🆕 What’s new in the game
The game is updated often. Here are all the changes, newest first. The current version is 1.84.2. Entries about later chapters are hidden — open them if you are not afraid of spoilers.
Version 1.84.2
⚠ Spoiler: about later chapters
No dead ends in ancient vaults
- If all ancient vaults have already been opened by force, the chapter 5 stage no longer becomes impossible: choose “Put the control core to sleep” in any of them. This counts as putting the automata to sleep but gives no second loot. Taisya has a special scene for this path.
- The electricity objective, research, scrap and copper cards, knowledge base and Copper works status now explain what to do after all ruins are gone: buy scrap at the Trading post or ready copper through the trade route from the Dusky island.
Version 1.84.1
⚠ Spoiler: about later chapters
Fixes and trade
- The Trading post now sells smoked meat, herbs, ancient scrap and supplies for settlers: clothes, furniture, books and jewelry. This helps with Eternal winter and with restoring production after running short on supplies.
- A trade ship now stays at the pier for one game hour after returning so its cargo can be changed in time. Later small islets are also guaranteed to find a place near the coast, and a colony of six can build a third watchtower.
- All three challenges have been played by the bot through the actual chapter 10 finale, including trading, expeditions and assembling the Heart.
Version 1.84.0
⚠ Spoiler: about later chapters
Colony challenges
- Challenges unlock after the chapter 10 finale, together with New Game+: “Eternal winter”, “Only six settlers” and “No Trading post”. Choose one when founding your next story colony; your choice is shown on its card.
- In eternal winter fields and apiaries do not work, homes always need heating, and elders and expeditions need smoked meat instead of honey and bread. In a colony of six the story population goal is reduced to six as well.
- Complete the finale with a challenge to earn a special name frame for your profile. Challenges do not apply in the sandbox.
Version 1.83.0 — Settlers at work
- Settlers now work at buildings in their own way, in both 2D and 3D. Before, every worker stood at the door and swung an arm as if with an axe.
- A work object now stands at the workshop door, and each craft has its own gesture: the smith strikes the anvil with a hammer, the sawyer saws a log on the sawhorse, the carpenter planes at the bench, the smelter stokes the furnace, people dig at the pit and the quarry, hang meat in the smokehouse, stir the vat in the tannery and walk among the hives at the apiary.
- On the farm, in the herb garden, the nursery and the sheep farm the worker walks along the rows and bends to the ground.
- Millers, bakers, weavers, tailors, scribes, jewelers and herbalists work indoors: you cannot see them, but a green bar grows over the roof — that is the work going on.
Version 1.82.2 — Fixes
- You can now keep up to six colonies (it was three).
- Finished hints are saved with the colony: open it on another device under your account, and the tutorial and tips do not start over.
- The postcard window showed the picture twice.
Version 1.82.1 — Fixes
- The song of the shard now starts with your first tap on the map or any button. Before, taps on the 3D map did not wake the sound, and it only started after turning 🔈 off and on. On iPhone the sound now also wakes when you lift your finger.
Version 1.82.0
⚠ Spoiler: about later chapters
The song of the shard
- The game now has sound — the song of the shard: a soft bell-like chime. Every world has its own melody.
- Near ruins the song is louder, at night — quieter and slower. With chapters and Heart shards it gains more voices: a lower line, a long low tone, an echo, shimmering notes.
- The sound starts after your first tap. Turn it off with 🔈 at the top (on a phone — in “⋯”); the main menu settings have an on/off switch and the volume.
Version 1.81.0
⚠ Spoiler: about later chapters
The colony chronicle
- Once a season one of the settlers writes a chronicle page — a few lines about what happened: what was built, who came and who left, how the bandits were driven off, what was found, what the weather was like and how life is going.
- The chronicle is in the journal: 📜 → “📖 Chronicle”. The latest page can be attached to the postcard.
Version 1.80.0
⚠ Spoiler: about later chapters
View from a ship
- On the 3D map there is a ⛵ “View from a ship” button: the camera flies around the colony by itself, higher and lower, gently swaying, and the map fills the screen with no buttons. Handy for a screenshot or video. Tap the screen or press any key — the camera returns to where it was.
Version 1.79.0 — Traces of the ancients
- Sometimes, when settlers fell a forest or break a rock down to the ground, a trace of the ancients shows under it — a piece of old pavement or the foundation of a building. The journal entry has its place on the map.
- You walk on a trace like on a road. Or mark it with “Mine” — it will be broken up for stone, and a foundation also gives a little ancient scrap.
- Traces show on both the flat and the 3D map: pavement slabs, the broken masonry of a foundation. The tile caption says what it is and what you can do with it.
Version 1.78.0
⚠ Spoiler: about later chapters
The colony banner
- A banner with the colony’s coat of arms flies over the lighthouse and the Council house — on the 3D map the cloth waves in the wind, on the flat map you can see the flag too. The coat grows with the colony, and the banner changes with it.
- Guests see the banner too — when they view your colony.
Version 1.77.1 — Fixes
- The 3D map: the sky is a panorama all around and turns with the camera. No more islands painted on the background (they stayed put when you turned) — only the 3D shards, and they now hang farther away.
Version 1.77.0
⚠ Spoiler: about later chapters
The sky around the shard
- Clouds drift under the island with the wind: slowly in clear weather, faster and darker in rain and storms, thicker in fog.
- On the 3D map other shards hang around — with grass, groves and a rocky underside. At night lights burn on them: people live there too.
- Ships sail between the shards, with a lantern at night.
- On the flat map the clouds in the sky also drift with the weather, lights come on at night on the distant shards, and ships cross the sky.
Version 1.76.1
⚠ Spoiler: about later chapters
Combat: improvements
- Fighters strike a little less often — a fight is easier to follow.
- Above the palisade section the bandits are breaking there is now a strength bar (on both the flat and the 3D map).
- Archers by a watchtower climb onto its platform in a fight and shoot from above. On the 3D map the tower got a platform with a railing.
- A beaten guard falls, then limps home. A guard reels back from a blow. A guard without a weapon fights with a stick — now you can see it in hand.
- If you rebuild the wall during a raid — close a gap while the band is on its way, or finish a broken section — the bandits choose again where to break.
- Fixed: if the bandits broke through the wall and got in, then stopped at another section, the fight counted as “the palisade held”.
Version 1.76.0
⚠ Spoiler: about later chapters
Combat: gates, walls and lively fights
- A new building — the “Palisade gate”: settlers walk through the gate, bandits don’t. You can now close the colony with fence and gates on all sides.
- Behind a wall the band first has to break a fence section or a gate (the gate is sturdier). While they break it, the guard stands inside by that spot: archers shoot, spears reach over the fence, and the bandits’ clubs and cleavers can’t reach anyone. The section’s strength is shown in the raid window.
- If the wall holds to the end of the fight, the bandits leave with nothing. A broken section turns back into a building site, and builders put it up again.
- Archers by a watchtower shoot from above — 2 tiles farther and more accurately.
- Fights on the 3D map came alive: an overhead swing with a club or cleaver, a spear thrust with a lunge, an archer holds the bow in hand and draws the string, a shield rises to meet a blow. A fighter reels back from a hit and dodges a miss. A beaten bandit falls, gets up and runs off limping. Arrows fly in an arc, nose first.
- On the flat map a bandit also reels back from a blow, falls when beaten and limps away.
Version 1.75.1 — Fixes
- Chop, mine, road and other marks: the tile under the mouse cursor is outlined in the tool’s colour — you can see right away which tile the outline starts from. On the 3D map the frame shows even through tree tops, and a small diamond floats above the tile.
Version 1.75.0
⚠ Spoiler: about later chapters
Combat: armour, numbers and morale
- Armour in battle: a helmet and clothes take part of every hit (a helm and mail best of all). With an armory, guards with a cleaver or club carry a shield — it catches some blows and arrows. Bandits can wear helmets, mail and shields too — you can see it on the map.
- Numbers matter: two against one hit harder. Extra bandits no longer wait in line, they gang up on a guard; a free guard comes to help a neighbour. A wounded fighter hits weaker, and a lone wounded guard facing two steps back without a bruise.
- Morale: the party has a leader with a red crest. If the leader falls or half the party is beaten, the bandits break and flee.
- A guard hits any bandit within reach: before, he chased an archer and didn’t answer those cutting at him up close. Fighters no longer recover health while being hit.
Version 1.74.2
⚠ Spoiler: about later chapters
Fixes
- Raids: bandits no longer stand inside houses or walk through walls — they go around buildings, so the guards can reach them.
Version 1.74.1 — Fixes
- 3D map: a newly placed house no longer vanishes for a couple of seconds, and construction no longer “rolls back”.
- 3D map: piles on the ground disappear as soon as they are picked up — before, a pile stayed while a settler was already carrying it, and sometimes came back.
- 3D map: fewer delays during construction — each construction step no longer rebuilds the whole ground.
- 3D map: in winter only the road or path itself is cleared; the grass along it stays under snow (there were green corners and squares).
Version 1.74.0 — Ghost city of the ancients
- 3D map: the ghost of an ancient building shows above searched ruins — an observatory, a workshop, a vault temple or houses. The deeper the dig, the more you see.
- On a clear night the ghost sometimes lights up fully: for half a minute you can see what this place was like before the Shattering.
Version 1.73.2 — Fixes
- Main menu: the colony coat of arms sits on the right of the card instead of its own line above the name.
Version 1.73.1 — Fixes
- 3D map: the island’s ground sometimes turned black (more often when the season changed) — fixed.
Version 1.73.0 — Colony coat of arms
- 🛡 Every colony now has its own coat of arms — no one else has one like it. The shield shape, division, colours, pattern and the small mark at the top are unique to each shard.
- The coat of arms grows by itself: the main charge — for chapters completed, small charges — for the colony’s notable deeds, the bordure — for its age, the crown — for settlers raised. Existing colonies got their coat of arms from everything they have already done.
- Where to see it: next to the colony’s name in the menu, in the islands rating, on the postcard and in statistics — “This colony”, which also tells what each charge is for.
- 3D map: a “crate” with a passing settler’s load no longer appears on the ground.
Version 1.72.2 — Fixes
- 3D map: a chopped tree sometimes “grew back” and stood for about another minute — now it disappears at once.
Version 1.72.1 — Berries and mushrooms made clearer
- 🍄 The tile caption of a berry or mushroom spot now shows whether it can be gathered: “✓ Ripe”, “⏳ Resting: ripe in N d.” or “❄ Nothing is gathered in winter”.
- If you mark “Chop” on a spot that isn’t ripe yet, the game tells you in how many days you can mark it — before, the mark just wasn’t placed.
Version 1.72.0
⚠ Spoiler: about later chapters
Rotating buildings and fixes
- ⟳ Rectangular buildings can now be rotated by 90°: the warehouse, granary, museum, sawmill, herb garden, Elder’s house and others can stand upright. While building or moving — the “⟳ Rotate” button or the R key. The entrance is still at the bottom.
- The “Auto” button in the building window is now called “Auto quota”.
- The mouse wheel now zooms the map smoothly instead of in jumps.
- 3D map: the construction bar above a building no longer comes apart when the camera tilts.
- A “Chop” mark on a berry or mushroom spot that is still resting (or in winter) is no longer placed and no longer hangs for days. Mark it when the spot is ripe.
Version 1.71.0 — If you forgot your password
- 🔑 A password recovery code: the game shows it after signing up (and for existing accounts — at the next sign-in with login and password). Save it — with it you can set a new password: “Forgot your password?” at sign-in.
- You can get a new code in the menu, next to changing the password. After you sign in with the code, it changes by itself.
- If a Yandex ID is linked to your account: sign in with Yandex and change the password — the old password isn’t needed.
Version 1.70.3 — The policy in English
- The personal data policy is now available in English too. Links in the English game and site pages lead to it.
Version 1.70.2 — Fixes
- While the 3D map is loading, tutorial hints (the “Click Chop” finger and the cards) no longer show through the loading screen — they appear once the map is ready.
Version 1.70.1 — The 3D map on weaker devices
- If the 3D map is still slow after simplifying (no shadows), the game will offer once to switch to the flat map. Bring 3D back with the 🧊 button at the top.
Version 1.70.0
⚠ Spoiler: about later chapters
The 3D map
- 🧊 The colony map is now 3D: the island floats above the clouds, every house has its own look, the forest sways in the wind, settlers walk and work, rain and snow fall, windows and the lighthouse glow at night.
- Everything works as on the flat map: chopping, mining, roads, storage, building and moving, selecting buildings and settlers, raids and expeditions.
- Controls: mouse — move, right button — turn, wheel — zoom; on a phone — with fingers (two fingers — zoom, turn and tilt). The arrow keys and WASD move it too.
