← BACK TO HOME
THE FRONTIER JOURNAL

Changelog

Every update to the colony, newest first — 45 entries and counting.

  1. v0.3.6NEWEST
    • Fixed a winter deadlock that could end a run. When a fire burned out and the last of the wood was gone, colonists huddled around the cold ashes and refused every order — including the woodcutting that would have saved them. They'd stand there and freeze with axes in hand and marked trees in sight. Now, the moment there's no warmth left to be had, they break off and get back to work: cutting the wood that relights the fire is the only way out, and they'll take it. They still get colder while they do it, so it's a race — but it's a race you can win.
  2. v0.3.5
    • A weapon rack now answers for itself. Rest the cursor on one — or on a weapon leaning in it — and a card tells you how many of its six slots are filled, warns you if anything shelved there is worn or broken and still waiting on a smith (or already on its way to one), and gives you an Armory button that opens the full list.
    • A finished carpentry bench or forge now tells you what it's for. Rest the cursor on one and a card names it, says what it makes — wooden weapons and stone tools at the bench, metal weapons and steel tools at the forge — shows how many orders are already queued on it, and gives you a Craft button that opens its order list right there. No more building a workbench and wondering what to do with it.
    • Timber walls are properly built now instead of plain slabs. A wall run sits on a base course, is capped by a top plate that runs unbroken along its whole length, and the stretch between them is set back and laid up in horizontal timber courses — planks of varying length butted together, their joints staggered from one course to the next like real timberwork. Every corner, junction and open end stands as a full-width post with vertical grain against those courses, so a wall reads as framed and anchored rather than extruded, and you can see at a glance where one ends.
    • When winter arrives, each colonist card at the top of the screen grows a warmth bar under their rest bar, so you can see who is freezing without opening anyone up. It drains as they get cold and turns amber, then red, well before they are in trouble — and it disappears again come spring, when the cold no longer matters.
    • Wolves no longer turn up like clockwork at first light. When one is coming it now picks its own hour — the warning might reach you mid-morning, over lunch, or with the light already going — so no part of the day is safe on principle any more. And once a wolf has your scent, saving and reloading won't talk it out of the visit.
    • Colonists fetch the right tool before they start work. Until now one would stand over a boulder chipping at it by hand — taking more than twice as long — while perfectly good pickaxes sat back at the stockpile, because a tool only caught their eye if it happened to be a few paces away. Now anyone who needs an axe or a pickaxe walks over and collects one first, from anywhere in the colony they can reach, and only falls back to bare hands when there genuinely isn't a tool to spare. And when a repair is the last one a piece of gear will take, the log says so, so a beloved axe never quietly gives out on you.
    • Gear too far gone to mend has somewhere to go now. Mark any storage zone as Scrap and colonists will carry spent axes, picks and blades over to the heap instead of leaving them lying where they fell or letting them sit in a weapon rack slot a working blade could use. The heap looks the part: a low weathered bin with its lid off and the broken gear piled up inside, filling from the bottom as more arrives, so you can read how full it is from across the colony — and resting the cursor on one names it and counts what it holds. A Scrap zone is a heap and nothing else, so your food and timber can't end up sharing tiles with broken axes. Nothing is thrown away — it finally just has a home.
    • Wooden floors are laid as real boards now instead of a flat brown pad. Each room's boards run its length, butted end to end in staggered lengths with a dark line between them, so a finished floor reads as timber you laid rather than a stain on the ground — and it sits properly under the new timber walls.
    • Anything resting on a wooden floor now sits on the boards instead of sinking into them. A dropped axe used to vanish into the planks with only a shard of the head poking through; campfires stood waist-deep in the floor, and weapon racks, workbenches and forges, storage crates, refund piles, thatch beds and even colonists' boots all sank a little into the floor they were standing on. Placement previews now land where they promised, too. The warmth (T) and light (L) planning overlays used to disappear entirely the moment you laid a floor — in exactly the finished room you most want to check a fire reaches every corner — and now rest on top of the boards where you can see them, along with the glow a hearth throws across its own room and the highlight under a drag-selection.
    • Doors are properly built now instead of a flat slab dropped in a gap. Each one is a planked panel — timber boards with dark shadow gaps between them, banded by two iron hinge straps and hung with an iron ring handle on the edge that opens — set in a heavy frame whose posts and head beam stand proud of the wall. And they actually work: a door now sits shut until someone comes to use it, swings open as they arrive, and eases closed again behind them. It opens the way the blueprint said it would, whichever way you turned the door when you placed it, and a colonist working beside a doorway no longer sets it flapping. The frame is solid, too — colonists walk through the opening in the middle instead of clipping straight through the posts at the edges, so a doorway is finally a way in rather than a decoration you could stroll past.
    • Thatch roofs now hang out over the walls they sit on. The straw runs past the wall and ends in a fat, ragged lip — uneven along its edge, trimmed back underneath, throwing a shadow down the timber. The straw itself is laid up the slope in loose, shaggy bundles, their frayed ends flopping over one another like the thatch on a straw bed rather than hard stepped rows, with a thick capping bundle riding the ridge. Each gable end is boarded like the wall beneath it, with a sawn barge board down the rake and a king post under the peak. A walled, floored house finally reads as a building with a roof on it rather than a box with a lid.
    • Reinforcements sent by the Crown now walk in where you can see them. A newcomer used to arrive completely invisible — the log announced them, they marched across the map and carried their sack of grain to your stores, but nothing was drawn at all until you quit and reopened the game.
    • You can pave roads now, and the ground underfoot finally matters. Gravel and flagstone paths join the Build menu beside the timber floor — gravel laid from raw stone, flagstone from crafted stone blocks — and colonists genuinely move faster on paved ground: flagstone is quickest, then timber boards, then gravel, with bare earth the slowest of all. A road between your stores, fields and fire speeds up everything the colony does, and colonists will even swing onto a nearby path when it beats the beeline. Come winter your roads shed the snow, too: paved ground of any kind stays clear while the drifts pile up around it, so the road you laid in summer stays the visible artery through the whitescape all season.
    • Each paving looks the part. Gravel goes down as a bed of loose poured stone that runs seamlessly from tile to tile and ignores the tile grid at its edges — corners worn off, a diagonal run reading as one smooth ribbon of spilled stone instead of a staircase of squares, with stray stones scattered in the grass along the roadside so it fades into the ground instead of stopping dead on a line. Flagstone is laid as dressed slabs with mortar lines and a raised kerb of edging stones all the way around. The cheap road looks poured, the expensive one looks laid by hand, and neither is mistaken for your floorboards.
    • Lay a road however you like: drag a rectangle for a plaza, hold Shift and drag to paint a winding trail freehand right under the cursor, or press R with a paving tool and click two points — the road plans itself along the walkable route between them, four tiles wide by default so it meets a doorway or gate flush, squeezing past cliffs and skirting right around a lake rather than giving you a line through the impossible (and if there's no way through at all, it tells you so and places nothing). A road planned through an open gate paves the gateway itself — and the gate still shuts tight over it. The mouse wheel sets the width, one to six tiles, and a cost card follows along showing the width, the tile count and the stone it'll take.
    • Colonists now wear in the routes they use — and you can see it happen. Ground that gets walked day after day gradually packs down — first trodden, then worn, then hardpacked — and everyone moves a little quicker along a well-beaten trail. The tread shows on the land itself: the grass thins underfoot and then gets beaten flat entirely, the earth darkens into a bare-dirt path with soft edges, and your colony's true routes emerge on the map without you drawing a thing. It never quite matches a real road, so paving a favourite route is still worth the stone, and a trail nobody walks any more slowly greens back over until the ground looks untouched again. And when you're ready to make a trail official, the game hands it to you: pick up any paving tool and the colony's trodden routes light up on the ground, shaded by how beaten they are (press G to hide or show them), with a “Pave the worn route” button that stamps your chosen paving along the whole highlighted trail in one click — priced first, like any other road — and your colonists head out to lay it. The colony shows you where the road wants to go; you just say yes.
  3. v0.3.4
    • Fixed a stutter that could freeze a settled colony for seconds at a time. An idle colonist picking a spot to stroll to would occasionally pick one it couldn't actually walk to — a patch inside a walled yard with the gate shut, an islet across the water — and lock the game up searching for a way there. Colonists now shrug off an unwalkable spot and pick somewhere else.
    • Stockpile crates now show what's inside them, so you can spot your larder from your lumber yard at a glance across the colony. An open crate is heaped with what it holds — a catch of fish, cinched grain sacks, a basket of berries, mushrooms, stacked logs, milled planks, straw bundles, rubble, dressed blocks or ore — mounded higher the fuller it gets, and crates with nothing in them stay shut. Storage fills up a crate at a time, so a half-stocked yard reads as full crates and empty ones rather than everything half-empty. The crates themselves are properly built now too, instead of plain brown boxes: slatted sides with dark gaps between the boards, corner posts and an iron strap around the middle. They still sit exactly where they always did, so nothing about placing storage has changed.
    • The colonist card is a proper page now, not a narrow scrolling strip. It opens wide with three columns — how they're holding up on the left, the orders you've given them in the middle, their work priorities on the right — so you can read a colonist without scrolling past everything else. Duty, stance, shift and which weapon they should carry are rows of icons you click once to set, and hovering any of them tells you what it does. Their portrait sits in the corner, drawn with their own hair, skin and tunic, so you can tell at a glance who you're looking at.
    • Fixed orders placed at a workbench or forge that were quietly ignored — the order sat in the station's list but never showed up in the work panel and no colonist ever came to make it. Orders you place before the materials are on hand now wait properly and get built the moment the timber, stone or ore arrives, and a batch of several keeps going after the first one is finished. Any stuck orders in your colony start working again on their own.
  4. v0.3.3
    • Colonists set to flee a wolf now retreat to your home flag — the same spot the Rally button gathers everyone to — instead of scattering to whichever campfire happens to be nearest. A frightened colonist always falls back to one known place you can rush the rest of the colony in to defend.
    • Fixed a slowdown that could drag a large, long-explored colony to a crawl. When a colonist kept trying to reach something it couldn't actually get to — a tool walled off across the map, a workbench with no path to it — it would stall the whole colony over and over hunting for a route. Colonists now give up on an unreachable errand instantly and get on with their work.
    • Tools left sitting on a workbench or forge you demolish are no longer lost — they drop to the ground where a colonist can pick them back up.
  5. v0.3.2
    • The carpentry bench and forge now tell you what you're getting, not just what it costs: every recipe lists how much wear it takes before it needs the smith, how fast a tool works, and how hard a weapon hits — so you can finally see why a steel axe is worth the ore over a stone one before you queue it.
    • Colonists no longer hack at rocks and trees with the wrong tool in hand. A colonist standing over a marked boulder with an axe now walks over, swaps it for a pickaxe, and gets on with it — where before it would settle in and grind away bare-handed-slow while perfectly good pickaxes sat in a pile nearby. If the colony has no right tool to hand, or can't reach the one it has, it still gets stuck in with what it's got rather than standing around waiting.
    • Weapons and tools you craft or repair now land on the ground beside the workbench or forge instead of stacking up on the station itself — so you can hover any of them to check its condition, and colonists pick them up from where they lie. A bench or forge only ever holds a weapon while it's actually being repaired.
    • A colonist working a forge or carpentry bench now stands at the open working face and turns to face the station, instead of standing on the anvil or sideways inside the bench — so it reads as them actually crafting rather than clipping through it.
