE BELT ARE EASIER ON THE GRAPHICS CARD Icons lived one image per item, and every one made the card start drawing afresh: nine times for a nine-slot belt, once per recipe for all thirty-two of them in the crafting window. It is one image and one draw now. THE FIRST RECIPE IN THE CRAFTING WINDOW IS CLICKABLE AGAIN There are twenty-seven recipes now, the list stopped fitting, and the left column ran off the edge of the screen — the first recipe could not be clicked at all. Fixed along with an older defect in how captions were trimmed. RECORDING HAS A SCREEN OF ITS OWN Pause, then "Recording". Two buttons and nothing else: "quality first" and "lighter". Each one carries a ready set, so there is nothing to tune one dial at a time — and no reason to: three numbers on a screen say nothing until you have compared two clips. If you edited settings.conf by hand, the screen says so — "your own settings". Neither button is lit then, and neither will overwrite your numbers until you press one yourself. CLIPS CAN BE 1080p NOW The height used to be capped at 720. The ceiling is 1080, and recording fits inside it with room to spare. Honestly, though: at 1080p the game itself draws noticeably slower, so the clip comes out less smooth — not because of the recording, but because fewer frames get drawn. If smoothness matters more than resolution, set replay.height back to 720; settings.conf says so right beside it. RECORDING SETTINGS Length and bitrate live in settings.conf beside the game, where every setting explains itself. The defaults are already set for "quality first".
2026-08-17
A release about what you can now lose. The player has health, the night has a price, a house with a lit hearth is visible from afar — and you can finally look at yourself. HEALTH, AND RUNNING OUT OF STRENGTH You could not be touched before. Now a possessed sunflower does not merely throw you back — it hurts, and five strikes are enough for your strength to run out. Then a screen appears with a single button: wake up at home. NOTHING is lost: not your pocket, not your buildings, not the beds still growing. The price is time — the walk back from wherever you had wandered. That is deliberate: a mistake costs you an evening, not your work. You can only be hurt at night, and only where you did not put light. Anyone who sows, harvests and leaves at dusk cannot be hurt at all. Health does not carry over to tomorrow: you always come back whole. Losing your connection must never punish you. BREAD HAS SOMEONE TO EAT IT You could bake bread, but there was nothing to do with it. Bread now heals: hold it and press the right button on yourself. Two points out of five — it is food, not a medkit. There will be no hunger bar: hunger would turn an evening into a feeding schedule, and this is a game about a farm. THE FIRST MINUTE EXPLAINS ITSELF The hint under your crosshair has stopped answering "nothing". If a thing wants something, it says so: a cold hearth needs wood, an empty lamp needs oil. A newcomer's pocket is empty, and the first chore now reads without a line of tutorial. SMOKE ABOVE THE HOUSE A lit hearth is visible from anywhere in the yard: smoke rises above the roof. The fire used to be visible only to someone standing beside it and looking in; now the smoke says that somebody lives there — your house and your neighbour's alike. THE EVENING REMINDS YOU At dusk, if the hearth is cold, the game says so in one line. Once an evening, and only when there is something to say: not a to-do list but the state of the house. There will be no quest lists in this game. A NEIGHBOUR IS NO LONGER SCENERY A farm landing beside you is now announced — departures were spoken of, arrivals were not. And there is finally something to do when you meet: hold a thing and press the right button on your neighbour, and it passes from hand to hand. YOU CAN SEE YOURSELF F6 pulls the camera behind your shoulder. That figure is the one you set up on the website and which until now only your neighbours could see. It is a mirror, not a game mode: gestures still go where your eyes look, so building and digging are easier once you switch back. UPDATING IS OPTIONAL The wire format did not change: an older client keeps working, simply without everything listed above. Saves are not wiped — carry on building.