- The flat map is still here: the “2D” button at the bottom right, back to 3D — 🧊 at the top (on a phone — in “⋯”). The game remembers your choice. If your phone struggles — switch to 2D.
- The installed game in English is now called Oskolki.
Version 1.69.2 — Fixes
- A tooltip near the right edge of the screen (for example, at the “Auto” button in a building window) no longer squeezes into a narrow column.
Version 1.69.1 — Moving the map from the keyboard
- ⌨ On a computer you can move the map with the arrow keys and WASD — smoothly, while the key is held; with Shift — faster.
- So two windows moved to other keys: “Jobs” — P (was W), “Statistics” — T (was S).
Version 1.69.0 — English version
- 🌍 “Oskolki” is now in English too: the menu, the story of all ten chapters, buildings, items, the journal, tips, the knowledge base and “What’s new”. Accounts, colonies, the rating and world news are shared by both languages.
- The language is picked by itself — from your browser’s language. You can change it in the main menu settings: “Language”.
- The game’s English page is oskolki.online/en/, the knowledge base — /en/wiki/. Invite friends who don’t read Russian.
Version 1.68.7 — Big colonies on iPhone
- 📱 A colony with roads all over the map might not open on iPhone: the game threw you back to the menu with a “not enough memory” message. Roads and “road here” marks now take dozens of times less memory — such colonies open again, and there is no need to switch graphics to “Simple”.
Version 1.68.6
⚠ Spoiler: about later chapters
Lighthouse: see what is missing
- 🗼 In chapter 2, at the “Lighthouse” stage, the goals now list all the Lighthouse materials (skystone, brick, ingots, planks) and how many you already have. “How to do it” tells where each one comes from; at the “Shard of the Heart” stage it tells where to tap, and that the shard arrives once the party is back.
Version 1.68.5
⚠ Spoiler: about later chapters
Clearer why the airship won’t fly
- ⛵ The “Send” button in the expeditions window is no longer grey and silent: tap it and a window opens with everything that stops the airship from leaving and what to do about it (no master captain, too few people or too little bread, someone is ill, the way is closed).
Version 1.68.4 — A path under the house
- 🧱 If there is a road or a trail around a house, there is a path under it too — no more green strips of grass along the walls (on the 3D map as well).
Version 1.68.3 — A shorter building window on phones, ruins with their own names
- 📱 In the building window on a phone, the “Inside”, “Wiki”, “Move” and “Demolish” buttons are in one row: less scrolling.
- 🏛 On a big world every ruin has its own name (before, the names started over).
Version 1.68.2 — The selected building is visible
- 🟧 The building you have selected (its window is open) is now outlined on the map with a softly glowing frame — you see at once which house it is.
Version 1.68.0
⚠ Spoiler: about later chapters
Pets and quotas that set themselves
- 🐈 Cats and dogs now join the colony by themselves. A cat catches mice — food outside the granary spoils less. A dog smells strangers — bandits are spotted earlier, and the hunter tracks game more easily. With pets everyone is a little happier. You can see who has joined in the “👥 Settlers” window.
- ⚙ A building’s quota can now set itself — the “Auto” button next to + and −. It grows with the colony; in autumn workshops store food for the winter, and if the storage is almost full they don’t make extra. New buildings have it on right away, old ones — if their quota was never changed. Press + or − and the quota is yours again.
- 👁 In the “Islands” rating you can look at someone else’s colony — just look, without touching anything. You can hide your own colonies in the menu settings.
Version 1.67.3 — The “First steps” hint
- 👆 If the forest or rocks are already marked, the hint no longer asks you to “circle” them again. It shows how much is already chopped or mined, for example “chopped 3 of 8”.
Version 1.67.2 — Demolishing buildings
- 🔨 Fixed: when demolishing a building, the “Demolish the building?” window closed without demolishing, then popped up whenever you selected any building and would not go away. Now “Demolish” and “Cancel” work as they should.
Version 1.67.1
⚠ Spoiler: about later chapters
Tips not all at once
- ✨ At the start of a new colony tips no longer pour in one after another. While the “First steps” are going and during the first day there are none at all; after that — one at a time, at most once every half game day. Urgent tips (bandits are coming, a settler wants to leave) come right away, as before.
Version 1.67.0 — Learning by doing
- 👆 In a new colony the “First steps” show you where to tap: a finger over the right button and a couple of words — “Tap “Build””, “Here”, “Circle the forest”. Once done, the finger moves on. The long tutorial cards don’t appear meanwhile; after the first steps the tutorial goes on as before.
Version 1.66.0 — Nobody stands idle
- 🪵 If there is no work, after an hour settlers take up small useful jobs by themselves. Woodcutters gather brushwood at the forest edge — a couple of logs at a time, without felling the forest — while there are fewer than twenty logs per settler.
- 📚 The others go to study in the Antiquarian’s study or the Guild hall (there, with masters around, one and a half times faster): the skill of their main job grows. It takes long — the higher the skill, the longer. How much is left until the next step is shown in the settler card, “📚 Study”. Real work always comes first.
Version 1.65.2 — Wider building windows
- 🏗 In the build menu, hover over a building (on a phone — tap it) and the same ones already standing get outlined on the map. Even those you can’t place right now (for example, you hit the limit) — you see where they are.
- ⚖ The building window on a computer is wider: the trading post, storage and others no longer slide sideways, and the list of goods scrolls with the window, without a second scrollbar.
Version 1.65.1 — Hints and inventory
- 💬 Hover hints are now our own: they appear at once, in the game’s colours and over several lines, not as a grey browser box after a delay. On a phone, an icon’s hint (for example 🥀 “Crop failure”) shows on tap.
- 🎒 In the “By task” inventory view, sections fold with a tap on the heading. “Worn” is at the bottom and folded from the start: no more long scrolling to reach free and unneeded items.
Version 1.65.0
⚠ Spoiler: about later chapters
Meet the colony
- 👥 The introduction of a new colony now has “Who has landed”: settler cards with their past, traits and what each does best.
- 💠 In the first chapter, when you gather three arcane cores out of five, the Heart responds — a short scene and the first rune, “Spark”.
- 🔭 At the bottom of the chapter window — “What lies ahead”: how many of the ten Shards of the Heart are found, which keepers you have already met (the rest are “???”) and how many chapters are still ahead.
Version 1.64.1 — Diagonal bridges
- 🌉 A bridge on a road that runs diagonally is now drawn diagonally too — a straight strip with planks across and railings, joining the paving without jagged edges. Before, it stayed a square across the river.
Version 1.64.0 — A new inventory
- 🎒 The inventory is redone. Tabs — “Items”, “Modules”, “Blueprints”, “Runes”, and two views to choose from (it remembers): “☰ By task” and “▦ All items”.
- ☰ “By task” sorts items by what to do with them: “⬆ Better than worn” (if an item is best for just one settler, the “→ name” button gives it right away), “Worn”, “Free”, “On museum display” and “🗑 Unneeded” with a “♻ Salvage all” button.
- ▦ “All items” is a grid of icons in rarity colours. On an icon: a letter — who wears it, ⬆ — better than what someone wears, 🗑 — nobody needs it, ☠ — cursed, 🔒 — locked. Filters — by these marks and by slots.
- The item card has one main button; the rest (reforge, upgrade, lock, museum, salvage) is under “⋯ More”. On a phone the card slides up from the bottom.
- The ruins window no longer slides sideways when the ruins have a long name.
Version 1.63.0 — The first hour and winter
- 🎁 A new colony has “First steps”: four small tasks for the first hour (chop trees, mine stone, build a house, search ruins). Each gives a reward at once, all four — an arcane core.
- ⏩ The first day of a new colony runs one and a half times faster, and by the evening of the first day the first guest arrives — a wanderer if there is a free bed, or a merchant caravan.
- 🔎 Hover over a good in the top bar (on a phone — tap it) and the buildings that make it get outlined on the map.
- ❄ Snow settles gradually: first mountains and rocks turn white, then patches on the ground grow and merge, and the forest is covered last. Before, everything turned white at once.
Version 1.62.0 — A more interesting start
- 🔦 The first search of ruins in a new colony always brings a rare item — from the first minutes you see why ruins are worth it.
- 🌅 The landing introduction tells more: far away an amber light flickers over a neighbouring shard, and a strange sail flashes on the horizon.
- 🏝 In the main menu, above a new shard there is a caption: “Your shard. A town will grow here.”
- 🏛 In the inventory the “Free” filter no longer shows items on museum display.
Version 1.61.0
⚠ Spoiler: about later chapters
Buttons in their places
- 🧭 The top of the screen is redone: buttons no longer jump around. Under the day there is an events strip (⚠ what’s wrong, 🥱 idle, ⬆ promote, 🎯 tasks, 🍃 news, ⛵ expeditions, ⚔ bandits…): each icon has its own place, lights up when there is something to do and fades when all is calm. Numbers sit in the icon’s corner.
- 📱 On a phone the top shows only the main supplies: how much food (portions of everything that is eaten) and wood, and if construction is short of something — that too. When it runs low, the number turns red. All supplies are in 📦 on the left, rare windows (settlers, research, knowledge base, statistics, saving) — under the “⋯” button. On a computer all supplies are still shown at the top.
Version 1.60.6 — Ruin riddles
- 🗿 The obelisks in ruins work again: the chosen signs no longer reset by themselves, and the right order counts.
Version 1.60.5 — What’s new — on the site
- 🆕 The knowledge base on the site has a “What’s new” page: all game updates by version. Entries about late chapters are hidden under a spoiler. The link is in the knowledge base menu and on the “About the game” page.
Version 1.60.4
⚠ Spoiler: about later chapters
The museum is protected
- 🏛 Items on museum display are no longer offered to the merchant, in item choice for a settler or a building module, in “Salvage junk” or as a gift to Taisya. In the inventory they show as before; to sell or wear one, first take it off display.
Version 1.60.3
⚠ Spoiler: about later chapters
Fewer legendaries, less fog
- 🟠 Legendary items drop 2.5 times less often, ancient relics even less. In rich places (deep ruins, ancient vaults, the merchant) there are still more rare and legendary items than in simple ones, but common and blue items are now the most frequent there: before, the best items dropped more often than plain ones.
- 🌫 Fog comes less often and passes faster.
- After salvaging items there is no longer an “↩ Undo” button at the bottom — it got in the way in the inventory. Lock valuable items 🔒: a locked item won’t be salvaged.
- 🏛 “Unneeded” and auto-salvage no longer take items on museum display.
Version 1.60.2 — Development plans
- At the bottom of the main menu — a “Plans” link: what we are thinking of adding to the game next. Have an idea — write via “Write to the author”.
Version 1.60.1 — Distant islands
- The distant islands in the sky are now real shards, not triangles: a grassy top with groves, a rock mass with ledges, cracks and roots, and debris nearby. The farthest ones fade into haze. Both in the game and in the main menu.
Version 1.60.0
⚠ Spoiler: about later chapters
Airships at the shipyard and a living preview
- ⛵ Airships are now visible on the map: free ones hover at the shipyard — one above the slipway, the rest nearby. A colony can have at most five airships: after that the shipyard stops building them.
- The colony preview in the main menu: wind turbines turn their blades, water wheels spin, wires run between houses, airships wait at the shipyard and piers. In winter the island is under snow, in autumn the forest turns red — as in the colony at the moment of saving.
Version 1.59.1 — Fixes
- Colony preview in the main menu: the palisade is a solid wooden wall, not a row of colourful cubes.
Version 1.59.0 — The colony comes alive in the menu
- The colony preview in the main menu has come alive: you see the settlers — in their own clothes, with their hairstyles, where they were at saving — as well as deer and boars grazing, and piles on the ground: stacks of logs, sacks and crates.
Version 1.58.2 — Fixes
- Colony preview in the main menu: houses and storage in valleys between mountains and on hills no longer stand on slopes — the ground at the village is flat, as in the game. Single unfinished mountain tiles at the village no longer stick out like needles.
Version 1.58.1 — Fixes
- Colony preview in the main menu: houses no longer hang in the air or stand on mountain slopes — the ground under each building is flat. The island edges no longer shimmer: we removed the “cliff” strip that fell next to the shore.
Version 1.58.0
⚠ Spoiler: about later chapters
Alarm bell, undo salvage, a living preview
- 🔔 The alarm bell is now in use: when bandits are coming, you can ring it in the raid window. Everyone except the guard hides in houses until the bandits leave. If the colony is robbed, they take half as much, and settlers are less upset. But while the bell rings, work stops.
- Salvaged too much? The salvage message has “↩ Undo”: within a minute the items come back and are worn by their owners again, if the dust you got hasn’t been spent yet.
- Auto-salvage can do “🗑 Unneeded”: once an hour everything that is not better than what anyone wears goes to dust (like the button in the inventory). And you can choose which items to salvage — for example, only boots or only modules.
