Changelog

Changelog

  1. Release 0.0.285

    Alpha v0.0.285

    Cut overall frame time by 40% with identical rendering (#305)

  2. Release 0.0.284

    Alpha v0.0.284

    Update manuscript branding, app icons, and social artwork (#304)

  3. Release 0.0.283

    Alpha v0.0.283

    Fix transport overlaps and add reviewable scene experiments (#303)

  4. Release 0.0.282

    Alpha v0.0.282

    Make squires named selectable members of knight parties (#301)

  5. Release 0.0.281

    Alpha v0.0.281

    Add separate ground and chair sitting poses (#302)

  6. Release 0.0.280

    Alpha v0.0.280

    Add monk-staffed alms tables and shared food and water routes (#275)

  7. Release 0.0.279

    Alpha v0.0.279

    Fix new maps at 128x128 and remove size controls (#299)

  8. Release 0.0.278

    Alpha v0.0.278

    Keep double tracks open at shallow river entrances (#300)

  9. Release 0.0.277

    Alpha v0.0.277

    Document the sprite pipeline in one page with anchor navigation (#298)

  10. Release 0.0.276

    Alpha v0.0.276

    Add chickens and raised coops with egg collection (#297)

  11. Release 0.0.275

    Alpha v0.0.275

    Show playground build times and shorten tavern, church and sheep pen builds (#296)

  12. Release 0.0.274

    Alpha v0.0.274

    Align loading grid and ripple with the chapel footprint (#295)

  13. Release 0.0.273

    Alpha v0.0.273

    Sort road sprites independently using global rails (#293)

  14. Release 0.0.272

    Alpha v0.0.272

    Fix road sprite layering across character orientations (#292)

  15. Release 0.0.271

    Alpha v0.0.271

    Add themed illustrated game icons and shared icon playground (#291)

  16. Release 0.0.270

    Alpha v0.0.270

    Fix home page theming and interactive chapel preview (#290)

  17. Release 0.0.269

    Alpha v0.0.269

    Fix party selection panel size during member previews (#289)

  18. Release 0.0.268

    Alpha v0.0.268

    Add surface grain and optimized dithered lighting (#288)

  19. Release 0.0.267

    Alpha v0.0.267

    Refine game controls, minimap, menus, and theme integration (#287)

  20. Release 0.0.266

    Alpha v0.0.266

    Fix deployment by syncing the pnpm lockfile for Base UI (#286)

  21. Release 0.0.265

    Alpha v0.0.265

    Unify app chrome and isometric asset staging with Base UI (#285)

  22. Release 0.0.264

    Alpha v0.0.264

    Restore building progress bars above scenery and characters (#284)

  23. Release 0.0.263

    Alpha v0.0.263

    Let waiting companions gather and rest off the road (#283)

  24. Release 0.0.262

    Alpha v0.0.262

    Align roads to path tiles and move roadside placements clear (#282)

  25. Release 0.0.261

    Alpha v0.0.261

    Tie ambient sounds to visible NPCs, animals and scenery (#281)

  26. Release 0.0.260

    Alpha v0.0.260

    Fix sprite depth ordering, scenery occlusion, and overlap borders (#280)

  27. Release 0.0.259

    Alpha v0.0.259

    Ensure knights always use male names and voices (#279)

  28. Release 0.0.258

    Alpha v0.0.258

    Add character sound authoring and gameplay audio (#278)

  29. Release 0.0.257

    Alpha v0.0.257

    Fix animal sprites covering nearer characters (#277)

  30. Release 0.0.256

    Alpha v0.0.256

    Add appearance tuning, update palette, and restore edge details (#276)

  31. Release 0.0.255

    Alpha v0.0.255

    Restore original colors for people outside the enclave (#274)

  32. Release 0.0.254

    Alpha v0.0.254

    Expand sheep pens with flock care and food production (#273)

  33. Release 0.0.253

    Alpha v0.0.253

    Restore forest floor colors after grass palette changes (#272)

  34. Release 0.0.252

    Alpha v0.0.252

    Give nuns white cloth head coverings (#271)

  35. Release 0.0.251

    Alpha v0.0.251

    Add player colors and improve building readability and housing (#270)

  36. Release 0.0.250

    Alpha v0.0.250

    Reduce NPC navigation overhead with shared spatial queries (#269)