    • Your colony now flies a home flag — a royal-blue banner emblazoned with a gold lion, planted at your stockpile. It marks the heart of your settlement: it's where the camera returns to when you press Home, and where frightened colonists rally when a wolf attacks. Hover the flag and choose Move flag to pick a new spot — it re-plants instantly, so you can shift your colony's heart as you expand without your settlers running the wrong way in a panic. The flag's hover also has a Rally to flag button: press it and everyone drops what they're doing and gathers at the flag for a short spell — even waking sleepers — so you can rush your fighters to a colonist under attack, then they return to work on their own.
  6. v0.3.1
    • Placing a stockpile now shows only its crate blueprint — the leftover flat square that could still appear under the crate is gone, so a planned stockpile looks just like the built one.
    • The little floating icons over the colony — a colonist eating, resting, gathering a harvest, sweating when hungry — now show their proper emoji instead of turning up as blank white squares scattered across the ground.
    • At nightfall the whole colony gathers to sleep together again: a colonist that was carrying a load back to storage when night fell used to just lie down wherever it happened to be, out in the field — now it sets the errand aside and walks in to bed down by the fire with everyone else, picking the trip back up in the morning.
    • Zooming the camera all the way out is much smoother now: faraway terrain is drawn in a lighter form near the horizon haze (up close everything is as detailed as ever), so taking in a big sweep of the map no longer drags the game down. Moving around is smoother too — the landscape is now prepared in the background while you pan and zoom, so terrain streams in and sharpens up without the little hitches it used to cost.
  7. v0.3.0
    • New players get a proper welcome now: a Getting Started guide sits along the top of the screen with your first goals — gather food, plant a farm, chop a tree, saw timber, grow your storage, light a fire, a bed for everyone, set up a crafting workshop, and build a shelter (a walled, roofed room with a door and a fireplace inside) — checking each off as you manage it (and staying checked). And at the big first-time moments — your first colonist going hungry, the first nightfall winding the colony down, fall turning toward winter, a wolf slipping in, a weapon breaking mid-fight or a tool wearing through, building your first crafting bench or forge, a colonist stuck with a full pack and nowhere to store it, losing someone — the game pauses with a short tip on what's happening and what to do about it. Each tip shows only once, every tip you've seen is re-readable in the guide, and you can dismiss the guide or replay the whole tutorial whenever you like.
    • Gameplay tips now show while you're paused, too — pause any time and a tip sits in the bottom-left corner, rotating on its own or advancing when you click NEXT, so you can catch up on how things work without leaving the game to the title screen.
    • Press T for a warmth overlay: every tile your fires keep warm lights up — a strong glow for the snug, walled-in warmth of a sealed room and a softer one for the open ring around a bare campfire — so you can see your coverage and, more importantly, the cold gaps at a glance. It shows the winter warm-footprint in any season, so you can plan a warm base before the cold sets in.
    • Wood is now always handled in whole logs: colonists topping up a fire or torch no longer end up lugging around a weird sliver like "0.99 wood", and those slivers no longer sneak into your storage counts or a build's delivered materials. Loading a save cleans up any leftovers from before.
    • Colonists refueling a wall torch no longer grab one extra log they can't fit and then haul it straight back to storage — so they stop doing that odd little back-and-forth shuffle at the torch and just top it off and move on.
    • Weapons are a bigger investment to forge: a shortsword now calls for 10 ore, a spear 6 ore and 2 timber, and wooden weapons a little more timber — so every blade off the forge feels earned (the station's recipe card shows the new costs).
    • Every colonist's card now lists a fourth combat skill: 👊 Unarmed — how good they are with their bare fists. It sits alongside swords, spears, and bows, and it matters now: a colonist set to Fight stands their ground even with no working weapon in hand, brawling bare-handed — only the Flee stance sends them running for safety.
    • Weapons now wear down in battle and get repaired between fights: every blow that lands chips the attacker's weapon a little, a well-worn blade hits noticeably softer, and at zero it breaks — the colonist brawls on bare-handed and the break shows up in the activity feed. Once the danger passes, colonists carry battered and broken weapons to the carpentry bench or forge, where a crafter mends them for a fraction of the original materials — though each mend shaves a little off the weapon's ceiling, so an oft-repaired blade is eventually only fit for replacing. You can check any weapon's shape on its wielder's card: a condition bar in the Equipment section reads full and green when sound, amber “Worn” as it frays, and red “Broken” when it gives. The wear shows on the weapon itself too: a battered weapon looks dull and grimy, and a broken one snaps visibly in two — whether it's lying on the ground, resting at a bench, or still gripped in a brawling colonist's fist.
    • Colonists now act out more of what they're doing: sitting down to a meal, they lift the food to their mouth and eat instead of just standing there; fighting a wolf up close, they wind up and swing their weapon in a real slash rather than the same overhead swing they use on trees; and an archer draws the bowstring back to the cheek and looses a real arrow — watch it arc downrange and strike the wolf, or go wide and thud into the dirt (or a tree trunk) before it fades away.
    • The Crown now sends reinforcements: for each of your first three springs, a new colonist marches in on foot from the far edge of the map — the side away from the sea — carrying a sack of grain to help feed the settlement. The activity feed announces the arrival (click it to find them), and they walk all the way to the heart of your colony before pitching in, showing up in your colonist bar the moment they set foot on the map. Come the fourth spring the Crown falls silent — you'll get word that you watched for a colonist, but none came — and you're on your own from there.
    • Colonists now need the right tool for the heavy work: an axe to fell a full-grown tree, a pickaxe to cut into rock or ore. Bare hands still manage the lighter jobs — felling saplings, digging loose dirt and sand — but much more slowly, so a properly equipped colony gets far more done. Your settlement starts with a couple of stone axes and pickaxes at camp, and colonists grab them on their own the moment there’s work that calls for one — an axe when trees are marked to fell, a pickaxe when there’s rock to dig — and trade tools when the work shifts, so the right tool finds the right hands without your help. (Want a say anyway? A Drop button in the Equipment section of a colonist’s card makes them set their tool down for someone else to take.) Make more at your crafting stations, listed right alongside weapons: stone axes and pickaxes at the carpentry bench, tougher steel ones at the forge. Tools wear with use and eventually break — never lost, a broken tool just works like bare hands until it's mended — and colonists carry worn or broken ones to the matching station, where a crafter repairs them for a fraction of the materials (each mend shaves a little off the tool's ceiling, so a much-repaired tool is eventually only fit for replacing). You can see what someone's holding, and how worn it is, in the Equipment section of their card — and out in the world they carry the axe or pickaxe in hand as they work, battered tools looking dull and broken ones snapped in two.
    • Setting a colonist to a specific weapon now actually switches them to it: pick a weapon type on their card and they'll go pick one up off the ground even when it rates lower than what they're already holding — so telling a bow-carrier to use a shortsword finally makes them trade the bow for a sword. Before, your choice was quietly ignored whenever the game rated their current weapon higher, and they'd cling to it.
    • Hovering a stockpile now has a Manage button right on its card — click it to open the full storage panel (set what the pile accepts, trash items) without hunting for the double-click that used to be the only way in.
    • Weathered boulders now dot the land — craggy lumps, leaning stones, and half-buried slabs of the same grey rock the mountains are cut from, settled into the turf and gathering thicker in stony stretches of country and up on the high ground. Mark one with the Mine tool and a colonist will crack it open for a few stone, the rock jolting with every landed blow. A pickaxe makes quick work of it, but bare hands manage too (just slowly), so a colony that loses its last pickaxe can always claw its way back to stone. New worlds only.
    • Placing anything from the Build menu now shows the actual thing under your cursor: the bed tool follows the mouse with a ghost of the real straw mat (the pillow shows which way the head points as R turns it), the farm tool with the real furrowed soil bed a tilled plot becomes — and a planned farm waiting on its colonist now stands in the world as that same bed in blueprint blue, not a flat pad. A fireplace with no wall to back onto shows the hearth itself in red instead of flat red squares, and the flat tile patch that used to sit under a planned stockpile's crate is gone too — a blueprint is just the object, tinted blue until it's built.
    • Night now winds the colony down: once colonists have had their sleep they settle in at camp until morning instead of trudging back out to work in the dark. Need something finished overnight? Flip the new 🌙 Night shift switch on a colonist's card and they'll keep working through the night — at full speed in the glow of a campfire or wall torch, slower by a hand-carried torch, and slower still in pitch dark — bedding down only once they're truly weary, then getting back to it till dawn. Night-shifters see to their own light, too: anyone on the shift without a torch in hand makes themselves one from the colony's wood and timber as dark falls — and if you take it off them mid-night, they won't grab another until the next night. Fighting suffers in the dark too: a colonist swings and shoots less true at night unless they're standing in firelight — a hand-carried torch helps a little, pitch dark not at all — while wolves see just fine — in fact they're bolder after dark, spotting colonists from half again as far away and prowling outside your walls much longer before giving up. But even a bold wolf balks at the light: it won't set foot in the glow of a burning campfire or wall torch, pacing at the edge of the firelight instead — and slipping straight in the moment the fuel runs out or its prey wanders into the dark (a hand-carried torch scares off nothing) — so keep the fires burning when trouble prowls.
    • Press L for a light overlay: every tile your burning campfires and wall torches will light after dark glows a pale lantern gold — with walls casting real shadows, so the glow stops at a sealed wall instead of bleeding through — letting you plan your torch ring in broad daylight and spot the dark gaps a wolf could slip in through. The F1 controls screen lists it beside the T warmth overlay.
    • Your crafted weapons finally have a home, and your colonists arm themselves from it: build a Weapon Rack (in the Build menu under Furniture — R rotates it to face the way you want) and colonists carry finished weapons over from the crafting station and set them out in the rack's slots, leaning on display — then take one back down when they need to fight. They fill a rack before spilling any overflow into a weapons stockpile, so your armory reads at a glance. Colonists only ever reach for a sound weapon — a worn or broken one is left for the bench or forge to mend, never carried into a fight — and a colonist whose own weapon has worn thin will trade it for a healthy blade off the rack, setting the tired one back in the freed slot — where, like any worn or broken weapon left on a rack, it's carried off to the bench or forge, mended, and shelved back on the rack ready for the next fight. Weapons resting in a weapons stockpile rather than a rack are held in reserve, untouched until there's rack space to display them. Double-click a rack to open its armory board: every shelved weapon listed with a condition bar — sound green, worn amber, or broken — the ones needing repair flagged, any away at the smith greyed out, and the free-slot count at a glance.
  8. v0.2.15
    • Trees now turn with the seasons: as autumn arrives, maples and poplars shift from green to fiery orange and gold, then shed their leaves a few at a time — drifting down to the ground — until they stand bare, each trunk tapering up into its own spread of branches, through winter. Come spring they leaf back out gradually over the first several days — the bare woods greening in a little more each day rather than all at once. Pines stay green year-round.
    • Double-click a job in the Tasks panel to send the camera straight to it — a quick way to find where a task actually is out in the world, like a far-off chop or a stalled build you can't spot.
    • Autumn mushrooms are less of a carpet — they now sprout in tighter, more scattered clumps across the forest floor rather than blanketing it, so gathering them feels more like seeking out patches. (New worlds only.)
    • The colonist cards along the top are now a quick way to get around: click one to pan the camera straight to that colonist, and double-click to open their full stats card (which still follows them). Before, a single click always popped the stats card open.
    • Colonist cards along the top now hold a steady width — they no longer suddenly grow wider and jostle the whole row whenever a colonist picks up wood or other goods.