2026-08-16
A big release. In short: the game finally LOOKS and SOUNDS like one; it now has real accounts and a website where you can see your island; a little figure walks the world instead of a cube; one key saves the last seconds of play; and at night the possessed melons no longer wander at random — they come for you. THE GAME NOW LOOKS AND SOUNDS LIKE ONE Until now almost everything was drawn by code: icons were coloured rectangles, grass and stone were patterns of blobs, and sounds were synthesised on the fly. Everything has a face of its own now. Twenty-seven item icons, a dozen surfaces and seven workstations have been drawn afresh in one style: summer, a countryside plot, everything knocked together by hand out of whatever was there. Eighteen sounds — footsteps on damp earth, a pick striking stone, an evening bell, birds at daybreak, and two ten-second beds of ambience for day and night — replace the synthesised ones. The style is deliberately chunky: an icon lives on 32 pixels and a surface on 64. That is how the games we played as children were made, and it shows that a thing was made by hand rather than rendered smooth. RECORDING WITHOUT EXTRA SOFTWARE F9 saves the last seconds of play as a finished clip, with the sound you actually heard. Nothing has to be switched on beforehand: the recording runs all the time, and the key merely keeps a piece of it. Length and quality are set in settings.conf beside the game, where every setting explains itself. If saving fails, the game says so as loudly as it announces success — a file that vanishes quietly is a trap. ACCOUNT AND PERSONAL CABINET A name used to be only a name: anyone who typed it landed on your farm. Now there is a real account with a password and a confirmed e-mail, and on the website a personal cabinet: your island seen from above, with everything you have built on it, and your figure. A FIGURE INSTEAD OF A CUBE The player is no longer an orange cube but a body of boxes, and that is what a neighbour sees. Appearance is edited on the website — faces are dragged within limits that cannot be exceeded. The figure also turns to face where its owner is looking: until now the direction of gaze did not travel over the network at all, and a running neighbour appeared to slide sideways. A look changed on the website is picked up in the running game: there is no need to quit and rejoin. A neighbour's head drops when they look at their feet — until now someone digging under their own nose appeared to be staring at the horizon. NEW MATERIALS The stone block is now separate from the wooden one: both used to look like wood although a wall took stone to make. Added: board, firewood, clay, straw, brick, potsherd and the furnace — the second rung of heat after the hearth. THE POSSESSED COME FOR YOU At night the possessed melons find a path: around water, up a ramp into your buildings, and they re-route if you dig in front of them. They will not reach a roof — they cannot jump yet, and pretending otherwise would be a lie. SECURITY Updates are now signed and travel over a secure channel — anyone standing in the way used to be able to hand the launcher whatever they liked, and the launcher would install it. Your password no longer travels over the game wire; a short-lived ticket goes instead. A malformed packet is refused rather than taking the world down for everyone. DEEPER, AND MORE EARTH IN THE EARTH There is clay in the ground now: dig it and fire it into brick or a potsherd. The ocean also got deeper — surfacing from the very bottom takes about two seconds longer. That is headroom: room was left below ground for materials still to come, so that adding them will not wipe anyone's farm. THE HOE AND THE BED The first tool has arrived. A hoe is made at the workbench from wood and stone; hold it, point at the ground and press the right button to work the soil into a bed — and you can see it, a bed is dark where grass was green. The hoe is not spent. No soil is gained or lost either: the bed is cut out of the ground rather than piled on top of it, so the floor under your feet does not sink a millimetre. Changed your mind? Take the bed off with a spade — the first stroke gives plain soil back. Neighbours see the work at once, and a bed flies away and comes back with the farm. FIVE CULTURES INSTEAD OF ONE What grows on a bed is no longer "a plant" but the thing you sowed: turnip, zucchini, watermelon, pumpkin, sunflower. Whatever seed is in your hand is what comes up. A ripe plant gives its own crop and two of its own seeds, so a bed carries itself on. The culture survives the farm flying away and a server restart. Each culture now looks like itself: a tall sunflower, a big pumpkin, a squat turnip — a plant's size reaches the world, and a ripe pumpkin takes up more room than a turnip. Honestly about what is not ready: the new seeds and crops cannot be dropped on the ground with Q — you can only carry and spend them. WHERE YOU PLANT BEATS HOW LONG YOU WAIT Growing used to be pure waiting. Now the place matters more. A plant grows faster on a tilled bed, and faster beside a DIFFERENT culture — one bonus for each neighbour of another kind. It grows slower when its own kind stands diagonally, or crowds it from both directions at once. Which gives a simple rule: rows beat a solid grid, and a mixed bed beats a field of one culture. A sprout standing