Biweekly update 1/14/2026
[p]* Procedural Generation: Dozens of new points-of-interest including chests hidden in treetops or atop strange cliffs; sunken copper ships laden with cargo; quests to recover lost books, pack cargo, repair ships, or build cabins; and camps occupied by creepy cultists or the dangerous Red Roc. Lot's of new Barrens and Snow points of interest.[/p][p]* Audio: New sound effects for placing metal objects[/p][p]* Red Roc: Bird enemy now has more diversity in sound effects[/p][p]* Resources: Chemicals are now more common in procedurally-generated worlds. Clay is now a bit redder and easier to spot at distances.[/p][p]* Forest: New tileset for the highlands of the Forest Biome.[/p][p]* Object physics: Falling objects take damage and make noise. Also improved falling collision checks.[/p][p]* Respawn totems: Better detection when player is near.[/p][p]* Save games: Crouching state is now stored.[/p][p]* XP: Stop at water surface, fix bug where they would get "stuck" in the air.[/p][p]* Monsters: Reduce aggro rate.[/p][p]* Build plans: Reduce object placement snapping distance.[/p][p]* Carpenter tool now works with building plans (shows closest buildable, adapts materials).[/p][p]* Procedural landscape: now generates more interesting overhangs while keeping the base landscape more navigatable.[/p][p]* Rendering: new more pleasant default upscaler.[/p][p]* XP baubles redesigned[/p][p]![]()
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