FARMHOUSE
EN

What changed

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

version 0.270

2026-11-04

The guided tutorial for newcomers is off for now: it is not ready for players yet. A newcomer starts with the ordinary quest chain, like everyone else. This release is mostly internal: the game is arranged more neatly inside, and for the player everything stays as in 0.269.

version 0.269

2026-11-04

Unclaimed islands full of pumpkins now fly into the world: one with the first player and one more for every two players. An island stays while its players are online or anyone stands on it or nearby. There are now at most three bots in the world: the first player brings two, the second one, and nobody after that. Hits feel stronger: a bigger toss and knock-back, and a clear red flash shows every hit. The angry pumpkin runs about 15% slower than you, so you can get away from it. Crafting works with blocks of any material. Walking through leaves slows you down. Hits, steps and breaking sound like their material. The press window is clearer, and quest buttons show your real keys. A placed pumpkin can be broken again, and pumpkins no longer have a glowing ball near their eyes. Settings now have an interface size - small, medium or large - and the main menu has a Settings button. Other players' swings and "typing…" marks no longer get stuck.

version 0.268

2026-11-03

A tutorial now guides new players: a frame and an arrow show the next step - a tree, the first block, a chair, a pile, a campfire. A button in the corner skips it. Blocks can now be shaped from any loose pile: sawdust, dirt, clay, stone, leaves or ash. A block takes the traits of its material: stone does not burn, you can walk through a leafy one, and a broken block crumbles back into its pile. The crafting book opens with a button right from the inventory. A ripe pumpkin left in its bed grows big after a day and huge after three more. A whole pumpkin from a bed can be placed as a block. A pumpkin dropped on the ground gets eaten by the nearest live pumpkin, which sometimes grows from it. Pumpkins are scarier at night: glowing eyes and a toothy mouth. A pumpkin hits as soon as it is in reach. Menus and windows take the same share of the screen on any monitor. Grass in the browser is no longer black. The website's main page is shorter: one "Play in the browser" button and a quiet download button. This version is required: an older one will not connect to the server.

version 0.267

2026-11-02

Pumpkins are bigger and rarer. They now come in eight sizes, from a third to two thirds of a player's height. A small one breaks in three hits, a big one takes more. Pumpkins roam alone, no more packs. At night they no longer charge everyone: they attack only those who come within 4 metres or hit them first, otherwise they wander near home and look around. Seeds from pumpkins beaten at night drop only sometimes. Bots now fight back against pumpkins, run when they are losing, keep away from pumpkins lurking at night and sometimes hunt small ones. The graphics settings have a new "Screen sharpness" row: 1x, 1.5x, 2x or auto. Auto is the default: on phones the browser picks the sharpness itself to keep the game smooth. This version is required: an older one will not connect to the server.

version 0.266

2026-11-02

Pumpkins reworked. There are fewer of them: packs of 2-3, plots no longer fill up. The largest is knee-high now. Pumpkins turn and speed up smoothly, bounce like jelly as they walk and stay still when they stop. Their bodies are an even colour, no blotches. Before a blow a pumpkin winds up - you can read it on its face and step away. They no longer follow you into the water. At night they look furious, eyes smouldering dark red. The game no longer keeps its sound running or warms your phone while minimised.

version 0.265

2026-11-02

The «Get up» button after death now works in the browser at any screen scale. Before, on zoomed or high-density screens the click missed the button and getting back up was nearly impossible.

version 0.264

2026-11-02

Living pumpkins have come to the world. By day they wander in packs and stare at you, run from the first hit, and if you keep at it they get angry and hit back. At night they go hunting on their own. They fear fire and cannot swim. Pumpkins have faces: they chatter, grumble and squeak. A pumpkin drops a snack or a seed. Plant the seed with the right button and a new pumpkin grows from it: beds are back. This version is required: the old one will not talk to the server.

version 0.263

2026-11-01

A fix after the last update: for the first minutes after it the server did not start, now everything works as it should. Under the hood the parts of the game started talking to each other by one shared rule instead of hand-made wires, so new things will come faster.

version 0.262

2026-11-01

A big cleanup: old things that are no longer part of the game are gone — bread, egg, candle and tincture. If you had them in your pocket or on your plot, they simply vanished and your farm loads as usual. The G key ("on self") and its phone button are gone too. Under the hood most of the code has been put in its place, and drawing is split into separate steps: the picture is the same, but it will be easier to make it faster.

version 0.261

2026-10-26

The main menu came alive: the world of islands is visible from the first frame, islands land close together, campfires burn and chairs get nailed on them, trees have leaves. Distant islands keep their beauty. Quest progress flashes: do something right and the bar grows smoothly while the quest lights up. Auto frame rate follows your screen and no longer jumps back and forth.

version 0.260

2026-10-26

On desktop and phone the game now talks over its own fast protocol on UDP: short network hiccups are handled more gently, and if your network blocks it, the game falls back to the old way by itself. The first quests are shorter: the first reward comes after a few seconds of digging. Calling a friend from desktop no longer says "not confirmed".

version 0.259

2026-10-26

The connection holds on better: when the network drops for a second or two, the game no longer reconnects from scratch, it simply delivers what you did once the link is back. No reconnect screen and no extra pause.

version 0.258

2026-10-26

The game sends less data: far players and objects update less often, near ones as often as before. Distant neighbours move smoothly and no longer stand still and jump. Button labels in the Screen window are never cut off in any language: when they do not fit in a row, a button moves to the second line.

version 0.257

2026-10-26

The world no longer freezes when farms arrive and leave, even when many land at once. Newcomers land just as smoothly, and digging right at a neighbour's border waits a split second at that moment. The game no longer grows heavier over time: the main menu and long stays near farms that flew away no longer hold on to spare memory. The browser version loads faster: small files come in one pack, and the pictures got lighter with no loss of quality. The chair lesson in quests is re-shot with the new nails.

version 0.256

2026-10-26

New thing: the sign. Nail a plate onto a leg, put a sawdust block in it and carve whatever you like. Click the side you want to carve. The grooves go deep and catch the campfire light. A broken sign goes into your pocket with its drawing. The connection is reliable now: actions sent while the link drops are no longer lost and never happen twice. Trees are varied now: bushes, saplings, big, thick, crooked and rare giants. Every part rests on support and does not crumble when dug under. A piece dragged out of the shaping window lands in the slot you drop it on. Broken chairs go into the pocket upright. A small fire grows right out of its heap. The chair lesson in quests shows the whole build. Auto frame rate holds 45 instead of jumping back and forth. Furniture is lighter to draw. This version is required: the previous one cannot enter the world.

version 0.255

2026-10-25

On a phone you can switch to another app for a moment: your place in the world is held for five minutes, and the game quietly comes back to it. Stay away longer and the menu opens. The world is noticeably lighter to draw, especially on phones: farm shores are built once, farms off screen are not drawn, identical things go in one batch. Several campfires now cast shadows at once. Fire burns right on branches and leaves, not in the air beside them. Nails are thick and go in up to the head. Chair backs got their carving, and the checkered patch on big chairs is gone. Sitting on a tilted chair keeps the horizon level. Numbers on the belt show their own slot. The graphics window is a list, and lists scroll smoothly. In the browser, the vertical sync button no longer crashes the game. If the game does not start, the page says why. Updating is optional: the previous version enters the world too.

version 0.254

2026-10-25

The people window on a phone is no longer cut off on the right: rows and buttons fit the screen, and on a narrow screen «remove» moves into the row's «...» menu. The «Copy link to farm» button in the pause menu has a tooltip. When icons finish loading in the browser, the game no longer stutters for half a second — the pictures swap in unnoticed. Updating is optional: the previous version enters the world too.

version 0.253

2026-10-25

Playing in a phone's browser no longer heats the phone: the graphics chip does a hundred times less work per frame, frames are smoother, and clip recording is off by default on phones (turn it on in the pause menu). The game opens faster: on a slow network the menu arrives almost twice as early, the rest loads while you play — a thin bar shows by your name. On a phone you can break a block just by touching it on the screen: a quick tap hits, a finger held on the block digs. Tapping outside an open window closes it — on a phone and on a computer. On a narrow screen the quest list is smaller and shorter. Updating is optional: the previous version enters the world too.

version 0.252

2026-10-25

Absolute darkness is truly dark now: darker than an ordinary night, the ground barely visible, so campfires glow brighter against it. Clouds no longer glow at night — nothing lights them, so they darken with the sky and stay the same boxes. Someone else's campfire now burns the moment you arrive in the world, not half a minute later. Grass no longer pokes through planks and slabs lying on the ground. Updating is optional: the previous version enters the world too.

version 0.251

2026-10-25

Call a friend: the pause menu and the friends window have a new «CALL FRIEND» button — it copies a link. Your friend lands right next to your island. Once they have played a little, you both get a reward: coins and nails for you, nails and slabs to start for them. Sometimes the world falls into absolute darkness: at sunset the sky does not turn to moon or sun but fades to black for a few minutes. The ground stays visible in a flat grey light, campfires glow, weather and sounds fade — for everyone in the world at once. A seated player's head turns with their gaze, and neighbours see it. Campfire shadows no longer lie in stripes across the tops of planks. The version number in the main menu opens a «what's new» list. In the browser there is a «Bookmark the game» quest. Updating is optional: the previous version enters the world too.

version 0.250

2026-10-24

You can now put things on shelf spots: aim the item in your hand at a shelf and press the right button — the whole stack goes there, with Shift just one. Take it back with the left button. Break the shelf and everything on it falls out next to it, nothing is lost. Nailing is faster — 3 seconds — and juicier: your hand strikes in time with each nail, the nail jolts in, chips fly. Furniture parts blend into one piece at the joints. A new Crafts tab in the quests window (key K): what you can nail together from pieces, with clips that show which keys to press. Take nails in hand to see the hint. On a phone in the browser the game now also runs upright — full screen, buttons laid out for a tall screen. Sitting on a chair no longer jitters. Nails no longer run out for good: «Building bit by bit» gives them every half hour. Quests about meeting people only show up when another living player is in the world. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.249

2026-10-24

Furniture now looks like furniture: the chair has a marked seat, wooden tips on its legs and a carved frieze on its back. A new item — the shelf: a few plates on posts at the sides, nail them together and it's yours; break it into your pocket and place it again. Spots for things on the shelves come in the next versions. Nailing looks better: the nails go in on the side you can see, at least six each time. On a crooked chair you sit with your back to the backrest. Hitting someone who sits knocks them off the chair. The campfire burns as one wide fire, not thin sprouts. In the crafting window the piece is bigger and the arrows are easy to grab, even with a finger. On the website the Play button is visible on a phone right away, signing in opens the game, and the language is picked from a list. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.248

2026-10-24

Nailing a chair now takes 5 seconds instead of one and a half, so you can watch the nails go into the joints one by one.

version 0.247

2026-10-24

Nailing a chair is now easy to read: while you hold the right button with nails, small nails are hammered into the joints one by one, and at the end — poof, the chair is done. A finished chair now stands out: the seat, back and legs each have their own texture, on a stool and on a throne alike. Protection against flooding the world with new things: at most 10 new shapes an hour and 30 a day per player. Known shapes and creative mode don't count. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.246