    • Take charge of who does what: every colonist's card now has a work priority next to each skill — set it Off, 1, 2, or 3 and they'll always work their 1s before their 2s before their 3s. There's a new Hauling row too, covering fire tending, torch refills, and tidying loose goods — give it a 1 on someone dependable and the fire stays fed even when the task list is long.
    • Colonists set to Rest now really rest: they no longer get pulled off their break to shuffle goods between stockpiles.
    • Colonists now gather smarter: they keep foraging, chopping, and mining until their pack is full before hauling the load to storage, instead of trudging all the way back after every single bush, tree, or rock. Big harvests now take a fraction of the trips.
    • Firelight now stays inside your walls at night. A campfire or hearth lights up its room as before, but its warm glow no longer spills straight through the walls onto the ground outside — a fire in a sealed room reads as a warm room, with darkness beyond the wall (light still spills out through an open doorway).
  9. v0.2.14
    • Farm harvests are rebalanced: each plot now yields 12–24 grain (down from 24–48, which piled up far more food than the colony could eat), and straw is much easier to come by — even a brand-new farmer now brings in a thatch bundle from about half their harvests, instead of never seeing straw until their farming skill had grown for ages.
  10. v0.2.13
    • Wall torches can now be managed like campfires. Hover a torch and you'll get a "Keep stocked" toggle: leave it on and colonists keep hauling wood to keep it lit, or switch it off to let that torch burn out and stay dark (flip it back on any time). The torch hover is now a card you can click into, instead of a fuel readout that slipped away the moment you reached for it.
    • Wolves now trot on the move — their legs actually step in a diagonal gait, their body lopes with each stride, and the tail sways — instead of the old stiff slab that slid across the ground.
    • Canceling a building no longer swallows the materials already delivered to the site — they drop as little piles on the ground (stacked planks, cut logs, straw bundles, rubble) and colonists gather them back into storage on their own.
    • New Controls screen: press F1 (or click CONTROLS on the title screen) to see every keyboard shortcut lit up on a drawn keyboard. Hover a key for what it does, and flip to the second tab to see how R, F, and Esc change while you’re placing a blueprint.
    • Stockpiles now show exactly one crate per square you placed — a square set down slightly off the others no longer shows a phantom extra crate wedged into it. And when you place a new square right against a stockpile, it now snaps onto the stockpile's grid so the crates line up neatly.
  11. v0.2.12
    • The Craft menu now names each item right on its row — no more hovering over a bare quantity box to figure out whether you're ordering Timber or Stone Blocks. Quantity boxes everywhere (crafting, weapon orders, stockpile trash) also only accept plain numbers now, so a stray letter can't sneak into an order.
    • A hurt colonist can now be stood down until they're actually better: the Duty dropdown gains "Rest until healed", which sends them back to work on its own at full health. Wounds also mend faster the worse they are — a colonist limping away from a bad mauling recovers at up to triple speed at first, easing off as they close up, so a brush with death no longer lingers for days on end.
    • Bows now shoot much farther — archers loose arrows the moment a wolf threatens instead of letting it close to near-melee first, and a colonist rallying to a fight will stop and give supporting fire from a distance rather than running all the way in.
    • Farm plots got a fresh look — crops now grow as leafy tufts of grain instead of stiff square stalks, ripening from green to gold and putting out plump heads of grain when they're ready to harvest, and a crop killed by the winter freeze keeps its dead stalks standing in brown. The soil matches: instead of a flat brown square, a plot is now low furrowed tilled earth with a ragged hand-dug edge and clods of turned dirt scattered along it — and plots placed side by side join into one continuous field.
    • Colonists now draw their weapon when danger strikes — the staff, spear, sword, or bow appears in their hand as a fight breaks out, swings with every blow, and is put away once the danger has passed.
    • Felled trees now fall with the lay of the land — a tree beside a rock outcrop or hillside tips toward open ground instead, and where the ground is uneven the fallen trunk leans up against ledges or drapes down slopes rather than sinking into the hillside with just its end poking out.
    • Foraging is much quicker — a colonist picks a berry bush clean in a third of the time it used to take, so a forage sweep keeps the pantry stocked without eating the whole morning.
    • Thatch beds look like real straw bedding now — a low, hand-shaped straw mattress with softly rounded corners, loose golden ends poking out all around its edge, and a proper stuffed pillow at the head, instead of the old flat board-like mat. They're also a bit longer, so a sleeping colonist lies full-length on the mattress instead of hanging off the foot (beds now take up one more tile of floor).
  12. v0.2.11
    • Every new game is now a brand-new world. Starting fresh — including hitting Restart after losing a colony — rolls new terrain and a new band of colonists, instead of dealing you the exact same map and the same four names every time.
    • Campfires now burn wood at a steady rate around the clock — nightfall no longer makes them chew through fuel twice as fast, so your wood stores drain evenly instead of dipping every night.
    • Colonists slip right past young trees now. Saplings no longer claim the ground around them the way a full-grown tree does, so paths through the woods run straighter instead of winding way around every thicket.
  13. v0.2.10
    • You can see what everyone's up to at a glance now. Each colonist card up top wears a little badge in its corner — 🪓 chopping, 🌾 farming, 💤 sleeping — that dims when they're idle and pulses red when they're in trouble, like a wolf fight. Hover a card for the full story: what they're doing, how good they are at it, and what they're carrying.
    • Colonists hauling a load now wear a proper backpack — a boxy leather pack with a bedroll that sits snug on the back and moves as they move. And it shows for everything they carry, wood and stone included, not just food.
    • Colonists (and wolves) walk diagonally now. They head straight for where they're going instead of taking odd right-angle detours — no more watching someone march way down and then all the way across to reach a berry bush — so trips across open ground are up to a third shorter. Walls still hold, too: nobody slips through a gap at a corner.
    • The title screen now greets you with gameplay tips — nearly fifty pointers on surviving your first winter, storage, beds and sleep, wolves, and more. A new one fades in every ten seconds; hover to pause it while you read, or click NEXT ⟳ to flip through at your own pace. The screen is tidier all around: just the wordmark and your Play/Continue button in the middle, tips resting in the bottom-left, and the music and What's-New controls gathered bottom-right — so your world shows through behind it.
  14. v0.2.9
    • Fixed: tall grass marked for thatch could sit "Unreachable" forever when it grew right beside a tree — the tree quietly blocks the ground around its trunk, so a colonist could never stand on the tuft to cut it (this also explained grass that looked stuck against walls: a trunk just past the wall was the real blocker). Colonists now step up to a blocked tuft and cut it from the side, same as picking a berry bush. Mushrooms growing under a canopy — which is most of them — get the same fix.
    • Fixed: planting a farm could violently raise (or sink) the ground under it — the game was secretly leveling every new plot to match the height of the very first farm you ever tilled, wherever that was. Plant on flat fertile ground at a different elevation and the plot jumped several blocks to “match”, leaving your farmers stranded on top of a dirt mesa with no way down. Each plot now levels to its own ground, so planting on flat land doesn't move the terrain at all.
    • Fixed: winter nights weren't dark — the sky was still running on the other seasons' timetable. Winter's long night starts a full minute earlier on the clock, and colonists, torches, and the day dial all knew it, but the sky kept blazing afternoon sun well past nightfall and only caught up an in-game hour later. Sunset and darkness now follow the winter clock, so when the moon crosses the dial the world actually goes dark.
  15. v0.2.8
    • A fireplace now heats a much bigger room. Before, an enclosed, roofed room only stayed warm across its nearest 100 tiles — in a normal-sized bunkhouse the far beds sat in the cold, and in winter colonists would abandon their own assigned bed to curl up on the warm floor by the hearth. One fireplace now keeps up to 400 tiles warm (a room around 20×20), so a sensible bedroom is warm wall to wall and colonists actually use their beds. Truly huge halls can also qualify as enclosed now — beyond one fire's reach the far corners still go cold, so grand halls still want a second hearth. The orange floor tint in winter shows exactly what's covered.
  16. v0.2.7
    • Fixed: a saved game could freeze the moment you hit Continue — the world drew, but time never started and nothing responded. It struck colonies where a storage zone still held thatch after its filter stopped accepting it: the colonist sent to move that thatch crashed the game on arrival, every single load. Those saves were never lost — they now load and play normally, and the stranded thatch finally gets carried where it belongs.
    • The outpost has music now: a warm acoustic theme — strings, guitar, and the occasional big drum — plays softly while you build. Set the volume (or switch it off entirely) with the new music control on the title screen; your setting is remembered between sessions.
    • Colonists now craft with what's in their packs. Before, crafting only ever pulled from the stockpile — so a colonist standing there with a pack full of wood couldn't turn any of it into timber, and once storage filled up the colony could wedge completely (loaded colonists with nowhere to unload, orders frozen, your only way out was throwing goods away). Now a crafter's own pack funds an order when the stockpile can't: wood in packs counts, a full colonist will take the craft job and convert its load on the spot, and cutting stone into blocks actually frees storage space since three stones come back as one block. The crafting menus and work panel count carried materials too, so orders no longer claim you're short on wood a colonist is literally holding. Weapon crafting at the bench and forge works the same way.
    • You can now give a colonist time off. A new Duty dropdown at the top of the colonist card (double-click a colonist) offers Work, Rest, and Rest until rested: a resting colonist takes on no jobs or chores and simply recovers — though they'll still eat, sleep, warm up, and defend themselves. Pick "Rest until rested" and they return to work on their own once fully recovered; plain "Rest" keeps them off duty until you say otherwise. Their card shows "Resting" so you know it took.
  17. v0.2.6
    • Fixed: the in-app updater wasn't finding new versions, so the title screen never offered them. It now checks the right place — from this version on, when a newer build is out you'll see a one-click "Update" button on the start screen.
  18. v0.2.5
    • Fixed: a queued weapon order (bow, spear, sword, quarterstaff) showed up in the work panel as a raw internal label like "craft-weapon-wood" instead of a proper task. It now reads "Craft Bow", "Craft Spear", etc. with the same icon you see on the crafting station, and stays visible in the panel the whole time the order is in progress.
    • Fixed: canceling a stockpile while it was still being built could leave behind a permanent, undersized storage zone instead of undoing it. A stockpile now goes up all at once, the moment its full timber cost is delivered — canceling before then leaves nothing built at all.
  19. v0.2.4
    • Outpost now keeps itself up to date. When you open the game and a newer version is ready, an Update button appears on the title screen — click it and the game quietly downloads the new build, installs it, and restarts into it for you, right where the version number sits. No more hunting down the latest installer to stay current. (Desktop app only.)
    • Turning off a fire's "Keep stocked" now actually means it. Before, a freezing colonist would still haul wood to a fire you'd switched off if it happened to be the nearest one — undoing your decision to let it die. Now a switched-off fire is left to burn out even in the depths of winter: a cold colonist walks to a further fire that's still kept stocked, or warms itself at whatever's already lit, rather than reviving one you deliberately shut down. Standing at an off fire to warm up still works fine while it has fuel — the toggle only stops colonists from feeding it more wood.
  20. v0.2.3
    • A dying fire now tells you how urgent it is at a glance. A campfire or fireplace down to its last log burns down to bare, brightly glowing coals instead of a shrinking flame, and once it's fully out the coals go cold and dark — so "almost out" finally looks different from "out" instead of the same dim ember either way. A well-fed fire also always burns at full size now, however little wood is left above that last log; only the woodpile stacked beside it shows exactly how much fuel remains.