  37. Release 0.0.249

    Alpha v0.0.249

    Allow well access from every side and guide NPCs along invisible paths (#268)

  38. Release 0.0.248

    Alpha v0.0.248

    Connect path ends to building entrances (#267)

  39. Release 0.0.247

    Alpha v0.0.247

    Add instant building demolition with confirmation (#266)

  40. Release 0.0.246

    Alpha v0.0.246

    Start with a relic chapel and construct the church upgrade (#265)

  41. Release 0.0.245

    Alpha v0.0.245

    Fix horses disappearing when knights remount after shrine visits (#263)

  42. Release 0.0.244

    Alpha v0.0.244

    Require an available market stall for cart vendors to enter the enclave (#264)

  43. Release 0.0.243

    Alpha v0.0.243

    Reverse woodcutter hut roof pitch and remove storehouse roof (#262)

  44. Release 0.0.242

    Alpha v0.0.242

    Prevent shader recompilation when construction finishes (#261)

  45. Release 0.0.241

    Alpha v0.0.241

    Remove renown influence restrictions on building placement (#260)

  46. Release 0.0.240

    Alpha v0.0.240

    Limit tree thinning to distant views under sustained frame pressure (#259)

  47. Release 0.0.239

    Alpha v0.0.239

    Fix road monks to use the monk character model (#257)

  48. Release 0.0.238

    Alpha v0.0.238

    Build monks' residences as church side wings (#258)

  49. Release 0.0.237

    Alpha v0.0.237

    Stage visiting animals off the church approach and keep squires with knights (#256)

  50. Release 0.0.236

    Alpha v0.0.236

    Found the shrine in a felled glade near the map centre, clear of rivers and cliffs (#255)

  51. Release 0.0.235

    Alpha v0.0.235

    Fix worker duties, party save accounting, and blocked map generation (#254)

  52. Release 0.0.234

    Alpha v0.0.234

    Reveal the map when an asset boundary never settles (#253)

  53. Release 0.0.233

    Alpha v0.0.233

    Bring back 6× playback, drop 2×, and withhold 6× in a crowd (#251)

  54. Release 0.0.232

    Alpha v0.0.232

    Set the market stall at 3×2 with a side cart bay, bare when unkept, and smoke only for occupied buildings (#252)

  55. Release 0.0.231

    Alpha v0.0.231

    Fill the open jobs, and pay and feed the settlers who take them (#248)

  56. Release 0.0.230

    Alpha v0.0.230

    Measure the inn's real overhang and snap it onto the tavern (#249)

  57. Release 0.0.229

    Alpha v0.0.229

    Let every citizen build, with monks the slowest hands (#250)

  58. Release 0.0.228

    Alpha v0.0.228

    Raise house capacity to six and widen woodcutter and tavern jobs (#247)

  59. Release 0.0.227

    Alpha v0.0.227

    Add a follow toggle to the character inspectors (#246)

  60. Release 0.0.226

    Alpha v0.0.226

    Gather waiting companions on the grass by the enclave entrance (#244)

  61. Release 0.0.225

    Alpha v0.0.225

    Level uneven ground under new buildings, within a tunable limit (#245)

  62. Release 0.0.224

    Alpha v0.0.224

    Resolve figures sharing a spot by painter's order instead of texel noise (#242)

  63. Release 0.0.223

    Alpha v0.0.223

    Spread walkers across diagonal roads and keep cliffs clear of road edges (#241)

  64. Release 0.0.222

    Alpha v0.0.222

    Restore the previous medieval background music track (#243)

  65. Release 0.0.221

    Alpha v0.0.221

    Queue relic visitors outside the church, one line for companies and singles (#240)

  66. Release 0.0.220

    Alpha v0.0.220

    Pixel-art English bank cliff texture and diagonal cuts on river bends (#239)

  67. Release 0.0.219

    Alpha v0.0.219

    Raise starting resources and add resource, renown and master builder cheats (#237)

  68. Release 0.0.218

    Alpha v0.0.218

    Park knights' horses and merchants' wagons in the field beside the shrine (#238)

  69. Release 0.0.217

    Alpha v0.0.217

    Select a cart by clicking its draught animal (#236)

  70. Release 0.0.216

    Alpha v0.0.216

    Add a Stop button while a map generates (#235)

  71. Release 0.0.215

    Alpha v0.0.215

    Let companies walk the full chapel track instead of turning back (#234)