2026-10-24

All special actions are now on the right mouse button: light sawdust with a piece and nail a chair together — hold the right button, like "Sit". Holding Shift brings back the normal mode: the right button places the piece again. While a special action is available, the crosshair is a cross with a small action icon and the held piece's ghost is hidden. You can now see your own body in first person: look down to see your torso and legs, and your legs stretched out when sitting on a chair. It can be turned off in the graphics settings. A chair is recognised even with legs and back tilted any way. You can't sit on an upside-down chair, and on a tilted one you sit tilted. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.245

2026-10-24

Neighbour bots no longer jitter at the water edge between islands: if the goal is across the water, the bot calmly stops facing it instead of darting along the shore, and after a few seconds picks something else to do. A bot following you waits at the edge.

version 0.244

2026-10-24

Fixed: in creative mode nailing a chair used up nails. The game is a little lighter on the computer: the interface no longer allocates memory every frame, bodies are drawn with fewer needless checks, and the server spends less memory per tick. Internal tidy-up of the fire, chair and quest-reward code — nothing changes for the player.

version 0.243

2026-10-24

Browser: after an update the game downloads only what changed, not the whole game again. A new loading screen in the game's style, with details of what is loading. Quest cards now have short clips showing how to do it. They load only when you open the card. Fire and light on an arriving island now come down with it. The "Hide all" button in the menu works both ways: while the interface is hidden, it reads "Show all". Nails on a finished chair and "Sit" show their own crosshair icon. A new site icon.

version 0.242

2026-10-24

Fixed: the game in the browser would not start and showed "failed to start". It starts again. Quests now work as a guide to the game: new quests cover things no quest mentioned before — fire, chairs, shaping pieces and more. Under the quest list at the top right, a hint now shows which button opens the window with all quests.

version 0.241

2026-10-24

You can carry a chair now. Break a chair and it goes into your pocket whole, keeping its shape: the pocket icon is drawn from its own pieces. Drop it with Q to hand it to someone, turn it with R, T and X, and right-click to place it somewhere else. Identical chairs stack. Whoever falls down drops the chair whole. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.240

2026-10-24

Neighbours sit on chairs. When a campfire burns next to a free chair, or a player sits on a chair nearby, a neighbour walks over, sits down and watches the fire or you, then gets up after half a minute to a minute and a half and goes about their business. If the chair catches fire under them, they jump up and run off.

version 0.239

2026-10-24

Chairs. Put pieces together into a seat, legs and a back — any size and shape, a stool or a throne — take nails and hold the button on it: it gets nailed into one chair. Right-click a chair to sit (yours or anyone's), move or jump to stand up. A chair burns and breaks as a whole. For now a broken chair crumbles into sawdust; soon you'll be able to carry it off whole. A finished quest now shows: its row at the top right flashes, fades, and the reward appears in its place and flies to your belt. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.238

2026-10-23

The sea in a storm: whitecaps no longer line up in straight rows. Foam lands at random, comes in gusts and drifts with the wind, and far away it stays a crisp pixel scatter instead of a grey blur.

version 0.237

2026-10-23

Campfires came alive: the flames have volume, their tongues dance and bend, and a big fire has several of them, the tallest in the middle. A soft warm glow sits over the fire, stronger at night. The thin line above the flames is gone. New item: nails. Building quests now pay them out: Place parts, Building, Wall, House and the daily building quest. For now you can stock up on them; they will come in handy in coming versions. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.236

2026-10-23

Fixed: cracks on a block being broken or ground being dug glowed at night. They now take the same light as the surface under them: they darken with it at night but stay visible.

version 0.235

2026-10-23

Campfires on neighbouring farms, and on their neighbours too, are now visible from far away: the flame, and at night and dusk a warm glow over the plot and light on the ground. A new "Detail" row in the graphics settings: normal, farther, or unsimplified. "Farther" shows nearby farms in full detail; "unsimplified" is for far shots and needs a strong computer. It is only ever switched on by hand; presets don't touch it. Phones keep "normal".

version 0.234

2026-10-23

If a picture, model or effect in the game fails to load, a bright magenta-and-black checker now shows in its place instead of a quiet stand-in. If you see one, send us a screenshot: it helps us find the break faster.

version 0.233

2026-10-23

Fixed: a white square hung over campfires instead of the pixel flames. The flames are back. A burning player is dangerous to neighbours too: whoever comes right up to them gets burnt, and after standing close for a while catches fire. A metre away is safe. A burning player glows at night, and the light moves with them, seen from the side and in first person. Dig cracks no longer start over just before a piece of ground comes off: the animation runs to the end and waits.

version 0.232

2026-10-23

Fire looks new: pixel flames grow right out of the ground, and the small fires of one pile merge into a single campfire. Burning players burn with the same flames. The crosshair hints at the action: when you can do something (light a fire, for example), a frame with the action's picture replaces the cross. Lighting has no progress bar any more: the piece rubs against the sawdust, the sparks grow, then the flame catches. Neighbour bots no longer drown under the island: in water they swim out, and they don't step onto burning ground. Only whoever lit a fire puts it out. A big piece of a tree takes longer to break than a small one, by how much sawdust it gives; big pieces are slightly better value. Running up a road of sloped blocks is smooth now, no jerk at every step. This version is required: the old game won't enter this world. The launcher updates itself; in the browser, just reload the page.

version 0.231

2026-10-23

Fire now hurts the living too: step right into it and you lose health; stay too long and you catch fire. A burning player sets alight the sawdust and pieces they touch. Water or another player's hit puts the fire out (the hit still hurts). Sitting next to a campfire is safe. Fixed: when you're down, the cursor shows again and the respawn button can be clicked or tapped. This version is required: the old game won't join this world. The launcher updates itself; in a browser just reload the page.

version 0.230

2026-10-23

Campfires burn long now: a sawdust heap two pours deep lasts the whole night, and sawdust poured on top feeds it. A hit puts out only the spot it lands on, and you can't put out a fire on someone else's plot without the right to build there. A new quest chain teaches you to make fire: pour a sawdust heap, light it and put it out. Breaking cracks are easier to see.

version 0.229

2026-10-23

Breaking cracks now match each material in style and colour: wood splits along the grain, soil crumbles into clods, stone breaks into sharp chips, leaves tear and wattle comes apart. No more black cracks. Firelight is alive now: it wavers like a real campfire. The graphics settings gain "Fire shadows": near a campfire, buildings and characters cast shadows that tremble with the light. On high and ultra it is on by default.

version 0.228

2026-10-23

Neighbour bots have a rare new temper, the firebug: it chops a tree, presses a piece, pours sawdust and lights a campfire by itself. The other neighbours like putting fires out and knock the flames down with clicks, so now and then the world gets live campfires and small fires, but a whole island never burns down.

version 0.227

2026-10-23

The 60-second replay buffer on the computer now uses two to three times less memory: the game is lighter on your machine, and saved clips look exactly the same.

version 0.226

2026-10-23

Fire no longer goes out when a farm's owner leaves the game: the fire freezes with the departing farm and, when it lands again, burns on from the same strength, on buildings and on sawdust alike. It survives a server update the same way.

version 0.225

2026-10-23

Fire now spreads to buildings and trees: pressed-sawdust pieces, trunks, branches and leaves burn. A burning body chars and finally vanishes without a trace, and whatever stood on it falls. Fire passes from the ground to buildings and back, across plot borders too. Clicks knock the flames down without breaking the building; hold the hit and the burning block is taken into your inventory. At night the smoke over a fire is lit from below. Every quest goal in the corner of the screen now has its own text, so two similar goals no longer get mixed up. This version is required: the old game won't join this world. The launcher updates itself; in a browser just reload the page.

version 0.224

2026-10-23

Fixed a fault next to big shaped neighbours: the game could crash when an unusually shaped farm landed or left nearby, and the land at the edge after a neighbour left could drift from the world on the server.

version 0.223

2026-10-23

Fire is in the world. Hold a pressed-sawdust piece, aim at poured sawdust and hold the left button: the piece rubs, smoke rises and the sawdust catches (the piece burns up). Fire glows at night, slowly turns the heap into ash and spreads to nearby sawdust. Put it out with a bare-handed hit, by pouring soil or any pile on top, or with water. Ash can be dug up and poured back. This version is required: the old game won't join this world. The launcher updates itself; in a browser just reload the page.

version 0.222

2026-10-22

A server update no longer drops you to the menu: the world freezes on screen with "The server is updating; your world is saved", and the game brings you back by itself as soon as the server is up. If you would rather not wait, you can cancel the return. Also fixed: if you were moving at the moment of an update, the warning used to get lost and the game took it for a plain dropped connection.

version 0.221

2026-10-22

The cabinet no longer shows the old plot level card with its "Expand" button above the cell grid: your plot grows only by buying cells. What changed in your purchases: nothing, this only fixes the page.

version 0.220

2026-10-22

Your plot now grows one cell at a time: in the cabinet on the site you can buy any cell that shares a side with your plot and decide the shape of your farm yourself. The first cell costs 1,500 coins, each next one a little more. Plot levels are no longer sold — everything bought before stays yours. Islands got roomier: farms land a little further from the world's centre so big shaped plots have space. What changed in your purchases: plot levels you already bought stay yours, the farm is converted to cells rounded up and grows by cells from there.

version 0.219

2026-10-22

Newcomers now get a plot of their own shape — a stepped plot of 16 cells instead of a square. Old small squares (up to level 10) are re-cut once into such a shape when they land, keeping buildings inside. Slopes are real now: terrain or a piece that is too steep can't be walked up, only jumped onto, and you slide off a steep piece. Uphill is slower, downhill a little faster. Sawdust and leaves hold worse than soil, stone holds better. In the browser, high and ultra now draw real shadows like Windows, sound plays, clips save with F9, and a "Better in full screen" button takes the game full screen. Leaving the game takes you to your farm's page. The cabinet has a "Start over" button: your farm, buildings, inventory and quests are wiped and your plot gets a new shape, while your coins and everything you bought stay. It can't be pressed by accident.

version 0.218

2026-10-22

F1 hides the whole interface over the world, for clean screenshots and clips: the hotbar, hearts, quests, crosshair, names and hints. Press it again to bring everything back. On phones the pause menu has a "Hide all" tile, and a tap on the screen brings the interface back. Debug numbers moved to the backquote key. The shared land around a shaped plot now forms an even frame of one width (every plot is still square for now, so nothing looks different). This version is required: the old game will not join this server.

version 0.217

2026-10-22

The shaping window now shows a little figure of you beside the grid — in your skin and at your real height — so the true size of the piece is obvious at a glance. Walking through leaves no longer dips the camera; only your step slows.

version 0.216

2026-10-22

If your connection drops on its own (network, VPN), your place in the world is now held for a minute instead of 20 seconds: your farm stays, and the game picks up where it left off. Held and tree leaves no longer show thin lines and cracks along the edges. The placement ghost no longer doubles when a block is tilted to an off-grid angle. The shaping preview now shows a size grid under the piece. The quests window opens with J, and phones get their own button for it.