    • Hovering a stockpile now shows how full it is at a glance — a quick 'stored / capacity' readout with a bar that turns from green to amber to red as it fills up — so you can tell a zone is nearly full without opening it. Double-clicking still opens the full stockpile card for managing contents and filters.
    • It's easier to tell who's who now. Point at a colonist out in the world and their name floats over their head, and their card up top lights up to match. Point at a card up top instead and a spinning gold marker appears over that colonist in the world, so you can pick them out of a crowd at a glance.
    • Winter finally looks and feels like winter. Some days it snows — flurries drift down for a while and fade out again — and the more snowy days pile up, the more the ground itself turns white, building toward a full blanket of snow by mid-winter and melting back to bare ground over about a week once spring arrives. You'll also catch a shivering colonist's breath showing in the cold air.
    • There's a compass on screen now — a small dial nested inside the season arc, marked N/E/S/W, that turns as you rotate the camera so you can always tell which way is north. When a wolf is spotted prowling in from the north edge, you'll know at a glance which way that actually is.
    • There's an activity log in the bottom-left corner now, keeping you in the loop on what matters across the colony. The big moments scroll up as they happen — a wolf appearing, someone coming under attack, a colonist starving, freezing or collapsing from exhaustion, a death, a wolf slain, the turn of a season — and each one fades away again after a minute or so. Click any note to snap the camera to where it happened, and hover the corner for a Show log button that opens the full history of the run. The tasks panel now tucks into the top-left half of the screen to make room.
    • Fixed: on a winter night, a colonist would sometimes abandon a bed sitting right next to the fire and sleep on the bare ground instead, even though it was clearly warm enough. Whether a bed counts as warm now considers the whole mat, not just its exact center.
    • Foraging now shows what you're marking as you drag, the way chopping already does. Sweep the Forage tool across a patch of berry bushes, wild grass or mushrooms and each one lights up green the moment it falls inside your selection — not only after you let go — and stays lit for as long as the tool is active, so you can always see your whole standing selection at a glance.
  21. v0.2.2
    • Fires are yours to manage now — and they burn all year. A lit campfire or fireplace eats through its wood in every season (faster at night), and colonists haul fuel to keep it going year-round instead of only in winter. Hover over any fire to see its wood supply and a new Keep stocked switch: leave it on and once a fire runs low an idle colonist tends it properly — making as many wood trips as it takes to top it all the way up (or as far as the colony's firewood stretches), then leaving it be until it burns low again instead of shuttling wood back and forth without end; turn it off and the fire simply burns down to embers. A colonist who gets too hungry while tending a fire breaks off to grab a meal first, like any other worker. With no firewood in storage nobody bothers making the trip, and in winter a freezing colonist will still refuel the nearest fire to survive whatever the switch says.
    • Colonists gather to sleep now instead of dropping wherever they were working. When night falls, a colonist still on the job downs tools and heads in to rest — to its own bed if it has one, otherwise any free bed, otherwise a spot beside the nearest lit fire, and failing all of that it huddles near the storage container at the heart of camp rather than lying down alone out in the field. Whatever task it left goes back on the pile and gets picked up again in the morning. And now that fires burn year-round, the walk to the fireside works in every season — a bedless colonist beds down at the edge of the fire's warmth whatever its size, instead of milling about half the night waiting for a spot right in the middle. Sleeping together like this isn't just for the look of it: being caught out on your own at night is about to get more dangerous.
    • Your colonists come to one another's aid now. When a wolf sets upon someone, other fighters within earshot break off what they're doing and rush in to help — not just the colonist the wolf is already on top of — so a settler caught out a little way from the others is far less likely to be left facing it alone. Only colonists set to Fight answer the call; anyone set to Flee, or with no weapon in hand, keeps their distance as before.
    • Fixed two ways a saved colony could vanish when you loaded it — your progress is safe now. Quitting or saving during the night could drop you back into a brand-new day-1 world on the next launch (a colonist saved mid-sleep was tripping up the reload), and updating to a newer version of the game could wipe an older save outright as it started up. Neither happens anymore: a night save reloads cleanly, and installing a new version carries your existing colony forward into it intact. And if a save ever does fail to load, the game now sets it aside untouched instead of deleting it, so your colony is never thrown away.
    • Fixed colonists getting stuck after a wolf fight — they could spend the whole night wandering in circles, ignoring a stocked larder and never lying down, starving beside food until it killed them. The fight no longer scrambles their trip to the larder, a colonist whose walk gets interrupted for any reason now picks the trip back up instead of forgetting it, and loading an affected save heals stuck colonists on the spot.
    • Fixed colonists working themselves through the whole night instead of sleeping. A colonist who got too hungry overnight would wake to look for food — but with an empty larder there was nothing to eat, so it never went back to bed and got put to work until morning, growing more starved by the hour. Now hunger still rouses a sleeper, but a tired one lies right back down: it wakes, eats if there's food, and then heads back to bed for the rest of the night instead of picking up a night shift. With nothing to eat it simply beds back down and sleeps through unharmed (it can't starve while asleep), then wakes in the morning to look for a meal.
    • Fixed fractions of wood creeping into your stockpile. Topping off a fire or torch used to shave a sliver off the last log to fill it exactly, and that leftover fraction drifted back into storage — so a recipe could end up asking for something silly like "0.79 more wood." Colonists now feed fires and torches whole logs only, keeping your wood count in clean, whole numbers; loading an old save tidies up any stray fractions automatically.
  22. v0.2.1
    • Fixed quitting the game sometimes losing your progress — you could reopen to a fresh world instead of your colony. The game now saves the moment you quit, and autosaves every minute while you play, so you always pick up right where you left off.
  23. v0.2.0
    • There's a new threat on the land: wolves. Every so often one slips in at the map's edge (never from the sea) and roams toward your colony — a warning flashes across the top naming which edge it came from, and a small 🐺 marker stays up until the danger has passed. Armed colonists handle it themselves: they ring the wolf from different sides and trade blows a step apart, damage numbers floating over the fight — red when one of yours is bitten, pale as your blows land — with a health bar over the wolf so you can read at a glance how it's going, until the wolf topples. There's nothing to click; your colonists react on their own. And walls matter: a wolf that can't reach anyone lurks outside for about a day, watching for an open gate or a colonist who strays out, before finally giving up and leaving. Colonists safe behind walls ignore a lurking wolf and keep working — though an archer with a clean line of sight will still take the shot.
    • You decide how each colonist faces danger. Their card's Equipment section has a new Stance setting — Fight or Flee. On Fight (the default), an armed colonist battles any wolf that comes near; on Flee, they drop what they're doing and run for the nearest fire or the heart of camp. It's a standing order you set once per colonist — handy for keeping someone weak or unarmed out of the fray while your fighters deal with it.
    • You can now craft weapons. The Build menu has a new Crafting category with two stations: a carpentry bench (built from timber) for wooden weapons and a forge (built from stone blocks and timber) for metal ones. Double-click a built station and its own workshop menu opens — the bench offers the quarterstaff and bow, the forge the steel-tipped spear and shortsword — each showing its material cost and whether you can afford it right now. Queue as many orders as you like, reorder or cancel them, and a colonist with the right knack walks over and gets to work. Finished weapons rest beside the station as their own little models, all four types easy to tell apart at a glance.
    • Weapons need somewhere to live: double-click a stockpile and flip on its new Weapons toggle to make that zone an armory. Idle colonists then quietly carry finished weapons off the workbenches and over to the rack whenever nothing more urgent needs doing. If the armory fills up — or you haven't made one — weapons simply pile up loose on the ground instead; crafting never waits on storage.
    • Your colonists arm themselves. Everyone now carries at least a simple crude quarterstaff, and a colonist's card shows what they're holding in its Equipment section. A new loadout dropdown gives you a say: leave it on Auto and they'll grab the best weapon available, pin them to a type (Quarterstaff, Bow, Spear or Shortsword) and they'll hold out for that one, or set Unarmed to keep their hands free. Change it and they walk over and swap on their own.
    • The world is twice as big — and it's a coast now, not an island. New games generate with about double the land: open ocean along one edge and wild country running unbroken to the horizon on the other three, so there's far more forest, stone and shoreline to strike out into. (Saves from the old map keep playing at their original size.)
    • The camera stays closer to the land. You can no longer zoom out to see the whole map at once — the view stops pulling back around the framing the game opens with, and the far distance softens into a horizon haze. The world beyond is something you discover by panning out into it (and keeping the view regional is part of what lets the map be this much bigger without slowing down). Flying across it with the camera keys is much smoother too: terrain now streams in without the stutter that used to drag the framerate while you panned, and doubling back no longer rebuilds the ground you just left.
    • The land got a soft-terrain makeover — it reads as hand-sculpted earth now instead of stacked blocks. Grass, sand and rock drift through broad natural patches of shade, the grass blending across a whole spread of muted olive-greens with a fine painterly speckle, and biome borders feather together instead of meeting as hard masks. Every cliff and ledge is gently rounded into a soft, sun-catching lip that rolls the whole way down into the wall — outer corners, inner corners and pit rims all curving smoothly around, with edges that wander a little instead of following dead-straight grid lines. Cliff faces fade from the bright grassy lip to a darker, earthier base with subtle cut-earth texture (the underground dirt-and-rock banding still shows through), light and shade sit evenly across all of it, and every seam is sealed tight — no slivers of sky peeking through where ledges meet.
    • The whole palette runs warmer and easier on the eyes. Daylight fills shadows more gently, grass leans olive-sage instead of cold green, and sandy ground is a touch sunnier. The plants keep step: maple crowns wear a warm leafy green, pines trade their icy blue cast for a deep forest green, poplars go more golden (the leaves that flutter down during a chop, too), and the ground cover follows — dustier warm blues and mauves on the cornflowers and lupines, soft-ivory daisies, warm cream mushroom stalks.
    • Trees look more alive. Maples spread into broad, uneven leafy crowns, poplars rise as tall narrow columns, and pines build up in layered evergreen shelves — trunks, roots, branches and crowns all chunkier and more organic instead of stacked square blocks.
    • The smaller flora got the same care. Berry bushes are now lumpy low-poly clumps — each with its own shape, turn and size, ripe ones carrying a scatter of round red berries. Wildflowers bow into gentle arcs, blossoms nodding along the bend, every clump swaying its own way. And the little lawn tufts dotting the fertile fields grew in about a third fuller.
    • Chopping has more punch. Colonists swing the axe faster and the tree jolts right as each strike lands; a felled tree topples in the direction its log falls, and the log is longer, slimmer and matches the wood of the trunk it came from. Colonists also stand at the end of the log that's actually being cut away, working back toward the stump as it shrinks — no more standing at the stump while the far tip mysteriously got shorter.
    • Colonists now look like individuals — each gets their own hair color, skin tone, tunic, breeches and boots, so you can tell your people apart at a glance. They finally have real eyes too, and they blink (and close them while sleeping).
    • The campfire got a proper makeover to match the concept art: a ring of stones around a bed of fresh-cut logs, a chunkier stepped flame, and a little stack of firewood beside it that shows the fire's fuel at a glance — shrinking as the fire burns down, filling back up when a colonist restocks it. Building one now takes 6 stone for the ring on top of the usual 8 wood (tearing one down returns some of the stone), so mine a little stone before lighting your first fire.
    • Your colonists now live in a strip across the top of the screen. Each one is a little card with their name and three quick bars — health, food and rest — shading from green through amber to red as someone starts struggling, so you can read the whole colony's wellbeing at a glance. Click a card to open that colonist's full details.