in a puddle does not grow at all — its clock stops until the ground dries. THE DAY CYCLE IS THE FARM'S CLOCK Ripening is no longer measured in seconds; it runs on the world's day. A turnip ripens in about half a day, zucchini and watermelon in about a day, pumpkin and sunflower in about two. While your farm is away its clock stops: time spent without you does not count against the harvest. A ripe plant now has patience: several nights pass before it can turn possessed — two for a turnip, one for zucchini and watermelon, three for a pumpkin. It used to turn the very night it ripened. The sunflower is the exception: it has no patience at all yet, and that is an unfinished edge, not a design. Dusk and dawn are three times longer (45 seconds instead of 15) — long enough now to walk to and to watch. LIGHT IS A GRADIENT, NOT A SWITCH A circle of light is no longer a shield with a hard edge. Right by the flame protection is total, then it falls away smoothly and reaches nothing at the rim of the circle. Several sources do not add up — the strongest one counts. And even in full light a small chance remains: a bed in the middle of a lit circle comes through the night intact about 94 times out of 100. That is deliberate — now and then one plant turns anyway. In full darkness, as before, all of them do. OIL, THE OIL PRESS AND THE LAMP The loop closes: sunflower → seeds → oil press → oil → lamp → light → the harvest survives. The oil press is built at the workbench from two boards and two stone; on the press itself, three sunflower seeds are pressed into one oil. A full tank of a lamp lasts exactly one night. The press can be taken apart again without losing it. IMPORTANT IF YOU HAVE PLAYED BEFORE: a lamp is NO LONGER refuelled with turnip. Turnip was a stand-in while oil did not exist. A lamp now takes oil and nothing else — get sunflowers going before you rely on light. EVERY CULTURE HAS ITS OWN GAIT When they turn at night, the plants now behave differently, and you can see it. A turnip flees — short hops away from you, with pauses. A zucchini crawls — smooth, never stopping, but with the smallest step. A watermelon rolls fast, straight at you, as it always did. A pumpkin rolls slowly, in jerks, with noticeable stops. A sunflower does not move at all, but strikes around itself: anyone caught is thrown back a few paces. Your pocket is untouched — it costs you time, not goods. A fleeing turnip now flees honestly: it goes around a wall instead of butting into it, will not walk into deep water, and stops cleanly when it really is cornered — where it used to jitter on the spot. Honestly about what is not ready: these numbers have not been tuned by play, and several plants of the same kind move in step, as if in formation. UNDERWATER AND ON THE HORIZON Diving no longer means falling into a blue void: the sea floor is visible under and around you. Further than a couple of strides the water still goes murky — that part is intended. The sea has stopped ending in a square corner: the far rim of the water now dissolves into the sky in every direction, by day and by night. The seam on the water is gone too — the band that used to travel with you about thirty paces ahead. SMALL AND CRAMPED THINGS The crafting window is laid out in two columns, the hints no longer overlap, and long names are cut to fit. The common land around the farms is wider. The size of a plot is no longer a hard-wired number — that prepares the farm expansion arriving next. PLEASE NOTE: saved farms have been wiped. The plot format changed and the landing spacing grew — old saves would have come down on top of the neighbours. You will have to build again, and we are sorry for it.
2026-08-08
A technical release: nothing in the game itself has changed. Mod file paths are now checked the same way on every system — a declaration rejected on one machine used to pass quietly on another, and instead of a clear error the mod author got a puzzling "file not found". The version moved so that what players download matches what runs on the server, down to the line.
2026-08-08
The site now says what is actually live. Under the footer there is a small "version" line: open it and a short table shows the client, the site, the game server and the lobby, each with its version, the commit it was built from, and when it was last deployed. It is there to answer one question honestly — is the thing you are downloading the same thing the world is running. When the parts do not agree, the line says so without being opened.
2026-08-06
When something does not work out, the game and the launcher now write a file next to themselves with the whole story: launcher-log.txt for the launcher, client-log.txt for the game. That file is the one to send. For the launcher it says what it was downloading, from where, and what the site answered; the error message now names the file the update stopped on. F1 saves the same file at any moment — handy if the launcher seems to be thinking about nothing. For the game the file appears when a world could not be found, joined or hosted, and when the game crashes. The screen now says where the details went, right under the reason.
2026-08-05
The launcher now says why it could not reach the site, instead of a silent "site unreachable". It also waits longer before giving up, so a first run on a slow connection no longer looks like a breakage.