version 0.215

2026-10-22

Getting ready for plots of any shape made of cells. The world can now land an island of any shape right next to its neighbours, with the shared land going around its edge. For now every plot stays square and nothing changes in play: starting shapes for newcomers, buying single cells on the site and re-cutting old squares switch on in the next versions. This version is required: the old game will not join this server.

version 0.214

2026-10-22

Tree foliage now slows you down: walking, jumping or falling through a crown is slower, like pushing through a bush. Falling blocks and dropped items get caught in the leaves too. You can still jump onto a block half a metre high.

version 0.213

2026-10-22

The quests window has tabs — Now and one per section; every quest gets its own card with its text, goals and reward. Quests closer to done stand higher and slide into place. The corner of the screen shows just the goal, larger, with no extra lines. The first quests are longer, and tree and leaf quests count hits, not sawdust. Also since the last version: Esc closes any window, the pause menu included, and with no window it opens the menu. The browser no longer shows "click to play": the mouse goes back to the camera by itself, and after Esc on the first click or key. The main menu is refreshed: the flight starts in daylight, and the islands carry real leafy trees, just like in the game.

version 0.212

2026-10-22

In the shaping window, the handles you drag to stretch a piece are now drawn as arrows along their own axis instead of coloured squares, so it is clear they can be pulled and which way. Under the cursor an arrow gets brighter and a little bigger.

version 0.211

2026-10-22

The shaping window now opens on the arrows: drag a piece's sides along its axes by the handles. The old view stays behind the toggle. The "material → piece" row sits centred at the top, with "not enough" in small text under it. For admins: the /quest command (short /q) completes, moves, resets and grants quests for yourself or another player, fractional progress included. Quest analytics now shows how far players get, where they get stuck and how fast they go.

version 0.210

2026-10-22

Leaves can now be poured onto the ground as a pile, like sawdust, and dug back into the pocket. Piles stack on each other and are dug from the top. Quests run as several chains at once: "make a friend" no longer holds up everything else. There are quest sections, hard quests, daily and weekly quests that come back, and fractional progress. This version is required: the old game will not join this server.

version 0.209

2026-10-22

Quests in the corner of the screen no longer sit on a dark plate: just letters and thin progress bars with a shadow, and you see every open quest at once, not only one. Past five, a «+N more» line sums up the rest. The quests window is lighter too: no dark cards, quests are separated by a thin rule.

version 0.208

2026-10-22

A lamp fuelled for exactly one night now guards the beds right up to morning: before, in the very last moment of the night some beds could end up unprotected, and which ones was down to chance.

version 0.207

2026-10-22

Trees have leaves now. Green crowns with gaps hang at the ends of the branches, you can see the sky through them, and they sway a little in the wind. You can walk through leaves. Hold the button on a crown and it falls apart, dropping «leaves» into your pocket. Cut a branch and its leaves fall to the ground. This version is required: the old game won't join this world. The launcher updates itself; in a browser just reload the page.

version 0.206

2026-10-22

Players in lists have faces now. In the people window, the group and the friends list — in the game and on the site — a small pixel portrait sits next to each name: head and shoulders from the player's own skin and proportions. Change your skin or figure on the site and the portrait follows.

version 0.205

2026-10-22

The game has quests now. A newcomer sees where to start right away: dig some soil, pour it, get sawdust from a tree, shape a piece, place it, build something small, say something in chat and invite a friend. Quests give items and a few coins. All of them are in the «Quests» tile of the pause menu, and the one closest to done shows in the top right.

version 0.204

2026-10-22

The shaping window has a second look to try. Two buttons at the right of the row pick sliders, as before, or arrows. With arrows the piece stands big in an isometric view and you stretch it by dragging the arrows on its axes, in the same size steps, with the cost updating at once. Drag anywhere else to turn the view. Whichever feels better is the one we keep.

version 0.203

2026-10-22

Friend search suggests names: start typing and up to eight players whose names begin that way show up below, including those who aren't playing right now. Pick one with the arrows or a tap and invite them. Playing in a phone browser: taps no longer get lost under the «click to play» layer, chat opens the keyboard in full screen, and the full screen button in the menu works again.

version 0.202

2026-10-22

When something can't be done, the game says so loudly: a big red line gives a short shake and explains why. On someone else's land: no breaking or digging here — build on your own or on free land. R and T no longer swap when you turn around: R always turns the piece counter-clockwise on screen. Key hints above the hearts sit in «key + picture» groups and show your own bindings at once. Confusing icons are redrawn: «yes» is a check mark everywhere, and the friends window, leaving a group and «who's here» on a phone got icons of their own. Several loopholes for cheating are closed: the server is stricter with odd requests, new names can't hide invisible characters, and sign-in can't be faked by a form on another site.

version 0.201

2026-10-22

The piece shaping window is calmer: no extra words, one row — how much sawdust it takes, an arrow, the piece you drag into your pocket, and a big slowly turning preview. If you lack sawdust, the number turns red. Another player's name no longer shows through walls: if you can't see the player, you can't see the name. Hiding is real now. The sun is brighter when you can see it, at sunset most of all. Picked up items' icons darken with the world at night and still stand out.

version 0.200

2026-10-21

If the game page in a browser gives up joining or crashes, its farm no longer hangs in the world for an extra 20 seconds. The «high quality» recording switch now has a tooltip.

version 0.199

2026-10-21

The devlog block that linked to another project of ours is gone from the home page of the site: that project is on hold for now.

version 0.198

2026-10-21

Playing in a phone browser. Full screen no longer breaks the picture: the world stays sharp and the buttons keep their size, however you enter full screen or turn the phone. Buttons stay clear of the notch and the rounded corners and never overlap — the menu button no longer hides under jump. Chat on a phone opens the keyboard. The rotate sign now says «Turn your phone sideways», and the status line under the game is gone. The «pour» button is gone: the hand (right mouse button) pours soil, stone, clay and sawdust, and holding it keeps pouring.

version 0.197

2026-10-21

Building is easier. Point a piece at a turned one and it turns the same way, and rotating then works relative to that neighbour. The piece lies flush on the neighbour's face, on its grid. The ghost picks a free spot near the crosshair and no longer jitters with small mouse moves; if there are several spots, a click of the mouse wheel cycles them. H places it with your own rotation. On a phone there are two buttons for this while a piece is in hand. The game survives a short network loss. If the internet drops for a few seconds or your address changes (a VPN switch, a new address from the provider), the world stays on screen with a «reconnecting» note and the game carries on where it was. After 20 seconds without a link it goes back to the menu as before. Joining from another place now takes over the old connection instead of answering «already in the world». Health and air are now saved when you leave: quitting no longer saves you from drowning. Recording the last minute has a «high quality» mode: 60 frames, up to 1440p and crisp grass in motion, for clips on social media. Switch it on on the recording screen of the pause menu. A right to build taken away by the owner now ends on time, however much someone else presses «let them build» on their own plot.

version 0.196

2026-10-21

Recording the last minute of play now turns on only if your computer can handle it: the game checks once at start, and on a weak machine it does not take the memory or the load. You can still turn recording on with the switch in the pause menu. Hints in the showcase and in windows name a key the way you bound it. Small fixes after a review of the server and client code.

version 0.195

2026-10-21

The farmhousegame.com site now looks like the game: the same font, windows and buttons, fresh shots and the trailer. On a phone in full screen the picture reaches the edges, buttons no longer hide under the notch and the rounded corners, and they are a proper size. The game keeps the screen in landscape. A tooltip on an icon or a setting shows after a third of a second, not a second. The scrollbar thumb in any list can be grabbed with the mouse and dragged, and a click on the bar above or below it pages the list. Controls window: Space and Enter can be bound, the «Reset?» question no longer pops up over a key being waited for, and the click after capturing a mouse button is not lost. Hints name a key the way you bound it. Dropped items: your own stack no longer joins someone else's pile, and a thing past the island edge sinks. A pickup flies into the pocket only when the pocket really gained it. If the link to the server breaks, the game now tells us why, without a name or an address, so we can find such breaks for other players too.

version 0.194

2026-10-21

Running around tilted blocks is calm now. Under the low edge of a big cube set at an angle the camera no longer jerks: it ducks smoothly in advance as you come closer and straightens smoothly as you leave, and it still never looks inside the block. The body no longer bounces back at such an edge when the ground under it is bumpy. We checked how the body meets blocks of every size, from 0.2 to 2 metres: narrow gaps, a wall of mixed blocks, a wall turned at an angle, the space between two tilted panels, small turned blocks underfoot. The world and the aim spend less time per frame when many farms and dropped items are around.

version 0.193

2026-10-21

Serious presses now ask first: leaving the world (your farm flies away with you), taking back the right to build and dig, removing a friend, leaving the party and resetting the keys open a small window with a question. Its yes button names the action; Esc or a click outside cancels, Enter says yes. The friends window is simpler: the actions on a player are square icons with a tip on hover, the dangerous ones stand apart on the right, the player's name stands out, and Back sits at the bottom like in every other window. The pause menu tiles are straight: the picture and the word sit in the middle, and the word stays inside the tile at any interface size. The main menu no longer says "Enter or the button — play" at the bottom.

version 0.192

2026-10-21

On a clear night a star sometimes falls: a short bright streak high in the sky, one to three a night. Clouds and rain hide it.

version 0.191

2026-10-21

Movement is smooth now. Your own body used to move in small jerks: one frame stood still and the next jumped two steps. It showed most in the water, where you swim and sink slowly. Now the body moves evenly every frame, in the water, under it and on land.

version 0.190

2026-10-21

Only what you can actually reach is highlighted. When a block or the ground is too far, there is no outline and no label, and a swing starts nothing: before, a far block lit up but could not be broken. You can still set a piece against the near face of such a block. The circle at the centre of your own plot is gone. You can no longer run under the overhang of a tilted block, and the camera no longer goes inside it.

version 0.189

2026-10-21

On a computer, recording the last minute for F9 is now on every time the game starts. The Recording switch in the pause menu turns it off only until you restart. In the launcher the what's-new scrollbar can be dragged; the F1 line and the check-install button are gone, since the game files are checked at every start anyway. Pause tiles are a little wider, and the hint in the shaping window fits on its line.

version 0.188

2026-10-21

A dropped piece smaller than 30 centimetres now lies on the ground at its own size: a 0.2 m cube is no longer drawn bigger than itself. Also in 0.185: dropped things look like real items instead of a black box with a picture. A block or piece lies as a small copy in its own texture, everything else as a solid pixel icon you can see from any side while it spins. A big stack shows two or three copies side by side, with a soft shadow underneath. Blocking a player now takes away their right to build on your farm even if you were never friends. Messages about building rights given and taken reach the chat in words again. In the browser the friends window no longer offers a flight to a friend, which never worked there.

version 0.187

2026-10-21

You can now pour ground by simply holding the right mouse button. With soil, sand, clay, stone or sawdust in hand, hold the button and it keeps landing by itself, four times a second, wherever the crosshair points. Sweep the mouse to lay a path, a hill or a bank without endless clicking. The F key and the phone's use button work the same way. Let go, run out, or open a window and pouring stops. Look up at the sky and it waits, then carries on as soon as the crosshair is back on the ground.