  72. Release 0.0.214

    Alpha v0.0.214

    Switch background music video

  73. Release 0.0.213

    Alpha v0.0.213

    Move New map to the header and share the landing form; visibility switches (#232)

  74. Release 0.0.212

    Alpha v0.0.212

    Generate organic woodland worlds with connected clearings (#231)

  75. Release 0.0.211

    Alpha v0.0.211

    Raise loading indicators and keep the progress bar size fixed (#230)

  76. Release 0.0.210

    Alpha v0.0.210

    Make map orientation spins settle faster (#229)

  77. Release 0.0.209

    Alpha v0.0.209

    Retire redundant build options and gate guard posts at 80 renown (#226)

  78. Release 0.0.208

    Alpha v0.0.208

    Show minimap buildings as red footprints at map scale (#227)

  79. Release 0.0.207

    Alpha v0.0.207

    Fix wildlife animation freezing between simulation updates (#228)

  80. Release 0.0.206

    Alpha v0.0.206

    Prevent nuns from taking settlement jobs (#223)

  81. Release 0.0.205

    Alpha v0.0.205

    Fix cart selection when transport sprites are batched (#224)

  82. Release 0.0.204

    Alpha v0.0.204

    Scale enclave visits with piety and thirst and slow need drain (#225)

  83. Release 0.0.203

    Alpha v0.0.203

    Fix sprite rotation and synchronize preview cameras (#222)

  84. Release 0.0.202

    Alpha v0.0.202

    Fix carts and grazing animals getting stuck around obstacles (#221)

  85. Release 0.0.201

    Alpha v0.0.201

    Add visible well water and match springs to shallow water (#220)

  86. Release 0.0.200

    Alpha v0.0.200

    Add natural stony river shallows and ford crossings (#219)

  87. Release 0.0.199

    Alpha v0.0.199

    Widen main roads and separate opposing traffic (#218)

  88. Release 0.0.198

    Alpha v0.0.198

    Distribute lumber evenly in low rows with capped visual fullness (#217)

  89. Release 0.0.197

    Alpha v0.0.197

    Make minimap influence and player buildings clearer and track the relic (#215)

  90. Release 0.0.196

    Alpha v0.0.196

    Rework enclave visits, recruitment, water access and happiness (#216)

  91. Release 0.0.195

    Alpha v0.0.195

    Make repeated Ent cheat codes toggle the setting off (#214)

  92. Release 0.0.194

    Alpha v0.0.194

    Add nun sprites and path-walking travelers (#213)

  93. Release 0.0.193

    Alpha v0.0.193

    Cheaper building placement: one map per settlement, cached access verdicts, and a crowd that does not re-render on placement (#212)

  94. Release 0.0.192

    Alpha v0.0.192

    Vary clothing colors within traveling groups (#211)

  95. Release 0.0.191

    Alpha v0.0.191

    Restore wagon detours from #207 and refresh far companies' followers every few steps (#210)

  96. Release 0.0.190

    Alpha v0.0.190

    Read open taverns once per step and skip speed inputs for carried company members (#209)

  97. Release 0.0.189

    Alpha v0.0.189

    Cache route vertex heights for road point sampling (#208)

  98. Release 0.0.188

    Alpha v0.0.188

    Keep party carts moving around roadside buildings (#207)

  99. Release 0.0.187

    Alpha v0.0.187

    Cache road lane tile facts, trim transport sprite frame work (#205)

  100. Release 0.0.186

    Alpha v0.0.186

    Start the background music at a truly random point in the track (#206)

  101. Release 0.0.185

    Alpha v0.0.185

    Start all travellers fully fed, hydrated and rested (#203)

  102. Release 0.0.184

    Alpha v0.0.184

    Fix mobile twist direction and snap to isometric views (#204)

  103. Release 0.0.183

    Alpha v0.0.183

    Prevent pedestrians from blocking cart detours around buildings (#201)

  104. Release 0.0.182

    Alpha v0.0.182

    Analytic wildlife hide normals and a corrected party performance note (#202)

  105. Release 0.0.181

    Alpha v0.0.181

    Batch passenger carts, share rein materials, and throttle distant wildlife skinning (#200)

  106. Release 0.0.180

    Alpha v0.0.180

    Add standalone and stackable inns with beds and four jobs (#199)

