Built in public,entry by entry.
Every production note from across the studio, ordered newest to oldest: experiments, technical decisions, art direction, and playable milestones.
218 entries · 6 projects

Made electrical storms atmospheric
Moving cloud shade, sheet illumination and ambient arcs replace lightning targeted at the player.

Compressed surveys to recover large Expedition saves
Lossless survey ranges keep long-running worlds below the old save-size ceiling while retaining their explored cells.

Improved vehicle route recovery across the Expedition
Terrain searches rotate fairly between vehicles, and planning and driving use the same spatial slope probe.

Fixed distant terrain-height cache collisions
Vehicles now use coordinate-pair height keys so distant Expedition positions cannot share incorrect support samples.

Repaired gathering at deposit arrival boundaries
A tiny numerical tolerance lets rival Pioneers resume work after reaching replacement deposits.

Made rivals recruit and dispatch raids earlier
Rivals raise initial squads before later industrial expansion and can send raids while construction continues.

Added an Armies monitor and safe camera observation
Live army cards show settlement economies and jobs, while observing a rival leaves the Pioneer where the player put them.

Stopped concrete placement rebuilding the landscape
Finished concrete updates nearby vertices and surface stones instead of rebuilding the whole landscape.

Updated foliage and shadows in the World Engine runtime
Feathers has the latest shipped foliage, shadow and distant-tree runtime refinements.