- Colony preview in the main menu: smoke from chimneys, crates in storage. Houses and roads no longer stand where mountains were broken — the ground there is now flat.
Version 1.57.0 — Your colony in the main menu
- Select a colony in the main menu and the 3D island shows it as it is now: houses and workshops with roofs of their own colours, fields, the palisade, the lighthouse and wonders, trails and roads, clearings, landfill at the edge and broken mountains. The camera looks straight at your village, and you can rotate the island.
Version 1.56.5 — Fixes
- Island preview in the main menu: there is no longer a straight line of dark dots under the shard.
Version 1.56.4 — Fixes
- Island preview in the main menu: no more black dots along the shard’s edge, visible when rotating.
Version 1.56.3 — Fixes
- If the browser hasn’t turned on 3D graphics, the main menu no longer shows an endless “The shard rises from the clouds…”: now it says what happened and what to do.
Version 1.56.2 — A hint about saving
- If you play without signing in, there is now a short line under the colony list in the main menu: the colony is stored only in this browser, and after signing in it is saved in the cloud and opens on any device. You can hide the line with the cross.
Version 1.56.1 — Fixes
- In winter, snow on trails and roads appears together with the snow on the map, not in the very first hour of winter. Before, the grass was still green while cleaners were already going to clear snow. In spring the snow on roads also melts together with the map.
- ⚠ “Starving” no longer appears when there is plenty of food in storage. Settlers go to eat only when they get hungry — that’s normal. The food warning now shows only when there really is little food in storage.
Version 1.56.0 — What’s wrong, and the settlers window
- If something goes wrong in the colony — hunger, cold, too few beds, construction stalled without builders or materials, storage full, almost everyone idle — ⚠ appears at the top. Tap it — it says what to do about it.
- The “Settlers” window on the 👥 button: who can be promoted right now (the “Promote” button is right there), and what others are missing — across the whole colony, with hints on where to get what is needed.
- Who can be promoted is also shown on the map: ⬆ next to the name.
- When creating a new world you can turn on the beginner tutorial and tips along the way.
Version 1.55.0
⚠ Spoiler: about later chapters
Hints: how to pass a stage and how to raise settlers
- Every story stage has a “❓ How to do it” hint — in the tracker at the top left and in the chapter window. It says where the right buttons are and where to get what you need. If a stage takes longer than three days, the hint opens by itself.
- Under every daily and weekly task 🎯 there is a 💡 on how to complete it.
- Promoting settlers: in the settler card, under each unmet condition, it says where to get what is needed (who sews clothes, what is needed for furniture and so on).
- When a settler can be promoted right now, ⬆ appears at the top with the number of such settlers. Tap it — the card opens with the “Promote” button. They have ⬆ in the settler list too.
- New tips: how to raise artisans, masters and elders, and what to do if a story stage won’t work out.
Version 1.54.2 — Fixes
- Ruins on the map look like real ruins: walls made of stones of different heights, with breaches and rubble, and inside — remains of floor slabs and grass. The kind of ruins now shows by what lies inside: an observatory has a round platform, a workshop — a stone anvil and rusty scrap, a storehouse — clay jugs, a dwelling — an old hearth.
- If a riddle waits in the ruins, dark obelisks with a blue sign stand in the corners.
Version 1.54.1 — Fixes
- Inventory: the “Not worn” filter is now called “Free” — these are items and modules that nobody has and that aren’t in buildings.
- Inventory on a phone: the “Unneeded” and “Junk” buttons now have captions. After “Unneeded”, the bottom explains what is marked and what to do next.
Version 1.54.0
⚠ Spoiler: about later chapters
Summit runes
- Two strongest runes — above “Heart”. They never drop and can’t be fused: they are made by a ritual in the “ᚱ Runes” tab of the inventory.
- “Source”: one rune each of “Key”, “Warden”, “Crown” and “Heart”, 6 arcane cores and 200 dust. You need the Archive of Knowledge and the Ancient Generator. In clothes — “Spring of strength”: the whole colony works 6% faster.
- “Echo of the ancients” — for those who have reached the very end. In a tool — “Resonance”: once every three days an arcane core appears in the colony.
Version 1.53.0
⚠ Spoiler: about later chapters
Ruins with a secret
- Ruins on the map now look like real ruins: wall fragments, fallen stones, columns. Each ruin has its own pattern.
- There are four kinds of ruins: Observatory (runes are found more often), Workshop (more scrap, sometimes ingots), Storehouse (more stone and shard dust) and Dwelling (an extra item more often). The kind is shown in the ruins window.
- Riddles of the ancients. At the bottom of some exhausted ruins blue lights glow. There stand obelisks: read the inscription and light the signs in order. Or there is a broken mechanism: repair it with ingots, planks and dust. The reward is a legendary item, an arcane core and shard dust.
Version 1.52.4 — Faster
- In the rain on a big world the game no longer freezes for a split second: puddles are drawn separately and quickly.
- A big colony is computed faster: the museum, runes and house surroundings are checked once per step, not for every settler.
Version 1.52.3 — Fixes
- Colony postcard: “Download” saves the picture again, and “Share” sends the postcard itself, not just a link.
Version 1.52.2 — Fixes
- Postcard on iPhone: if the browser can’t share a picture, “Download” shows the postcard full screen — press and hold it → “Save to Photos”. “Share” is now always there: as a picture or as a link to the game.
Version 1.52.1 — Fixes
- Colony postcard on iPhone: “Download” and “Share” open a window with “Save Image”. You can also press and hold the postcard → “Save to Photos”.
Version 1.52.0 — Colony postcard
- You can show your colony to friends: statistics 📊 → “This colony” → “📮 Colony postcard”. The picture shows your colony from above and its chronicle: the shard, day, chapter, settlers, might and the best finds. You can download it, send it via “Share” or copy the text with a link.
Version 1.51.0 — Season task
- The tasks window 🎯 now has a task for the game season: bigger than the weekly one, changes with the season. The reward is dust, gold, a better rune and an arcane core.
Version 1.50.0
⚠ Spoiler: about later chapters
Colony patron
- A new colony can choose a patron — one of the sisters you have already met in the story. Her blessings work from the first day, plus one more benefit: Vedana — richer fields, Ratmira — more stone and ore, Taisya — faster research, Ladomira — settlers walk faster.
- The other sisters are stricter with such a colony: in chapter 9 they will ask for more. The choice is in the main menu, in the new world block.
Version 1.49.0
⚠ Spoiler: about later chapters
Mechanisms: new jobs
- A mechanism can be made a gatherer — it collects ripe berries and mushrooms and fells marked trees by itself — or a store keeper: with it around, food outside the granary spoils less.
- For a porter and a gatherer you can choose where to work: across the whole island or near one building.
- Tap a mechanism on the map and its window opens.
- In the achievements window, earned frames are on the left and what they are for — on the right, in one row.
Version 1.48.1 — Fixes
- A road can now be laid even under a standing building — this closes the gaps of bare ground at the corners of uneven houses. It is paved from a neighbouring tile.
- The settler window on a computer is wider.
- In the inventory the close cross is always in the window’s corner and doesn’t move with the buttons.
- In the Book of finds, long names no longer stick out of the card.
Version 1.48.0 — New tales
- The storyteller knows four more tales: a beast howling near the houses, a lost merchant walking out of the forest, a quarrel by the campfire, and a scrap of an old map that leads to an ancient cache in a mountain.
Version 1.47.0
⚠ Spoiler: about later chapters
Museum of Antiquities
- A new building — the Museum of Antiquities (from chapter 2). Rare and legendary items and relics go on display: the “🏛 On display” button in the inventory.
- A completed collection gives a bonus to the whole colony: three legendaries — finds more often, two relics — rare items more often, two masterpieces — faster work, a perfect item — pride and mood. And relics bring a little gold from visitors.
- Legendary items and relics now have their own story — it is in the item card.
Version 1.46.0
⚠ Spoiler: about later chapters
Ancient mechanisms
- In an opened ancient vault a mechanism sometimes survives — a bronze helper. It needs neither food nor sleep. A porter collects piles on the ground and carries them to storage by itself; a guardian stands at the storage and helps fight off bandits.
- Mechanisms are in the ⚙ window in the top bar: their job, condition, repair and upgrade. Work wears a mechanism down, and at zero it stops until repaired.
Version 1.45.0
⚠ Spoiler: about later chapters
Upper rune abilities
- Upper runes now have special abilities ★. “Key” in a tool — “Sense of the ancients”: mountain caches are heard twice as far. “Warden” in a tool — “Prospector”: mining rock, the owner sometimes finds a vein of ore or coal nearby.
- “Crown” in clothes — “Inspirer”: the whole colony is happier. “Heart” in clothes — “Warm hearth”: the owner’s house needs no firewood in winter.
Version 1.44.0 — Weather
- The shard now has weather: rain, thunderstorms and fog. In spring and autumn it rains more often, in summer — thunderstorms. In the rain settlers walk a bit slower, and fields do better. In a thunderstorm work in the open is slower, and settlers are uneasy.
- After rain, puddles stay on trails and bare ground. In winter you can see trodden trails in the snow.
- The weather is in the top bar next to the season.
Version 1.43.0 — Small tales
- The storyteller sometimes starts a small tale at one of the shard’s places: a settler went for brushwood and didn’t come back, strange tracks by an old campfire, a strange light at night, an old well. In a day or two the tale ends — with a bruise, a find or supplies.
- The map is livelier: flowers, pebbles and bushes on the grass, stumps in clearings.
- On a phone, in the inventory, the “Give…” (“Pass…”, “Install in…”) button is right at the top of the item card, no need to scroll down.
Version 1.42.0
⚠ Spoiler: about later chapters
Building neighbours
- Now it matters what stands nearby. A workshop next to its supplier works faster: the bakery next to the mill, the smithy next to the smelter, the tailor next to the weaver, the smokehouse next to the hunter. A noisy smithy or smelter next to houses spoils settlers’ mood, while an apiary or herb garden cheers them up.
- When placing a building, the bottom shows whether this spot helps. The building window has a “Nearby: …” line.
- In the journal, entries with a place have its name: “… · 📍 Fox Lake”. And the finds feed says “found in the Ruins of Three Arches”.
- On a phone the finds feed is smaller: at most two lines, one per find.
- Names disappear from the map together with the place: a mountain broken, a forest cut down, ruins taken apart — the label is gone.
- While a party on an expedition waits for your decision, the expeditions window shows only the encounter, without choosing a new expedition.
Version 1.41.0 — Settlers’ past, the forest and place names
- Settlers now have a past: “ploughman’s son”, “orphan from a caravan”, “miner’s daughter”… It is written in the card, and one job comes easier to such a settler. The past is there for those who joined the colony from this version on.
- On new shards the forest varies: an oak grove gives more logs, birch woods grow back faster, spruce woods are chopped faster. Tap the forest — the label tells which kind it is.
- Berry patches and mushroom spots grow at forest edges. Mark them with “Chop” 🪓 — settlers will gather berries and mushrooms, which are food. Then the spot rests for several days.
- Mountains, forests, lakes, streams and ruins now have names — “Grey Mountain”, “Alder Hollow”, “Ruins of Three Arches”. You see them when you zoom out.
Version 1.40.0 — Statistics when playing without signing in
- If you play without signing in, the game sends the author anonymous statistics: how far the colony has got (day, chapter, game counters). No name, no email — only a random install number. This way the author sees how many people play and where the game is too hard or too easy.
- You can turn it off in the main menu: “Send anonymous game statistics”. More — in the personal data policy.
Version 1.39.1 — About the game and contacts
- At the bottom of the main menu — the “About the game and contacts” page: what the game is, who makes it, how to contact the author. And that the game is free: it has no purchases and no ads, and it doesn’t ask for a card or a phone number.
Version 1.39.0
⚠ Spoiler: about later chapters
Tasks and rune words
- Daily and weekly tasks — the 🎯 button at the top. Every day three small tasks, every week one bigger one. Done — collect the reward: dust, gold, and for the week also a rune. Didn’t make it — you lose nothing.
- Rune words: put the right runes in order into an item that has exactly as many sockets as there are runes in the word — the item gets a name and a special power. The list of words is in the “ᚱ Runes” tab of the inventory.
- The four upper runes are “Key”, “Warden”, “Crown” and “Heart”. They never drop: they are only fused, with the Archive of Knowledge and for arcane cores. Each has two properties.
Version 1.38.0 — News on the wind
- Once a day the wind brings the colony a gift — the 🍃 button at the top. It may be a letter with a present, a find near the houses, a riddle (guess it — the gift is richer) or an antiquities merchant with rare items.
- Missed a day — you lose nothing: tomorrow there will be new news.
- You can turn on a reminder about it on your device: main menu → “🔔 Device notifications” → “News on the wind”.
