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Settlemoon News

v1.7a - Some post-holiday adjustments

Hello again, Catalysts! Hope you enjoyed the holidays!
This patch fixes a few things I noticed over the break; most notably it makes cocoons show up a little more reliably, with an extra hint to how they can work once you get more space.

[h3]
ADVENTURERS:[/h3]
  • Fixed adventurer names appearing behind buildings when said adventurers are sitting down.
  • Adventurers no longer discuss current trends until you have forbidden knowledge.
  • Fixed adventurers showing up early during the tutorial if you start a new moon.


[h3]WORLD:[/h3]
  • Fixed an endgame animation playing at the same time as getting a milestone card.
  • If there's no room to spawn a cocoon and you don't have any spots for them, it will attempt to spawn one over the bridge out of town.
  • There is now a sketchy moth spot that shows up in the sketchy part of town.

New Moon Update (Part 1) Patch Notes

Hello, Catalysts!

It's time, it's time! Time for the New Moon update.....PART 1.

Yeah, remember when I said the update has two parts? And how I wanted to release it before the end of the year? Yeah i actually split it up into two updates. I suppose this one could be called the..."almost new moon, but still kind of a waning crescent" update.

This update focuses on a smoother first experience. Obscure mechanics like item stats, guilds and cocoons should be easier to interpret now, and there should be fewer points where the player doesn't know what to do next. Of course, we'll be keeping an eye on it to see if it sticks the landing and making further adjustments on what doesn't.

Part 2 of the update will focus on adding a ton of stuff to NG+ runs! I've talked about it on another post already so I won't repeat much. You can see what I said about it here.
That part of the update will definitely be in early 2024.

Also in this update is a special little cameo from Cobalt Core! You'll get it once the Level 50 boss introduces themselves. That's the second cameo appearance in this game, along with Familiars.io!

[h3]ADVENTURERS:[/h3]
  • Added plenty of new adventurer cosmetic options.
  • Friend cards have now been visually reworked to take up less space.
  • Friend codes have been updated to be thinner and envelop the name in brackets too. (old ones still work.)
  • Soldiers can now learn a way to not faceplant.
  • Adventurers can now discuss the latest trends.
  • Shepherds can now buy mushroom tomes.
  • Gordo has arrived.
  • During the opening, a certain moth appears more often...
  • Low-level adventurers leave much faster, speeding up early game.
  • If there are no adventurers in town with the sky lit, it will spawn a random adventurer to keep you company.
  • Certain NPCs spawning will now have a much shorter cooldown for the next NPC spawning.
  • Increased spawn chance of crossover-giving mailmanteaters.


[h3]PROGRESSION:[/h3]
  • Stocking the inn during the tutorial will summon a lot of adventurers to it.
  • Bosses now show up at lower levels.
  • Increased starting silver, 600 -> 2000
  • The starting quest now finishes in 10 seconds instead of 1 minute.
  • The starting quest now gives some Stone and Fireballs too.
  • Finishing the starting quest now spawns double the monsters on the map.
  • The Merchant achievement now checks for Inns too.


[h3]QUESTS:[/h3]
  • Halved resources, cost and time for some beginning monsters so they act more piecemeal.
  • Drastically sped up monster spawn rate; 15 minutes -> 5 minutes


[h3]BUILDINGS:[/h3]
  • Refined effects when items are bought, to (hopefully) make their effects clearer.
  • Magic shops now have icons for their elements.
  • Buffed training area boosts, 2 -> 4
  • Added plenty of new decor: Chess pieces, topiary, balloons...
  • Added event variants of guild halls!
  • Guild halls now display some extra info, clarifying their purpose.


[h3]WORLD:[/h3]
  • Leafy cocoons are now starry...
  • Leafy cocoons will now become "branded" when close to hatching, locking it in.
  • Leafy cocoons now determine its outcome via a total of all influencing factors while it was pupating, not just the most prominent at the end.
  • Starting a new moon will summon a burst of adventurers depending on your town level.
  • Constellations now appear in the sky...
  • A cameo from Cobalt Core and Sunshine Heavy Industries has appeared! It'll show up soon after the Lv. 50 boss introduces themselves.


[h3]MENUS:[/h3]
  • The buildings menu now has a filter for new buildings.
  • The buildings menu now turns on both new and highlight buildings when one is in both categories.
  • Fixed touchscreens not registering taps on a menu occasionally.
  • The NG+ building category has been moved closer to the center of the list.
  • The options menu has been split up into several sub-menus to reduce clutter.
  • Added options for fullscreen and saving/reseting window size.


[h3]OTHER:[/h3]
  • Corrected a background sprite in the ending.
  • Some other materials are now floaty.
  • Fixed the Excavator achievement not unlocking in rare cases.
  • Deleting your save file should now be more thorough.
  • Did a lot of behind the scenes setup for Part 2. Nothing noticable yet...

Sneak peek at the next update

Hello, Catalysts! Here's a little sneak peek into what's next for Settlemoon.

We're working on a really big content update!! So big in fact that it's worth actually naming:
[h3]The New Moon update.[/h3]
This update has two big parts: A big chunk of stuff to do for people who've already beaten the game, and one that makes confusing bits a lot easier to understand.

First: The content update! I don't want to reveal EVERYthing in this update, so for now...

The majority of stuff added in this update will be exclusive to NG+ runs. If it's your first time through, you won't encounter these. And with good reason; there'll be a lot of twists to existing mechanics that would be pretty tough to figure out if you aren't already familiar with them. It's an odd sort of hard mode, I suppose!
Of course, if you want to just ignore all the new weird stuff and replay the game as if it's the first run again, you can do that too.


If this is your first run through the game, there'll be some interesting changes before you beat it, too! This set of changes is mostly to make it easier to understand what's going on behind the scenes. Mostly in regards to what those funny little symbols on some items mean, but we're also going to make the opening hours much easier to get through, so you don't just stall out frame 1.

This isn't a game meant to be binged or anything (go to bed!!), but being immediately hit with a requirement to just close the game for a few hours can definitely be a turn-off. That tends to happen way later in most other idlers, but in Settlemoon it's a part of the core game loop; we'd like to make it feel less jarring and a bit more natural for the player to transition to the stage of the game where you want for the town to do its own thing for a little bit before opening it back up.


Thanks for checking this out! I'd LIKE to get this update out before the end of the year, but I think it's too early to give an actual date. Thanks for your patience regardless! This year has been nuts with other game releases anyway.

v1.6e - Cloud save loading hotfix

Hello, Catalysts! Very small patch here, but this should fix a huge and VERY stubborn bug. Glad to have finally been able to hunt this one down.

We're still working on a pretty dang meaty content update and smoothing out the early game, but that's for another post...

[h3]GENERAL:[/h3]
  • Fixed an issue where certain save files (i.e. friends list and floor tiles) would not load properly and be overwritten, if launched on a new device with cloud saves.

v1.6d - Endgame fixes and some item-related building things

Another lil' hotfix update! warmfix? room-temperature-fix? I've made this joke already.
This one's mostly to do with the endgame and starting second playthroughs. The polish never ends, so they say!

[h3]BUILDINGS:[/h3]
  • Fixed the item analyzer putting dropped materials that touch it in limbo.
  • Display stands and item analyzers no longer consume the item used. (they get put into your dropped items bag)
  • Fixed low-level guilds dealing negative damage to high-level bosses.


[h3]PROGRESSION:[/h3]
  • The centerpiece now displays hint images for all materials needed, not just event mats.
  • Fixed the friends list being cleared if the game is closed after the ending.
  • Fixed an ending marker not saving if the game is closed after the ending.