Cut overall frame time by 40% with identical rendering (#305)
Update manuscript branding, app icons, and social artwork (#304)
Fix transport overlaps and add reviewable scene experiments (#303)
Make squires named selectable members of knight parties (#301)
Add separate ground and chair sitting poses (#302)
Add monk-staffed alms tables and shared food and water routes (#275)
Fix new maps at 128x128 and remove size controls (#299)
Keep double tracks open at shallow river entrances (#300)
Document the sprite pipeline in one page with anchor navigation (#298)
Add chickens and raised coops with egg collection (#297)
Show playground build times and shorten tavern, church and sheep pen builds (#296)
Align loading grid and ripple with the chapel footprint (#295)
Sort road sprites independently using global rails (#293)
Fix road sprite layering across character orientations (#292)
Add themed illustrated game icons and shared icon playground (#291)
Fix home page theming and interactive chapel preview (#290)
Fix party selection panel size during member previews (#289)
Add surface grain and optimized dithered lighting (#288)
Refine game controls, minimap, menus, and theme integration (#287)
Fix deployment by syncing the pnpm lockfile for Base UI (#286)
Unify app chrome and isometric asset staging with Base UI (#285)
Restore building progress bars above scenery and characters (#284)
Let waiting companions gather and rest off the road (#283)
Align roads to path tiles and move roadside placements clear (#282)
Tie ambient sounds to visible NPCs, animals and scenery (#281)
Fix sprite depth ordering, scenery occlusion, and overlap borders (#280)
Ensure knights always use male names and voices (#279)
Add character sound authoring and gameplay audio (#278)
Fix animal sprites covering nearer characters (#277)
Add appearance tuning, update palette, and restore edge details (#276)
Restore original colors for people outside the enclave (#274)
Expand sheep pens with flock care and food production (#273)
Restore forest floor colors after grass palette changes (#272)
Give nuns white cloth head coverings (#271)
Add player colors and improve building readability and housing (#270)
Reduce NPC navigation overhead with shared spatial queries (#269)
Allow well access from every side and guide NPCs along invisible paths (#268)
Connect path ends to building entrances (#267)
Add instant building demolition with confirmation (#266)
Start with a relic chapel and construct the church upgrade (#265)
Fix horses disappearing when knights remount after shrine visits (#263)
Require an available market stall for cart vendors to enter the enclave (#264)
Reverse woodcutter hut roof pitch and remove storehouse roof (#262)
Prevent shader recompilation when construction finishes (#261)
Remove renown influence restrictions on building placement (#260)
Limit tree thinning to distant views under sustained frame pressure (#259)
Fix road monks to use the monk character model (#257)
Build monks' residences as church side wings (#258)
Stage visiting animals off the church approach and keep squires with knights (#256)
Found the shrine in a felled glade near the map centre, clear of rivers and cliffs (#255)
Fix worker duties, party save accounting, and blocked map generation (#254)
Reveal the map when an asset boundary never settles (#253)
Bring back 6× playback, drop 2×, and withhold 6× in a crowd (#251)
Set the market stall at 3×2 with a side cart bay, bare when unkept, and smoke only for occupied buildings (#252)
Fill the open jobs, and pay and feed the settlers who take them (#248)
Measure the inn's real overhang and snap it onto the tavern (#249)
Let every citizen build, with monks the slowest hands (#250)
Raise house capacity to six and widen woodcutter and tavern jobs (#247)
Add a follow toggle to the character inspectors (#246)
Gather waiting companions on the grass by the enclave entrance (#244)
Level uneven ground under new buildings, within a tunable limit (#245)
Resolve figures sharing a spot by painter's order instead of texel noise (#242)
Spread walkers across diagonal roads and keep cliffs clear of road edges (#241)
Restore the previous medieval background music track (#243)
Queue relic visitors outside the church, one line for companies and singles (#240)
Pixel-art English bank cliff texture and diagonal cuts on river bends (#239)
Raise starting resources and add resource, renown and master builder cheats (#237)
Park knights' horses and merchants' wagons in the field beside the shrine (#238)
Select a cart by clicking its draught animal (#236)
Add a Stop button while a map generates (#235)
Let companies walk the full chapel track instead of turning back (#234)
Switch background music video
Move New map to the header and share the landing form; visibility switches (#232)
Generate organic woodland worlds with connected clearings (#231)
Raise loading indicators and keep the progress bar size fixed (#230)
Make map orientation spins settle faster (#229)