- Several Antiquarian’s studies — several research topics at once: as many studies, as many topics.
- In achievements, a name frame now says what it was awarded for.
- In winter a cleared road looks like in summer — even paving, without spots and holes.
- If chopping or mining is selected, tapping ruins opens the ruins, and the tool switches to “Select”.
Version 1.37.0 — Special places and the shard’s trait
- New shards have special places: a spring (houses nearby — happier settlers), a lake (fields nearby give a bigger harvest), a cave in a mountain (an ancient cache deep inside) and a boulder field (stone not far from the landing). They are marked on the map with icons.
- Each new shard has its own trait: Windy, Ore-rich, Teeming, Misty or Fertile. Which one — you see already when choosing the world, and in the game — in the colony statistics.
- Colonies started earlier stay as they were: their map doesn’t change.
Version 1.36.0 — Cursed items
- Now and then a rare or legendary find turns out cursed ☠. Its properties are 1.6 times stronger, but the owner gets a downside: frowns, gets hungry faster, tires faster or walks slower.
- The curse can be lifted in the inventory — for 2 arcane cores and a rune of level 3 or higher. The downside goes away, the power stays.
Version 1.35.0
⚠ Spoiler: about later chapters
Blueprint of the ancients
- From chapter 4, scraps of an old ancient blueprint are sometimes found. There are five: from ruins, from a mountain cache, from an ancient vault, from a neighbouring island and from the antiquities merchant.
- Collect all five — and a unique building opens, the Ancient Aqueduct: all the colony’s fields give 30% more harvest. Only one aqueduct per colony. The scraps are shown in the inventory, in the “Blueprints” tab.
Version 1.34.0
⚠ Spoiler: about later chapters
Device notifications
- The game can send notifications to your phone or computer. Turn them on in the main menu: “🔔 Device notifications”. Until you turn them on, nothing will come.
- Even with the game closed — about a new version, news from the author and new achievements. While the game is open but minimized — about bandits, expeditions and new story scenes.
- On iPhone and iPad notifications work only if the game is installed on the Home screen.
Version 1.33.0
⚠ Spoiler: about later chapters
Masters’ masterpieces
- When a master works at the smithy or armory, an item now and then comes out as a masterpiece ⚜ — with the name of its maker. Its properties are like a rare item’s, only a quarter stronger.
- The higher the settler’s tier, the more often masterpieces come: a master — 5%, an elder — 7%, an architect — 9%, a keeper — 12%.
Version 1.32.0
⚠ Spoiler: about later chapters
Frames for merit
- For special merit a frame appears around your name: for the finale (a different one for keeping and for releasing the Heart), for “New Game+”, a perfect item, a complete Book of finds, a swift path to the Heart, all secret achievements and all achievements at the top level.
- The frame is shown in the main menu and in the rating. It can’t be bought — only earned. Choose from the ones you have in “Achievements”. The rarest shimmer (without motion on “Simple” graphics).
Version 1.31.0
⚠ Spoiler: about later chapters
Secret achievements
- New achievements: “Guardian of the Heart” and “Free islands” for the finale, “Swift Heart” — for a quick path to the Heart, “All together” — if nobody left before the finale, “Legacy of the ancients”, “Perfection”, “Chronicler” and “On the road again”.
- Some achievements are one-time — they have no levels. And where it says “in one colony”, the best colony counts, not the sum of all.
- Secret achievements have appeared. In the list they show as “???”, and how to get them is not said anywhere. Find out yourself!
Version 1.30.0
⚠ Spoiler: about later chapters
An item grows with its work
- Tools and weapons now remember what was done with them: “Axe — with Miron, 1,240 trees”. Felled trees, mined blocks, harvests, workshop goods, hunted game and driven-off bandits are counted.
- At milestones the item gets a nickname — “Woodcutter”, “Terror of the thicket”, “Forest breaker” and others — and gets better with each: a tool speeds up work by 4%, a weapon makes the guard 4% stronger. The item’s owner is the one who did the most with it.
- Items with a nickname 🏅 are not touched by auto-salvage, “Unneeded” and “Salvage junk”.
Version 1.29.0
⚠ Spoiler: about later chapters
Perfect finds
- About one legendary item or relic in fifty is perfect ✦: all its properties are at the very maximum. In the find window it shines especially bright. Reforging and upgrading don’t spoil it. Perfect ones may turn up among items you already have.
- The Book of finds (📔 in the inventory): everything the colony has ever found — items of every kind, legendary powers, relics and runes. Not found yet — under “???”. Complete a whole section — all settlers get a bonus forever: faster work, more frequent finds, rare items or double yield more often.
Version 1.28.0
⚠ Spoiler: about later chapters
Dressed for the part
- Worn items are now clearly visible on a settler. Each has its own look: a hood and a crested helmet, a collared jacket and a belted robe, boots, an axe, pickaxe, sickle or hammer in hand, a quiver on an archer’s back.
- The trim colour shows the item’s rarity: blue for magic, yellow for rare. Legendary items and relics glow softly (no glow on “Simple” graphics). In a full set a settler has their own colours and a cloak.
- In the settler card, above the items, there is their figure in everything they wear. Inside buildings settlers also wear their own clothes.
Version 1.27.0 — Comfort and light inside
- An upgraded building looks richer inside too. Level II — a runner from the door and curtains on the windows. III — a patterned runner, painted walls and a picture. IV — a copper strip along the walls and a copper chandelier.
- In a powered building lamps burn instead of candles, and a wire runs along the wall. A workshop has a copper panel with a needle and a pulley that drives the machine. Little power — the lamps are dimmer and the pulley turns slower.
Version 1.26.0 — Richer with every level
- Upgraded buildings are now visible on the map. Level II — a stone base of the wall, carved window frames and a weathervane. III — a tiled roof with an attic, a lantern by the door and a sign (flat roofs get stone battlements and a skylight). IV, with power — a copper gutter and ridge, and bright lamps instead of candles in the windows.
Version 1.25.0
⚠ Spoiler: about later chapters
How many you can build
- Some buildings can now be placed only a few times: the smithy, armory and jeweler — one, plus one more for every 15 settlers (up to four); the watchtower — two, plus one more for every 10 settlers; the Antiquarian’s study — two (a third at 30 settlers); the Trading post — one (a second at 30); the Pier — one, plus one more for every 15 settlers (up to three).
- The shipyard, Guild hall, Council house, the bell and special story buildings — only one each.
- The “Build” menu shows how many already stand and how many are allowed: for example, “2/3”. What is already built in your colonies stays and works — you just can’t place new ones over the limit.
Version 1.24.3
⚠ Spoiler: about later chapters
Clear texts (continued)
- Simpler now: the windows of a raid, the Council of sisters, the Bowl of the Heart, an expedition and an ancient vault, the settler card, runes in the inventory, the choice scenes of chapter 9 and the finale, the “can’t” messages and the knowledge base pages about neighbours, defence and relics. The Bowl now has “steps” rather than “phases”, and with neighbours it is “friendship” rather than “relations”.
Version 1.24.2
⚠ Spoiler: about later chapters
Clear texts
- The game’s texts are rewritten more simply: tutorial and tips, story scenes and chapter goals, descriptions of buildings, goods and research, laws and the sisters’ requests, tool hints, the “why is the settler idle” and “why you can’t build here” messages, the journal and the “Basics” in the knowledge base. Shorter sentences, everyday words — the meaning and numbers are the same.
Version 1.24.1
⚠ Spoiler: about later chapters
Clearer New Game+
- A colony card where the Heart is gathered has a “💠 New Game+” button: it opens a new world with this colony’s legacy right away (relics and the trait are already chosen — you can change them). There is a hint in the Bowl of the Heart window after the finale too.
Version 1.24.0
⚠ Spoiler: about later chapters
New Game+
- A colony where the Heart is gathered leaves a legacy: when founding a new colony in the main menu, choose “💠 Legacy” — the founder’s relics (one if the Heart was kept, two if it was released), the first settler’s trait and the blessing of the Heart’s keeper from the first day (twice as strong for the Heart’s guardian).
- Each “+” is harder — hunger, raids, research, late prices — and finds are more generous. The legacy of a “+1” colony gives “+2” and so on; the level is shown on the colony card.
- In statistics (“All colonies”) — finale marks: how many times the Heart was kept and released, and “New Game+” colonies.
Version 1.23.0
⚠ Spoiler: about later chapters
Real fights
- During a raid the guard no longer crowds at the storage: each takes their own post in a half-ring in front of the band, archers — by the watchtowers or in a second line.
- A fight goes blow by blow: health bars over the fighters, visible swings, arrows in flight, “miss”, “block” and damage over the target — on both sides.
- The weapon decides how they fight: a bow shoots from afar and first and keeps its distance, a spear reaches sooner, a cleaver hits harder, without a weapon — a club. Bandits are armed the same way — with a watchtower the raid window shows with what.
- Health doesn’t recover during a fight: a wounded winner is weaker in the next one, while those not fighting catch their breath.
Version 1.22.10
⚠ Spoiler: about later chapters
Bandits and might
- Raids grow with the colony: if your ⚔ might is above the usual for the chapter, bandits come in noticeably bigger numbers — defence no longer freezes at “good enough”, and paying them off costs more.
Version 1.22.9
⚠ Spoiler: about later chapters
Putting wealth to work
- Story buildings of chapters 5–10 and contributions to the Bowl of the Heart cost more for a rich colony: on top of the price they take a fifth of the shard dust, arcane cores and gold saved above the “living” reserve (1000 dust, 40 cores, 300 gold). A building’s price is fixed when it is laid down. Colonies without big savings pay as before.
Version 1.22.8
⚠ Spoiler: about later chapters
A smithy without endless dust
- Items forged at the smithy and armory ⚒ give four times less shard dust when salvaged (common ones — none). Dust is found in ruins, caches, ancient vaults and on expeditions.
- Auto-salvage no longer touches forged items: the smithy and armory forge while there are fewer free items than the quota, then stop and don’t waste ingots.
Version 1.22.7
⚠ Spoiler: about later chapters
Fixes
- Fixed: after loading a colony, settlers who fell asleep in the Architect’s house (and other big houses) stayed inside “idle” although there was plenty of work. Now they go out to the door and get to work.
Version 1.22.6 — Fixes
- A diagonal road all the way to a building shows as a strip: dragging and “road here” marks go as a solid band, not as tiles corner to corner. In winter a cleared diagonal road is also an even strip of paving.
Version 1.22.5 — Winter and roads
- In winter cleaners clear snow only from roads and bridges — trails stay under snow until spring. Pave the main ways: in winter a road is noticeably faster.
- A road is now drawn as a line from point to point — straight or exactly diagonal, and diagonally it lies as a solid strip, without a “staircase”. An area, as before — as a rectangle with Shift held.
Version 1.22.4
⚠ Spoiler: about later chapters
Balance and convenience
- Daily costs now match the length of the game day: in long days settlers both get more done and eat, heat, wear out clothes and furniture and read books more. The same for bread for the road, food spoilage and taxes.
- The production quota in the building window changes in handy steps: the airship, tools and weapons — by one, books and furniture — by 2, planks and bread — by 10.
- Wires run more naturally: from the station to the nearest houses and on over the roofs on brackets — without a web of “everyone to everyone”.
- Fixed: messages in reply to an action in a window (“Item upgraded”, a reason for refusal) hid under the window — it seemed that a button, for example “Upgrade” on a relic, did nothing.
Version 1.22.3
⚠ Spoiler: about later chapters
Fixes
- Chapter 10: the last step of the Bowl of the Heart phases is clearer — the contribution is made by hand with the “Contribute to the Bowl” button, and the story tracker has a “💠 Bowl of the Heart window” button.
Version 1.22.2
⚠ Spoiler: about later chapters
Fixes
- Chapter 9, “Who will keep the Heart?”: each sister now shows what exactly gets stronger and by how much (“now — defence +25%, will be — +50%”), and how she will help in the last chapter.
Version 1.22.1 — Fixes
- Inventory: the header and buttons no longer jump when the number of unneeded items, dust or selected items changes.
- Phone in landscape: no more scrolling the window buttons in the top bar — they stand in two rows on the right, all in view; resources — as a strip on the left.
Version 1.22.0
⚠ Spoiler: about later chapters
Chapter 10. The Heart
- The final chapter: the sisters gather the Heart in the Bowl of the Heart — a huge building in four phases. Ratmira lays the foundation, Vedana — the roots, Taisya — the copper veins, Ladomira — the pull. The colony limit is 48 settlers.
- Each phase is contributed in the Bowl window: goods from storage and the sister’s condition — plant a forest, bring power, gather the shards. The phase of the keeper chosen at the Council is cheaper.
- The last phase gathers nine shards and gives the tenth. And then — the main choice of the game: keep the Heart for the colony or release the islands.