  107. Release 0.0.179

    Alpha v0.0.179

    Paint the saved view from a lossless world snapshot on reload (#198)

  108. Release 0.0.178

    Alpha v0.0.178

    Remove camping, keep travellers' stamina on the road, and form companies in the live game (#197)

  109. Release 0.0.177

    Alpha v0.0.177

    Fix Ent cheat and add slow walking sprites with branch arms (#196)

  110. Release 0.0.176

    Alpha v0.0.176

    Clarify Pilgrimage ownership and restrict commercial use (#195)

  111. Release 0.0.175

    Alpha v0.0.175

    Save the game to browser storage and resume it on reload (#193)

  112. Release 0.0.174

    Alpha v0.0.174

    Companies share one purse and one store of food and water (#194)

  113. Release 0.0.173

    Alpha v0.0.173

    Keep building detail and interior access tied to zoom (#192)

  114. Release 0.0.172

    Alpha v0.0.172

    Travel parties share one path, remove 6x playback (#191)

  115. Release 0.0.171

    Alpha v0.0.171

    Move the "generating map" caption above the loading bar (#190)

  116. Release 0.0.170

    Alpha v0.0.170

    Add a sprite pipeline page to the asset playground (#189)

  117. Release 0.0.169

    Alpha v0.0.169

    Travel in companies: carts, pack animals and settling couples (#187)

  118. Release 0.0.168

    Alpha v0.0.168

    Halve the traveler thirst rate (#188)

  119. Release 0.0.167

    Alpha v0.0.167

    Prioritize building selection over obscured NPCs (#186)

  120. Release 0.0.166

    Alpha v0.0.166

    Add refresh button to randomize world seed (#185)

  121. Release 0.0.165

    Alpha v0.0.165

    Join building roofs and add varied layouts and playground placement (#184)

  122. Release 0.0.164

    Alpha v0.0.164

    Keep dark path textures inside forest boundaries (#182)

  123. Release 0.0.163

    Alpha v0.0.163

    Fix cart detours around buildings and increase roadside town setbacks (#183)

  124. Release 0.0.162

    Alpha v0.0.162

    Reserve tree thinning for sustained FPS drops (#180)

  125. Release 0.0.161

    Alpha v0.0.161

    Make /play the landing page and preload game assets (#181)

  126. Release 0.0.160

    Alpha v0.0.160

    Add generated wells and springs with NPC drinking access (#175)

  127. Release 0.0.159

    Alpha v0.0.159

    Optimize road shortcut planning and add GPU performance probes (#179)

  128. Release 0.0.158

    Alpha v0.0.158

    Add happiness-driven tavern visits and gradual piety decay (#173)

  129. Release 0.0.157

    Alpha v0.0.157

    Add NPC tavern meals and stamina recovery on chairs and benches (#172)

  130. Release 0.0.156

    Alpha v0.0.156

    Preserve character detail under frame pressure (#174)

  131. Release 0.0.155

    Alpha v0.0.155

    Place signposts opposite T-junctions and clear of taverns (#177)

  132. Release 0.0.154

    Alpha v0.0.154

    Add two-finger twist camera rotation on mobile (#176)

  133. Release 0.0.153

    Alpha v0.0.153

    Add map panning at screen edges (#178)

  134. Release 0.0.152

    Alpha v0.0.152

    Add buildable water sources and NPC drinking animations (#170)

  135. Release 0.0.151

    Alpha v0.0.151

    Document performance restart cases and deferred computation offloading (#171)

  136. Release 0.0.150

    Alpha v0.0.150

    Reduce crowd CPU work and adapt visual detail under frame pressure (#153)

  137. Release 0.0.149

    Alpha v0.0.149

    Make begging reversible with recovery at 15 gold (#169)

  138. Release 0.0.148

    Alpha v0.0.148

    Reduce building placement stalls by reusing terrain and scenery (#167)

  139. Release 0.0.147

    Alpha v0.0.147

    Add marked crossroads and keep generated paths inland (#161)

  140. Release 0.0.146

    Alpha v0.0.146

    Allow roadside vendors to open shops without nearby trees (#168)

  141. Release 0.0.145

    Alpha v0.0.145

    Let NPCs drink from nearby streams and lakes (#166)

  142. Release 0.0.144

    Alpha v0.0.144

    Keep deployed vendor stalls anchored during map rotation (#165)