Retire redundant build options and gate guard posts at 80 renown (#226)
Show minimap buildings as red footprints at map scale (#227)
Fix wildlife animation freezing between simulation updates (#228)
Prevent nuns from taking settlement jobs (#223)
Fix cart selection when transport sprites are batched (#224)
Scale enclave visits with piety and thirst and slow need drain (#225)
Fix sprite rotation and synchronize preview cameras (#222)
Fix carts and grazing animals getting stuck around obstacles (#221)
Add visible well water and match springs to shallow water (#220)
Add natural stony river shallows and ford crossings (#219)
Widen main roads and separate opposing traffic (#218)
Distribute lumber evenly in low rows with capped visual fullness (#217)
Make minimap influence and player buildings clearer and track the relic (#215)
Rework enclave visits, recruitment, water access and happiness (#216)
Make repeated Ent cheat codes toggle the setting off (#214)
Add nun sprites and path-walking travelers (#213)
Cheaper building placement: one map per settlement, cached access verdicts, and a crowd that does not re-render on placement (#212)
Vary clothing colors within traveling groups (#211)
Restore wagon detours from #207 and refresh far companies' followers every few steps (#210)
Read open taverns once per step and skip speed inputs for carried company members (#209)
Cache route vertex heights for road point sampling (#208)
Keep party carts moving around roadside buildings (#207)
Cache road lane tile facts, trim transport sprite frame work (#205)
Start the background music at a truly random point in the track (#206)
Start all travellers fully fed, hydrated and rested (#203)
Fix mobile twist direction and snap to isometric views (#204)
Prevent pedestrians from blocking cart detours around buildings (#201)
Analytic wildlife hide normals and a corrected party performance note (#202)
Batch passenger carts, share rein materials, and throttle distant wildlife skinning (#200)
Add standalone and stackable inns with beds and four jobs (#199)
Paint the saved view from a lossless world snapshot on reload (#198)
Remove camping, keep travellers' stamina on the road, and form companies in the live game (#197)
Fix Ent cheat and add slow walking sprites with branch arms (#196)
Clarify Pilgrimage ownership and restrict commercial use (#195)
Save the game to browser storage and resume it on reload (#193)
Companies share one purse and one store of food and water (#194)
Keep building detail and interior access tied to zoom (#192)
Travel parties share one path, remove 6x playback (#191)
Move the "generating map" caption above the loading bar (#190)
Add a sprite pipeline page to the asset playground (#189)
Travel in companies: carts, pack animals and settling couples (#187)
Halve the traveler thirst rate (#188)
Prioritize building selection over obscured NPCs (#186)
Add refresh button to randomize world seed (#185)
Join building roofs and add varied layouts and playground placement (#184)
Keep dark path textures inside forest boundaries (#182)
Fix cart detours around buildings and increase roadside town setbacks (#183)
Reserve tree thinning for sustained FPS drops (#180)
Make /play the landing page and preload game assets (#181)
Add generated wells and springs with NPC drinking access (#175)
Optimize road shortcut planning and add GPU performance probes (#179)
Add happiness-driven tavern visits and gradual piety decay (#173)
Add NPC tavern meals and stamina recovery on chairs and benches (#172)
Preserve character detail under frame pressure (#174)
Place signposts opposite T-junctions and clear of taverns (#177)
Add two-finger twist camera rotation on mobile (#176)
Add map panning at screen edges (#178)
Add buildable water sources and NPC drinking animations (#170)
Document performance restart cases and deferred computation offloading (#171)
Reduce crowd CPU work and adapt visual detail under frame pressure (#153)
Make begging reversible with recovery at 15 gold (#169)
Reduce building placement stalls by reusing terrain and scenery (#167)
Add marked crossroads and keep generated paths inland (#161)
Allow roadside vendors to open shops without nearby trees (#168)
Let NPCs drink from nearby streams and lakes (#166)
Keep deployed vendor stalls anchored during map rotation (#165)
Make tavern drinks cheaper and fund travelers for roadside stops (#164)
Keep monks evangelizing for three days with rest in place (#159)
Open the altar when selecting the relic (#162)
Fix road cutbacks and space seeded taverns by a 192-tile radius (#163)
Add church-centered radial map loading (#160)
Halve hunger and stamina drain rates (#158)
Add staffed roadside towns and a day-based calendar (#157)
Add dead trees, dark forest floor sprites, and skull warning signs (#156)
Align resting characters with benches and beds (#155)
Add mobile pinch zoom, panning, and responsive game menus (#154)
Add twisted dark forests with clearings and woodland approaches (#152)
Add veiled relic visits and an economy funded by NPC activity (#150)
