- Update v1.2.3:
- Large late-game settlements run more smoothly
- The game needs noticeably less video memory
- A quest with all its goals done now completes right away
- Chapter 3: choosing "Give up the Seed" in "Sorago's ultimatum" no longer ends the game - Valfidis talks you out of it and you can pick again
- Isolation points in Chapter 3 no longer burn out on day 22, and the attempt on Valfidis's life happens even when Isolation is in the lead
- Chapter 4: the "Obtain information by force" quest no longer gets stuck if you captured the outpost earlier
- The far patrol point from Chapter 4 no longer appears in Chapter 1 and stays visible after you explore the refugees
- Chapter 5: the "Evacuation" quest no longer completes by itself, and the refugee ship arrives on time
- The side quest failure window shows how many resources you will really lose
- Saves from the new demo now open in the full game, and if you finished the prologue in the original demo, the main menu has a "Skip Prologue" button
- Citizens no longer get stuck at one of the stairs up the Great Tree and starve there
- Patients of a demolished hospital go back to work, and citizens' needs no longer freeze if they leave a building early
- Citizens without a home or job now also wander onto the new sections of expanded platforms
- A citizen who goes mad in a zipline cabin now rides on to the station instead of teleporting
- After a building is upgraded, its shifts get as many slots as the new level provides
- In buildings with Walkers, switching a shift to 8 or 12 hours no longer hires extra workers
- Flameguards now cure the contamination ghosts leave on buildings on platforms
- The "Building destroyed" notification no longer shows up by mistake, and empty Fungus Colonies are left out of the problems panel
- After the prologue, no leftover roads remain on the Great Tree to get in your way in Chapter 1
- Rangers on fishing duty cast their nets into the water instead of at their own feet
- The "Eye" button on the Luminaris panel works: the beam follows a scout group
- The Luminaris can no longer be aimed into the Great Tree's crown above its cabin, and its beams work again after it is rebuilt
- The Townhall's Heroes tab now shows the assigned hero's portrait and description right away
- The hero ability radius is now visible in the fog too, and tooltips for the hero portrait no longer hide under the build menu
- A Skywalker unloading at port can be sent straight to a Sorago outpost - to form an alliance, trade or build a network, and its card shows what it is busy with
- The pack warning appears as soon as a pack targets your settlement, not a couple of hours before the raid
- Two Skywalkers in a patrolling pack's region fight it one after the other, and a defeated pack no longer intercepts anyone
- The "?" hint in the outpost window describes it, and numbers in choice hints stay on the same line as their words
- Settings include resolutions for ultrawide screens and multi-monitor setups, and the picture is no longer stretched
- Hotkeys are labeled in Latin letters even with a Cyrillic keyboard layout, and rebinding a key no longer starts several times in a row
- Results of exploring points in the settlement open when you click their marker and no longer pop up over the Global Map
- The Build button on the Townhall's Platforms tab stays available as long as there is something to build or upgrade
- The demolish button tooltip of a contaminated building no longer promises to refund resources
- Resources in prices follow the same order as on the resource panel, and numbers sit next to their icons
- The pause menu now has its own sound
- The Duskwalker no longer flickers in the smoke as it appears, and neither does the Reflector when you zoom out
- Update v1.2.2:
- The new Tutorial window opens with the book button in the top bar, in the settlement and on the Global Map: you can reread any hint you have already seen, sorted by section and with search, and the game pauses while you read
- The "Repair the mechanism in the crown of the Great Tree" quest explains its goals more clearly, reminds you of the deadline and no longer ends in defeat: if time runs out, it gets fixed without you, but fear rises
- The "Stockpile resources" quest shows how many rations you already have to hand in and gives you 28 hours to do it, so Chapter 1 no longer stalls
- Quests that are ready to hand in move to the top of the list
- A quest with all its goals completed no longer fails on its timer while a story event is playing
- Story Skywalker flights no longer halt the story: quests, windows and saves stop waiting forever for a ship
- The Sorago ship now leaves if you fail to pay it off, and the Sorago refugees in Chapter 3 arrive only once
- Chapter 4: the Sorago negotiations fork now has fallback outcomes, so the story moves on after the talks, and quests from the other branch never start
- Chapter 4: the Shroud on the Global Map no longer covers every region for three days
- Chapter 5: the Skywalker swarms in the "Dominion in the skies" quest are back, and each goal counts only its own swarm
- Skywalkers no longer get stuck at "0 minutes": a Global Map event now waits until other windows are closed, and a second click on an option does not double damage and fear
- After loading a save, a Point of Interest whose Skywalker was already destroyed or recalled no longer closes without a reward: you can send another ship
- An option in a choice event now applies only once and closes its own window rather than another one
- Scouts sent against a monster now drive it away without a fight and come back, and duplicate exploration points in Chapter 1 no longer keep them from returning
- The Scouts Building can now be moved, and hired squads transfer to the new location
- Upgrading an outpost from level 3 to 4 works again, and a double click no longer charges you twice or removes the Sorago trade offer
- Saves are now written to a separate folder first: if the game crashes mid-save, your previous save is restored automatically
- Saves from a renamed or copied folder load again, and a broken slot no longer prevents you from loading another one