    • All the build and work tools now sit together in a command bar along the bottom center — Forage, Fishing, Chop, Mine, Build and Craft, each with its own icon and its keyboard shortcut printed right on it — and every one of those keys now picks its tool directly (no more pressing F first to reach Forage or Fishing).
    • The rest of the screen got a matching tidy-up: information up top, actions along the bottom. The resource readout in the top-right is now a simple floating list of icons and counts (hover one for its name); the left panel is purely your Tasks list, opened with ☰ Tasks or Tab as before; and game speed moved into the season box in the bottom-right — one button cycles 1× → 2× → 4×, with Pause beside it (Space and +/- still work). The "colonists will run out of food in N days" banner is gone — the food bars in the colonist strip show the same thing right on the person — and the version badge and pause-screen info button retired too (What's New is one click away on the title screen).
    • The Build and Craft menus got a big redesign. Clicking Build (or Craft) now opens a panel that rises from the command bar: pick a category on the left — Structure, Furniture, Heat & Light, Crafting or Zones for Build (plus Destroy), Materials for Craft — and its items appear in a scrollable list, with a box alongside showing the hovered item's description and cost. Far easier to browse as the list of things to build keeps growing.
    • The season box learned to tell time. A day/night dial arcs over it like a clock face rising from behind the panel: the pointer at the top is right now, and the ☀️ sun and 🌙 moon climb up from the right, pass under the pointer at sunrise and nightfall, and set behind the panel — so how much daylight is left is always one look away (the markers shift with winter's longer nights). The box itself is tidier too: the season and its day share one line ("Spring, Day 12/30"), a calendar line below shows the year and day, and the "Winter in N days" countdown is gone — the lit segment on the season bar already shows how close winter is.
    • Stockpiles are now placed one crate at a time. Each placement is a single 2×2 crate holding 100 items — same 16-timber cost, its own randomized look — so storage grows crate by crate as your colony does. Placing one shows a see-through blueprint of the actual crate (blue where it fits, red where it won't), the blueprint stands in the world while colonists haul the timber, and the finished crate then appears in one piece. Crates placed side by side still merge into one shared stockpile.
    • Bedtime looks like bedtime now. Colonists without a bed of their own walk to the nearest lit campfire at night and bed down beside it, in every season — no more dropping to the ground wherever they happened to be standing (a colonist with a bed still prefers it). And everyone drifts off a few seconds apart at nightfall instead of flopping down in perfect unison.
    • The Tasks list now names what's being built. A queued wall torch, gate, bed, carpentry bench or forge shows up as its own row — "🔦 Build Torch", "🛏️ Build Bed", "⚒️ Build Forge" and so on — instead of a generic "Build" entry with a hammer icon.
    • Fixed the long freeze after hitting Play or Continue. The game used to lock up for as long as ten seconds while it caught the world's plants up to the current season all at once; that catch-up now happens invisibly during loading, so the world responds the moment you start.
  24. v0.1.7
    • Walls and floors look like solid, continuous surfaces now. A run of wall tiles used to draw faint shadow seam lines at every joint, so a wall read as a row of separate blocks; neighboring wall and floor tiles are now merged into one smooth surface, so a long wall reads as a single barrier and a floored room as one clean slab (each tile still has its own slightly hand-cut shade). It's lighter on the graphics, too.
    • Tearing down a wall is much easier to aim. With the Destroy tool you can now point straight at the wall itself — anywhere up its height — to mark that segment, instead of having to carefully click the ground at its base (where the cursor used to land on the tile behind the wall). Pointing at open ground still targets fires, beds, farm plots, floors and doors as before.
    • Trashing goods from a stockpile is quicker. In the stockpile management menu, after you type how many of an item to discard you can just press Enter to trash them — no need to reach for the 🗑 button — matching the Enter-to-place shortcut the crafting orders already have.
    • Placing a door now shows the actual door. Pick Door from the Build menu and a see-through blueprint of the real framed door follows your cursor — drawn swung ajar so you can see exactly which way it faces — instead of just a highlighted patch of ground. And rotating it works like the gate now: press R to turn the door through all four directions (not just the old two-way flip) and F to flip which way it swings, all shown live in the preview before you click to place.
    • Colonists now lie properly centered on their beds. They used to rest their feet on the middle of the mat and let their head hang off the end; now the whole body is tucked onto the bed, centered head-to-toe and side-to-side, so a sleeping colonist actually looks like they're in bed.
    • New build option: a stockade gate for your palisade walls. It's a heavy timber gate — two posts and a rough double-leaf of mismatched boards across a 4-tile opening (6 tiles wide) — that you can open and shut. Open the Build menu, pick Gate, and a see-through blueprint of the actual gate follows your cursor, drawn swung open so you can see exactly which way it'll face: press R to turn it through all four directions and F to flip the swing. Click to place; colonists raise it from wood and timber. Once built, hover the gate and click Open / Close: a closed gate is a solid wall colonists (and the animals and raiders coming down the road) can't cross, so you can seal your perimeter and open it again for traffic. Built gates start closed. Tear one down from the Build menu's Destroy tool to salvage some of its wood and timber back.
    • Finding a colonist on the map is easier now. Double-click a colonist's row in the Outpost panel and the camera glides over to them as their card opens. And with a card open, the ‹ / › arrows (or your left/right arrow keys) now sweep the camera to each colonist as you flip through them — so you can quickly cycle through everyone and spot where they are. The camera just pans over; it doesn't lock on, so you're free to keep looking around (use the card's Focus button when you want the camera to actually follow someone).
    • New build option: wall torches to light up the night. Open the Build menu, pick Torch, and point at the open space beside a wall (or at the wall itself) — a see-through blueprint of the actual bracket-and-flame torch follows your cursor and automatically faces the open side, no rotating; you can mount one on each open side of the same wall. Click to place; colonists raise it from a bit of wood and timber. A torch lights only after dark, casting a warm pool of light around it, and it burns wood as it does — so colonists keep it stocked, hauling firewood over to top it up just like they feed a campfire. Hover a built torch to read its fuel; let it run dry and it goes dark until someone refills it. Tear one down with the Destroy tool to get its leftover fuel back.
    • Colonists can now carry a torch of their own. Open a colonist's card (double-click their Outpost-panel row) and, under a new Equipment section, give them a torch — it costs a little wood and timber from your stores. From then on they carry it and light it whenever they're up and about after dark, so a colonist out working or running an errand at night moves in their own little circle of light instead of stumbling through the black. By day, or while they're asleep, it's just an unlit stick on their belt. They keep it fueled themselves, fetching firewood when it runs low, and you can take it back any time from the same card. (This is the first piece of a colonist equipment system — torches today, tools and more down the road.)
    • Your colonists now have names. Every colonist starts with their own first and last name — like Mara Coalfield or Silas Thorne — instead of a plain "Colonist 3", so they're far easier to tell apart and keep track of at a glance, whether you're reading the Outpost panel, opening someone's card, or assigning a bed. The names are drawn from the same world seed, so a given world always names its settlers the same way. You can still rename anyone yourself by clicking the name at the top of their card.
  25. v0.1.6
    • Fixed a bug where harvested grass came back after a save. If you cut a golden tuft for thatch and then closed and reopened the game, the tuft would reappear dry and ready to harvest all over again — a free second helping. Harvested (and winter-dead) tufts now stay cut across a save, and still grow back fresh on their own the following spring as intended.
    • The Outpost panel's Tasks list is now one list. Designation jobs (forage, chop, mine), every kind of build, and your crop orders all live together, and any row can be dragged above any other — so you can finally say "harvest those fields before you finish that wall" and have it stick, instead of jobs and builds being stuck in two separate groups that couldn't interleave. When you order crops by hovering a plot in the world, they show up here grouped by type — Sow, Harvest and Clear — each as a single row you can prioritise against everything else or cancel as a group (canceling leaves the crops standing — it just calls off the work).
    • Winter now kills your crops. Any plot still growing or standing ripe when the first day of winter arrives freezes and withers in the cold — so bring the harvest in before the season turns. A frozen plot blocks itself until you clear out the dead crop; bare tilled soil and not-yet-planted plots ride out the winter just fine.
    • Hover any farm plot out in the world and a little card pops up over it with a quick read on how that crop is doing — empty, sprouting, growing, almost ready, ready to harvest, or withered — plus the one action that fits it: Sow freshly tilled soil, Harvest a ripe crop, or Clear out a crop the winter killed. Click it right there over the field. This is how you tell your colonists which crops to plant and which to bring in, now that sowing and harvesting wait for your say-so instead of happening on their own.
    • Harvesting a ripe crop is quicker now — a colonist gathers a mature plot in about a third of the time it used to take, so your farmers spend less of the day bent over the rows and more of it on everything else. (Tilling, sowing and how long crops take to grow are unchanged.)
    • Hover a colonist's task icon in the Outpost panel and the card now names the exact thing they're working on — "Task: Chop · 4 left", "Task: Craft Timber · 3/10", or for builders the structure itself, "Task: 🪵 Build Palisade" (shown while they haul the materials and while they raise it) — matching the row in the Tasks list below, so you can see what each colonist is actually doing, not just that they're "Building".
    • Hovering a row in the Outpost panel's Tasks list now pops a tidy detail card showing the task's full name and status. A long requirement like "needs 24 wood, 12 thatch" used to get cut off at the edge of the narrow row — now the whole thing is laid out and readable at a glance, and unreachable tasks flag their warning there too.
    • You can now decide which builds come first. In the Outpost panel's Tasks list, every pending build — walls, floors, doors, campfires, roofs, farm plots and stockpiles — has a drag handle: grab it and reorder the builds to set what your colonists tackle first. Drag a new stockpile above a long run of flooring and idle builders haul to the stockpile before the floors, instead of always working through builds in the order you happened to place them. (Build rows used to look draggable but snapped right back — now the order sticks and your colonists actually follow it.)
    • Number fields in the stockpile and crafting menus now select their value when you click them, so you can just type the new amount instead of clearing the old one first.
    • Building on the ground now clears it cleanly. Lay a farm plot or a floor — or raise a wall, palisade or door — over grass tufts, wildflowers or mushrooms, and the colonist clears that growth away first, so nothing pokes up through your crop rows or floorboards. The patch stays clear for good.
    • Stockpiles now count items, not weight. A storage zone holds a fixed number of items with every item taking one slot — so a 1,200-slot stockpile holds 1,200 grain, not 600. Heavier goods like fish and stone no longer eat extra storage space; weight only affects how much a colonist can carry in a single hauling trip. The stockpile panel's storage bar and the HUD's "Storage Available" now read in item slots.
    • Planned roofs now preview their real shape. When you mark out a roof, the blue blueprint rises into the actual pitched form it'll be built into — ridge, slopes and open gable ends — instead of a flat blue lid over the area. L-, T- and cross-shaped rooms preview their cross-gable hips and valleys too, so you can see exactly how the finished roof will sit before a single bundle of thatch is laid. As colonists fill it in, the finished thatch and the remaining blue blueprint share one continuous shape, so a half-built roof always looks like one cohesive roof rather than two mismatched halves.
    • Builders haul smarter. When several nearby walls, floors or roof tiles are waiting on the same material, a colonist now loads a whole armful at the stockpile and drops it off along a route — one supply run instead of one trip per tile — so a long wall or a big roof goes up noticeably faster.