Improve forest canopy shadows, floor textures, and terrain edges (#151)
Fix hungry NPC stalls and add weary walking animations (#149)
Add traveling monks and enclave housing capacity (#148)
Remove horse side bars and fix pixel rein clipping (#147)
Optimize large-map rendering, camera interaction, and 6x playback (#146)
Remove ground glow from character selection (#145)
Add building back-edge borders for terrain contrast (#144)
Fix parallel cliff bands along diagonal rivers (#143)
Replace rabbit holes with subtle grass-covered burrows (#142)
Use grid-aligned diagonal paths and remove grass seams from worn dirt (#141)
Add sprite terrain and diagonal ground, water, and cliff transitions (#140)
Add minstrel tips and roadside beggars receiving alms (#139)
Add saved map size defaults and a new-map size dialog (#138)
Add enclave job sprites and a staffed building demo (#136)
Add scene visibility and building interior controls (#137)
Make shepherds gather sheep and lead them back to their pen (#135)
Keep carts out of buildings and park vendors behind market stalls (#134)
Fix shrine detours, worker rest returns, and shortcut cache timing (#133)
Let settlements build over paths, and traffic wear a way around (#131)
Give every traveler and monk their own skin tone and hair colour (#132)
Trace people and road verges through the trees that hide them (#130)
Leave doorways open instead of hanging a plank door (#129)
Cull scenery and characters off camera; resolve road shortcuts once per stretch (#128)
Keep the earth floor under the building, not in front of the door (#127)
Rename the shepherd's hut to house and give it, the tavern and a new sheep pen real work (#126)
Halve the stamina drain and camp before the legs give out (#125)
Stand the shrine's road junction in a clearing (#124)
Mark the shrine's fork with a wayside signpost (#123)
Give buildings folded thatch roofs, entrance tiles and distinct silhouettes (#122)
Add a World panel toggle to draw the forest with the pixel foliage sprites (#121)
Let walkers wear footpaths and straighten inherited roads (#120)
Add shared southeast lighting and six-species foliage sprites (#118)
Make the rig editor responsive: progress while baking, true drag targets, bone drags, key resets (#119)
Add anonymous bug reports from world settings (#117)
Keep builders assigned until construction is complete (#116)
Keep monks on their errands when a building is placed; default maps to 192×192 (#115)
Let animal herds roam loosely and rabbits enter ground-level holes (#114)
Keep hitched animals facing away from their carts (#110)
Expand character population slider for playtesting (#113)
Add thatched wood storage and shared path dirt floors (#111)
Uncover men's heads during prayer and unify horse parking (#112)
Limit tree bird flocks to the first three chops (#109)
Add a preaching animation for roadside monks (#108)
Prevent terrain from clipping through founding building floors (#107)
Keep merchant carts supported through turns and park outside shrines (#103)
Add traffic-driven path playgrounds and a working village (#106)
Add mounted knights, equipped squires, and grounded animal walks (#105)
Add map wildlife and shared animal rig playground (#104)
Fix character and scenery overlaps with per-pose sprite depth (#102)
Keep merchant stalls open all day and add roadside minstrel performances (#101)
Limit construction crews by building size and prefer paths (#100)
Add monk roadside evangelism task (#99)
Make relic processions rarer and bless passersby on the road (#97)
Add 5% evangelism chance to completed crosses (#98)
Replace traveler hats and guitar with medieval caps and lute (#96)
Add focused building construction and monk shelter rest (#95)
Add distinct building interiors and shrine worship behavior (#94)
Reduce early shrine detours and slow traveler needs (#93)
Use R and Cmd+R to rotate buildings during placement
Boost saturation within renown influence areas (#91)
Add building rotation and entrance highlights during placement (#89)
Keep renown influence edges faintly visible during play (#90)
Reveal selected building interiors and consolidate jobs and storage (#87)
Make early shrine visits harder and balance needs around five-minute days (#88)
Level soil automatically beneath placed buildings (#86)
Improve merchant cornering and favor diagonal roads (#85)
Raise trees and align shared timber sprites with chopping animations (#83)
Keep building walking floors at ground level (#84)
Keep lumber workers working between deliveries and unify stump artwork (#80)
Double default game speed and expand playback options (#82)
Replace placeholder buildings with parametric timber and thatch models (#81)
Add monk relic processions and nearby prayer (#76)
Add paid relic visits with gate access and payment effects (#79)
Fix character outline alignment and building occlusion (#78)
Refresh Blaster Pastor sprites and add monk recall (#77)
Add merchant cart and animal sprites with roadside trading (#73)
Keep characters on grid routes and add monk shrine prayers (#74)