- An autosave that falls during a story event is no longer lost and is written right after it ends, and the inactive "Save" button now has a hint
- If an error occurs, the rest of the simulation keeps running: time, construction and citizens no longer freeze until you reload
- While you type a save name or a bug report, keys no longer move the camera or change the game speed, and the game stays paused while that window is open
- Walker extensions now correctly reduce the number of workers per shift, and after moving a building, no ghostly previews of them stay at the old spot
- The building window now closes when you click elsewhere or right-click, and the browsing arrows also work while it is being upgraded
- Cancelling construction on the Great Tree no longer breaks a road crossed by its staircase
- Wind, water and fog sounds no longer go silent until you reload when a citizen or an item disappears from the game
- The city renders faster: trees, rocks, roads and building parts are drawn more efficiently, and the grass on Kaleyards is drawn in batches
- The fog in the settlement now sits exactly within its borders, creeps forward in billows and puts less load on your graphics card
- The Luminaris beam is visible above the fog again all the way to its target
- Ghosts put much less load on the CPU at higher game speeds
- Fixed texts shown in the wrong language in the German, French, Polish and Chinese versions, and the platform hints now have clear titles
- Plus some twenty fixes for errors the game reported to us on its own: after loading saves, in event and building windows, with structure sounds, on the Global Map and at high game speed
- Update v1.2.1:
- The camera no longer keeps rotating on its own once you let go of Q/E, even with the cursor over the interface
- The mouse wheel zooms smoothly toward the point under the cursor, and the camera rotates around whatever is in the center of the screen: a platform on the Great Tree or the ground
- Keyboard camera movement has the same speed at any zoom level: it no longer crawls when zoomed out or overshoots buildings up close
- Jumping to an event from notifications and panels smoothly brings the camera to the target and zooms in
- The Home key returns the camera from the top-down view anywhere on the map
- On the global map, the camera moves faster when zoomed out
- In older saves, the camera is free again and no longer tied to the Great Tree
- Quest windows, events and dialogues wait until you have placed a building, road or platform, and autosaves no longer cancel it
- Game time no longer freezes at 7:00 and 22:00, and a stuck save recovers on its own with the next autosave
- Walkers gather resources reliably again instead of standing idle
- The shifts panel no longer breaks when switching between buildings with and without a Walker
- The Treechewer model now changes after an upgrade
- Chapter 4: if the Luminaris beam aimed at Sorago goes out, the Diplomat sends a note and gives you time to fix it - fear no longer builds up silently
- Chapter 4: after the last group of refugees, the obligation to keep the beam on Sorago is lifted
- Chapter 4: after failing the book quest, the "Next step" marker disappears from the global map
- Chapter 4: shooting down the Ghost Skywalker now leaves a crash site on the global map
- Citizens no longer retreat to a watchtower that isn't there
- An unfinished watchtower no longer starts working after loading a save
- Citizen and monster behavior is restored correctly when loading a save
- The Shroud puts noticeably less load on your graphics card, and platforms on the Great Tree now have simplified models for distant views
- Bug reports now include crash data from the past week, which helps us find the cause faster
- Update v1.2.0:
- Fully reworked colony statistics window with parameter switching and resource selection
- Daily production and consumption summary, including citizens and outposts
- List of producers and consumers for the selected resource
- Building location display on the map straight from the dashboard
- Production vs consumption comparison signs - surpluses and deficits at a glance
- Storage stock dynamics graph
- Production and consumption dynamics graph with a detailed per-point tooltip
- Resource filtering and sorting of buildings by consumption
- New icons for dashboard panels
- Enemy waves in Chapters 4-5: at night, once the shroud surge is over, ground and flying enemies attack the colony
- New late-game points of interest on the global map, with unlock timers
- New incidents involving a scout airship
- New survivor spawn points on the global map
- New "How to Deal with Fear" tutorial chain (3 steps)
- New "Time to Eat" tutorial
- Updated construction and work shift tutorials with new illustrations
- Fixed the order and chaining of tutorial prompts (Veil resistance on the global map, fear steps)
- Rebalanced scout airships and the encounters involving them
- Reworked rewards and conditions in a number of optional incidents (ruins, book quests, walkers, survivors, tech incidents)
- New work shifts panel layout on the universal layout - elements no longer overlap, the third shift "max" button no longer overlaps the shifts toggle
- New icons for the shifts panel
- Fixed a crash / inability to load a save in Chapter 1
- Fixed add/remove citizen icons in Choice Event result info
- Dismantling buildings and mycelium are no longer listed in the problems panel as buildings without workers
- Fixed a bug with repairing the skywalkers pier
- Removed an incorrect "no resources" notification for the farm
- Notification sounds are no longer audible in the credits after finishing the game; game ticks are properly paused on victory
- Fixed the text field size in the fear tooltip on the global map
- Production and consumption data now initializes correctly for older saves
- Fixed quick access to the Skywalker Shipyard - the button would not activate if the player had no skywalkers
- Fixed hungry villagers in Chapter 4 - during mass starvation they would get stuck at the Council building and starve to death, causing a sharp spike in Fear
- Fixed the highlight frames in the work shifts tutorial
- Fixed skywalkers freezing on missions - the timer would stop at 0 minutes remaining and the mission would never complete