- After the finale the colony lives on — you can keep playing as long as you like.
- Settlers prefer paved roads: if a road is nearby, they turn onto it instead of treading the trail next to it.
- Less junk and dust: plain items drop less often when breaking mountains, and caches hold less dust — by mid-game the storage is not buried.
- Fixed: while putting an ancient vault to sleep, a line stretched from it beyond the island’s edge; a stray stroke at the excavation ring and on a settler’s bow.
- Fixed: on a phone in landscape the top bar buttons overlapped — now they scroll with a finger.
- Chapter 9, “Heal people”: the conditions now say that neighbours’ requests come only after the Pier is built — the neighbouring colonies are seen from it.
- The Hall of the Sisters inside — four rooms behind partitions: each sister has a canopied bed in her own colour and her own things — Vedana’s herbs, Ratmira’s weapons, Taisya’s books, Ladomira’s map.
- Inventory: an item’s description in a cell no longer sticks out of the frame — each line fits on one line, shown in full in the hint and on the right.
- Ruins no longer “come back to life”: ruins dug to the bottom give nothing — they can only be taken apart for stone. Finds are now worth going to the far ruins for, rather than searching the near ones again.
- Putting an ancient vault to sleep is harder: it doesn’t always work (the chance is higher with the “Knowledge” skill and lower for high-level vaults). If it fails, the guardians wake up, the one doing it is hurt, and the work starts over.
- Fixed: after pressing “Update”, the game could throw you out of a colony you had just opened back to the menu a few seconds later. If the browser restarts the game itself (usually from lack of memory), the menu will say so and suggest what to do.
- Chapter 7: if a shard doesn’t count as joined, the story tracker explains why — the landfill touches it only at a corner, runs into forest or rock, or doesn’t reach it yet.
- Expedition to the Dusk island: if the captain wears no item with a rune, the window says so right at the “Send” button — before, the airship silently didn’t fly.
Version 1.21.2
⚠ Spoiler: about later chapters
Fixes
- Chapter 7: a shard joined by landfill didn’t count if a building now stands on the colony’s landing spot. Fixed — the “A shard at the edge” stage will pass by itself.
Version 1.21.1
⚠ Spoiler: about later chapters
Fixes
- Chapter 7: a small shard now drifts up even to an island with awkward shores — before, on some maps you could wait for it for weeks. At the “A shard at the edge” stage the story tracker has “⌖ Show the shard”: the camera finds it by itself, even if it drifted far from the village.
Version 1.21.0
⚠ Spoiler: about later chapters
Chapter 9. Council of Four
- A new chapter: Ratmira’s letter has reached everyone — for the first time since the Shattering the four sisters gather in your colony. Build the Hall of the Sisters for them. The colony limit is 44 settlers.
- Each sister has her own request — in two versions, and the choice is yours, forever. Vedana: heal people or grow the forest. Ratmira: an alliance with neighbours or a fortress. Taisya: give a relic or books and runes. Ladomira: pull in small shards or link the islands with trade routes. Each choice leaves its own blessing.
- A relic given to Taisya awakens the others: an awakened relic works one and a half times stronger.
- In the finale — the Council at the Round Stone: the colony decides which sister will keep the Heart. Her blessing becomes twice as strong, and the Heart beats for the ninth time.
Version 1.20.0
⚠ Spoiler: about later chapters
Neighbouring colonies
- From the Pier three neighbouring colonies on nearby shards are visible — miners, beekeepers, weavers or smiths, each with its own name and way of life.
- You trade with neighbours by route: they pay more than the Trading post, and for what they “badly need right now” — even more. The need changes every few days.
- Neighbours send requests — they are in the journal and in the top bar (🏘). Helped — gold and friendship; refusing or delaying spoils relations.
- Relations: strangers → acquaintances → friends → allies. The warmer, the better the prices, and allies send gifts by themselves.
Version 1.19.1 — Fixes
- After loading a colony the map opens where you were looking last time, at the same zoom. If the colony hasn’t been opened on this device yet — at the village by the landing spot, not on a random settler far away.
Version 1.19.0
⚠ Spoiler: about later chapters
Trade routes
- A new building — the Pier (from chapter 8): it is placed right at the island’s edge. From it an airship flies on schedule by itself to the keepers’ islands where your party has already been.
- Each island buys its own goods and sells its own: Vedana — bread, cloth and clothes for herbs, honey and medicine; Ratmira — food and medicine for ore, coal, ingots and brick; Taisya — planks, wool and jewelry for paper, books and copper. Better than the Trading post.
- The route window has what to take, what to bring, how often to fly and an estimate of the income. An airship on a route is busy for expeditions — build another one.
- Colony guests now land at the Pier, and the route’s airship waits there until it flies off.
Version 1.18.0
⚠ Spoiler: about later chapters
Handy item salvage
- The inventory has “☑ Select”: tick several items and salvage them at once. You see right away how much dust and how many arcane cores you will get.
- “✦ Unneeded” marks the extras by itself: each settler keeps one best replacement for each slot and each building for its module, the rest goes to salvage. Legendary items and relics are never included.
- 🔒 A lock on an item: a locked item won’t be salvaged one by one, in a batch or by auto-salvage, and won’t be sold to the merchant, until you remove the lock.
Version 1.17.5 — Fixes
- The “Update” button no longer reloads the game in a loop. If the new version didn’t install the first time, the game fetches it from the server again — saves won’t suffer.
Version 1.17.4 — Handier main screen
- Colonies on the main screen are in order of play: the one you played last is always first.
- The colony’s map size is shown: in the list and next to the shard’s name.
Version 1.17.3 — Fixes
- On a phone the colony might window opens fully on screen instead of sliding to the left.
Version 1.17.2 — Fixes
- On iPhone there is no longer an empty strip under the “Play” button on the main screen.
Version 1.17.1
⚠ Spoiler: about later chapters
A new main screen
- The main screen is new, especially on a phone: a big shard at the top, below it the “Colonies”, “World”, “Sign in” and “More” tabs, and the “Play” button is always under your finger.
- Each colony in the list shows its chapter, the number of settlers, the Shards of the Heart gathered and when you played it.
Version 1.17.0
⚠ Spoiler: about later chapters
Ancient relics
- A new, highest rarity — ancient relics: six named items, one for each slot, each with its own story and a power stronger than legendary ones. Look for them in the deepest ruin excavations, on the Far shard and in ancient vaults — sometimes a legendary find turns out to be a relic.
- All six relics form one set, “Legacy of the ancients”. A master or higher can wear them.
Version 1.16.4 — Fixes
- The explanation in the colony might window wraps over lines and no longer slides to the right.
Version 1.16.3 — Modules apart from settlers’ items
- Building modules can no longer be confused with settlers’ items: the inventory has its own “Building modules” section, a turquoise “🏭 Building module” label and a dashed frame; the finds feed and the rare find window mark them as “building module”.
Version 1.16.2 — Building modules stand out
- Building modules are easy to spot in the inventory: a 🏭 icon in the corner and a dashed frame, and the card says the module goes into a production building, not on a settler.
Version 1.16.1 — Guests stand out
- When a wanderer, caravan or merchant arrives, a noticeable button appears next to the journal in the top bar — “🚶 A wanderer awaits an answer” (or whoever came); tap it and the journal opens with the reply.
- The hint for a top bar good you don’t have right now (zero) is no longer pale and no longer hides under the tasks window.
Version 1.16.0 — Colony might
- The colony now has might ⚔ — one number in the top bar: buildings and their levels, settlers and their skills, worn items, story chapters and defence. Tap it to see what it is made of and how it grew day by day.
Version 1.15.2 — Choosing a shard on a phone
- On a phone, the expanded shard shows its name and a “🎲 Another world” button: you can flip through worlds and see the island right away without folding it.
Version 1.15.1 — Clearer sets and upgrades
- When you give out a set item, each settler shows by slots what of the set they already wear (✓), which slot this item will take (+) and what is missing, and below — the bonuses: which already work and which will open after giving it.
- A building’s upgrade price shows the names of the resources; hover or tap a resource to open its card.
Version 1.15.0 — Mountains of different heights
- Mountains now have different heights. Along the edge of a range are foothills: you can cross them, but slowly (you can’t build or store anything there). The middle of the range is high mountains: impassable until settlers break them.
- Tap a mountain — the hint says whether it is a foothill or a high mountain.
Version 1.14.0 — Guests fly in
- Wanderers, caravans and merchants no longer appear out of nowhere: a boat moors at the island’s edge closest to the storage, the guests walk to the storage and wait for an answer. Once you decide, or if they don’t get one, they walk back to the boat and it casts off.
Version 1.13.3 — Legendary sets
- Sets now come only on legendary items — and are collected over all six slots: a full “Miner”, “Wanderer” or “Hearth” set gives a third, strongest bonus. Rare set items already found stay as they were.
Version 1.13.2 — Mountains in winter and small things
- In winter mountains no longer drown in snow: the snow on the slopes is thin, ridges and shadows are visible.
- Find cards no longer cover open windows and the selection panel — they wait until the window is closed.
- On a phone the shard in the main menu is a small picture in the corner: a tap expands it to full screen, “Fold” brings it back.
Version 1.13.1 — Supplies in the top bar in order
- Supplies in the top bar are in groups (food, construction, raw materials and crafts, for settlers, valuables) in a fixed order. When a good runs out, it stays in its place as a pale zero, and its neighbours no longer jump.
Version 1.13.0
⚠ Spoiler: about later chapters
Chapter 8. Laws of the Colony
- A new chapter: the sisters have agreed to sit at one table, but Ratmira came first — with a scroll and a question: can the colony live by law so that nobody leaves? A Council house, a book of laws, a holiday, the first keeper.
- The Tablet of Laws is the chapter’s story building: the downsides of laws to mood are half as strong. And the eighth Shard of the Heart.
- The colony can grow to 40 settlers.
Version 1.12.0
⚠ Spoiler: about later chapters
Keepers
- A new, sixth settler tier — keepers (chapter 7). An architect becomes a keeper if they live in the Keeper’s chambers with power, the colony has passed two laws and they are happy with life.
- A keeper works 80% faster, is one and a half times stronger in defence, and most importantly holds the colony’s spirit: each keeper (up to two) raises everyone’s mood. Every day they need more jewelry.
Version 1.11.0
⚠ Spoiler: about later chapters
Holidays and the unhappy leaving
- Holidays: once a season you can hold a holiday at the Council house for a treat for every settler — Founding Day in spring, a fair in summer (Trading post prices return to normal), a harvest festival in autumn, winter lights in winter. Everyone’s mood rises for a few days.
- From chapter 7 a very unhappy settler may leave the colony: if their mood stays below 20 for two and a half days. A day before, there is a warning in the journal and in the card. Their items stay in storage.
Version 1.10.0
⚠ Spoiler: about later chapters
The book of laws
- The “Law” research (chapter 7) and the Council house: the colony gets a book of laws ⚖.
- Laws come in pairs — “Long day” or “Fair day”, “Rations” or “Common table”, “Militia” or “Hired guard”, “Tithe” or “Free market”. From each pair one law is passed, forever: each has its own benefit and its own price.
- Inside, the Council house is a chamber with a long table and a lectern with the book of laws.
Version 1.9.3 — Mountains with relief
- Mountains on the map are real ranges: slopes rise to a ridge, spurs and gullies are visible, the sunny side is lighter, and the mountains’ shadow falls on the grass at their foot.
- In the world preview the mountains are even lower.
Version 1.9.2
⚠ Spoiler: about later chapters
Wanderers and houses
- Chapter 3, “Look after your own”: while the colony grows to 18 settlers, word of it spreads across the islands — wanderers come twice as often, and after three days without them one is sure to come (it used to be a week).
- A demoted settler (an architect back to elder, an elder back to master) no longer keeps a bed in a house above their tier: a new architect or elder can move in.
Version 1.9.1
⚠ Spoiler: about later chapters
The guild hall and the lighthouse shadow
- Inside, the Guild hall is a real assembly hall: a long table where the colony’s masters sit, a lectern with a book, craft banners, a cabinet with charters and seals, a shelf with sample works.
- The lighthouse shadow follows the tower’s shape, not a thin stick.
- Far shard: once the Shard of the Heart has been taken away, the expedition window no longer lists it among the loot.
Version 1.9.0
⚠ Spoiler: about later chapters
Chapter 7. Pull of the Heart
- A new chapter: the islands no longer drift — someone is pulling them. An alarm bell, landfill to a drifted shard, ruins with a strange mark — and a meeting with Ladomira, the sister who always wanted to gather the Heart at once and whole.
- The Pull Node is the chapter’s story building: with it landfill is half as costly, and small shards drift up more often. And the seventh Shard of the Heart.
- The colony can grow to 36 settlers.