    • Pause the game (Space) and you'll find a What's New button in the lower-left corner — click it to read the latest release notes without leaving your colony, the same notes shown on the title screen.
    • Wild grass now grows on the plains — little tufts of blades that turn from green in spring to straw-gold as summer wears on. Once they've dried out (from about midsummer through autumn), drag your Forage tool over them and idle colonists will cut the golden tufts for bundles of thatch — a new material that stacks in your stockpiles and shows in the readout up top. (Forage now gathers grass as well as berries; there's no separate tool.) Harvested or winter-dead tufts disappear and grow back fresh the next spring, so it's a renewable harvest. Thatch doesn't do anything yet — it's the raw material for roofing and insulation coming later.
    • The world feels more alive through the seasons. Each spring, wildflowers bloom across the fertile fields in a scatter of colours — poppies, cornflowers, daisies, buttercups and lupines — then fade as summer comes; they return in a different spread and mix every year. The fertile fields also sprout their own low, soft grassy clumps (shorter and sparser than the tall wild plains grass).
    • Mushrooms now sprout beneath the trees each autumn — red toadstools, brown buttons, golden chanterelles and pale speckled caps. They're forageable: drag the Forage tool over a patch and colonists will gather them as food (a light, perishable snack that spoils like berries). Each forested floor fruits a different set of mushrooms every fall, lingering into early winter before they're gone until next year.
    • You can now roof your rooms. Open the Build menu, pick Roof, and drag a rectangle across a walled-in space — every tile that sits between two opposing walls (no more than twenty apart) lights up green to show it'll be covered, while open ground or spans that are too wide stay red. Colonists frame each green tile with wood and thatch. Doors count as walls, so a doorway still holds up the roof above it.
    • Roofs now have a proper pitched, thatched look instead of flat lids. Each covered room grows a chunky low-poly straw roof that rises to a ridge and slopes down onto its walls, with open gable triangles at any end that runs out past its supports. Best of all, it follows the shape of your building: roof an L-, T- or cross-shaped room and each wing grows its own pitched gable, the ridges meeting in believable hips and valleys where the wings join — all worked out automatically from where your walls are, no fiddling required. (These L/T/cross intersection roofs used to flatten into a slab once the whole room was roofed — no more.)
    • See inside your roofed buildings. Roofs now quietly fade away wherever you're looking or point your cursor, so you can watch colonists work indoors without the thatch blocking the view — then settle back into place as you look elsewhere. Want them all out of the way at once? Press R to hide every roof, and R again to bring them back. It's purely a view setting: hidden roofs still shelter what's beneath them, so a covered larder keeps preserving food whether you can see the roof or not.
    • Roofed larders keep food fresh longer. Build a roof over an entire storage zone — every tile covered — and the perishables inside it (fish, berries, mushrooms) spoil at half the usual rate, so a sheltered pantry stretches your harvest further between seasons. The shade only helps when the whole zone is roofed; a half-covered one gets no benefit, and grain (which never spoils) is unaffected. Tear the roof back off and food starts spoiling at the open-air rate again.
    • Roofs need their walls. A thatch roof rests on the walls and doors around it, so if you tear down a wall that was holding one up, the now-unsupported stretch of roof caves in (its wood and thatch are lost). Roofs spanning two ways stay put as long as one supporting wall pair remains, so knocking through a single doorway won't bring the whole ceiling down.
    • Fixed a severe slowdown when you roofed a space colonists couldn't actually get into — for example a sealed room with no door. The game used to grind to a crawl as colonists endlessly tried (and failed) to find a way in. Now an unreachable build is simply left alone and flagged "⚠ Unreachable" in the Work panel, so you can open a door (or cancel it) and carry on. The moment a route opens up, building resumes on its own.
    • Open-fronted buildings now roof properly. The front posts of a three-sided shelter or an L-shaped room with an open front used to be left off the roof — two stubborn red tiles you couldn't cover. The roof now caps any wall it rests against, so those corner posts fill in and the whole shape roofs cleanly, with a tidy gable across the open end.
    • A few roof-tool fixes. It no longer offers a stray tile just outside the inner corner of an L-shaped building — only tiles actually inside your walls light up green. Roofing a building on the edge of a cliff works now too: the tool locks onto the wall top you're pointing at instead of aiming past it at the distant valley floor, so you don't have to spin the camera around to place it. And cross-gable valleys no longer crease the wrong way — where two pitched roofs meet, both sides slope cleanly down into the join, blueprint preview included.
    • Thatch roofs are cheaper to build — each tile now needs 1 wood and 1 thatch (down from 2 thatch), so covering a room takes less of your harvested grass.
    • Walls, floors, palisades and roofs go up twice as fast. Each of these tiles now takes half the work it used to, so framing a room, laying a floor, raising a stockade or thatching a roof finishes in roughly half the time. Doors are unchanged — a whole doorway still takes the same effort as before.
    • New build option: the fireplace. Open the Build menu, pick Fireplace, and point at a spot beside one of your walls — its 2×3 footprint automatically turns to back flush against the wall, lighting up green where it fits and red where there's no wall to sit against. Colonists raise it from 15 stone and 8 wood into a chunky stone hearth that sits snug against the wall, its chimney rising up and over the roof with a fire crackling in the firebox. It warms the colonists around it through winter just like a campfire — cold colonists walk over to stand beside any side of the hearth, and keep it stocked with wood. And there's now a reason to wall it in: seal a fully roofed room around a fireplace and its warmth fills the whole room through winter instead of just the tiles beside the hearth — so anyone inside stays warm, and a chilled colonist now heads right into the room to warm up (anywhere inside will do) rather than crowding the hearth's edge. Leave a gap in the wall or roof and the heat leaks straight back out to just the hearth, and a room too large for one fire to heat leaves its far corners cold. Through winter, the warmed floor now glows a soft, warm orange so you can see at a glance exactly which tiles a fire is keeping warm — and watch the far corners of an oversized hall stay cold and untinted. Built it in the wrong place? Destroy it like anything else (Build → Destroy, then click any part of the hearth) to clear all six tiles and reclaim some of the stone.
    • The fireplace got a polish pass. The fire now sits forward in the hearth with logs stacked in the firebox, so it reads as a proper crackling fire instead of a glow at the back. The chimney is smarter about your roof — out in the open it stays low, but once you roof the room around it the stack grows tall enough to poke cleanly above the thatch, with a lazy curl of grey smoke drifting from the top. The stray sparks that used to shoot up past the chimney are gone, replaced by a gentler crackle that pops out the front of the firebox. And you can now hover your cursor over any fire or fireplace to read its wood supply at a glance — a little card shows how much fuel is left before it burns out.
    • Colonists no longer drop dead the instant they go hungry or cold. Each one now has health that only starts to fail after a long stretch of real deprivation — running on empty with no food, or stuck out in the winter cold with nowhere to warm up. As their health slips they visibly slow down at work, a clear warning to get them fed or warmed before it's too late; cold bleeds health faster than hunger, so a freezing colonist is in more urgent danger than a merely hungry one. Get them a meal and a warm fire in time and they recover on their own. The colony is only lost when the last colonist's health runs out — giving you a real window to react instead of a sudden game over.
    • You can now see a colonist's health at a glance. Double-click anyone to open their card and the new Health bar sits at the top of their needs, running green to red as they weaken. When a colonist falls into real danger a 💔 floats above them in the world — the same kind of telegraph as the cold shiver — so you can spot who needs help without opening a single panel. The food warning up top now reads as a countdown to when colonists *begin to weaken* rather than a death clock, and the game-over screen names what actually finished the colony: starved, froze, or succumbed to exposure.
    • The Work panel is now the Outpost panel — same spot (the ☰ button up top, or Tab), fresh name. And each colonist now shows what they're doing as a single clear symbol in its own right-hand "Task" column: a hammer for building, a saw for crafting, a pickaxe for mining, boxes for hauling, 💤 for sleeping, and so on — no more line of text to read. Hover the symbol to see the job spelled out along with how skilled they are at it (like "Building / Skilled"), and a Cancel button to pull them off the job — so the row stays tidy until you need it.
    • You can now roof a room while its floor is still going in. A roof rests on the walls, not the floor — but the roof tool used to refuse any tile that still had a floor (or wall) waiting to be built, leaving stubborn red patches over a half-laid floor. Roofs now live in their own layer overhead, so go ahead and roof a walled room whenever you like — floor finished or not — and the floor and the thatch above it both get built on the same tile.
    • Destroying a stockpile now removes the whole square you placed, not a single tile. Each stockpile square you drop is remembered as one unit even after it merges into a larger storage zone, so when you point the Destroy tool at it the entire 4×4 section lights up red and a click tears out all of it at once — no more picking off one tile at a time. (As before, you'll be told to trash the items first if the square is holding more than the rest of the zone can take.)
    • Adding onto a stockpile now snaps cleanly. When you place a new square against an existing one, it lines up flush on the next full 4×4 block instead of sometimes landing half a square over and leaving a lopsided, offset stockpile — so storage you extend stays a tidy grid.
    • Colonists no longer freeze up when a stockpile fills. If there's nowhere left to store what a job would produce — your wood storage is full, say — idle colonists now skip that work and move on to the next task they can actually finish (mining where there's still room, hauling, building) instead of chopping more wood they can't put down and then standing around. And a colonist already stuck holding a load it couldn't deposit will now carry it straight to a build that needs it, so a full pack of wood goes into the next wall rather than leaving the colonist idle until space opens up.
    • New build option: the bed. Open the Build menu, pick Bed, and drop a 3×4 thatch sleeping mat anywhere your colonists can stand — bare ground or a finished floor. A cursor preview shows the whole mat green where it fits and red where it doesn't, and a pale patch marks the head end so you can see which way a sleeper will lie; press R to spin the head through all four directions. Colonists haul 2 thatch and lay the mat, then sleep on it at night and recover from a day's work faster than they would on the cold ground. Change your mind? Build → Destroy and click any part of the mat to tear it out.
    • You can now give a colonist their own bed. Hover any thatch mat out in the world and a little card pops up showing who it belongs to — Unassigned to start. Click Assign and pick a colonist from the list to make it theirs; the card marks the current owner with a ✓ and an Unassign button hands the bed back to the pool. Each colonist can own one bed (assigning a second clears the first), and a colonist heads for their own bed first at night. Leave a mat unassigned and it stays shared — whoever's nearest claims it.
    • You can now see how rested your colonists are. Double-click a colonist to open their card and there's a new Rest meter — full when they're fresh, draining as they work through the day and refilling while they sleep — alongside how good a sleeper they are and which bed they own (or "No bed"). And in the Outpost panel, any colonist who's run themselves down past the point where their work starts to slow gets a little 😴 flag next to their stats, so you can spot at a glance who needs to get to bed (and who could use one built for them).
    • Your beds and your colonists' rest now survive saving and reloading. The mats you've laid down, who each one belongs to, and how rested or worn-out everyone is are all written into your save — so reopen your colony and you'll find the beds right where you left them, still assigned, with everyone's rest exactly where it was.
    • Flip through your colonists without closing their card. The stats card you open by double-clicking a colonist now has ‹ and › arrows up top — or use the ← and → keys — to step to the previous or next colonist, so you can read through everyone's needs, skills and rest one after another instead of closing and reopening the card for each.
    • Harvesting grain now gives you straw as well. Bring in a ripe field and the colonist gathers the grain plus a bundle of thatch — the dried stalks left behind — so your farms quietly double as a source of roofing and bedding material alongside cutting wild grass. How much straw you get rides on the farmer: a beginner often comes away with none, while a master reliably pulls a good armful from every field. It's a bonus on top of the grain (not instead of it), and being light it comes home on the very first trip even when the grain takes several.