  143. Release 0.0.143

    Alpha v0.0.143

    Make tavern drinks cheaper and fund travelers for roadside stops (#164)

  144. Release 0.0.142

    Alpha v0.0.142

    Keep monks evangelizing for three days with rest in place (#159)

  145. Release 0.0.141

    Alpha v0.0.141

    Open the altar when selecting the relic (#162)

  146. Release 0.0.140

    Alpha v0.0.140

    Fix road cutbacks and space seeded taverns by a 192-tile radius (#163)

  147. Release 0.0.139

    Alpha v0.0.139

    Add church-centered radial map loading (#160)

  148. Release 0.0.138

    Alpha v0.0.138

    Halve hunger and stamina drain rates (#158)

  149. Release 0.0.137

    Alpha v0.0.137

    Add staffed roadside towns and a day-based calendar (#157)

  150. Release 0.0.136

    Alpha v0.0.136

    Add dead trees, dark forest floor sprites, and skull warning signs (#156)

  151. Release 0.0.135

    Alpha v0.0.135

    Align resting characters with benches and beds (#155)

  152. Release 0.0.134

    Alpha v0.0.134

    Add mobile pinch zoom, panning, and responsive game menus (#154)

  153. Release 0.0.133

    Alpha v0.0.133

    Add twisted dark forests with clearings and woodland approaches (#152)

  154. Release 0.0.132

    Alpha v0.0.132

    Add veiled relic visits and an economy funded by NPC activity (#150)

  155. Release 0.0.131

    Alpha v0.0.131

    Improve forest canopy shadows, floor textures, and terrain edges (#151)

  156. Release 0.0.130

    Alpha v0.0.130

    Fix hungry NPC stalls and add weary walking animations (#149)

  157. Release 0.0.129

    Alpha v0.0.129

    Add traveling monks and enclave housing capacity (#148)

  158. Release 0.0.128

    Alpha v0.0.128

    Remove horse side bars and fix pixel rein clipping (#147)

  159. Release 0.0.127

    Alpha v0.0.127

    Optimize large-map rendering, camera interaction, and 6x playback (#146)

  160. Release 0.0.126

    Alpha v0.0.126

    Remove ground glow from character selection (#145)

  161. Release 0.0.125

    Alpha v0.0.125

    Add building back-edge borders for terrain contrast (#144)

  162. Release 0.0.124

    Alpha v0.0.124

    Fix parallel cliff bands along diagonal rivers (#143)

  163. Release 0.0.123

    Alpha v0.0.123

    Replace rabbit holes with subtle grass-covered burrows (#142)

  164. Release 0.0.122

    Alpha v0.0.122

    Use grid-aligned diagonal paths and remove grass seams from worn dirt (#141)

  165. Release 0.0.121

    Alpha v0.0.121

    Add sprite terrain and diagonal ground, water, and cliff transitions (#140)

  166. Release 0.0.120

    Alpha v0.0.120

    Add minstrel tips and roadside beggars receiving alms (#139)

  167. Release 0.0.119

    Alpha v0.0.119

    Add saved map size defaults and a new-map size dialog (#138)

  168. Release 0.0.118

    Alpha v0.0.118

    Add enclave job sprites and a staffed building demo (#136)

  169. Release 0.0.117

    Alpha v0.0.117

    Add scene visibility and building interior controls (#137)

  170. Release 0.0.116

    Alpha v0.0.116

    Make shepherds gather sheep and lead them back to their pen (#135)

  171. Release 0.0.115

    Alpha v0.0.115

    Keep carts out of buildings and park vendors behind market stalls (#134)

  172. Release 0.0.114

    Alpha v0.0.114

    Fix shrine detours, worker rest returns, and shortcut cache timing (#133)

  173. Release 0.0.113

    Alpha v0.0.113

    Let settlements build over paths, and traffic wear a way around (#131)

  174. Release 0.0.112

    Alpha v0.0.112

    Give every traveler and monk their own skin tone and hair colour (#132)

  175. Release 0.0.111

    Alpha v0.0.111

    Trace people and road verges through the trees that hide them (#130)

  176. Release 0.0.110

    Alpha v0.0.110

    Leave doorways open instead of hanging a plank door (#129)

  177. Release 0.0.109

    Alpha v0.0.109

    Cull scenery and characters off camera; resolve road shortcuts once per stretch (#128)