- A big colony is computed almost twice as fast — less load on the phone.
Version 1.8.1 — Roads in winter
- A road cleared in winter no longer looks like a trail: the snow is removed across the whole width, the paving and the kerb are visible.
Version 1.8.0
⚠ Spoiler: about later chapters
Small shards
- After the Ancient Generator the islands have shifted: from time to time a small shard drifts up to the colony’s edge — with ruins, ore or a grove. Reach it with landfill across the void.
- Each arrival is a tremor: without an alarm bell someone outside gets bruised. The alarm bell (chapter 6) rings by itself — everyone has time to take cover.
Version 1.7.0
⚠ Spoiler: about later chapters
Landfill
- The island can be expanded! The “Earthworks” research (chapter 6) opens the “Landfill” order ⛰: builders fill the void at the island’s edge with stone and clay — tile by tile out from the shore.
- New land is bare at first, then grows over with grass — build, plant, set up storage.
Version 1.6.3 — Roads
- Roads are even crisper: paving exactly along the tiles, straight ends (without “wedges”), diagonal joints as a solid strip, a one-pixel kerb.
Version 1.6.2 — Paving and grass
- Roads are crisper: large stones, pixel-thin seams, a kerb along the edge — the paving is visible even from afar.
- Bare ground where a rock was mined out grows over with grass in time (if nobody walks or builds on it).
Version 1.6.1 — Forging, roads and roofs
- Items forged at the smithy and armory give an arcane core when salvaged at most once every 5 days (rare and legendary ones also give half as much dust), and the antiquities merchant buys them at half price. Before, forging with auto-salvage gave endless cores and dust. Items already forged stay as they were.
- Paved roads are more detailed: small stones with highlights and shadows, seams, moss; by the water they are no longer “nibbled”.
- Houses placed right next to each other no longer merge their roofs — there is a gap between them.
Version 1.6.0
⚠ Spoiler: about later chapters
Chapter 6. Spark of the Ancients
- A new chapter! Taisya no longer hides knowledge — she teaches. Six stages: copper from ancient scrap, the first power, a grid across the colony, the first architect, workshops driven by power — and the Ancient Generator.
- The Ancient Generator is a story machine running on arcane cores: 20 units of power, the sixth Shard of the Heart, a colony limit of 32 settlers.
- Colonies that have already finished chapter 5 will start chapter 6 by themselves on loading.
Version 1.5.0
⚠ Spoiler: about later chapters
Architects
- The fifth settler tier — architects (from chapter 5): an elder living in a lit Architect’s house, wearing an item with a rune set in it, can become an architect. Architects work 60% faster and are as strong in defence as elders.
- Every day architects also need books and light at home: without power for two days in a row — back to elder.
- Level IV of workshops — “Power drive”: only with power and when the colony has an architect; another +25% to speed. The price is three times the building cost, copper and an arcane core.
Version 1.4.4 — The research window
- Research in a branch goes in steps, without a “staircase” to the right. Each node shows what it opens after: ✓ — studied, an icon — if that node is from another branch.
Version 1.4.3 — Fix
- iPhone: a double tap no longer shifts or zooms the game screen.
Version 1.4.2 — Softer shadows
- Settlers’ shadows are shorter and lighter — they no longer look like a stick in their hands.
Version 1.4.1 — Building by finger, smoke and shadows
- Building and moving on a phone: the building ghost appears at once, you can drag it by any point (the grab area is bigger than a finger, so the building doesn’t hide under it), a tap on the map moves it, and the “✓ Place” button places it. No more accidental buildings; why you can’t build is written next to the button. After building, the ghost shifts to the next spot — rows of houses and palisades go up fast.
- Chimney smoke is alive: puffs rise, fade and drift with the wind, and in winter chimneys smoke more.
- Shadows from the sun: long to the west in the morning, short at noon, to the east in the evening, gone at night. Settlers too.
Version 1.4.0
⚠ Spoiler: about later chapters
Ancient electricity
- A new research from chapter 5 — “Ancient electricity”: no magic, just copper and water. The copper works melt ancient scrap into copper.
- A water wheel (right next to water) and a wind turbine give power, poles carry it for 8 tiles and connect to each other — the wires are visible on the map.
- Powered workshops work 20% faster, and houses with light are cosier. If power is short, it is shared equally. The building window shows whether it is connected.
Version 1.3.0
⚠ Spoiler: about later chapters
Chapter 5. Hidden Knowledge
- A new chapter! Taisya is the keeper who hid the knowledge of the ancients after the Shattering. Six stages: open an ancient vault, learn the language of runes, fuse runes, go down into the underground library, take the knowledge without a single blow — and build the Archive of Knowledge.
- The Dusk island is a new expedition destination: the entrance to the library opens only if the captain has an item with a rune set in it.
- The Archive of Knowledge is the fifth Shard of the Heart; research is a quarter faster, runes are found one and a half times more often. The colony limit is 28 settlers.
- Colonies that have already finished chapter 4 will start chapter 5 by themselves on loading.
Version 1.2.2
⚠ Spoiler: about later chapters
Fix
- The missing first Shard of the Heart now also appears in colonies that have finished all four chapters.
Version 1.2.1
⚠ Spoiler: about later chapters
Shards of the Heart
- The first Shard of the Heart — the one beating in the Altar — now also lies in supplies: after chapter 4 there are four of them, as there should be. In colonies already started, the missing shard appears by itself.
Version 1.2.0 — Runes and sockets
- Runes of the ancients — eight signs from “Spark” to “Call”. They are found in ruins, caches and ancient vaults, and rare items sometimes give up a rune when salvaged.
- Items and modules now have sockets ◇ (rare ones — up to three). After “Rune reading” a rune can be set in — it gives a property, and which one depends on the place: tool, weapon, clothes, module.
- A jeweler can take a rune out whole, for dust. Three identical runes fuse in the Antiquarian’s study into one a level higher — a new way to spend dust.
- Inventory → the “ᚱ Runes” tab: stock, what each rune does, and fusing. More in the knowledge base, “Runes and sockets”.
Version 1.1.0
⚠ Spoiler: about later chapters
Ancient vaults
- From chapter 4 surviving buildings of the ancients appear on the island — sanctuaries, storehouses and workshops. They are guarded by mechanical guardians, and inside lie the island’s best finds: high-level items, arcane cores, dust, blueprints.
- Storming: the guard fights the guardians one on one, like bandits. A broken guardian doesn’t rise again, and a guard who loses goes off to heal their bruises.
- Or without a fight: after studying “Rune reading”, you can put the mechanisms to sleep for cores and dust — the “Sorties” job at the vault.
- The farther a vault is from the landing spot, the stronger its guard and the richer it is. All about them — in the knowledge base, the “World” section.
Version 1.0.2 — A smooth menu
- The main menu no longer freezes when choosing a large or huge world: the island is prepared in the background, with a splash of floating shards meanwhile.
Version 1.0.1 — Write to the author
- The main menu has “✉ Write to the author”: a bug, an idea or a few words about the game. The version and the selected colony are attached by themselves — so a bug is easier to find.
- Bridges across a river are drawn as an even deck — before, the bank and the water “bit” pieces off them.
Version 1.0.0
⚠ Spoiler: about later chapters
Oskolki 1.0
- The first big release! Thanks to everyone who built colonies on the shards while the game was growing — your feedback made it what it is.
- The story has four chapters: “Shards of the Heart”, “Sky Roads”, “The Green Thicket” with Vedana, Mistress of the forest, and “Stone and Steel” with Ratmira. Two of the four keepers of the Heart have been met — two more lie ahead.
- The colony grows from labourers to artisans, masters and elders; settlers have mood, friendships and quarrels, skills and traits, gear in six slots and weapons.
- Production: bread, planks, furniture, cloth and clothes, ingots and tools, brick, books, jewelry, honey, medicine, hunting and the smokehouse; the granary, resource camps, building upgrades, a Trading post with living prices.
- Finds with rarity, properties, sets and legendary powers — in ruins, caches, excavations and expeditions; encounters on the way with choices, and a map of the archipelago.
- Bandit raids from chapter 4 — one-on-one duels, towers and the palisade.
- Worlds of three sizes — up to 200×200 — and nine modifiers; seasons, day and night, a forest that grows back and has to be cut through.
- A knowledge base about everything in the game — 📖 or the K key, without spoilers beyond your colony.
- The chance to fight off a raid in the raid window is now calculated by duels — the same way the fight goes.
- Next — new chapters and keepers, ancient relics, ancient vaults with mechanical guardians and much more.
Version 0.23.0
⚠ Spoiler: about later chapters
One-on-one fights
- A raid at the storage is no longer a general brawl with sparks, but duels: a free guard faces a free bandit, and you see who beats whom. A guard who loses runs off to their house (sometimes bruised) and doesn’t fight until the end of the raid; a bandit who loses runs back where they came from.
- Each fight’s outcome depends on the fighter’s strength: the “Combat” skill, a weapon, being a master or elder; towers and the palisade help in each one. All bandits fled — the raid is repelled; no guard left at the storage — they rob it.
- The raid window shows how the fight goes: how many duels are won and lost, how many bandits are still on their feet.
Version 0.22.0 — Big worlds
- World size when creating a colony: “Normal” 100×100, “Large” 150×150 and “Huge” 200×200 (for powerful devices). The island isn’t stretched: hills, forests and ridges are the same size, there are just more of them — more ruins, caches, deposits, herds and rivers. The start at the landing spot is as usual.
- You can now eat at lumber camps, mining camps and granaries — workers at a distant forest or mine don’t need to cross the whole island to the storage. It helps on a normal map too.
- On a big map you can zoom the camera out farther — to see the whole island.
Version 0.21.5 — Small things
- The 3D island preview in the menu: below — the shard’s stone body narrowing down into a cone (like the distant shards in the sky), instead of hanging edges.
Version 0.21.4 — Fixes
- iPhone: a “back” swipe in the game without a long black screen (it used to take 2–3 seconds).
Version 0.21.3 — Fixes
- “Back” on a phone (the Android button, the iPhone gesture) and in the browser no longer throws you out of the game: it closes the open window, like Esc, and if there are no windows it asks whether to go to the main menu.
Version 0.21.2 — Share the game, and fixes
- “🔗 Share the game” in the main menu: on a phone and computer the usual “Share” menu opens with a list of apps; where the browser can’t do it — a link to copy and buttons for Telegram, VK, WhatsApp, Odnoklassniki.
- Fixed: on iPhone the knowledge base search overlapped the text and pushed ✕ off the edge — now the window header stays in place, and search is on its own line.
- The knowledge base in the game: everything your colony has reached is in the common list, without “spoilers”.
- The knowledge base site: the game’s icon on the browser tab.
Version 0.21.1 — A knowledge base without spoilers
- The knowledge base in the game shows only what your colony has reached: buildings, goods, research, islands and chapters of the next chapters are hidden, and buildings not yet opened by the story appear when the story opens them. At the bottom of a section — how many pages are still ahead.
- On the knowledge base site, late chapters are marked “⚠ Spoiler” and folded in the menu and sections, and chapter stages after the first are hidden under “Show”.
Version 0.21.0
⚠ Spoiler: about later chapters
Knowledge base
- The knowledge base — a guide to the whole game: 📖 in the top bar or the K key. Sections: basics, buildings (by groups, as in the “Build” menu), goods, production chains as a tree from raw materials to the finished good, research, jobs and skills, population tiers, mood, finds (rarity, properties, sets, legendary powers), expeditions and encounters on the way, world modifiers, beasts, bandits, story chapters and achievements.
- Everything is linked: from bread — to the bakery, from the bakery — to the mill and the chain; search by name and description. The building window has “📖 In the knowledge base”.
- The knowledge base is open even without the game — on the site at /wiki/ (link at the bottom of the main menu): handy to read on a phone while you play on a computer.
Version 0.20.0
⚠ Spoiler: about later chapters
Encounters on the way and the archipelago map
- An expedition is no longer just waiting: on the way the party meets a fire in the fog, a thunderstorm, a fragment of an ancient tower, an oncoming merchant airship, nesting grounds, the wreck of a strange airship, a helpful current, a cloud of shard dust or a leak in the hull. Each encounter has a choice: risk it for finds or pass carefully.
- A short flight — one encounter, a long one — two. The airship waits for your decision (the expeditions window opens by itself, ⛵❗ in the top bar), and the waiting time doesn’t count towards the journey; no answer within 8 hours — the captain picks the careful option.
- Encounter results come on return: extra items, planks and cloth from wrecks, meat, shard dust, and sometimes bruises or a delay. What happened on the way — in the expeditions window and in the journal.
- The archipelago map in the expeditions window: your shard in the middle, neighbours around it (each world has its own layout), tapping an island picks the destination, the airship is visible on its route.