2026-08-05
A big update - the world found its voice and came alive. The game has sound now: footsteps, mining knocks, sowing and harvest, the crafting chime, bells at dusk and dawn, an uneasy drone when the night enters an unharvested watermelon, and two ambient tunes - day and night - flowing into each other at twilight. The whole world is now truly lit: the sun-facing side is brighter on buildings and terrain alike, and the cliffs and the sea floor got textures of their own. The sky is alive: clouds drift by day, a warm glow burns at the edges of the day, and at night the stars come out and slowly wheel around. Every belt item got an icon. The lamp, the workbench, the logs and stones on the shared land are real models now - and your hand holds items as models too. The angry night watermelon hops and sways, and the beds rustle gently in the wind. All the sounds, models and textures are files in the Mods folder: replace a file and the game picks it up live, no restart needed.
2026-08-04
The beds came alive: the sprout, the bush, the ripe watermelon and the angry night watermelon are now real 3D models with a painted rind instead of green cubes. Thrown seeds show as a little pile too. The models got simple lighting: the sun-facing side is brighter, and at night the light goes soft. For future mods: the game now picks up pictures, models and shaders on the fly — replace a file in the Mods folder and the world redraws within a second, no restart. A broken file spoils nothing: the game honestly notes it in the log and carries on with the last working version.
2026-08-05
The workbench got its own icon in the belt and the craft window — the first real picture instead of a coloured square. The other items will follow. Under the hood — a big foundation for future mods: materials, buildings and their pictures are now described in one format, and the game reads them so that a mistake in one file can no longer silently spoil everything else. This update ships together with 0.29 (the new mouse layout — read its note below): update via the launcher, the old version does not talk to the server.
2026-08-04
The mouse buttons got sorted out. Left is for gathering: it digs soil, harvests crops and logs, and breaks anything built. Right is for talking: it places what is in your hand and uses items on the world. Refueling and kindling moved to the right button: hold crops and right-click a lamp to refuel it; hold a log and right-click the hearth to light it. The beacon is lit and put out with a right-click of an empty hand. Right-clicking the workbench opens the craft window — same as the E key, just without stepping away from the table. A lamp can now be broken with the left button and taken back into your pocket — its oil is lost though, a break is a break. The hearth and the beacon cannot be broken at all: the farm's heart and its voice stand like bedrock. Update the game via the launcher: the old version does not talk to the new server.
2026-08-04
The farm got a workbench. Blocks, the lamp and everything else are now crafted next to it rather than anywhere at all: the workbench itself is the only thing made right in your hands, out of three logs. Place it — and the whole craft list opens up. The workbench is a real table in the world: it takes up room in your yard, a neighbour can craft at it too, and if you change your mind — break it and take it back into your pocket. The craft window is more honest now: rows out of reach without a workbench are greyed out and say exactly what is missing — a bench nearby, not materials. A second copy of the game on the same computer no longer fights the first one over the name: it offers "name2" by itself, and both enter the world, each with its own farm.
2026-08-03
The island edge is no longer an invisible wall. Something used to lift you up right at the rim — walking or swimming: beyond the edge hid land you could neither see nor dig, yet physics kept tripping over it. Now there truly is no land past the rim: cut a channel through the very edge and you swim out into the ocean with no bumps and no walls. The ocean and a pond are one water now. Both take their colour from depth alone, they meet in a single tone at the shore, and the thin lines inside a pool — and the gaps that flickered while digging — are gone for good. The ocean has a floor. The sky used to show straight through the water, leaving the sea without any body; now a dark seabed lies beneath it — you can dive down to it and walk along it. Water reflects the sky. It brightens with the sunny sky by day, fades with it at dusk, and the moon lays its road across an already darkened surface — water no longer sits equally dark at every hour. The seabed no longer breaks off in the distance. There used to be a band near the horizon where the floor ended and the sky shone through the water; now the water keeps its depth all the way to the horizon. A channel mouth is seamless now. Water poured over land and ocean water used to meet at a dug channel in different tones; now they read the same depth right at the rim, and the light road no longer tears at the boundary.
2026-08-03
Water stopped breaking into tiles. The surface used to ripple in separate pieces with gaps opening between them, and a wall stood where it met the ocean — a pond and the sea are one surface now, with one wave and no seam. And you can see the water. It used to darken the bottom rather than read as water: the dark earth showed straight through it. It is noticeably denser and bluer at depth now, while the edge stays clear so the shoreline is not cut hard.