  178. Release 0.0.108

    Alpha v0.0.108

    Keep the earth floor under the building, not in front of the door (#127)

  179. Release 0.0.107

    Alpha v0.0.107

    Rename the shepherd's hut to house and give it, the tavern and a new sheep pen real work (#126)

  180. Release 0.0.106

    Alpha v0.0.106

    Halve the stamina drain and camp before the legs give out (#125)

  181. Release 0.0.105

    Alpha v0.0.105

    Stand the shrine's road junction in a clearing (#124)

  182. Release 0.0.104

    Alpha v0.0.104

    Mark the shrine's fork with a wayside signpost (#123)

  183. Release 0.0.103

    Alpha v0.0.103

    Give buildings folded thatch roofs, entrance tiles and distinct silhouettes (#122)

  184. Release 0.0.102

    Alpha v0.0.102

    Add a World panel toggle to draw the forest with the pixel foliage sprites (#121)

  185. Release 0.0.101

    Alpha v0.0.101

    Let walkers wear footpaths and straighten inherited roads (#120)

  186. Release 0.0.100

    Alpha v0.0.100

    Add shared southeast lighting and six-species foliage sprites (#118)

  187. Release 0.0.99

    Alpha v0.0.99

    Make the rig editor responsive: progress while baking, true drag targets, bone drags, key resets (#119)

  188. Release 0.0.98

    Alpha v0.0.98

    Add anonymous bug reports from world settings (#117)

  189. Release 0.0.97

    Alpha v0.0.97

    Keep builders assigned until construction is complete (#116)

  190. Release 0.0.96

    Alpha v0.0.96

    Keep monks on their errands when a building is placed; default maps to 192×192 (#115)

  191. Release 0.0.95

    Alpha v0.0.95

    Let animal herds roam loosely and rabbits enter ground-level holes (#114)

  192. Release 0.0.94

    Alpha v0.0.94

    Keep hitched animals facing away from their carts (#110)

  193. Release 0.0.93

    Alpha v0.0.93

    Expand character population slider for playtesting (#113)

  194. Release 0.0.92

    Alpha v0.0.92

    Add thatched wood storage and shared path dirt floors (#111)

  195. Release 0.0.91

    Alpha v0.0.91

    Uncover men's heads during prayer and unify horse parking (#112)

  196. Release 0.0.90

    Alpha v0.0.90

    Limit tree bird flocks to the first three chops (#109)

  197. Release 0.0.89

    Alpha v0.0.89

    Add a preaching animation for roadside monks (#108)

  198. Release 0.0.88

    Alpha v0.0.88

    Prevent terrain from clipping through founding building floors (#107)

  199. Release 0.0.87

    Alpha v0.0.87

    Keep merchant carts supported through turns and park outside shrines (#103)

  200. Release 0.0.86

    Alpha v0.0.86

    Add traffic-driven path playgrounds and a working village (#106)

  201. Release 0.0.85

    Alpha v0.0.85

    Add mounted knights, equipped squires, and grounded animal walks (#105)

  202. Release 0.0.84

    Alpha v0.0.84

    Add map wildlife and shared animal rig playground (#104)

  203. Release 0.0.83

    Alpha v0.0.83

    Fix character and scenery overlaps with per-pose sprite depth (#102)

  204. Release 0.0.82

    Alpha v0.0.82

    Keep merchant stalls open all day and add roadside minstrel performances (#101)

  205. Release 0.0.81

    Alpha v0.0.81

    Limit construction crews by building size and prefer paths (#100)

  206. Release 0.0.80

    Alpha v0.0.80

    Add monk roadside evangelism task (#99)

  207. Release 0.0.79

    Alpha v0.0.79

    Make relic processions rarer and bless passersby on the road (#97)

  208. Release 0.0.78

    Alpha v0.0.78

    Add 5% evangelism chance to completed crosses (#98)

  209. Release 0.0.77

    Alpha v0.0.77

    Replace traveler hats and guitar with medieval caps and lute (#96)

  210. Release 0.0.76

    Alpha v0.0.76

    Add focused building construction and monk shelter rest (#95)

  211. Release 0.0.75

    Alpha v0.0.75

    Add distinct building interiors and shrine worship behavior (#94)

  212. Release 0.0.74

    Alpha v0.0.74

    Reduce early shrine detours and slow traveler needs (#93)

