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Devlog | November 2025

[p][/p][h3]Ahoy, Tinkerlanders![/h3][p]The end of November is sneaking up, and many of you have been asking: what’s going on with the next major update, and when is it coming?[/p][p][/p][p]We are sorry to share that we've failed you, the original plan for the v0.3.0.0 update was to be released on Nov 30th, as planned in our roadmap. But we are very sorry to say that we didn't have enough time and that we have to push it to Dec 1st. [/p][p][/p][p]We know, we know, we are the worst developers ever. But we really hope that we can buy get your love back with the code DELAYEDIKNEWIT that you can use ingame.[/p][p][/p][p]Now that we got that out of the way, let's talk about the future:[/p][p][/p][h2]December 1st — Unstable branch preview [/h2][hr][/hr][p]On December 1st, we’re rolling out the new update on the unstable branch. The v0.3.0.0 update is not a small one, It includes a lot of new features and there's a couple old system major reworks that we really need to be sure that they are solid before pushing it to stable, in particular, the new save system.[/p][p][/p][p]While we've done extensive testing of all the new features and we are sure that It's very solid, but the testing we can do as a small team isn't comparable to thousands of players so there are always edge cases that we might've missed. But don't fear testing the unstable branch, the first time you load your savefile, a copy of the old files will be created automatically so you can revert back to the previous stable version without losing your progress.[/p][p][/p][p]And just like the previous time, we'll be doing daily patches fixing all the reported bugs. [/p][p][/p][h2]v0.3.0.0 — A tiny sneak peek[/h2][hr][/hr][p]We don't want to spoil things too much, so we'll make it very brief this time. Here's a couple sneak peeks of the upcoming content.[/p][p][/p][p][/p][p]The new Dryad town in Day Island, be sure to talk to the locals![/p][p][/p][p][/p][p]A new device that you might find in the Day & Night islands.[/p][p][/p][h2]Removed Features — Some bad news[/h2][hr][/hr][p]As you will see at the bottom of this post, there's an updated Roadmap. While the reasons for the update are explained below (TL;DR It's mostly the same, just a bit better distributed and slightly delayed the 1.0 release) you'll also find that we have removed a couple of planned features from the v0.3.0.0 update: Tasks/Automation and Invasions/Upgrade System. We didn't take the removal of these features lightly, you might remember from our previous devlog that NPC tasks/automation was partially implemented (the farmer would attend crops and replant seeds) but after further testing we found out that this is not something that would fit Tinkerlands. Tinkerlands' main pillars are exploration, combat and base-building.[/p][p][/p][p]The invasions and upgrade system was meant for players to gather resources to upgrade their town, allowing more NPCs to join it (there was going to be a NPC cap) and making it sturdier to defend against enemy invasions. This made us realize that the management part of this feature was taking a big chunk of the player's attention, and felt more like padding than actual content.[/p][p][/p][p]On the other hand, the tasks & automation system allowed the player to ask NPCs to gather certain resources. With this system we realized that either the player didn't have a reason to go out and gather resources; or It made the tasks/automation absolutely irrelevant to the gameplay as they provided very limited resources.[/p][p][/p][p]In the end, we realised that these features make sense in a game that has town-management as one of their main pillars, but that's not our case. [/p][p][/p][p]Despite this, we've extended NPCs functionality with new features: Friendship system, NPC can now defend from enemies and can actually die. And we'll keep looking into ways to improve our NPCs and Town in future updates (We have a minigame planned with NPCs, that's going to be really cool!).
[/p][h2]Roadmap — A few words about it[/h2][hr][/hr][p]We created the roadmap a few days after releasing the Early Access version of Tinkerlands. We were full of dreams about what we wanted to do, and we've been as loyal as we could to that original roadmap. So far we've added much more than what was originally planned, with the exception of the two features that were removed (explained above).[/p][p][/p][p]But Early Access doesn't only mean that the game is incomplete, It also means that we can work and learn from the community to better shape the game. That's why we are going to, just slightly, update the roadmap.[/p][p][/p][p]Instead of doing a final update with the navigation rework, we are going to move that to It's own milestone at v0.5.0.0. This will allow us to focus entirely on the navigation rework, and any extra time that we could have will be spent on extra features (just like we've been doing all this time).[/p][p][/p][p]And now, the v1.0.0.0 update contains the 'End of the journey' content. What does that mean? That's the cool part, you don't get to know![/p][p][/p][h2]Roadmap — The updated one[/h2][hr][/hr][p][/p][hr][/hr][p]Thank you once again for everything,[/p][p][/p][p]See you on the islands… and on the shores of our Discord![/p][p][/p][p][/p][p]Crashed, but still alive, The Tinkerlands Team[/p]