2026-08-03
Water no longer climbs the bank. Last update it stood level, but at the edges it rose up the slope, so a narrow trench looked as if the bottom had simply been repainted. The surface is flat now and ends exactly where it meets the ground — a pond finally has a real shoreline. It also fills noticeably faster. Screen settings are here. In the pause menu there is a SCREEN button: window mode and size, and if the picture comes out wrong after you apply it, the game puts it back on its own rather than waiting for a confirmation that never comes.
2026-08-03
Water finally sits level. Last update made it visible, but it did not behave like water: a thin film clung to the slope and traced every bump, as if the ground had simply been repainted. Now a pool fills to a single level — the uneven bottom stays where it was, and a flat surface lies on top of it, the way it should. And now you can see how deep it is. At the edge the water is almost clear and the bottom reads straight through it; further in it darkens and the bottom is lost. A pit dug once looks lighter than a deep pond, and one glance tells you where it is shallow.
2026-08-03
You can finally see the water. It was promised last update and it even worked — the sea flowed into a trench you dug, you could swim in a pond — but it was never actually drawn, so nobody could see any of it. Now water lies where it lies: in a pit, in a trench, in a pond in the middle of your farm. The rule is unchanged, and it still comes from somewhere: to let the ocean in, you have to cut the way open by taking the soil off the very edge of the shore. The recipe list no longer sits on top of your bag. Craft rows and inventory cells are laid out together now, so they will not collide when there are more recipes. A dropped heap says how much is in it. Look at one and the number stands next to the name, and it grows by itself when two heaps merge.
2026-08-03
Your inventory comes back the way you left it. The game used to remember what you had but not where you kept it, so returning meant finding everything rearranged. Now a cell keeps what you put into it, and split stacks stay split. The building frame no longer lies. A red frame meant "this will not fit here", and yet your hand still swung and the refusal arrived after it. Now a red frame means exactly what it shows: nothing will happen.
2026-08-03
Water is real now. The sea used to be a flat picture around the islands, and a pit you dug stayed dry even if you cut it all the way to the shore. Water is now part of the ground: if there is a path from the sea to your pit, the ocean fills it by itself, gradually, the way a real one would. If there is no path, the pit stays dry however deep you dig. Water no longer comes from nowhere. You can swim in a pond exactly as you swim in the sea. There is stone under the soil. The shovel works through the earth and then bites into rock; below that lies bedrock, which nothing takes. Earth yields earth, stone yields stone. The inventory is a real one. Press E: under the list of things you can make there is now a grid of thirty-six cells, and the first nine are your belt. Click a cell to pick it up, click another to move it, right-click to split a stack in half, and click outside the grid to drop the whole stack at once. Things no longer arrange themselves — where each one sits is your decision. What you drop lies in a heap, not scattered. Eight thousand soil falls as a single handful with the number inside it, and the more it holds the bigger it looks. Handfuls that end up near each other merge into one, so the world does not fill up with litter. Such a heap is picked up whole, with a single press.
2026-08-02
Water no longer floods what you dug out. A pit near the shore used to end up underwater at some point even though you never reached the sea — while the very same pit further inland stayed dry. The surface simply stood on its own grid, which did not line up with the edge of the island. It now stops exactly where the ground ends. The strip of water that ran along the neck of land between neighbouring farms is gone too. A line at the top of the screen now tells you what you are looking at, and what the left and right buttons will do right now. The caption under the crosshair is gone: one line fitted there and three are needed. You can see the name of the thing in front of you and both actions at once, without pressing anything. F1 opens a panel with the world's numbers: where you stand, what is under your feet, whose land it is, the time, and how the connection is doing. F1 closes it again. The list of what you can do has moved to F5 and is closed by default — the top line now explains the buttons on its own.
2026-08-02
Anything in your pocket can be dropped now: look where you want it and press Q. Soil, seeds, crops, wood and stone fall at your feet as a small handful and stay there. Picking one back up takes a single press, no holding at all — a handful is not something you break, it is something you take. What you drop on your own farm will wait for you even after you quit; what you leave on common ground is gone by morning. Rotating a block you are about to place has moved from Q to R. The shore has stopped behaving strangely. The first dig near the water used to send the whole shoreline sliding and rising — the ground moved where you had touched nothing. It is now born lying flat and stays where it is. The path of the sun and the moon on the water is finally where it belongs: it lies between you and the light when you look toward it. Before it was almost impossible to make out, and something glinted on the opposite side instead. Building on a slope got easier. Put a block against the side of another one and it would sink into the ground below — now the game lifts it along that same face to the first spot where it fits. That used to be simply "the spot is taken".