  213. Release 0.0.73

    Alpha v0.0.73

    Use R and Cmd+R to rotate buildings during placement

  214. Release 0.0.72

    Alpha v0.0.72

    Boost saturation within renown influence areas (#91)

  215. Release 0.0.71

    Alpha v0.0.71

    Add building rotation and entrance highlights during placement (#89)

  216. Release 0.0.70

    Alpha v0.0.70

    Keep renown influence edges faintly visible during play (#90)

  217. Release 0.0.69

    Alpha v0.0.69

    Reveal selected building interiors and consolidate jobs and storage (#87)

  218. Release 0.0.68

    Alpha v0.0.68

    Make early shrine visits harder and balance needs around five-minute days (#88)

  219. Release 0.0.67

    Alpha v0.0.67

    Level soil automatically beneath placed buildings (#86)

  220. Release 0.0.66

    Alpha v0.0.66

    Improve merchant cornering and favor diagonal roads (#85)

  221. Release 0.0.65

    Alpha v0.0.65

    Raise trees and align shared timber sprites with chopping animations (#83)

  222. Release 0.0.64

    Alpha v0.0.64

    Keep building walking floors at ground level (#84)

  223. Release 0.0.63

    Alpha v0.0.63

    Keep lumber workers working between deliveries and unify stump artwork (#80)

  224. Release 0.0.62

    Alpha v0.0.62

    Double default game speed and expand playback options (#82)

  225. Release 0.0.61

    Alpha v0.0.61

    Replace placeholder buildings with parametric timber and thatch models (#81)

  226. Release 0.0.60

    Alpha v0.0.60

    Add monk relic processions and nearby prayer (#76)

  227. Release 0.0.59

    Alpha v0.0.59

    Add paid relic visits with gate access and payment effects (#79)

  228. Release 0.0.58

    Alpha v0.0.58

    Fix character outline alignment and building occlusion (#78)

  229. Release 0.0.57

    Alpha v0.0.57

    Refresh Blaster Pastor sprites and add monk recall (#77)

  230. Release 0.0.56

    Alpha v0.0.56

    Add merchant cart and animal sprites with roadside trading (#73)

  231. Release 0.0.55

    Alpha v0.0.55

    Keep characters on grid routes and add monk shrine prayers (#74)

  232. Release 0.0.54

    Alpha v0.0.54

    Add playground buildings with matching build tiles and placement previews (#75)

  233. Release 0.0.53

    Alpha v0.0.53

    Add road accessories and editable character animation rigs (#72)

  234. Release 0.0.52

    Alpha v0.0.52

    Add early medieval buildings to the shared asset playground (#71)

  235. Release 0.0.51

    Alpha v0.0.51

    Lower character ages and add grey hair for older characters (#69)

  236. Release 0.0.50

    Alpha v0.0.50

    Prevent monks from climbing cliffs and ground character feet on slopes (#70)

  237. Release 0.0.49

    Alpha v0.0.49

    Add distinct tree felling and wood splitting animations (#67)

  238. Release 0.0.48

    Alpha v0.0.48

    docs: require existing UI patterns and test environments (#68)

  239. Release 0.0.47

    Alpha v0.0.47

    Refine character walking motion and add smaller footwear (#66)

  240. Release 0.0.46

    Alpha v0.0.46

    Keep shrine visitors on opposite sides of the path (#65)

  241. Release 0.0.45

    Alpha v0.0.45

    Fix rigged walking strides and planted feet across all characters (#64)

  242. Release 0.0.44

    Alpha v0.0.44

    Make resting monks kneel on the ground (#63)

  243. Release 0.0.43

    Alpha v0.0.43

    Match traveler names to character appearance (#62)

  244. Release 0.0.42

    Alpha v0.0.42

    Keep character feet above pixelated terrain (#61)

  245. Release 0.0.41

    Alpha v0.0.41

    Unify monk and traveler character scaling (#60)

  246. Release 0.0.40

    Alpha v0.0.40

    Match scenery and outline pixels to character scale (#59)

  247. Release 0.0.39

    Alpha v0.0.39

    Fix overlapping character sprite banding and remove shadows (#58)

  248. Release 0.0.38

    Alpha v0.0.38

    Add parametric monks and refine character activity animations (#56)

