FARMHOUSE EN · RU

What changed

Every build of the game and what arrived in it. Newest on top.

version 0.33

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.

version 0.32

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.

version 0.31

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.

version 0.30

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.

version 0.29

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.

version 0.28

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.

version 0.27

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.

version 0.26

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.

version 0.25

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.

version 0.24

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.

version 0.23

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.

version 0.22

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.

version 0.21

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.

version 0.20

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.

version 0.19

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".

version 0.18

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.

version 0.17

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.

version 0.16

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.

version 0.15

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.

version 0.14

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".

version 0.13

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.

version 0.12

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.

version 0.11

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.

version 0.10

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.

version 0.9

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.

version 0.8

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.

version 0.7

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.

version 0.6

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.

version 0.5

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.

version 0.4

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.

version 0.3

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.

version 0.2

2026-07-24

The game's wording got simpler and clearer. The launcher made peace with antivirus software.

version 0.1

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.