    • Colonists no longer sleep sprawled across the campfire. On a cold winter night they still bed down right beside the flames to keep warm — but now they lie feet-toward the fire with their head pointing out, so a low, dying fire (whose warmth only reaches the closest tiles) no longer leaves a sleeper draped over the embers. Just a cozy row of colonists tucked in around the hearth.
  26. v0.1.5
    • New build option: palisade walls. A rustic timber stockade of pointy-topped posts that blocks movement — cheaper than a stone-and-timber wall, built from raw wood (1 per tile). Open the Build menu, pick Palisade, and drag a straight run; colonists raise it post by post. Every stretch looks hand-built — posts of varying height, the odd gap, and cross-braces here and there.
    • Outpost now opens on a proper title screen: the OUTPOST wordmark, the running version, and a Play Now button (Continue, with the day, if you have a game in progress). Your world generates and sits frozen and lit behind the title, so the moment you press Play it springs to life — no blank loading screen. You can also peek at What's New right from there.
    • The land has more texture now: grass, dirt cliffs and rock faces are tinted with gentle patches of slightly varying shade — and built walls and floors vary plank-to-plank the same way — so the world reads as hand-built squares of colour instead of one flat fill. It's drawn procedurally (no image textures) and bakes into the terrain once, so it costs nothing while you play.
  27. v0.1.2
    • Take a clean screenshot: press F2 and the current view of your colony is copied straight to your clipboard, ready to paste into a message or document. It captures just the world — the HUD, panels and buttons are left out — so you get a tidy picture every time, no cropping needed.
    • Press \ (the backslash key) to hide the whole interface for an unobstructed look at your world, and press it again to bring everything back. Handy for admiring your colony or recording your screen.
  28. v0.1.1
    • Fixed a slowdown that crept in on long games: if you designated work a colonist couldn't actually reach — a mining tile or tree cut off across water, say — the colony kept trying to find a route to it every moment, and on a well-explored map that quietly dragged the whole game down to a crawl. Unreachable work is now checked once and set aside until something changes, so the framerate stays smooth no matter how long you play. (It automatically tries again the instant you dig or build a path to it.)
    • The Work panel now flags a task as "⚠ Unreachable" when no colonist can get to it, so you can tell at a glance why a designation is sitting untouched — cancel it, or carve a path to it, instead of wondering why nobody's working it.
    • The Craft menu's quantity box always opens on 1 again. If you pressed the camera keys (w/a/s/d) while the menu was open, those letters were landing in the quantity box and sticking around — so the next time you opened Craft you'd see stray letters in the field instead of the default 1. It now resets to 1 every time you open the menu.
    • Extending a stockpile now lines up cleanly: place a new storage pad while hovering over an existing one and it snaps flush against the edge you're nearest — the same way a farm plot snaps beside another — so the two merge into one tidy zone. Before, a pad dropped at an offset could land half a step out of line and render as a scattered, stretched-out clump of crates (a "2×6" smear instead of neat 2×2 patches). Hover off the stockpile to drop a free-standing one as before.
    • Carpenters now turn wood into timber based on skill: each wood is worked into one to four timber depending on who is crafting — a beginner gets only one or two, while a master gets three or four (it always took three wood to make a single timber before). Keep a colonist on the saw and let their carpentry climb, and the same woodpile goes far further for building. The craft menu shows the wood cost as "up to" that amount, since a skilled hand spends less.
    • Colonists no longer starve to death in their sleep: one who gets dangerously hungry overnight now wakes up to go eat, instead of sleeping straight through to starvation. (A colonist collapsing from hunger topples flat — just like a sleeping one — so these deaths often looked like dying in their sleep; they were really starvation, and they're now caught in time.)
    • Colonists carrying a full load no longer starve a few steps from a full stockpile: one hauling a heavy pack of wood, stone, or timber who gets urgently hungry now breaks off to grab a meal first and then finishes the haul — rather than trudging all the way home with food right there and dying on the doorstep.
    • Build crews no longer work themselves to death: a colonist ferrying timber out to a wall, floor, or door (or shuffling goods between stockpiles) used to ignore its hunger and drop dead mid-trip — queue a big floor and the whole crew could shuttle timber back and forth past starvation and collapse one by one. They now break off to eat when they get dangerously hungry, then return to finish the build, keeping whatever they were carrying.
    • Walls and floors now place with a precise corner-to-corner grid drag: pick Wall or Floor, click one corner and drag to the other, and the exact rectangle of tiles between them fills in — no more fuzzy screen-box that drifted as you tilted or spun the camera. A one-wide drag lays a clean line, a single click places a single tile, and walls snap to a straight run.
    • A whole wall or floor drag is now a single entry in the Work panel ("Build Floor — 8 tiles"), with one Cancel for the entire run, instead of flooding the panel with a separate row for every tile.
    • Storage that fills up no longer looks like laziness: when every stockpile is full, a colonist carrying a full pack has nowhere to put it, so they now stand put waiting to haul (with a ❓ floating over them) and their Work-panel status reads "Can't store goods" rather than "Idle". The HUD gained a "📦 Storage Available" line so you can see how much room is left across all your zones at a glance.
    • Turn off a stockpile's filter for something it's already holding and colonists now move those goods out: an idle colonist carries the rejected items over to another zone that will accept them (if one has room), instead of leaving them stranded where they're no longer wanted.
    • Stockpiles read as proper crate piles again — each 2×2 patch of a storage zone shows its own cluster of crates (a single big crate or a small stack), each with a slightly different lean, tint and size, so a large zone looks like a sprawl of crates rather than a flat, uniform grid.
    • Fixed a colonist who, after dropping a haul at one stockpile, would play the eating animation there while a meal was actually pulled from a different stockpile clear across the map — they now eat from the zone they're actually standing at.
    • Build walls and floors: open the Build menu (B), pick Wall or Floor, and drag out where you want them. Colonists haul timber from your stockpiles and construct them, working faster as their new Building skill rises. Walls are solid — colonists path around them — so you can wall off an area; floors are flat, walkable pads you can place stockpiles on top of.
    • Build doors: pick Door in the Build menu and click to drop a doorway. Press R before placing to rotate which way it faces, and F to flip which way it swings. A door is passable, so colonists walk through it — letting you close off a space with walls while still leaving a way in and out.
    • Building finally gives the logs→timber crafting chain a real purpose: walls, floors, and doors are all built from timber, so it's now worth keeping a crafter turning logs into timber.
    • The Destroy tool tears down walls, doors, and floors too now, not just campfires and farms — a colonist demolishes the structure and salvages some of its timber back into your stores.
    • Every wall, floor, and door you queue shows up in the Work panel as its own build entry — with the right icon and what it still needs — and you can cancel one before it's built. A build in progress is now saved as well, so a half-finished structure picks up where it left off when you reload.
    • Stockpiles are now placed as a 4×4 pad — the size of a farm plot — and render as a stack of crates, so they read clearly apart from the new flat floors. Dropping another stockpile next to an existing one still merges the two into one bigger zone.
    • Stockpiles are now something you build, like a farm or a campfire: pick Stockpile in the Build menu and click to place one, and a colonist hauls timber over and constructs the storage pad. A green/red preview shows whether it'll fit before you commit — so storage now costs materials instead of appearing for free.
    • The Work panel now opens automatically whenever a game starts, so you can see what every colonist is up to right away.
    • Storage is now spread across multiple stockpile zones you place yourself, instead of one fixed central larder. Set up a wood pile by the fire and a larder by the farms — colonists automatically haul to, eat from, and stock fires and crafting from whichever zone is nearest, so where you put storage actually matters.
    • Each stockpile zone has a real capacity based on how big it is — a larger zone holds more — so a full stockpile is now a genuine constraint you solve by growing the zone or clearing space, instead of a bottomless pit.
    • Each zone has a type filter: tell one stockpile to accept only food, another only wood or stone, and colonists deposit accordingly. Goods already sitting in a zone when you change its filter are left in place rather than tossed out.
    • Double-click a stockpile to open its management panel — see exactly what it's holding, broken down by type, and trash individual stacks you don't want taking up room.
    • Chopping a tree now sends leaves fluttering down from its canopy while a colonist works — they tumble and spiral as they sink, and pick up the light and season tint of the world (so a fall chop drifts down amber). A small touch that makes felling read as active work.
    • Double-click a colonist in the Work panel to open a stats card showing what they're up to, their hunger and warmth, every skill with its tier and how close they are to the next one, and what they're carrying. (Double-click used to just move the camera — there's now a Focus-camera button on the card for that.)
    • The card's Warmth bar shows all year round, not just in winter: it stays full while a colonist is comfortable, drains as the winter cold sets in, and fills back up by a fire — so you can always see at a glance how warm everyone is.
    • Give your colonists names: click a colonist's name at the top of their stats card to rename them, then press Enter to save (or Escape to cancel). The new name shows in the Work panel too, and sticks across saves.
    • You can now chop down berry bushes with the Chop tool to clear them out of the way — ripe, picked-over, or winter-bare. Bushes give no wood; it's purely for tidying up space (handy for building and mining later).
    • Berry bushes look lusher — instead of one big berry on top, a ripe bush now has seven smaller berries scattered across every face, so it reads as berry-laden from any angle.
    • Campfires throw off drifting sparks now — warm embers that rise above the flames and fade as they go. The plume thins as a fire burns down, tapering off in step with the dwindling flame.
    • Campfires and the storage chest are now solid objects in the world — colonists walk AROUND them and stand BESIDE them, instead of strolling straight onto the flames or up into the chest to grab supplies. Hauling food in, fetching a meal, stoking a fire, and building a new campfire all happen from an adjacent tile.
    • Cold colonists now stay by the fire until they've warmed up all the way, instead of dashing back to work the moment they touch the warm radius and starting the same cold trudge again. Their Work-panel status keeps reading "Warming up" through the whole recovery, so it's clear they're not slacking. Eating, fetching wood, and tending the fire still happen as normal.
    • Each colonist in the Work panel now shows a Warmth bar during winter, so you can see at a glance who's warm, who's getting chilly, and who's close to freezing. The bar empties as a colonist gets colder, turning amber once they start shivering and red when they're in real danger. It hides itself outside winter, when cold isn't a concern.
    • Colonists no longer pile onto a campfire when warming up or bedding down for the night — they ring the fire about a tile apart instead of standing shoulder-to-shoulder, and never stand or lie down inside the flames. Sleepers tuck a bit farther out than colonists just warming up, because the flat sleeping pose stretches a body longer than the upright one.
    • Colonists warming themselves at a fire now turn to face the flames, rather than staring off past them — a small touch that makes a ring of warmers around a campfire actually look like one.
    • Press M to grab the Mine tool from anywhere — press it again to drop the tool, just like clicking the Mine button.
    • Press C to grab the Chop tool the same way — press it again to drop it.
    • Chopping is now click-to-pick: select the Chop tool and click individual trees to mark them (they glow green), clicking a marked tree again to unmark it — no more dragging a box over the ground. The selection stays live until you press Esc, click Chop again, or pick another tool.
    • Clicking trees is reliable now — trees would often refuse to be selected, and that's fixed, so every tree clicks the first time.
    • The tree under your cursor lights up blue while the Chop tool is active, so you can see exactly which one a click will mark or unmark.