version 0.186

2026-10-21

You can now walk up steps and ramps built from blocks, no jump needed. An edge up to 45 centimetres, a 0.4 m block or a stair step, is stepped onto just by walking forward. A tilted panel up to 45 degrees is walked up like a hillside, and you do not slide down when you stop. Anything steeper than 45 degrees or higher than 45 centimetres is still a wall: jump for it. Before, every edge was a wall, even a 10 cm floor panel. On a phone the buttons no longer sit on top of an open window, and the menu moves to a free corner when a window is in its way. The pocket hint on a phone no longer mentions the right mouse button.

version 0.185

2026-10-21

The phone controls are rebuilt: everything is always on screen, in two corners, with pictures instead of words. Bottom right, three big buttons: mine (its picture shows what will happen: shovel, pickaxe, sickle, hand), use (it dims when there is nothing to use) and jump (swim up in water). Above them, small buttons for what your hand needs right now: with a piece, turn either way, change axis and reset; with food, eat; with soil, pour; drop. The bag sits beside them. On the left the stick appears where your thumb lands, and the careful button: tap it on, tap it off. Top right: chat, the microphone (green while on) and the menu. The buttons no longer vanish when you lift your finger and no longer sit on the belt: the belt moves left to make room. A party invite on a phone is two buttons, yes and no, with no key letters. Mouse and keyboard hints are gone from the phone. The F5 help on a computer shows a key and a picture instead of long sentences. The main menu opens straight onto the picture: the camera over the sea is there from the first frame, with no black screen and no fade from dark. New block sizes. Each side now has five steps: 0.2, 0.4, 0.8, 1.2 and 2 metres, in any combination. The thinnest block is now 20 centimetres, the longest 2 metres. Every slider in the shaping window has five notches. The price works as before: a block costs as much sawdust as the room it takes, a 0.2 m cube costs one. Old blocks have not gone anywhere. Placed ones stand where they stood and break into sawdust as before. Old blocks in your inventory keep their size, but there is now one kind per shape: a panel made standing and the same panel made lying stack together, and they are always placed one way, wide side first. Turn them with R and X. No new old blocks can be made. This version is required: the old one will not connect to the world.

version 0.184

2026-10-20

Swimming is easier. Holding space no longer bounces you over the water: it brings you up and keeps you chest-deep, head above the surface. Swim up to a shore like that and press into it: if it is no higher than a metre above the water, you climb onto it by yourself, no jump needed. A shore higher than a metre is still a wall; you can cut it down from the water by striking its top. Islands and clouds appear and fade smoothly again, without the dot pattern, and clouds drift evenly, without jerks. The pause menu is now tiles: a big icon and one word on each button. A dropped item now shows its icon on a dark backing, easy to tell from any side.

version 0.183

2026-10-20

At night the moon casts the shadows: they fall away from it, not towards it. At dusk the sun's shadow fades out and the moon's fades in, and moonlight is cool. Items dropped on an island no longer vanish: they fly away with the farm and stay in place after a restart. A dropped item's cube shows its icon. The microphone hint names the key bound to voice.

version 0.182

2026-10-20

The pause menu has a CONTROLS window now: every action in the game, in groups, with its keys - movement, hands, building, inventory, talk, camera and video. It is a guide to what the game can do and a setting at once: click a key, press a new one or a mouse button, and the action moves to it. If that key is taken, the window asks whether to swap the two or take it over. Every action has two keys, every group has its own reset, and there is RESET ALL; a right click on a key clears it. Your choice is saved. Hints in the game name the key that is bound right now: the F5 help, the notes by the crosshair, the axis and reset of a turn, the arrows that turn a block, the answer to a party invite. In the browser the browser's own keys cannot be taken - F5, F11, F12, Ctrl, Alt: Ctrl+W would close the tab with the game in it. On a phone the buttons stay where they are, and the window shows the keyboard for reference. The hint by the crosshair on a computer is shorter now: a mouse and a shovel instead of «LMB - dig», a mouse and a sprout instead of «RMB - plant». The axis row over the hearts shows the key and an axis picture, and a live microphone is a green button with a microphone. Volume and voice moved out of the pause menu into their own SOUND AND VOICE window, like the screen settings: the sliders act at once, APPLY keeps them, BACK and Esc put them back. The pause menu is buttons only now. In the inventory you can pick a thing up with the mouse and carry it: the left button takes the whole slot, the right one half, and with a thing on the cursor the right button puts down one at a time. Let go outside the window and the thing is thrown away.

version 0.181

2026-10-20

You can drown now. When your head goes under, a row of bubbles shows above the hearts: about eighteen seconds of air. When it runs out, hearts go one a second, and if you do not come up it is the end of your strength like any other: your things spill where you went down. At the surface the air comes back in a few seconds. An island's edge is a real wall from the water now: nothing lifts you up it from the depths any more. You get out only where the bank is low: hold space near the surface and jump out. A high bank can be cut down from the water: striking the wall takes earth off its top. There is water under the islands now: you can swim under one and back out. Your head stops against the island's underside, and there is no air there. If an island lands right on a swimmer, they end up under it and have to swim out on their own. Aim at an item lying on the ground and a small window shows its icon, name and count.

version 0.180

2026-10-20

Every setting now explains itself. Rest the mouse on a setting for a second and a small note appears beside it: what the setting is, what each choice does and what it costs, in frame rate or a restart. It is gone the moment the mouse moves off. This works in the screen, graphics, sound, recording and friends settings; with a keyboard or a gamepad the note shows for the focused button, on a phone hold a finger on the setting. The three lines of notes under the screen settings are gone: their words are in the notes now. Blocks and pieces of the same shape but different sizes now look different in the inventory and on the hotbar: a small cube is drawn small, a big one fills the whole slot. Clouds no longer jump to the new weather after a short hitch.

version 0.179

2026-10-20

The browser now has the same main menu as the game on a computer: after Play on the site the menu opens first, with the camera flying over the sea and islands landing in a line. The name line shows your site sign-in; Play in the menu takes you into the world, and Friends works there too. Voice now turns on and off with one press of Z, no need to hold the key. While the mic is on, a "MIC ON" mark stays in the bottom right, green when you are heard. Voice goes out only while you speak: silence and steady noise do not reach your neighbours. The mic is off when the game starts. On the phone the TALK button works the same way.

version 0.178

2026-10-20

Building with turned pieces is easier. A turned piece now touches another one right where you look instead of sliding off to the side. The edge of a turned piece snaps to the edge of the face. If the spot you look at is taken, the piece finds the nearest free spot on the same face instead of jumping to a neighbour. When you look at the sky, or at nothing within reach, the piece's ghost still shows at arm's length, red, with its turn axis. That way you can turn a big piece and see it whole. It cannot be placed there. Clouds and islands no longer pop in and out: they appear and fade in a pixel pattern. Trees on common land no longer fall apart when a farm lands nearby.

version 0.177

2026-10-20

You can now throw away anything, even a block or a workbench. Q throws one from your hand, Shift+Q the whole cell, and in the inventory you can drag a cell out past the window. The thing flies ahead where you look and lands on the ground or on whatever it hits. Dropped things no longer vanish at dawn and never get in the way of building: you walk through them, and a block placed right on top pushes the thing out. Lying things bob and turn a little so they are easy to spot. Identical things lying close merge into one pile. One click picks a pile up. Digging the ground or breaking a thing now shows what you got: the item's icon flies from the spot down into you, and the belt cell it landed in blinks for a moment. Things picked up from the ground fly the same way. U resets a piece's turn again: rotation, tilt and roll. On death everything in your pockets falls out now. This version is required: the old one will not connect to the world.

version 0.176

2026-10-20

Turning a piece got simpler: R and T turn it one way and the other, X changes the axis. Pivot, align, square and pose reset are hidden for now. The rotation axis now always fits on the screen, even for a big panel, and two circular arrows go around it: one says R, the other T, and the piece turns the way the arrow points. The "X — change axis" hint left the middle of the screen and sits at the bottom, above the hearts. The launcher shows every step of an update, not just the download, and fetches small files in parallel, so updates are several times faster. Saved clips are about three times smaller.

version 0.175

2026-10-20

The main menu no longer has the dark see-through plate behind its buttons: the islands, the sea and the sunset show in full. To keep the words readable over the sky and the water, all menu text now has a pixel shadow, like in Minecraft.

version 0.174

2026-10-20

Every item icon is redrawn in the game's pixel style: 16 by 16 pixels like the ground textures, in the shared palette, lit from the top left with a dark outline in the item's own colour. Blocks and sawdust pieces are drawn as boxes of their real proportions. In the inventory, on the hotbar and in windows an icon now sits on the same pixel grid as the letters and frames, so its pixels stay even at any interface size.

version 0.173

2026-10-20

Digging cracks now lie right on the ground where you dig and sink into the hole as it deepens. Before, they hovered above the ground like a flat lid, higher the deeper the hole got. Sawdust press: the size sliders have a notch at every position, and the handle snaps only to them; arrow keys and the gamepad move it one position at a time. Site: a shorter game description on the home page and in the press kit. Under the hood: new checks of how the game talks to the site for a guest in a party.

version 0.172

2026-10-19

The world now sounds where it used to be silent. You hear your neighbours' footsteps and hits, quieter the farther they are and from the side they stand on. Pouring earth and stone, mowing grass, finishing a hole, leaving the water, jumping and landing, a player getting hit and falling all have their own sound. When an action fails (a full pocket, too far away, a build that will not fit), one soft dull sound plays instead of silence. Also in 0.170: Islands land and leave smoothly: an island fades in over half a second instead of popping in, the shallows and surf around it grow as it enters the water, and its shadows and buildings appear with it. A leaving island keeps its look at take-off and fades out only high up. The rings on the landing spot are gone. The stone layers on an island's side no longer swim while it rises or descends: the pattern moves with the island. The sun is a flat disc with no spot inside, its glow around it. At sunset in clear weather or light haze it stays visible down to the water and sets behind the sea with a sharp line; only thick fog, rain and storm clouds hide it. The sound is calmer. The short ambient loops that repeated every 10 seconds are gone: now there is a quiet wind, rain and sea, with birds, crickets and gulls only now and then. Quiet music has arrived: it comes every few minutes and fades back into silence. The pause menu has separate volumes now: music and ambience, effects, player voices and your own microphone. The last-minute recording no longer captures other players' voices. Sound in recordings can be turned off in the recording settings.

version 0.171

2026-10-19

The main menu is alive. Behind the sign-in window the camera slowly flies over the ocean into the sunset; ahead, islands come down one after another onto open water and land in a line, with a splash. A little figure runs about on each island. Day turns to night as in the game. On low graphics settings there are fewer islands. The launcher now shows a picture from the game itself: a sunset over the sea.

version 0.170

2026-10-19

The interface now matches the game's pixel style. Buttons are bevelled: a light edge on top and left, a dark one at the bottom and right; a pressed button sinks in. Windows have a frame, belt and pocket cells are inset, the selected cell has a gold frame. The launcher has the same look. On screens scaled to 125% text no longer crowds its frames: it stays the 100% size while windows and buttons get a little larger.