  249. Release 0.0.37

    Alpha v0.0.37

    Add sleeping, prayer and work poses to character sprites (#57)

  250. Release 0.0.36

    Alpha v0.0.36

    Fix character outline artifacts and match selection border thickness (#55)

  251. Release 0.0.35

    Alpha v0.0.35

    Add parametric character sprites, a live editor, and a varied road population (#54)

  252. Release 0.0.34

    Alpha v0.0.34

    Add constant-width diagonal paths and angled shorelines (#53)

  253. Release 0.0.33

    Alpha v0.0.33

    Keep characters sharp over pixelated scenery and add a rendering lab (#52)

  254. Release 0.0.32

    Alpha v0.0.32

    Add map elevation, eroded shores, waterfalls, and rope bridges (#51)

  255. Release 0.0.31

    Alpha v0.0.31

    Build contextual game HUD with illustrated commands and playback controls (#50)

  256. Release 0.0.30

    Alpha v0.0.30

    Round road bends and blend junction surfaces (#49)

  257. Release 0.0.29

    Alpha v0.0.29

    Add renown-based building influence and placement overlay (#48)

  258. Release 0.0.28

    Alpha v0.0.28

    Unify selection highlights and reveal obscured characters (#47)

  259. Release 0.0.27

    Alpha v0.0.27

    Make property panels opt-in while keeping traffic density visible (#46)

  260. Release 0.0.26

    Alpha v0.0.26

    fix(game): disable picture-in-picture for background music (#45)

  261. Release 0.0.25

    Alpha v0.0.25

    Add gold and wood building economy, shrine renown, and live tuning (#43)

  262. Release 0.0.24

    Alpha v0.0.24

    Add cheat console, rocket-powered monks, and walking Ents (#44)

  263. Release 0.0.23

    Alpha v0.0.23

    Add shrine hospitality, lumber camps, and selectable timber resources (#42)

  264. Release 0.0.22

    Alpha v0.0.22

    Fix bridge ramps to connect straight onto paths (#41)

  265. Release 0.0.21

    Alpha v0.0.21

    Scale traffic density with map area (#40)

  266. Release 0.0.20

    Alpha v0.0.20

    Add clustered meadow vegetation and stone outcrops (#38)

  267. Release 0.0.19

    Alpha v0.0.19

    feat(game): add tunable world-scale pixel rendering (#39)

  268. Release 0.0.18

    Alpha v0.0.18

    Keep travelers left with individual lane offsets (#37)

  269. Release 0.0.17

    Alpha v0.0.17

    ci: automate post-merge releases and batch documentation reviews (#36)

  270. Release 0.0.16

    Alpha v0.0.16

    Fix grassy paths and bridge continuity across small islands (#35)

  271. Release 0.0.15

    Alpha v0.0.15

    Match minimap to the isometric map orientation (#34)

  272. Winding Waters

    Alpha v0.0.14

    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.

  273. Room for Every Tree

    Alpha v0.0.13

    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.

  274. Wider Horizons

    Alpha v0.0.12

    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.

  275. Changelog & Versioning

    Alpha v0.0.11

    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.

  276. The Assets Gallery

    Alpha v0.0.10

    Textures and characters moved under a single Assets menu, each with its own gallery, and peasants joined the cast of figures on the road.

  277. Softer Ground

    Alpha v0.0.9

    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.

  278. A Clearer View

    Alpha v0.0.8

    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.

  279. Travelers on the Road

    Alpha v0.0.7

    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.

  280. Music of the Road

    Alpha v0.0.6

    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.

  281. The Dense Forest

    Alpha v0.0.5

    Forests grew thick and believable: dense tree cover broken by glades, winding trails, and passable clearings, tuned for exploration on foot.

  282. A Seeded World

    Alpha v0.0.4

    A full rendering pass over the map, worlds generated from shareable seeds, and site-wide navigation linking the game, docs, and textures together.

  283. Terrain Takes Shape

    Alpha v0.0.3

    Seeded map generation arrived with tunable forests, a road crossing the land, and adjustable map sizes.

  284. First Steps on the Map

    Alpha v0.0.2

    An isometric camera and map prototype opened at /play — pan, zoom, and rotate across the first tiles of the world.

  285. The Pilgrimage Begins

    Alpha v0.0.1

    The founding release: a landing page, the game design document, and the vision for a medieval pilgrimage-site builder.

Properties
Changelog