    • Mining works the same way as chopping now: click a tile to mark it for digging (and click again to unmark), with the same blue hover cue — instead of dragging a box over the ground.
    • For both Chop and Mine you can click and hold, then drag across many tiles to mark them all at once. Start on an empty tile to add as you sweep, or start on a marked one to clear a swathe — whichever you begin with, the whole drag does just that.
    • You can now tear down farm plots, not just campfires. In the Build menu (B) pick Destroy, then hover a plot (a ⛏️ appears) and click to mark it (a 🚫 shows). A colonist walks over and clears it — at any stage, whether it's still a placeholder, freshly tilled, growing, or ready to harvest.
    • Changed your mind mid-job? Marking a farm for teardown pulls whatever colonist was tilling or tending it off the work, and canceling the teardown in the Work panel lets the farm carry on as before.
    • The water is alive now: little schools of minnows dart about just below the surface of ponds, lakes and the sea, drifting around as you watch.
    • When winter sets in and the berry bushes go bare, any forage jobs you'd marked are automatically called off — no more colonists trudging out to empty bushes. Re-designate them when spring brings the berries back.
    • No more frozen death spirals: when there's nowhere to warm up — no lit fire and no wood to light one — a cold colonist now keeps working instead of standing around waiting for warmth. So a wood-starved colony can chop a tree, haul the wood back, and get a fire going again. Cold colonists still work slower, and freezing is still the price of leaving it too late.
    • Farms are now something you build, not a drag tool. Open the Build menu (B) and pick Farm, then click to place plots one at a time — the same way you place a campfire.
    • A farm plot is a proper multi-tile patch now, not a single square, so it actually looks like a field. Placing one shows a blue placeholder of its full footprint, and plots snap to a grid so they sit neatly side by side instead of overlapping in a mess.
    • A colonist walks over and tills the plot (no materials needed for now), turning the blue placeholder into real soil ready to sow.
    • The Work panel lists each placed farm as its own "Build Farm" entry — counting actual plots, with a Cancel to remove one you haven't built yet — instead of a confusing tile count.
    • The Farm button is gone from the top toolbar (it lives in the Build menu now); Forage and Fishing are quick-keys 1 and 2.
    • The world is now vast — a full-size map hundreds of times larger than the old test island, streaming in around the camera so it stays smooth as you explore.
    • Real terrain: broad continents with rolling hills and rocky peaks, a proper coastline, and inland lakes — taller and far more varied than the flat little island.
    • Forests and fields: trees and berry bushes now grow in clusters — dense woods with open clearings and meadows between them, and distinct berry patches — instead of being sprinkled evenly across the map.
    • Dig down: a new Mine tool — drag a box over land to mark it, and colonists dig it down a step at a time. Dug walls reveal the layers underground — grass over dirt over rock — with seeded pockets of ore.
    • Stone and ore are new resources, carried and stockpiled like wood (no use for them just yet — they're the groundwork for building and crafting to come).
    • Water has a mind of its own now. Dig a pit below the waterline and keep its walls intact, and it stays a dry quarry you can keep mining. But cut through to the sea or a lake and it floods — the water rushes in through the whole connected pit at once. Be careful what you dig next to.
    • You can now zoom much closer to your colonists on the big map.
    • Bigger worlds are saved in a roomier store so the whole map fits and reloads reliably.
    • Wood arrives: a new resource you gather by chopping down trees. It stacks in the stockpile alongside your food and shows in the HUD, but never spoils.
    • New Chop tool on the toolbar — drag a box over trees to mark them for felling. A colonist walks over, fells the tree (it topples over with a satisfying fall), and leaves a log on the ground.
    • Logs are hauled away a load at a time, visibly shrinking with each trip until they're gone — a big tree takes a few runs to clear.
    • Build campfires: press B to open the Build menu, pick Campfire, then click a tile to place it. A colonist hauls wood from the stockpile to the site and lights the fire — you can't build one without the wood to spare.
    • Changed your mind about a fire? The Build menu now has a Destroy option — hover a campfire (a ⛏️ appears over it) and click to mark it for teardown (a 🚫 shows on it). A colonist walks over and demolishes it, salvaging any leftover fuel back into wood.
    • Winter is now genuinely dangerous. Colonists feel the cold when they're away from a fire, and a fire is the only thing that keeps them warm.
    • A cold colonist walks to the nearest fire to warm up, dropping its work if it gets cold enough. Left out in the cold too long, a colonist will freeze to death.
    • Fires burn through their fuel over the winter — faster at night — so they need tending. Colonists top up a running-low fire with wood from the stockpile, even before anyone's shivering, so it doesn't burn out.
    • A shivering colonist works more slowly — a clear warning to get them warm before the cold turns deadly.
    • In winter, colonists bed down next to a fire rather than wherever they happen to be standing, and a sleeper whose fire is dying wakes up to tend it, then goes back to sleep.
    • Fires glow to life on screen — big bright flames when well-fed, dwindling to a small flame and then a bed of embers as the fuel runs down, each casting warm light on the snow.
    • Colonists who are dangerously cold show 🥶/❄️ popups and shiver in place, so you can spot trouble at a glance.
    • Hover a colonist heading to warm up at or restock a fire and its destination tile lights up, just like with hauling and meal trips.
    • Saved games now remember your campfires and their fuel, how cold each colonist is, your wood, and any half-cleared logs — so winter picks up exactly where you left it.
    • Crops now look like tufts of grass instead of a single block — each plot sprouts a scatter of uneven blades that grow taller as the crop ripens. As a plot is harvested, the blades are cut down to stubble a few at a time until the patch is bare.
    • New time controls in the bottom-center of the screen: pause/resume plus 1×, 2× and 4× speed, so you can fast-forward through quiet nights and slow farm growth. Use − and = to slow down and speed up; Space or P pauses. The Pause button moved here from the bottom-left.
    • New stockpile & hauling system: food no longer pools instantly. Colonists now carry what they gather in a shoulder satchel and haul it to a central stockpile — a 2×2 timber pad with crates, placed on solid ground near the middle of your colony.
    • Each colonist can only carry so much. Once their pack is full (or there's no reachable work left), they walk their load to the stockpile, drop it off, and get back to work.
    • Hungry colonists eat straight from their own pack if they're carrying food; empty-handed, they walk to the stockpile to eat — so a colonist out in the field with food won't starve next to a full pack.
    • Big harvests that won't fit in a single trip stay in the field and get carried away over several runs.
    • A carrying colonist wears a backpack, so you can spot a haul at a glance and watch it walk to the larder.
    • Colonists now turn to face the direction they're walking, instead of always facing the same way.
    • The "days of food" warning now also counts food in colonists' packs, not just the stockpile — so it reflects your whole supply even while food is in transit.
    • Hover a colonist in the Work panel to highlight the tile they're headed to — their stockpile drop-off, a meal trip, or their job.
    • Saved games now remember what each colonist is carrying and the trip they're partway through, so a mid-haul colonist picks up exactly where it left off.
    • Tidied the HUD: removed the "Tool" line, since the highlighted Farm/Forage/Fish button already shows what's selected.
    • Double-click a colonist in the Work panel and the camera now follows them as they move — watch them walk to work, eat, sleep, or wander. Rotating (Q/E) and zooming stay locked on, so you can orbit and zoom in while you watch; panning (WASD or click-and-drag) releases the camera.
    • The "days of food" warning now accounts for spoilage: it knows spoiling food fills colonists less (so they eat through it faster) and that food which rots away before anyone eats it doesn't count — so a stockpile that's about to spoil now shows its true, shorter runway instead of an inflated one.
    • Fixed zoom: the scroll wheel now zooms all the way in to ground level among your colonists, matching the close-up you got from double-clicking a colonist.
    • Trees and bushes are now solid obstacles — colonists walk around them instead of standing on top, and foragers pick berries from a clear tile beside the bush.
    • Fixed foraging on awkwardly-placed bushes: a colonist now walks to whichever side of a berry bush it can actually reach, and a bush that's completely boxed in no longer stalls the forage task — it's dropped so the rest of the work can finish.
    • Fixed harvesting: colonists now carry a full load of grain back to the stockpile instead of lingering on the crop picking up a grain at a time — so your food count actually goes up.
    • Hungry colonists no longer abandon a job mid-task to walk back for a single bite. They finish gathering and eat from their own pack, and a colonist dropping food at the stockpile now eats there if it's hungry instead of making a second trip.
    • You can now pause the game — press Space (or P), or use the Pause button in the bottom-left corner. The camera still works while paused.
    • Food now comes in three kinds — grain from farming, berries from foraging, and fish from fishing — each tracked separately in the HUD.
    • Berries and fish are perishable: they start fresh, turn to "spoiling", and eventually rot away if left too long. Grain keeps indefinitely.
    • Spoilage is seasonal — food rots fastest in summer, more slowly in spring and fall, and not at all through winter's cold.
    • Colonists eat spoiling food first and save grain for last, but a spoiling meal fills them less and sends them back sooner — so keeping food fresh stretches your stores.
    • The HUD now breaks your stockpile down by type and shows how much of each food is spoiling.
    • Colonists now harvest crops from the tile beside them, and crops shake as they're picked — just like foraging a berry bush.
    • Added this changelog — click the info icon in the bottom-left corner any time to see what's new.
    • Crops now ripen gradually, shifting from green to amber over their final days instead of changing color all at once.
    • Day and night now cycle — the light shifts from dawn through dusk, and colonists bed down to sleep through the night.
    • Seasons arrive: Spring, Summer, Fall and Winter each last 30 days, with a banner tracking the year and counting down to winter.
    • Crops grow slower in fall and freeze in winter, and berry bushes go barren until spring — stockpile food before the cold hits.
    • Winter brings longer, colder nights and a chilly tint across the world.
    • Your colony now saves automatically and picks up right where you left off when you come back.
    • Idle colonists wander the map instead of standing still, giving the colony more life.
    • Double-click a colonist in the Work panel to snap the camera straight to them.
    • Sleeping colonists show a 💤 and hungry ones visibly sweat, so their state is easy to read at a glance.
    • Fixes: fishing stops cleanly when a fisher sleeps, sleeping colonists now rest on top of the ground, and up/down camera panning feels right.
    • Added a warning that shows how many days of food you have left before famine.
    • A post-run summary now shows how you did — days survived, food gathered, and tasks completed.
    • Polish pass: floating popups when colonists gather food or eat, plus water splashes and rustling bushes.
    • Overhauled the camera controls and added keyboard shortcuts for the farm, forage and fishing tools.
    • Foraging is now a one-time harvest per bush — bushes regrow over time and must be re-designated to harvest again.
    • Selection and designation highlights hug the shape of the terrain, so they read clearly even on hills.
    • Hover a task or a colonist to highlight the tiles being worked on.
    • Colonists can forage from a tile next to a bush, and bushes shake while being picked.
    • Balance tuning across the food and hunger loop.
    • First playable build of Outpost — a colony of four colonists you keep fed.
    • Designate areas to farm, forage berries, or fish; idle colonists assign themselves to the work.
    • Farming runs a full cycle: till the soil, sow the seed, watch it grow, then harvest.
    • Colonists get hungry and eat from a shared stockpile; if the food runs out they starve and the game ends.
    • A HUD tracks food, population, day and the active tool.
    • A Work panel shows what each colonist is doing, lets you cancel jobs, and reorder or cancel whole tasks by dragging.
    • Shape the land by raising and lowering terrain, and pan, zoom and rotate the camera around your colony.