version 0.169

2026-10-19

Guests are full friends now. You can add a guest by nickname, a guest sends and accepts requests, has a friends list of their own, and can be called into a group. A guest's friends live in this browser or this install: clear the browser data or reinstall the game and you become a new guest with no friends. You can let anyone build on your plot: a friend, a guest, a stranger nearby. In the people window every player in the world has a "let them build and demolish" toggle. By default only you can dig and build on your plot. The leave works at once and stays until you take it off. People you let in who left the game are listed under "Can build at yours", with a "remove" button. The sun is an even disc with a glow around it and sets into the sea with a sharp line. An island appears, lands and flies off smoothly, without jumps: it fades in and out, and the shallows and surf around it change gradually. Islands no longer leave circles where they land and leave, and the texture of an island's side wall moves with it. In the browser, on high-density screens the world is drawn at a smaller size while the interface stays sharp, so the game runs smoother. It is switched in the display settings: "Sharp 3D". The pause menu has separate volumes now: overall, music and ambience, effects, other players' voices and your microphone. Clip recording has a "Sound in clips" switch: the game's sound goes into the clip or not, from the next clip on. Other players' voices never go into a clip. The recording screen fits a 720-pixel-high window again.

version 0.168

2026-10-19

A farm landing no longer freezes the world. Before, when a farm arrived (a group of four especially), the server could stall for everyone for a fraction of a second. Now the heavy part of a landing runs on a separate server core while the world keeps its pace. The same goes for a farm flying away. A farm waiting in the landing queue may arrive a little later, but without a hitch: no landing is done "in one step" after a long wait any more.

version 0.167

2026-10-19

Sharp interface on screens scaled to 125-150% and in the browser on high-density screens: windows and text are drawn in real screen pixels, no blur. On such a screen the game window is larger on first start and fits the screen. Display settings have an "Interface size" from 75 to 150%, applied at once. The settings window fits a small game window too: its middle scrolls with the wheel. Menus and windows can now be walked with the keyboard (Tab, arrows, Enter) and a gamepad (D-pad, A to press, B to go back). In the recording window a long hint wraps to a second line instead of being cut.

version 0.166

2026-10-19

Voice chat with players nearby. Hold Z and talk: players within 25 metres hear you, quieter with distance, left and right by where you stand. A mark lights up over the speaker's head. Voice is never recorded. The pause menu has voice on/off and its volume; mute a player in the people list (Tab, "..."). In the browser, allow the microphone at the first press. Building: reset block rotation is now on U (Z is for voice).

version 0.165

2026-10-18

Grass roots no longer blacken the meadow: tufts are lighter at the ground and blend softly into it.

version 0.164

2026-10-18

Names above heads follow perspective: larger up close, smaller far away, holding the smallest crisp size at middle distance and fading out past 40 m. Names no longer show through islands.

version 0.163

2026-10-18

A departing island no longer turns into a flat one-colour model: it carries its grass, textures and light into the sky. An arriving island no longer flashes a flat plate and appears whole, buildings included. Island sides are calm layers of earth and stone with a turf lip under the grass, no fine ripple or visible repeat, darker further down. Clouds sit higher and feel deeper: three altitude tiers, thick low ones and thin high ones. They no longer pop in: they fade in, grow and melt away on their own. The sun stays the brightest thing in the sky even at sunset: a pale core with an orange rim. Thick fog at sunset no longer floods the view with orange: the ground nearby keeps its colour, the glow stays in the sky and far away. Surf foam at night is white, not grey.

version 0.162

2026-10-18

A new font across the game and the launcher — Pixeloid, a pixel face that fits the blocks. Body text is even and crisp, headings are bold, and the numbers on the belt and counters share one width. Long lines in the chat and hints wrap instead of squeezing. The screen is tidier: only your name stays at the top, and the F5, Enter and F1 hint line at the bottom is gone (the keys still work; F5 help names them).

version 0.161

2026-10-18

The weather hangs together now. At sunset the fog glows orange toward the sun and blue-grey away from it, and a thick fog hides the clouds, the sun and the stars. In fog the sun and the moon wear a soft halo. In rain and storms the direct light is weaker, shadows are softer, and the sun no longer shows through the clouds. Clouds reach the horizon: the layer bends with the planet's curve and slips below the edge of the sea.

version 0.160

2026-10-18

You can mow grass on the run: hold the left button and sweep the crosshair — the grass goes wherever it lands. Rest the crosshair and you start digging, as before. When building, the turn repeats by itself while you hold R or T.

version 0.159

2026-10-18

Text is crisp now. Every label used to be shrunk from one large picture of the letters, so small text came out ragged: strokes of different weight, and the smallest letters were mistaken for others. Each size now has its own letters, set on whole pixels, in the game, the menu and the launcher. The number in a belt slot no longer sits on its frame.

version 0.158

2026-10-18

A short hit on grass no longer turns the meadow into mud: the grass vanishes only in a small patch under the crosshair, and the ground stays green. It grows back in a few minutes. Bare earth appears only when you dig or raise the ground. New /fx command: tune the waves, ripples and surf, the swaying grass, the clouds, the haze and the rain on your own screen, one at a time. /fx lists them all, /fx reset puts everything back. This version is required: older ones can no longer join the world.

version 0.157

2026-10-18

A long shadow no longer vanishes when whatever casts it leaves the edge of the screen: a tree or a building behind you still lays its shadow in front of you. When building, the rotation axis runs through the chosen pivot (V), not through the middle of the piece.

version 0.156

2026-10-17

Sunsets. Near the horizon the sun turns yellow, then red, grows larger and sets right into the sea. The sky on its side burns orange, the opposite side turns pink, clouds glow from below, and a golden path runs across the water toward you. After sunset a pink and violet afterglow lingers. The sea follows the weather: small ripples in a calm, higher waves in the wind, rolling whitecapped swells in a storm, and surf foam running up the shore. Fog is back as weather: on some mornings everything sinks into milk, and sometimes a light mist hangs at dawn. In a storm the sea and the sky no longer meet in a hard line. Grass is real now. A short hit on grass tears the sod and leaves bare earth; holding still digs as before. Grass slowly grows back from the edges, and a path walked often stays bare. Pits, slopes and hills cast shadows in the morning and evening. When building, the rotation axis is a thin hint that fits on screen. Plot borders are visible by day. In spectator mode detail follows the camera, and names behind you no longer pop up. A sun that has not risen yet casts no shadow. The island's edge has no black triangles. This version is required: older ones can no longer join the world.

version 0.155

2026-10-17

New clouds: pixel slabs that drift across the sky and change with the weather. Sparse and white on a clear day, thicker and greyer in the rain, a dark heavy deck in a storm. Peach at sunset. A light haze in the distance: neighbouring islands melt softly into the air, and in bad weather the air grows thicker and greyer. You can turn it off in Display. Grass sways with the weather: almost still in a calm, bending with the wind in a storm, and it parts around whoever runs through it. Far away it no longer shimmers, and its pattern is calmer. Trees wear the bark of living wood. Shaded sides are lighter by day. Blocks and characters now have the same pixel size as the ground. When building, only the chosen axis is shown, and it stays visible in bright daylight. A body getting up no longer runs on the spot.

version 0.154

2026-10-17

The game now has one palette. Ground, wood, stone, water, sky, light, crops, animals, windows and hints all come from one set of colours, chosen to look right together. Wood and logs are no longer rusty brown but the colour of real wood. Water and sky share one calm blue, fire and lamps one warm light. Ripe pumpkins, sunflowers, turnips and mushrooms each show their own colour from afar. Windows are now deep blue with cream text and golden titles. The frame around whatever your crosshair is on is now gold instead of black.

version 0.153

2026-10-17

Shadows no longer jitter while the sun crosses the sky: they creep after it smoothly, and their pixel edge stays. Sunset and sunrise without a sudden click: the light flows from the sun to the moon. The shaded sides of blocks and characters are lighter by day, not black. Hearths, lamps and beacons now really shine: each lights the ground and things around it in its own colour, from the right side. Grass grows on any earth: on a slope, on a heap, in a ditch and in a pit. Dig and the spot is bare; a minute or two later the grass grows back. Blocks and characters no longer have a black outline. Only the thing under your crosshair gets a frame.

version 0.152

2026-10-17

A technical update: nothing changes in the game for you. Under the hood we now check the server more carefully on every update, measure more precisely how many farms the world can hold, and fixed a few small issues in our development tools.

version 0.151

2026-10-16

Fill a pit back in and the grass grows back on that spot, the same grass as before. When you turn a block in your hands, the line now tells you how far you have turned it about each of its own axes: turn, tip and roll, exactly 15° per press.

version 0.150

2026-10-16

The water has come alive. It is turquoise by the shore, blue in the deep, and reflects the sky towards the horizon. The sun scatters across the waves in a path of light, the moon does it at night. The sun, the moon, lamps and hearths glow softly. Colours are a little deeper, without turning acid. All of it can be set in Pause → Screen: Water, Glow, Colour grading.

version 0.149

2026-10-15

Tufts of grass have grown on the meadows: whole patches in some places, a few clumps in others. They sway in the wind. Dig there and the tuft goes with the soil. They always grow in the same spots. On a weak computer you can remove the grass or make it sparser: Pause → Screen → Grass.

version 0.148

2026-10-15

Night has arrived. The sun sets, the moon and the stars come out, and mornings are darker than noon. Nights are dark, but you can still see the ground and your neighbours. Real shadows from the sun: buildings, trees, hills and the walls of pits cast shadows that turn as the sun moves. The lit side is warm, the shaded side cool, and the distance turns blue. New pixel textures: grass, soil, stone, wood. Pits and the feet of cliffs are slightly darker. Pause → Screen now has a graphics preset (low, medium, high, ultra) and separate rows for shadows and hollow shading. The preset picks itself for your computer. Z puts the block in your hands back in its default pose.

version 0.147

2026-10-15

The world got brighter. The sky is blue, the grass is green, the water is blue, and the shaded sides of things no longer sink into black. Things and players now cast soft shadows. On a weak computer you can turn them off: Pause → Screen → Shadows. This is the first pass on the graphics, more to come.

version 0.146

2026-10-15

The fourth rotation axis, "view", is gone. X now cycles only the block's own three axes: turn, tip and roll. Press X three times and you are back to turn. Plus fixes under the hood: in the admin panel one click is one action, even if you press twice.

version 0.145

2026-10-15

The block in your hands now turns around its own axes, not the world's: tilt a log, then turn it, and it turns the way it lies in your hands. This is an experiment, tell us if it feels better. If you are in a group and update the game, the group no longer loses you: they see "<name> is updating the game", and your spot is held for ten minutes. A long beam or slab that settles on the ground no longer stands itself up higher than it was lying. Buying on the site no longer fails with an error when someone else clicks at the same second. A big farm arrives and loads more smoothly, without frame hitches.

version 0.144

2026-10-12

Dawn now clears other people's handfuls from your yard too. If a guest fell on your yard and spilled their things, or a handful rolled in from common land, it stays until dawn and then disappears, just like on common land. Your own handfuls on your yard stay. While the server is updating, the site now shows an "updating" page instead of an error. And a big yard fully flooded with water no longer makes the server stutter.