- Their own interiors for the watchtower (a ladder to the hatch, spears, a shield, a brazier, a signal horn), the lighthouse, shipyard, mine, mining camp, clay pit, Altar, hunting lodge, smokehouse, tannery, jeweler and herbalist — instead of a generic workshop. The palisade, the Sacred grove and the Oath Stone no longer have “Inside”: there is nothing to see.
- ✨ Tips about new features: short hints appear when a new feature becomes useful — the “Supplies” window, who is idle, mood, the inside view, the granary, resource camps, building upgrades, living prices, clearings in the forest, snow clearing, ancient scrap, encounters on the way. Those who hid the tutorial see them too; they are turned off separately — “Tips about new features” in the main menu.
Version 0.19.0
⚠ Spoiler: about later chapters
Mood and relationships
- Settlers have a mood: 😄 happy → 😣 depressed. It is made up of being fed, their own bed and a sound house, warmth, health, varied food and honey, their tier’s needs, friends — and fresh impressions: a repelled raid, a finished chapter, a promotion, a return from an expedition, a new face in the colony please them; a ruin, a demotion, quarrels upset them.
- The settler card has a mood bar; tap it to see what it is made of. In the settler list — an icon by the name.
- Inspired settlers (75+) work 10% faster, depressed ones (below 25) — 15% slower. Very bad (below 15) — a settler may break down: drops work and wanders alone for a few hours.
- Relationships: those who work and live close grow closer — each pair has its own compatibility. Friends lift the mood, foes spoil it; now and then quarrels happen. Friendships, quarrels and breakdowns — in the journal 💬, friends and foes — in the card.
Version 0.18.0 — Granary
- A new building, the “Granary” (Food): dry bins for 300 — bread, flour, grain, meat, smoked meat, honey and herbs. Porters bring food to the nearest granary, and its space adds to storage; the granary can be upgraded (+50% space).
- Food that doesn’t fit into granaries spoils a little every day: bread and herbs — 3%, flour — 2%, grain and smoked meat — 1% (honey doesn’t spoil, fresh meat rots as before). A little food (5 per settler) is kept at home and doesn’t spoil even without a granary; once every three days — a journal entry.
- The “Supplies” window and the granary window show how much food is under a roof and how much lies outside. Inside, the granary has grain bins, sacks of flour, barrels of honey.
Version 0.17.1 — Fixes
- Fixed: forest that grew (or was planted) right next to a house or workshop blocked the entrance — settlers slept outside by the house, workshops stood idle. Such forest by the walls is cleared on loading, and forest no longer grows or gets planted right next to buildings.
- Raids: in the last hour the guard gathers at the storage, where the fight is (before — at the watchtower, and didn’t make it to the storage in time).
Version 0.17.0 — Settlers, houses inside and new deposits
- Settlers have a sex: female and male names, looks (women wear skirts), correct word endings in the journal and the finds feed.
- A building inside: “🔍 Inside” in the building window or a double tap on it — a view from above: walls and a door as the building has outside, light from the windows, beds with sleeping residents, a hearth with fire, a workbench with a worker, a forge and anvil, a millstone, an oven, storage shelves.
- Ancient scrap: in ruins and when taking apart exhausted ruins, scrap is found — the smelter melts it into ingots without ore (the “Scrap smelting” recipe).
- Clay pit (after “Geology”): placed by water, the river washes up clay — it is dug without end.
- A rare event, “a landslide uncovered a vein”: new ore or coal deposits appear by a mountain (⌖ in the journal).
- iPhone: no more empty black strip at the bottom of the screen — the map goes to the edge, and the tool bar sits above the “home” gesture strip.
Version 0.16.0
⚠ Spoiler: about later chapters
A wall of forest
- Nobody walks through the forest anymore: the forest is chopped from its edge, and a passage is cut to go deeper. A building behind the forest can’t be placed without a passage — the game will hint “cut a passage”.
- On forest maps the landing spot is a clearing: the thick forest around a new colony is cut so the colony doesn’t end up in a forest “pocket”.
- If a settler is cut off from the storage by forest (for longer than a couple of hours), they are “stuck”: it shows in the list and in the journal (⌖ — show on the map). Those sleeping at home or inside a building don’t raise false alarms.
- The hunter shoots game in the forest from its edge; beasts walk through the forest as before.
- New settlers’ job priorities follow their skills: what they are good at comes first, the rest is in the middle.
- There are many more names; in a big colony — nicknames instead of numbers (“Miron the Red”).
- Inventory: an item that is better than what someone wears has a green “⬆ name” mark.
- The finds feed shows where an item came from — “Find in ruins · Ignat”, a mountain cache, the smithy, an expedition, a trophy after a raid.
- Raids: the fight at the storage is now visible — the guard gathers, the bandits fight, the outcome comes in a game hour; only guards who made it to the storage count in the fight.
- Raids: a clear advantage decides — one and a half times stronger means almost certain victory, twice as strong — certain; the raid window shows the exact chance in percent.
Version 0.15.0 — New world modifiers
- New world modifiers: Fertile land, Fast forest, Abundant game, Rocky shard, Trade route, Deep ruins and Restless land. Harsh winter and Dense forests remain.
- “Little iron” and “Many ruins” can no longer be chosen for new worlds; colonies started with them live on as before.
- Each modifier has a hint about what awaits you: it opens for a ticked one or on “?”.
- Finds appear as a feed at the bottom left: who found what, items in rarity colours, a tap opens the inventory.
- The “Find window” setting in the main menu: a 3D window for rare and legendary items, only for legendary ones, or no window. Right in the window — “Show only legendary”.
- Fixed: after several finds with the 3D window the map sometimes turned white until you re-entered.
- Salvaging junk never touches items given to settlers or installed in buildings (the checkbox is gone).
Version 0.14.1 — Caravan orders
- Caravan orders: a colony with a Trading post gets orders for its surplus — “bring 140 planks within 4 days”. They pay 2.5 times more generously than the post, sometimes adding an item. Ship it from the journal.
Version 0.14.0 — Building upgrades and camps
- Building upgrades: workshops and fields — up to level 3 (+25% speed per level), storage — +50% space per level. The “⬆ Upgrade” button in the building window: level 2 costs materials, level 3 — more materials and shard dust. Upgraded buildings show “II” / “III” on the map.
- Lumber camp and Mining camp: drop-off points right by the forest and rocks — wood, stone, ore, coal and clay are carried there, not across the whole map. A little storage space.
Version 0.13.3 — Loading and a living market
- Entering the game shows a splash with the shard’s name and loading steps instead of a black screen.
- Living Trading post prices: sell a lot of one good — it gets cheaper with every batch, buy — it gets dearer; in a few days the price comes back. An ↓/↑ arrow by the price — the market has shifted.
Version 0.13.2
⚠ Spoiler: about later chapters
Legendaries and overgrown ruins
- The production building window: “⚡ Speed and output” in percent; a tap shows what it is made of: the worker’s skill and tier, gear, module, the autumn harvest, fertilizer, crop failure, a bountiful year, the Oath Stone.
- Legendary items drop half as often, but each usually has a unique power (★): Tireless, Fleetfoot, Prospector, Sense of the ancients, Golden hands, Warm hearth and others; now and then two powers, sometimes none.
- Ruins overgrown with forest on all sides can’t be searched until a way in is cut: the ruins window has “Cut a way in”, and marking a sortie marks chopping from the colony’s side by itself.
- In winter an area of roads is cleared completely — without a patch of snow in the middle.
Version 0.13.1
⚠ Spoiler: about later chapters
Convenience and beauty
- Journal: events with a place (a find, a cache, an excavation, a herd, a raid, a starfall, a storm) have a ⌖ button: the map moves there.
- Who to give a set item to: you see who already has items of this set and which bonus will work — such settlers are higher in the list.
- The production building window: icons of raw materials and products with their stock in storage (not enough raw materials for a cycle — in red), a tap opens the good’s card.
- The lighthouse burns at night: the lantern’s fire and a slowly turning beam (only the fire on “Simple” graphics).
- Trails are more visible: trampled grass is light, straw-coloured; a trail is dark earth with an edge, ruts and pebbles; a road is paving.
- The 3D island in the menu: lower mountains, with clouds and distant islands around, as in the game.
- “Shelving” costs more: 60 planks and 40 stone.
- In winter cleared paths are an even strip with snow banks along the sides, not patches; they appear and melt together with the snow.
- Bridges: the “Road” tool over shallow water builds a bridge (stone and 3 planks per span), and builders lead it from the bank.
Version 0.13.0
⚠ Spoiler: about later chapters
Long research, snow and old ruins
- Research takes longer — and the deeper in the tree, the longer: the first nodes take about a day of work, Aeronautics — about five. A second Antiquarian’s study means a second researcher, twice as fast.
- In winter trails and roads get snowed over — walking on them is slower. A new job, “Cleaning”: cleaners clear the snow, and what is cleared shows on the map; while winter lasts it slowly drifts over again. In spring the snow melts.
- Ruins exhausted to the bottom: “Take apart for stone” (the “Sorties” job, 60 stone, sometimes a find in the rubble) — the ruins disappear from the map. And untouched ones can be searched again after a couple of weeks: rain and wind uncover something new.
Version 0.12.4 — The merchant’s purse
- The antiquities merchant shows when his buying limit is used up: “The merchant isn’t buying anymore” and how much gold he has left; items he can’t afford say so.
Version 0.12.3 — Shard dust and junk
- Auto-salvage of junk: you can turn it on in the “Salvage junk” window — common (or common and magic) items are salvaged into dust by themselves, once an hour. Worn items and those in buildings are not touched.
- Upgrading an item for dust (⬆ in the inventory): level +1, stronger properties. A worn one — if its owner has grown to the item’s new level.
- An arcane core from 60 dust — in the Antiquarian’s study (◆), if cores don’t drop in ruins.
- Junk gives less dust: a common item — 1, a magic one — about half of before; rare and legendary — as before.
- Who to give an item to: the best choice is first in the list, then by benefit.
- The “Scholar” achievement has higher thresholds (up to 23 research topics): with new chapters and nodes there is room to grow.
Version 0.12.2 — The supplies window
- The “Supplies” window (📦 at the start of the resource strip or the Z key): all supplies by groups — food, construction, raw materials, for settlers, valuables; how much came in or went out in a day; what spoils; how full the storage is. A tap on a good — what it is, where it comes from and what it is for.
Version 0.12.1 — Storage and wanderers
- If you removed storage tiles or demolished a “Warehouse”, what lay there falls to the ground in piles, and porters carry it to the remaining storage. Before, supplies vanished from the map and appeared out of nowhere on new tiles.
- Wanderers come more often when the colony has many free beds; if nobody has come for a week while there is room, food and warmth, the next one is sure to come. The 👥 hint shows when the last one came.
- In a big colony settlers at distant jobs go to eat in advance, taking the road to the storage into account — before, they reached food already hungry.
Version 0.12.0
⚠ Spoiler: about later chapters
Chapter 4. Stone and Steel
- A new story chapter: Ratmira, keeper of the Stone island, and bandits — exiles from her island. Six stages: a tower and a palisade, an armourer, fighting back, the pass, elders and the Oath Stone.
- Bandits (from chapter 4): a band is spotted in advance and heads for the storage — fight back, hide or pay them off. Defence — the guard (the “Guard” job, the “Combat” skill), the watchtower and the palisade. Victory — trophies; defeat — the bandits carry off part of the supplies.
- Weapons: spears, bows and cleavers from the armory — the guard is stronger, the hunter more accurate. A new gear slot.
- Elders — the fourth settler tier: the Elder’s house, honey from the apiary, their own weapon. They work faster than anyone and lead the guard; an elder can also captain an expedition.
- The Stone island in expeditions — only the armed are let in. The Oath Stone is the fourth Shard of the Heart: one and a half times more stone and ore, stronger defence, fewer raids.
- The colony grows to 24 people — from the start of the fourth chapter. Seven new story illustrations.
- A building can no longer be placed so that it blocks the last way into a neighbouring one (a workshop ended up walled in and stood without a worker).
Version 0.11.0 — Item levels
- The higher an item’s level, the stronger its properties (+10% per level). New finds already work this way.
- High-level items are not for everyone: levels 4–5 are worn by artisans, 6–7 — by masters. The item card says “for artisans”, “for masters”; those who haven’t grown into it can’t wear it.
- If a settler is demoted, an item above their level stays on them but doesn’t work until they grow back.
- The research button no longer lights up when there is nothing left to study.
Version 0.10.4
⚠ Spoiler: about later chapters
The nursery and chapter buildings
- Foresters also tend the nursery: it works with both “Field” and “Forestry” — saplings no longer wait for the fields to be free.
- Buildings and research of story chapters appear only from that chapter: the shipyard and “Aeronautics” — from the second, the nursery, herbs and “Forestry” — from the third. What is already studied and built stays.