2026-08-02
There is real water around the islands now. Past the edge of the shore the depth begins: let go of space and you sink, hold it and you rise, and at the very surface you climb out onto dry land. The sea has dropped, and the island stands over it far higher than before. The surface runs to the horizon in waves and ripples, shallows lighten near the shore, a moon path lies across the water at night, and underwater a blue depth closes in around you. There is no moat between neighbouring farms any more. The ground slopes gently down to the water and just as gently back up, so you can walk over to a neighbour without swimming. The sun and the moon now travel the sky, and the fire of a hearth, a lamp or a beacon finally paints the ground and walls around it. Structures and plants have a look of their own instead of flat colour. Your hand no longer turns inside out, it sways as you walk and holds whatever you picked. Plot borders no longer glare in the dark. The land and everything built on it start over: the world changed too much for the old islands to survive. Your account and what you carry stay with you.
2026-08-02
Breaking things is real work now: hold the left mouse button down. A bar fills under your crosshair, and only when it reaches the end does the ground come away in a layer or the structure fall apart. Nothing in this world breaks from a single click any more. Let go too early and the work is lost — start again. Keep holding and digging carries on layer after layer by itself. Stone gives in noticeably slower than wood, and picking up a log is quicker than breaking anything. Talking to the world stayed instant: fuelling a lamp, lighting the hearth, gathering what is ripe — all still a single press.
2026-08-02
The common ground around farms is now truly common: anyone can dig and build on it, right up to the edge of someone else's farm. Before, only half a metre at the far rim of a neighbour's strip could be dug. Private land stays untouchable all the same: earth no longer slides across a farm's border, so a pit dug right at the line will not drag a neighbour's beds into it. And leaving now looks like arriving: a departing player's farm rises into the sky as one solid piece together with its ground, instead of vanishing from under everyone.
2026-08-02
The island's volume is now closed on every side. In the previous update the thickness was only visible from some directions: the near cliff faces disappeared, and the island kept reading as flat again. Now both the cliff and the underside are visible from any angle, including from below — the island is a solid slab you can look at even from under the water.
2026-08-02
Islands have real thickness now. The ground is no longer a mat on the water: from the side you can see the cut of the rock — a metre of soil on top, stone beneath it — and the island has an underside. An arriving farm now comes down as one solid block together with the strip of common ground around it, and you can see its depth the whole way down, not only after it lands. Before, the edges seemed to stretch and melt into the neighbouring ground. The shovel digs one metre and hits bedrock — and the game now says so, instead of the old vague "not enough material".
2026-08-01
Walking works again. After landing, the game lost track of your body: the camera drifted off to the origin of the world, your island ended up somewhere to the side, and W, A, S and D did nothing at all — even though the server was moving you as told. The cause was in step prediction: the client never placed your body into its own copy of the world and showed an empty spot instead. Nothing to reconfigure, everything of yours is where you left it.
2026-08-01
Arriving on the shared server is something you now watch from outside: while your land comes down, the camera looks at it from a distance, so you can see who you landed among. For those four seconds nobody can touch you and you cannot touch anyone. Control comes back the moment your land meets the world. You always arrive at the centre of your own farm now, not where you logged out. Under the old rule you could come back into a pit you had dug yourself and be stuck there for good. Your things, your stores and everything you built are untouched — only the spot where you appear has changed.
2026-08-01
Your own steps no longer wait for the server: walking, running and jumping answer at once, and the server's correction now dissolves smoothly instead of yanking you. Other players move evenly, without the rubber band. The ground has an angle of repose now — a cut that is too steep crumbles on its own. An old sculpted farm may settle the first time you dig beside it: that is the new ground working, not a fault. Islands gained depth: from the water you can see three layers along the rim and a solid underside. You now arrive on top of your land instead of inside it, and there is more room between neighbouring farms.
2026-08-01
Careful steps with Shift no longer root you to the spot: you can walk over hills again. The fall guard used to treat any noticeable slope as a cliff — and there is a slope almost everywhere, so you would freeze a couple of metres from your own house. Jumping is higher and smoother: the top of the arc no longer cuts off like a low ceiling. Running finally feels like running, both in speed and in how the camera carries you.