version 0.143

2026-10-12

Your plot can keep growing: levels up to 22 are on sale. On the "Your farm" page you can now buy plot levels 16 to 22. A farm at those levels arrives as an island almost 36 by 36 metres. When a level you bought reaches the world, the feed says "your plot grew" — what it was, what it is now and how much land it gained.

version 0.142

2026-10-12

Server updates no longer drop you without a word. If the server restarts for an update while you are playing, a two-minute countdown shows up in the feed. Then the game says the server is updating and brings you back into the world by itself once it is up. If a new version came out, there is a single "Update" button. On the "Your farm" page every plot level now says how much land and how many buildings it adds.

version 0.141

2026-10-11

Nothing is lost when you fall. When your character falls, everything in the pocket spills out in handfuls. One of them could vanish for good before, and with too many handfuls around new ones might not appear. Now nothing is lost: an item lands nearby or joins the nearest handful of the same kind. After a server restart, when everyone joins at once, the game no longer cuts off players who are waiting for their turn.

version 0.140

2026-10-11

The world holds more. If every farm in the world was big and fully built, someone could be told "no room" while seats were still free. Now the world holds 50 farms of any size, and "no room" only happens when every seat is taken. A heavily dug yard no longer breaks joining either: its land arrives in parts. This version is required: older ones can no longer join the world.

version 0.139

2026-10-11

A daily bonus and a "Report" button. Every day the world buys the first 30 stones at double the price. The bonus does not pile up and you lose nothing for skipping a day: tomorrow it is simply there again. Your cabinet shows how much of today's bonus is left. If someone is bothering you, the menu of their row in the people window now has "Report". The last lines of chat go with it, and a moderator sees it in their queue. Moderators got tools right in the game: mute, stop someone from sending invites, ban. Their nicknames carry a badge in the people list. If guests are a nuisance, the people window can hide the chat of all guests at once: their lines and "typing" stop reaching you, and they are not told.

version 0.138

2026-10-10

Farms land side by side. Every farm used to take the same big square, even a small one, with empty fields between neighbours. Now a farm flies in as an island of its own size — its yard plus a strip of shared land around it — and lands right next to its neighbours. A newcomer's island is smaller, but the neighbours are close: a couple of steps away, not a run. Fell off the edge into the water? Walk along the bottom towards the shore and you will climb out. The people window has a new setting, "who may invite me": everyone, only players in my world, or nobody. An invite now lasts two weeks, and to the sender a refusal looks the same as no answer. This version is required: older ones can no longer join the world.

version 0.137

2026-10-10

Quieter crosshair. No more "too far" and similar words popping up in the middle of the screen. When a hit or an action does not go through, the crosshair briefly turns red and shakes, and the swing cooldown shows as a ring around it. When the words really help — such as "someone else's plot" or "inventory full" — they appear as a quiet line above the hotbar and fade on their own.

version 0.136

2026-10-10

Discord, and quieter particles. The game has a Discord server now: a button in the menu and on the site leads there, and every new version is announced in it. Dust and chips from digging and chopping are smaller and paler, they decorate the hit instead of covering the screen. If selling stone is closed for you, the cabinet says until when.

version 0.135

2026-10-10

Thunder in the storm. Lightning over the sea is no longer silent: first the flash, then a few seconds later the roll. The farther the strike, the later and quieter the thunder: a close one cracks, a distant one rumbles low.

version 0.134

2026-10-10

Building next to a fallen player, and new pictures on the site. If a fallen player lies on a spot, you can now place a block right there — the invisible box no longer gets in the way. The site has new shots of the game as it is now: neighbours by a tower of pieces, digging, a tree breaking into sawdust and a fight on common land.

version 0.133

2026-10-10

Friends in one window, blocking, plot levels and thunderstorms. The Tab list, Friends in the pause menu and the entry screen are now one window: friends first, then those inviting you, then everyone in this world. Each row has a "..." menu where you can block a player: their messages disappear for you, and they are not told. In your account page your plot now has levels, from 1 to 100. Levels up to 15 are on sale now; the rest open later. The world now buys only so much stone per day. The morning fog is gone. Rain can be light, a downpour, or a dark thunderstorm with lightning over the sea. Small things: you can walk through dropped items, the crosshair no longer catches on a fallen player, and the words in the game are simpler.

version 0.132

2026-10-09

Board walls no longer shake you. Push into a wall made of thin boards, or into its corner, and your character stands still instead of jittering back and forth. You can run along such a wall at an angle without catching on the seams. You also can no longer hang in the air against any wall or climb it by jumping in place.

version 0.131

2026-10-09

A press kit on the site. farmhousegame.com/press has the facts about the game, a short description, screenshots with their files and where to write. The footer links to it as "press".

version 0.130

2026-10-09

A quieter site, and who is behind the game. The home page lost its extra words: a heading, screenshots and one "more about it" that holds the rest. Every page now names who runs Farmhouse and how to reach us, and three pages say plainly what the rules are, what we store about you and how refunds will work.

version 0.129

2026-10-09

Friends and everyone nearby in one list. The friends window and the Tab list show the same thing: friends online on top, friends offline below them, then those inviting you, and below that everyone in the world right now, nearest first. Friend invitations can no longer be sent without limit: if too many are still waiting or you invited too many people this hour, the game tells you how many minutes to wait.

version 0.128

2026-10-08

Death shows, drops are taken with a click, buttons respond. Whoever runs out of strength falls on their side and lies there reddened — everyone nearby sees it. You can walk through a body lying down. When it gets up at home, the body where it fell melts away. Things dropped on the ground no longer stick to your feet: aim and click — the whole handful goes into your pocket. Neighbours pick up the same way. The entry button is now called PLAY, the pause menu is PAUSE. Buttons light up under the cursor and press in when clicked. X and Telegram in the menu corner are easy to see now.

version 0.127

2026-10-08

Death in a fight shows at once, water in your yard stays. Whoever runs out of strength stops where they are at that very moment — no more running on for a couple of seconds after everything has spilled out of them. Water poured into a pit in your own yard now flies away with the farm and stands in the same place when you come back. It no longer vanishes when a neighbour lands or leaves next to you. In the Tab list you can ask several players to be friends in a row, without waiting for the first answer.

version 0.126

2026-10-08

Hits feel like hits, and dropped things can be picked up. Whoever gets hit flashes red for a moment and is knocked back clearly — you see at once that you landed it. The player body now matches the figure, not a small cube at the feet. Everything dropped on death can be picked up: just walk over it. And your own pocket shows it is empty right after you die. Dust flies from under your feet in the colour of the ground, more when running. Digging and breaking throw debris. Neighbours build slower and more varied, sometimes rebuild their own, and in time fly away — and new ones arrive.

version 0.125

2026-10-08

The light no longer flickers. While running, the light on building blocks and players sometimes jumped brighter and darker, as if it was switched on and off. Found the cause and fixed it: the light on them now stays even, however you run and turn.

version 0.124

2026-10-07

Who is in the world — on Tab. Tab opens a list of everyone in the world right now: friends on top, the rest by distance, nearest first, and you can see how far each one is. "Add friend" asks them right from there, and someone who asked you can be accepted in the same row. The list scrolls with the wheel and a finger. On a phone, it is the PLAYERS button.

version 0.123

2026-10-07

Nine new commands for admins. /tp takes you to a player, home, or a point. /clear empties a pocket. /god turns on god mode, /hurt and /kill take health away. /weather sets the weather for everyone until you say auto. /status shows how the server is doing. /kick takes a player out, and everyone sees why. Neighbours can now be told what to do (/bot do), whom to follow (/bot follow) and where to stand (/bot tp). A knocked-down neighbour gets up on its own after a few seconds.

version 0.122

2026-10-07

Arrows pick from the hints again. When the hint list is open under the line, Up and Down move through it and Enter puts in the chosen one. On an empty line the arrows walk your earlier commands, as before.

version 0.121

2026-10-07

The chat works more like a console. Up and Down bring back what you already sent, commands and plain lines alike. Down past the newest gives back what you had started typing. Enter no longer sends a half-typed command: it finishes a begun word for you, and if the command is missing something, it says what and keeps the line in the box. Hints now go round with Tab and Shift+Tab.

version 0.120

2026-10-06

The chat has hints now. Type / and the commands you can use show up above the line, each with a short note. Arrows pick one, Tab finishes the command and then the word after it: a player's name, an item, a time of day. Tab again for the next option. A word that will not work is marked before you send. /help now lists all your commands, one per line, and /help command shows how to type it.

version 0.119

2026-10-06

Your neighbours have personalities now. Some turn round and follow you a few steps, some get shy and back away. One digs a pit and piles up a hill, another wanders across other islands, a third chops trees, presses the sawdust and puts up a fence or a little tower. And someone may hit you if you walk right up to them, for real, like a player would. What they build on no-one's land follows the same rules as yours.

version 0.118

2026-10-05

The world feels more alive. You no longer land in an empty world: on the neighbouring islands someone is already settling in — digging, piling up earth, running around their yard, and now and then walking over to see what you are building. While you play, another farm may land right next to you.

version 0.117

2026-10-04

The world now arrives in pieces around you. The server used to send every player everything happening in the world, even on far islands. Now it sends only what is near you, and the rest streams in as you fly or walk. Joining is faster, traffic is lower, and one world can hold more people. This is a new version of the link to the server: the old game will not get in; the launcher updates it by itself, the browser after a page reload.

version 0.116

2026-10-03

The server sets memory aside for farm landings ahead of time. The first landing in a freshly started world spent extra time grabbing memory for the land around the farm, and the world could stutter for a moment. Now the server takes that memory at start. The server also records in more detail where the time of a landing goes, so the next fixes hit the right spot.

version 0.115

2026-10-03

The first landing after a server restart is smoother still. In 0.113 the server learned to run a farm landing ahead of time, but on the live server the first arrival still made the world stutter for a moment: the part that greets the player stayed cold. Now the server runs that part ahead of time too.

version 0.114

2026-10-03

A group flying together lands sooner and without making the world hitch. When neighbours were digging nearby, the server could fail to prepare the place for a group in time and then landed it in one heavy step, so everyone in the world saw a brief skip. Now the place for a group is prepared twice as fast and fits between the neighbours' digs.

version 0.113

2026-10-03

The first farm landing after a server restart no longer makes the world hitch. A freshly started server used to land its first farm slower than usual, and everyone in the world saw a brief skip. Now, before it lets the first players in, the server runs one landing on an empty scratch world.

version 0.112

2026-10-02

Getting into the world got more patient. On a slow connection to a big world, the browser no longer says "the world did not answer" while the world is still downloading: it shows how much has arrived. And if the server does not let you in on the first try (it happens when many people share one address), the game tries again by itself in a couple of seconds, to the same place you were flying: to a friend, or apart from your group. Esc cancels. Also, the server copes better with people who dig and swing non-stop.

version 0.111

2026-10-02

The server no longer chokes when somebody pours dirt non-stop. A few players (or a bot) piling dirt as fast as the server would take it could slow the world down for everyone many times over. Now the server takes dirt edits by what they cost, not by how many there are, and the slumping of dirt itself is computed more than ten times faster. At a normal hand pace nothing changes.