Version 0.10.3 — What is this resource?
- Research: tap a good’s icon in the price — its card opens: what it is, how much you have and need, where it comes from and what it is for.
- The hint about meat and hides says how much a deer and a boar give.
Version 0.10.2 — Build menu fixes
- Build menu: “new” no longer lights up on groups where everything was built long ago, and the other way round — it highlights new buildings (the hunting lodge, the smokehouse) in colonies started before the update.
- A group tile glows only because of something new; how many buildings you can place right now — the ✓ icon.
Version 0.10.1 — Build and research menus by groups
- The “Build” menu is by groups: first tiles (housing, food, wood, textiles, metal, knowledge, health, sky), a tap — the group’s buildings, “←” — back. A group is highlighted if something new opened in it, and ✓ shows how many buildings can be placed right now.
- Chains that are still far off (the story hasn’t opened them, the research can’t be started yet) are not shown in the build menu — less scrolling.
- The research window is by branches: the first screen shows the current research and three branches (how much is studied, what can be started), a tap — the branch’s nodes.
- The “Install on device” button: if the browser didn’t open the install window (for example, Yandex Browser on a computer), a hint shows how to install the game via the browser menu.
Version 0.10.0 — Beasts and hunting
- Deer and boars live on the shard: herds graze in the forest and at its edges, give birth in spring and summer, and new ones come now and then.
- The hunting lodge and the “Hunting” job: the hunter tracks game and brings meat and hides. He doesn’t touch small herds, but frequent hunting scares the game — the herd leaves the shard.
- Meat is food on a par with bread, and it is eaten first: fresh meat spoils quickly. The smokehouse makes smoked meat from meat and firewood — a supply that doesn’t spoil.
- The “Tanning” research: the tannery turns hides into leather, and the tailor sews clothes from leather (the “Leather clothes” recipe).
- A new skill “Hunting”, the “Game hunted” counter and the “Hunter” achievement. The Trading post buys meat, hides and leather.
- The bottom menu on a phone: big buttons across the full width, “Storage”, “Road”, “Plant” and “Cancel” — under the “⋯” menu. Now everything fits even on narrow screens.
Version 0.9.1 — Who is idle, and installing the game
- You can see who is idle: 🥱 with a counter in the top bar — a tap shows the next idle settler; in the settler list, the card and the “Jobs” window — why: which work is missing, what a building lacks (“Carpenter: no planks”, “Field: winter”), forest or rocks not marked.
- The “📲 Install on device” button in the main menu: on Android and in Chrome/Yandex Browser it installs the game as an app, on iPhone and iPad it shows where “Add to Home Screen” is. When the game is already installed, the button is gone.
Version 0.9.0
⚠ Spoiler: about later chapters
Chapter 3. The Green Thicket
- A new story chapter: an island under a solid thicket and Vedana, Mistress of the forest — the first of the four keepers of the Heart. Six stages: planting, a path through the thicket, the herbalist, gifts, caring for your own and the Sacred grove.
- The Green island in expeditions: it opens when the colony plants a forest; herbs and saplings are brought from there.
- The Sacred grove is a story building: the third Shard of the Heart, clearings grow back twice as fast, illness and bruises heal twice as fast.
- The colony grows to 20 people — from the start of the third chapter.
- Five new story illustrations.
- The “Medicine made” counter in statistics.
- A big colony no longer lags: idle settlers don’t scan the whole map every moment looking for work.
- Build menu: each building shows how many already stand (and how many are being built); when you choose a building to place, the same ones are outlined on the map.
- The top bar on a phone: expedition and research percentages no longer stick out of the button.
Version 0.8.0
⚠ Spoiler: about later chapters
Herbs and medicine
- A new research, “Herbalism” (after “Forestry”): it opens the herb garden and the herbalist.
- The herb garden grows healing herbs (the “Field” job, rests in winter). Herbs dry out: in an overfull storage they spoil.
- The herbalist (artisans only): herbs + cloth for bandages → medicine. The ill and bruised recover by themselves while there is medicine in storage — buying it from the merchant is no longer a must.
- The Trading post buys herbs and medicine.
Version 0.7.1 — Story history
- The chapter window (the Q key or the story tracker) has tabs by chapter. For finished chapters you can reread all the scenes and see on which day the chapter was finished; each chapter has its introduction.
- The chapter window on iPhone no longer goes off the edge of the screen.
Version 0.7.0
⚠ Spoiler: about later chapters
Forestry
- A new research, “Forestry” (the “Husbandry” branch): it opens the Nursery — it grows saplings (the “Field” job, rests in winter).
- The “Plant” tool 🌱 (the 6 key; “Cancel” is now 7): circle the grass — a forester plants saplings from storage there.
- A new job, “Forestry”, in the “Jobs” window (skill — chopping). A planted tree shows as a young growth at once and becomes forest in a year — even in the middle of a field where forest wouldn’t grow by itself.
- The “Trees planted” counter in statistics.
Version 0.6.0 — The forest comes back
- Clearings grow back: where a tree was felled, young growth rises after two game years, and a year later it is forest again that can be chopped.
- The forest grows from its edge: the more forest around, the faster. In the middle of a big clearing with no trees nearby it doesn’t grow — the forest creeps in from the edges.
- A building, storage, road, a trodden trail or a pile in a clearing keep young growth from rising. You can build on young growth.
- Young growth shows on the map (light shoots) and in the tile hint.
Version 0.5.3
⚠ Spoiler: about later chapters
Save protection
- Saves are split by account: each player has their own, and play without signing in has its own. After you sign out, the next player on the device doesn’t see your colonies.
- A cloud save can no longer be accidentally overwritten by another colony: if the slot is taken, the colony moves to a free one by itself.
- The server keeps several earlier versions of each colony: if a save gets corrupted, write to us — it can be restored.
- Colonies played without signing in show separately in the menu after you sign in — the “To account” button moves them to the cloud (if such a colony is already in the account, the more advanced one stays).
- Signing in with Yandex in the app on iPhone: if signing in finished in the browser and not in the game, the browser shows a code — enter it in the game. This way nobody can get into your account with a planted link.
- Changing your password signs you out on other devices.
- The game no longer lags if a spot marked for mining or chopping is unreachable (for example, behind mountains): settlers don’t look for a path to it again and again.
- Raw materials left at a construction site no longer vanish under the finished building — they are carried out to the door (in old saves too).
- The “Who to give it to” window on iPhone: the settler list scrolls all the way down.
- Narrow phones: top bar buttons no longer go off the edge of the screen (saving is always visible), and wrap to a new line when space runs out.
Version 0.5.2 — Shelving
- A new research, “Shelving” (after “Stretchers”): storage holds one and a half times more — a zone tile 150, the “Warehouse” building 750.
- Forgot your password? Write to us — we’ll give you a temporary one, then change it in the game.
Version 0.5.1
⚠ Spoiler: about later chapters
The colony grows to 16
- The population limit grows with the story: in the first chapter — 8 settlers, in the second — 12, after the Lighthouse — 16. The 👥 counter in the top bar shows the limit.
- Wanderers ask to join only if there is a free bed for them: want more settlers — build houses.
- Wanderers avoid a hungry or freezing colony, and come more often to a well-fed one with a supply of bread and empty beds.
- Settlers break off chopping, hauling and building to eat earlier — fewer reach the storage completely hungry.
Version 0.5.0
⚠ Spoiler: about later chapters
Storage, trade and a second chapter without dead ends
- Storage is not endless: a storage zone tile holds 100 units, the “Warehouse” building — 500. The storage window shows how much space there is and what lies there. When it is overfull, bread, flour and grain slowly spoil.
- Trading post: sell surplus for gold any day and buy raw materials (ore, coal, clay, wood…) if they have run out on the map.
- Charcoal pit (after “Metallurgy”): coal from firewood. A mine by a mountain (after “Geology”): ore or coal from the depths — slowly, but without end.
- Research: each topic has a price in goods and a duration in hours of work instead of “knowledge points”.
- Every shard has its own name — “Quiet Haven”, “Grey Crag” — instead of a jumble of letters.
- A kind icon on every building: housing, food, wood, textiles, metal, knowledge…
- Phone: building by finger is more precise — a second tap on the “ghost” places the building where it stands, and the ghost itself can be dragged.
- Settlers go hungry less: they step away to eat in the middle of workshop work without losses (what is done waits in the building), and leave distant ruins for lunch in advance.
- Fixed: resources dropped right on a storage tile “got stuck” — they weren’t counted in supplies (because of this an airship might not get built).
Version 0.4.1 — Ore on any map
- Fixed: with the “Little iron” modifier a map might have no ore at all — there was nothing to smelt ingots from. Now every map has a minimum of ore, coal and clay; in colonies already started, the missing deposits appear on untouched rocks.
- Fixed: clay couldn’t be dug — it lies on sandy shores, while mining worked only on rocks. Without clay there was no brick for chapter 2. Mark sand with clay with ⛏.
Version 0.4.0 — Merchants and rare events
- Gold — the game’s own currency: merchants, caravans, finds.
- The antiquities merchant: sells items and medicine for gold and buys your free items. All of it — in the journal (📜).
- Medicine heals an ill or bruised settler by itself.
- Caravans buy surplus goods for gold and sell raw materials for it.
- Rare events: a starfall of shards (piles of dust, sometimes an arcane core), a landslide in the mountains opens caches, a storm brings back searches to ruins, a cold snap, a bountiful year, a wandering master teaches a craft.
- The “Witness of wonders” achievement.
- In “Jobs” a turned-off job shows as ✕.
Version 0.3.0
⚠ Spoiler: about later chapters
Chapter 2. Sky Roads
- The second story chapter: after the Altar, masters build a flying airship and lead expeditions to neighbouring shards.
- The shipyard (only masters work there) and the flying airship; the “Aeronautics” research.
- Expeditions: a party of 2–4 settlers, the captain is a master. Four islands, a “careful” or “bold” pace. The party flies off for several days and brings back materials, skystone and items — bruises happen.
- A lighthouse of skystone opens the way to the Far shard, where the second Shard of the Heart sleeps.
- Six new story scenes.
- The server no longer uses HTTP/3 — on some iPhones the connection dropped because of it.
- The connection to the server is restored at once when you return to the game (iPhone drops the connection of minimized apps), and it notices a “stuck” connection by itself.
- The “What’s new” window scrolls.
- The “Connection diagnostics” page (at the bottom of the main menu): checks the server, the socket and the cache on the device, and can reset the game cache.
- Signing in with Yandex ID for all new players; those who played by name can link Yandex to their account — colonies and achievements are kept.
- Signing in and linking with Yandex also work in the installed app: after agreeing in the browser, just go back to the game.
- Signing in and registering with a login and password — next to Yandex ID. Those signed in can set a login and password or change the password.
- The “Personal data” page — what data the game stores and how to delete it.
- A nice preview of the game link in messengers and social networks, and a splash with the game’s description while loading.
- The statistics and achievements window — in the main menu and in the game — no longer slides under the iPhone status bar and scrolls.
Version 0.2.1 — Updates on iPhone
- The installed game checks for updates every time you return to it and every half hour — on iPhone a new version is found faster.
Version 0.2.0 — Masters
- The third population tier — masters. An artisan is accepted as a master at the Guild hall: they need their own stone house, books and jewelry. A master works 25% faster.
- New chains: clay and coal → brick, wood → paper → books, an ingot and shard dust → jewelry.
- New buildings: the kiln, the paper mill, the scriptorium, the jeweler, the stone house and the Guild hall.
- Four new research topics: “Firing”, “Jewelcraft”, “Writing”, “Master guilds”.
- Artisans move into a stone house by themselves — they sleep best there.
- The “Guild master” achievement.
- The main menu shows the version number and this list of changes.
Version 0.1.1 — Tutorial and iPhone
- Hints for beginners: first steps with the right buttons highlighted. They are turned off in the main menu.
- iPhone: the interface no longer slides under the clock and the screen notch, and building cards no longer overlap.
- The research window closes with the Esc key.
Version 0.1.0
⚠ Spoiler: about later chapters
The first version on the server
- A colony on a floating shard: chopping, mining, storage, roads, building and moving buildings.
- Production: bread, planks and furniture, cloth and clothes, ingots and tools.
- Ruins, mountain caches and digging deeper; settlers’ gear with rare properties and sets.
- Artisans, a research tree, day and night, seasons and winter, storyteller events.
- Story: “Chapter 1. Shards of the Heart”.
- Achievements, statistics and cloud saves.
- A mobile version: finger controls, full-screen windows.
- A graphics setting: “Simple” for weak phones.
This guide is built from the data of the game “Oskolki” — a browser colony simulator on a floating shard among the ruins of the ancients. Play for free in the browser.