2026-08-01
You no longer need to know the server address, and there is nowhere to type it: the game finds where to fly on its own. The "lobby" field is gone — just a name, a password and FLY. If the game was still reaching for the old address after the last update, this fixes itself; nothing to delete. The lobby.txt file no longer affects anything. From now on server moves will reach you on their own, with no files to edit by hand.
2026-07-31
The game has moved to a server of its own. The world used to share a machine with neighbouring projects; now it has one to itself, with room to spare in memory and CPU. The launcher updates itself — nothing to download by hand. If the game cannot find the world after updating, delete lobby.txt from the game folder. It will be recreated with the new address.
2026-07-31
You can walk up onto your own building now. A jump clears a 400 mm step — the height of an ordinary block — and no longer fails because the ground under your foot flickered for a single tick. Hold Shift and you will not walk off an edge. The careful step stops you at the drop instead of dropping you; and your own movement no longer carries you off the ledge you are standing on. Buildings no longer crumble under a passer-by. Sleeping blocks used to wake for anyone walking past — a person is no longer a cause of collapse. A rotated block stands where it is shown. Rotating with Q broke the fit: the game measured the block unrotated and refused placement for no visible reason. If the spot you picked is taken, the block settles against whatever was in the way instead of refusing. The crosshair no longer jumps to a neighbouring face on its own — you change the face, not the game.
2026-07-30
Buildings finally join up. A floor lies on a cube, a wall stands on a floor, a post presses against a wall, a lamp sits flush. Half of those joints used to be refused outright and the other half left a gap the width of your hand. A second storey is possible now. You can build against the starting farm at last: the hearth, the house, the well and the tower would not take a single block before, at any angle of aim. A block placed against a neighbour's face settles flush by itself. A row laid by eye comes out straight instead of stepping. A block now settles into the corners of a neighbour's face as well as its centre: aim nearer a corner and it lines up flush along both edges. Hold Shift to move carefully and place precisely. You gather yourself and walk slowly, and the block stops obeying the grid — it moves a millimetre at a time, as far as the world's own physics can go. The anchors to the centre and the corners stay: precision lives between them, not instead of them. A block on a slope no longer refuses to stand. It used to bury itself in a rise you could not see under the crosshair, and you had to hunt for a spot; now it settles where the ground actually ends. The outline no longer invites you somewhere it will not go: it turns red in advance, using the very check the server will refuse with. If the face you picked is taken, the block looks for a free one nearby instead of giving up.
2026-07-28
Your plot now arrives whole — the land comes with it. Everything you dug and piled up leaves and returns with you, and the spot you leave behind is untouched for whoever lands there next. The ground no longer drifts apart: what you see and what you walk on are the same thing. A hill dug before you arrived could be solid underfoot yet invisible. The island has a shore now: land ends in a drop into the water instead of stopping short. Buildings have a surface. Wood runs with grain along the plank, stone has the bite of a raw split, earth is lumpy, and the wattle fence is woven from twigs you can see through. Faces are no longer one flat colour: the top catches the sky, the sides are darker, the underside darkest. What you build is what you saw — a block in your belt now looks the way it will look in the yard. A farm now has a limit to how much it can hold. Building too eagerly used to be able to cut the game short for everyone sharing the world; now it simply says there is no room left.
2026-07-25
The game now speaks English too: switch RU/EN right in the main menu. Your language choice is remembered and picked up by the launcher — play in the one you picked.
2026-07-24
The inventory works differently now: your belt only shows what you actually have. New players start empty-handed. Crafting is here: press E to turn wood and stone into blocks and a lamp. You can only place what you have made. Dug-up soil now sits in your belt like any other item: dig to get it, pile it to spend it. Right-click with soil in hand to raise the ground (F still works too). Q rotates the block you are about to place. Breaking a block returns it to your pocket. A couple of ripe bushes grow at your farm from the start — harvest them for your first seeds. Server stashes were reset: everyone starts fresh, with empty pockets.
2026-07-24
The game's wording got simpler and clearer. The launcher made peace with antivirus software.
2026-07-24
First release with the launcher: the game now updates itself — one "Play" button. The menu shows the game version, and the server politely asks you to update when versions differ.