version 0.110

2026-10-02

The screen menu in the browser no longer breaks the picture. It used to offer window modes and sizes like on a computer, and "keep" could squeeze the game into an 800x600 box. None of that made sense in a browser: the game follows the page anyway. Now the menu has only the picture settings, and full screen is the Fullscreen button under the game. Also, the server keeps its world checks more tidily: it no longer forgets everything at once and lets go of departed farms right away.

version 0.109

2026-10-02

Fewer hitches when neighbours land next to you. If somebody was landing nearby, the game could freeze for a third of a second every half minute while it checked the world. Now it waits until the neighbours are stitched in and does not freeze. A neighbour's island is also built bit by bit instead of all at once, and without wasting memory. And if you leave and come right back, the arrival is smooth now, the world does not jerk.

version 0.108

2026-10-02

Fixed item duplication. Put something from your pocket onto your yard, reconnect right away, and it could end up both on the yard and in the pocket. The server read the pocket before it had finished writing it. Not anymore. Also, the server now ships already compiled, so the first landing after an update should stop jerking the world.

version 0.107

2026-10-02

The world no longer jerks when somebody leaves. Every time a player left, the world used to freeze for everyone for a split second: the farm flew off and the land under it was recomputed in one go. Now the land is prepared ahead, bit by bit, and the farm leaves a little later, about half a second. Come back within that half second and you arrive with your farm exactly as you left it. Also, this is the first update the server should take politely: save everyone first, then shut down. We'll see.

version 0.106

2026-10-01

Updates stop eating the last minutes of play. During an update the server used to stop mid-sentence, and whatever was dug and built since the last save could be lost. Now it calmly saves everyone first and only then shuts down. This kicks in from the next update: this one, 0.106, still stops the old server the old way. A whole group of friends now more often arrives without jerking the world. The browser got faster again on a big world. The digging bar no longer spins when digging is refused, say the pocket is full. Chat and message lines no longer run over each other, and a long world name in the friends window stays inside its box.

version 0.105

2026-10-01

The browser no longer slows down with the number of farms. Every frame, the water in the browser used to go through every farm in the world, even far away ones, so the more farms, the slower the game. Now it only looks at the neighbours: on a big world a frame is several times shorter. A thing that sank in the lake left by a departed farm used to stay walled up in the ground when a new farm landed there — now it ends up on top. And the server started writing down when it cuts a player off over a bad connection, so we can see those cases instead of guessing.

version 0.104

2026-10-01

The jolt when another farm lands is now noticeably shorter. Another farm now gets ready to land over a few moments and settles in one piece. The world still twitches when it lands, but less. A newcomer waits a fraction of a second longer to get in. A long chat line no longer runs over the hearts or over the jump button on a phone. A stick in your hand looks like a stick, not a cube. An F2 screenshot on a Windows screen with scaling is now whole, not stuck in a corner.

version 0.103

2026-10-01

Small things that got in the way. If you sat in the pause menu for a long time while neighbours were digging, you could come back and stand rooted to the spot. Now you walk right away. Digging with a full pocket is no longer allowed: the earth used to vanish silently, now the game says plainly that the pocket is full. Another farm landing jerks the world less, and your own arrival stalls less. The dark band between the near islands and the haze is gone. The friends window no longer offers to call into the party those who are already in it or offline.

version 0.102

2026-10-01

Getting ready for a crowd. The site now lets more newcomers in at once — up to a hundred and fifty in five minutes, where the door used to close after sixty. The server also reports in more detail how it copes with a big world, so we notice sooner if it gets crowded somewhere.

version 0.101

2026-10-01

The world has opened up. One world now holds up to 50 farms at once. New ones land in a circle around the centre, as close to it as they can, and the world grows with them. A group of friends lands side by side even when the centre is taken. Fixed: a game left in the pause menu could crash while neighbours kept digging nearby.

version 0.100

2026-09-30

Getting the world ready for a crowd, part seven — build one hundred. Far islands are now drawn simpler: coarser ground, buildings as cubes, people as they are. Further still an island becomes a flat plate, and at the edge of the view everything fades softly into a sky-coloured haze. Saving farms on the server is spread over time and no longer jolts the world.

version 0.99

2026-09-30

Getting the world ready for a crowd, part six. When a farm flies away, a lake stays in its place and the neighbours' shores slope down to the water. Buildings that stood on its common land leave with the island, and everything else falls into the water. A player caught under the ground of a landing farm now stands on top of it at once. The game also learned not to draw what is far away or behind you — for now it only shows in a big world.

version 0.98

2026-09-30

Getting the world ready for a crowd, part five. The server sends the moves of far neighbours less often than those of near ones: close by everything is as before, an island away it is a little steppier. In a big world that is a third of the traffic per player. Trees and handfuls on the common land now reseed around the settled islands, so in the morning they appear in other spots. The game keeps only the land around the player in memory, not the whole world.

version 0.97

2026-09-30

Getting the world ready for a crowd, part four. A farm now lands in the free spot nearest to the centre of the world — a new one and a returning one alike. A returning farm used to fly back to its old spot wherever that was. A group of friends still lands side by side, edge to edge — now as close to the centre as it fits. The world check between the game and the server looks only at the islands around the player, not at the whole world at once. The Windows version needs to update through the launcher; the browser updates by itself.

version 0.96

2026-09-30

Getting the world ready for a crowd, part three. The world no longer builds all of its ground up front: ground appears where a farm flies to. It is a step towards a world that grows with its players. When a neighbour's farm lands or leaves, the game redraws only the islands around it instead of the whole world — half the hitch in a big world. The Windows version needs to update through the launcher; the browser updates by itself.

version 0.95

2026-09-30

Getting the world ready for a crowd, part two. The server no longer does work that grew with the square of the number of farms, and landing a new farm in a big world costs as much as in a small one. The terrain at the far shore of the world changed a little: we cut it loose from the edge, because the edge will soon be gone — the world is going to grow with its players. The Windows version needs to update through the launcher; the browser updates by itself.

version 0.94

2026-09-30

The browser no longer throws you out after exactly one hour. Instead, anyone who does nothing for 15 minutes is disconnected: a minute before that a yellow line with a countdown shows up, and any movement of the mouse or a finger clears it. Menus, the pocket and the free camera count as playing while your hands are on the controls. A tab in the background keeps its link by itself. Why: the world has few places, and a sleeper should not hold a living player's spot. The Windows version needs to update through the launcher; the browser updates by itself.

version 0.93

2026-09-29

A crowd of browser players no longer bounces off the door. Everyone playing in the browser reached the world through our site, and the world saw them all as one person. One person may stand in the doorway at most eight times at once, so the ninth who pressed fly in the same second was silently left outside. Now the world sees each player by their real address, and twenty people get in at once.

version 0.92

2026-09-29

Getting ready for a crowd. When several farms flew in during the same second, the world froze for everyone for almost a second. Now farms land one at a time, and landing itself got three times cheaper: eight arrivals at once cost a pause of about a tenth of a second. The browser now waits for the world by the clock, not by screen frames: on fast phones it used to give up after a second and a half. If the world does not answer or the page breaks, you see what happened and a fly button instead of a bare error line. And your farm no longer stays behind in the world after such a page.

version 0.91

2026-09-29

The pivot and "flush" made it to the phone. In 0.90 they lived only on the V and B keys, and the phone had neither. Now, with a piece in hand, two buttons show up at the top: PIVOT changes the pivot point, FLUSH turns "flush" on and off. The button and the key do exactly the same thing, down to the last corner. Inside, the game started moving to a new code layout. You can't see it from outside, and that's the point.

version 0.90

2026-09-28

Building stopped lying about turned pieces. The crosshair and the snap to a neighbour were measured not on the piece itself but on an invisible box around it. While everything stood at right angles it made no difference. Turn a piece by 15° and it landed with a gap of up to two metres, or stuck to thin air. Now the crosshair hits the piece itself, and a new piece sits flush against the real face of its neighbour. On the ground the bottom lands right on the ground, no more hovering a couple of centimetres. Placed blocks no longer spin when they fall. They still fall, but only whoever places them can turn them. Two new keys while building. V changes the piece's pivot: centre, corners, edge middles, face centres (Shift+V goes back), and the point glows on the ghost. B is "flush": the piece turns itself to lie face to face with whatever you are looking at. Not on the phone yet.

version 0.89

2026-09-27

Pieces are now picked like a normal person would, and R turns a little at a time. In the shaper window (E) width, height and depth are each chosen on their own, four sizes apiece: 0.1, 0.8, 1.6 and 2.4 metres. That is 64 pieces, any combination, with no weird jumps where you touch the length and the width changes. Twenty of the old pieces stayed as they were. The 0.2 and 0.4 cubes, boards, two steps, door panels and the slope are gone: if you had any in your pocket, they came back as sawdust at the full price. Pieces already placed stay where they stand. R now turns by 15° per press, the finest step the game's physics knows. T turns 15° back. X changes the axis, C squares it up. A hint shows right under the crosshair. The wheel always scrolls the belt again. For admins: /give hands out items, and in /creative shaping costs no sawdust. The game updates itself: the browser on reload, Windows through the launcher.

version 0.88

2026-09-27

The launcher learned to draw an arrow and degrees. The "update 85 → 86" line showed up as "85 ? 86" for everyone, and "What's new" said 15? instead of 15°. The launcher has its own font, and those signs simply were not in it. Now they are, and a sign like that will not go missing quietly again. Nothing changed in the game itself.

version 0.87

2026-09-27

Small fixes after 0.85, found while checking it. Rolling the wheel fast with R held no longer loses notches: three notches are 45°, not 15°. The tilt and turn numbers on the "place" line are now the ones you dialed, and they stop jumping on every notch. The hint in the shaper window finally talks about the new rotation instead of the old one. The party call fits on the screen, and you can see the N key again. It also used to promise that Y takes you to the menu. It did not. Now it says it straight: Y joins, and to land beside them you leave for the menu and press FLY again. An open friends window refreshes its list by itself every few seconds: you see an answer to a request, or someone going offline, without closing the window. The launcher shows "What's new" as proper paragraphs, without lone words on their own lines.

version 0.86

2026-09-27

Windows enters the world again. 0.85 on Windows crashed right after FLY: the game shipped with the wrong version of its graphics library, and the first model knocked it over. The browser was fine. Now the game ships with the library it was built against. The launcher updates everything by itself — just start it. Sorry to anyone who downloaded it and got a surprise.

version 0.85

2026-09-27

Windows is back. The launcher updates the game again, and the site has the Windows download button again. If you were on 0.80, just start the launcher and it pulls the new version by itself. Last time I wrote that Windows was done. Changed my mind. No Android for now. The item in your hands now turns with the precision the game's physics knows. Tap R — 90°, as before. Hold R and roll the wheel — 15° at a time. T turns 90° back. X changes the axis: turn, tilt, roll and "along your view". C squares it up. The silhouette shows the axis and a ring, and the line below says how it will stand. Tilted pieces join with a gap, and if something pushes them they lie down on a face. Not a bug, physics. Probably. Friends and groups are in the browser now too: Escape, the FRIENDS button. Requests, "let them dig", groups, calls into the world. Guests still have no friends — sign in on the site. If something broke, please tell me. The links to our socials are on the game page.