Add playground buildings with matching build tiles and placement previews (#75)
Add road accessories and editable character animation rigs (#72)
Add early medieval buildings to the shared asset playground (#71)
Lower character ages and add grey hair for older characters (#69)
Prevent monks from climbing cliffs and ground character feet on slopes (#70)
Add distinct tree felling and wood splitting animations (#67)
docs: require existing UI patterns and test environments (#68)
Refine character walking motion and add smaller footwear (#66)
Keep shrine visitors on opposite sides of the path (#65)
Fix rigged walking strides and planted feet across all characters (#64)
Make resting monks kneel on the ground (#63)
Match traveler names to character appearance (#62)
Keep character feet above pixelated terrain (#61)
Unify monk and traveler character scaling (#60)
Match scenery and outline pixels to character scale (#59)
Fix overlapping character sprite banding and remove shadows (#58)
Add parametric monks and refine character activity animations (#56)
Add sleeping, prayer and work poses to character sprites (#57)
Fix character outline artifacts and match selection border thickness (#55)
Add parametric character sprites, a live editor, and a varied road population (#54)
Add constant-width diagonal paths and angled shorelines (#53)
Keep characters sharp over pixelated scenery and add a rendering lab (#52)
Add map elevation, eroded shores, waterfalls, and rope bridges (#51)
Build contextual game HUD with illustrated commands and playback controls (#50)
Round road bends and blend junction surfaces (#49)
Add renown-based building influence and placement overlay (#48)
Unify selection highlights and reveal obscured characters (#47)
Make property panels opt-in while keeping traffic density visible (#46)
fix(game): disable picture-in-picture for background music (#45)
Add gold and wood building economy, shrine renown, and live tuning (#43)
Add cheat console, rocket-powered monks, and walking Ents (#44)
Add shrine hospitality, lumber camps, and selectable timber resources (#42)
Fix bridge ramps to connect straight onto paths (#41)
Scale traffic density with map area (#40)
Add clustered meadow vegetation and stone outcrops (#38)
feat(game): add tunable world-scale pixel rendering (#39)
Keep travelers left with individual lane offsets (#37)
ci: automate post-merge releases and batch documentation reviews (#36)
Fix grassy paths and bridge continuity across small islands (#35)
Match minimap to the isometric map orientation (#34)
Rivers meander and meet. Every world now has an imaginary lie of the land, a random swell that steers each river left and right of its course, so rivers wind back and forth without ever repeating a pattern. Rivers no longer cross: one that meets another bends downstream into it, and the river it joins runs wider from the junction on. Channels keep their width around bends, and sand collects on the inside bank of every real curve.
Large maps no longer crash on load. Every tree carries its own outline ID, and the biggest worlds grew more trees than the old 16-bit ID space could name; IDs are now 24-bit, with room for every tree a 512 × 512 map can hold.
The map size slider now climbs to 512 × 512 tiles, twice the old limit on a side, so a world can hold room for rivers, roads, and settlements far beyond the first glade. Road and river routing got a proper priority queue, so even the largest worlds generate in a couple of seconds.
The game now keeps a public record of its own history. Every release gets a version number, a title, and a summary, all reachable from the main menu.
Textures and characters moved under a single Assets menu, each with its own gallery, and peasants joined the cast of figures on the road.
Forests now fade into grassland at their edges instead of stopping at a hard line, and the ground was flattened for a calmer, more readable landscape.
Trees settled at one or two per tile for a consistent canopy, zoom gained a per-map limit, and a minimap arrived to keep your bearings.
The road came alive: travelers walk it with needs of their own, stopping at camps and vendors, all keeping time against a proper game clock.
Looping background music accompanies the prototype, starting from a random point in the track so every visit sounds a little different. A HUD toggle silences it.
Forests grew thick and believable: dense tree cover broken by glades, winding trails, and passable clearings, tuned for exploration on foot.
A full rendering pass over the map, worlds generated from shareable seeds, and site-wide navigation linking the game, docs, and textures together.
Seeded map generation arrived with tunable forests, a road crossing the land, and adjustable map sizes.
An isometric camera and map prototype opened at /play — pan, zoom, and rotate across the first tiles of the world.
The founding release: a landing page, the game design document, and the vision for a medieval pilgrimage-site builder.