version 0.84

2026-09-26

You can now sell stone to the world. In your cabinet on the site, outside the game, there is a "Sell to the world" line: how much stone, at what price. The money arrives at once, and the shard takes the stone from your pocket the next time you enter. While you are in the game you cannot sell — leave first. The price is a guess for now; I will adjust it once I see how people sell. A guest who later signs in with Google keeps their farm. If the Google account has no farm yet, the guest farm simply becomes its farm. If it has one, the site shows both and asks which to keep. The chosen one moves to the account, the other stays with the guest. Neither is lost. The currency counter at the top of the site is now shown to guests too. If something broke, please tell me. The links to our socials are on the game page.

version 0.83

2026-09-26

Trees now break into sawdust. Break a tree on common land and sawdust falls into your hand, not logs. You can pour sawdust on the ground with the right button (or F), like earth and clay, and dig it back up. Sawdust presses into pieces. Press E and your pocket opens, all of it, with the bag you could not see before. On the right are three sliders: length, height, width. A bigger piece costs more sawdust. Drag the finished piece into your pocket, place it in the world, R turns it. Break it and three quarters of the sawdust comes back. There are as many sizes as the physics knows, so the sliders jump sometimes. That is not a bug. Probably. Logs already in your pocket are still there and place as before. There just will not be new ones. With a full pocket a tree does not break, it tells you there is no room. The site. The top now shows who is signed in, how much currency you have and where to sign out. The game in the browser plays as whoever is signed in on the site, not as a guest. F5 during play no longer locks you out with "name taken". If the game really is open somewhere else, it says so. And the event feed in the browser finally speaks words, not internal keys. About Windows and Android. This version talks to the server in a new way, and the old Windows and Android builds (0.80) can no longer get in. There will be no more updates for them; play in the browser. Sorry to everyone who was on Windows. If something broke, please tell me. The links to our socials are on the game page.

version 0.82

2026-09-25

The menu in the browser now clicks where it is drawn. In 0.80 I wrote that the pause menu finally responds. That was only true for a window of one exact size. For everyone else a click counted above the button, and with screen scaling at 150% it missed almost every time. You had to press a bit below whatever you aimed at. Sorry to everyone who did. The whole picture is visible now too. The line with your name at the top and the language picker in the corner were simply cut off by the browser until now. Small things: Resume no longer opens the menu again, and the volume slider no longer sticks if you let go of it outside the picture. If something still misses, please tell me. The links to our socials are on the game page.

version 0.81

2026-09-24

Nothing in the game has changed. At least nothing was supposed to. This whole release is cleaning up inside. The two huge chunks of code the server and the game stood on were taken apart into about fifty small ones, and each of them now does one job. It won't make the game more fun. It will make the next things faster to build and less likely to break. If something behaves differently than yesterday, I missed a spot somewhere. Please tell me — the links to our socials are on the game page.

version 0.80

2026-09-23

The Escape menu in the browser finally responds. It used to draw fine and ignore every click: the game took the pointer away from the page and handed it straight back, and hits were counted at the centre of the screen wherever you aimed. When a world ends in the browser, the game now says which ending it was — you left, a moderator removed you, the connection dropped, or the shard did not answer — and gives you a button back in. Before that the tab just froze with one English line in the corner, the same line every time, and there was no way back. The «Create world» button is gone. There is no separate world of your own — there is one shared world, so there is one way in. Links to our socials are now on the login screen and on the game page. Nothing opens by itself. Signing in with Google now remembers the address it verified. An account made through Google used to be a dead end: you could not come back to it with an ordinary sign-in, and you got a second farm instead of your own. The site has one button left, play in the browser. The downloads are gone. It is the same game — keeping three doors into it is more than I can carry right now. If this is about you. If you have the Windows version installed, this is the last update the launcher will bring. The game stays on this version, and one day the server will stop letting it in: the protocol versions will drift apart. Nothing is broken, it was decided. Come in through the browser, your farm is where you left it.

version 0.79

2026-09-22

The browser build now marks its session and sends what happened during it, so "it lagged right then" can be looked at from both sides instead of only the server one. It marks the session, not you: no name, no account. The downloads are gone from the site — one button is left, «Play». The game opens straight in the browser: same world, same neighbours. If this is about you. If you have the Windows version installed, the launcher will not bring any more updates. The game stays on the version you have now, and one day the server will stop letting it in: the protocol versions will drift apart. Nothing is broken — it was decided. Come in through the browser, your farm is where you left it.

version 0.78

2026-09-22

The frame counter in the browser no longer lies: it was stuck on whatever the first loading second held and never moved again. The game also started noticing where each frame actually goes, so that slowdowns in a full world can be examined instead of guessed at.

version 0.77

2026-09-22

The game now notes where in the shared world it put you. That is what makes "it lagged right then" answerable: the server side of the same minute can finally be looked at instead of guessed. Nothing about you is recorded — only numbers.

version 0.76

2026-09-22

Nothing visible changed in this release, and that is the honest answer. It exists so the browser crash caused by another player skin cannot come back quietly: the build now refuses itself if that kind of code returns. The check catches it before you do.

version 0.75

2026-09-22

The browser build no longer dies when a player wearing an uploaded skin comes into view — that, not the number of people, was the cause. The shard now records input losses once a second, so it becomes visible who stutters and why.

version 0.74

2026-09-21

Frame capture is fast again — it had been eleven times slower than it should be. The world no longer takes its step from your frame rate: at 30 fps or at 144, the world runs the same. In the browser the cursor locks on click, Escape opens the menu on the first press, and the game sits in a real window with a fullscreen button. Holding space jumps again on every landing. Nothing new here on purpose: this release is about what already exists working.

version 0.73

2026-09-21

THE BROWSER NO LONGER PAYS FOR ANTI-ALIASING NOBODY CHOSE The game asked itself "is this Android?" and decided 4x anti-aliasing from the answer. A browser is not Android, so it quietly fell into the desktop branch and was handed the most expensive mode on the platform that can least afford it. The question now has three answers, and the browser's default is off. Said plainly: how many frames this buys was not measured. What was measured is that you were paying for it without choosing it. The toggle on the display screen is where it always was. IT WAS A DEFECT OF SHAPE, NOT ONLY OF A NUMBER A question with two answers cannot serve three platforms. A branch like that is tested only by production — and it was.

version 0.72

2026-09-21

HOLD SPACE AND YOU JUMP AGAIN ON EVERY LANDING You used to have to hammer the key. Now holding it is enough: the moment the character touches the ground he jumps again. It does not grant a second jump in mid-air — the ground still decides. ESCAPE OPENS THE MENU ON THE FIRST PRESS In a browser it took two presses: the first one was spent by the browser taking the mouse back, so the game never saw the key. Browsers do that and a page may not prevent it — so the page now tells the game that Escape was pressed. And after "Resume" the mouse is captured straight away, without an extra click. THE WATER STOPPED COMPUTING SOMETHING THAT IS ALWAYS ZERO In the far water rings a value was computed per vertex that is provably zero out there — the code proves it in a comment and then computed it anyway. About seventy thousand needless lookups and six thousand square roots a frame. MORE NUMBERS UNDER THE GAME "ring", "snap", "drop" and "dry" joined the line. They exist to tell apart three different causes of stutter that look identical from the outside.

version 0.71

2026-09-20

THE DISAGREEMENT WITH THE SERVER IS NOW VISIBLE UNDER THE GAME The numbers line gained "corr" and "worst" — how many times the server has corrected your position, and by how many millimetres the largest disagreement was, sideways and upward. This is what you feel as the jerk and the shove backwards: you sprint and jump, something throws you back, and that is the game having predicted one thing while the server computed another. Now it is measured instead of guessed at. We need the numbers, but you may as well see them: small means synchronisation is healthy, large means it is not. THIS UPDATE DOES NOT FIX THE JERKING It provides the yardstick to find it.

version 0.70

2026-09-20

A SECOND ACCELERATOR REMOVED — IT MADE RUNNING LOOK RAGGED If you played in a browser while somebody watched you from the desktop, they saw you jerk and surge. That was our bug, and it arrived in 0.67. The game has long had one mechanism that decides how many world steps a frame is worth and trims the pace against the server. In 0.67 we added a second one without noticing the first. Two counters do not average, they multiply: a frame spent twice the steps it should, and neighbours saw the stutter. The second counter is gone. One mechanism paces the world again — the one that knows how to check itself against the server. THE INPUT DELAY THAT 0.67 TRIED TO FIX CAME FROM SOMETHING ELSE The real cause was found in 0.69: the game compared the orientation table before it had loaded it, so prediction silently never switched on. That fix stands.

version 0.69

2026-09-20

THE BROWSER CAN PREDICT NOW — AND THE DELAY SHOULD BE GONE This is why your character started moving half a second late in a browser and instantly on the desktop. Prediction is the game showing your step immediately instead of waiting for the server to answer. It only switches on when your orientation table matches the server's: that table is baked with floating point, a copy from another machine drifts invisibly, and refusing to predict is more honest than silently parting ways with the world. That comparison happens the moment the server says hello. In a browser the game managed to say hello BEFORE it loaded its own table — so it compared against an empty one. It never matched, and prediction stayed quietly off for the whole session. The code is the same on desktop and in the browser. The ORDER was not: the desktop loads the table before the greeting, the browser after. Now it is before, on both. HOW TO CHECK The line under the game should read "predict on". If it still says "PREDICT OFF", the cause is something else and we have not found it yet.

version 0.68

2026-09-20

THE BROWSER CURSOR FINALLY GOES AWAY Click the game and the mouse is yours; Esc gives it back. The previous attempt did not work: startup took the cursor directly, bypassing the one place that remembers that intent — so the page, which in a browser is the only thing that can actually take the pointer, never heard about it. A WORD ABOUT PREDICTION UNDER THE GAME The numbers line now shows "predict on" or "PREDICT OFF". Prediction is what makes your character start moving immediately instead of waiting for the server to answer. It can switch itself off for honest reasons, and then every keypress waits a full round trip — exactly the "half a second before he starts running" being reported. Now it is visible rather than guessed at. THIS UPDATE DOES NOT FIX THE DELAY It shows whether that is the cause. If you see "PREDICT OFF", the cause is found.

version 0.67

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.

version 0.66

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.

version 0.65

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.

version 0.64

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.

version 0.63

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.

version 0.62

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.

version 0.61

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.

version 0.60

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.

version 0.59

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.

version 0.58

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.

version 0.57

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.

version 0.56

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.

version 0.55

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.

version 0.54

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.

version 0.53

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.

version 0.52

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.

version 0.51

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.

version 0.50

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.

version 0.49

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.

version 0.48

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.

version 0.47

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.

version 0.46

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.

version 0.45

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.

version 0.44

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.

version 0.43

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.

version 0.42

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.

version 0.41

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.

version 0.40

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.

version 0.39

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".

version 0.38

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.

version 0.37

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.

version 0.36

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.

version 0.35

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.

version 0.34

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.

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.