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18 September 2026

Alpha v0.0.32: Halloween to the millennium, and an abbey with floors

Every new world now starts on Halloween 1999, with sixty-two nights to the millennium and November nights of its own. The hall past the bog is a ruined abbey you can climb, four storeys of it. And since v0.0.29: farming, fishing, a stew pot and a camp that looks after itself.

Two big changes this time, and one from the build before that deserves its own mention.

Halloween to the millennium

Every new world opens on the story now: five of you came out to the hollow on a dare, the first night was fine, and you woke on Halloween morning alone in the fog. It plays a line at a time while the world is built behind it, and you can skip it once the game is ready.

The first night is Sunday 31 October 1999, and it is sixty-two nights to New Year's Eve. November has nights of its own:

  • Bonfire Night on the fifth, with rockets going up from somewhere out on the moor and the fire burning slow all night.
  • The fog on the twelfth, right in to the firelight, with stalkers in it.
  • The Leonids on the eighteenth, when one of the shooting stars comes down on the moor with something in it.
  • A storm on the twenty-sixth that rains from dusk to dawn.

December's nights are where they were, and the sticker album has a November page. Worlds you already have keep their December start.

The abbey

The hall out past the bog is a ruined abbey now, loosely after Rievaulx: pale stone, lancet windows, a flat lead roof behind a parapet with a pinnacle on every corner, and a tower two stages higher through the middle of it. Round it are the footings of the nave, the cloister with its columns still standing, and the chapter house.

It has floors. Stone stairs climb from the nave to the first floor, from there to the top floor, and from there up the tower. The best chests are at the top, and something has been living up there. A creature after you takes the stairs when they lead its way, and nothing bites through a ceiling.

Both views draw it properly. From the moor the whole building stands. Inside, the floor above is your ceiling and the walls between you and the camera come down to a lip. In third person, a circle opens round you, the floors above and the walls in the way crumbling away a voxel at a time, so you can always see yourself and the edges of the screen still show where you are.

Living off the land

That was v0.0.31, and it changed what a day on the moor is for. The workbench makes a hoe, and tilled soil grows carrots, potatoes and tomatoes: one in, several out, and rain waters them. There is a berry planter, a fishing rod for the ponds, and a stew pot that turns one meat or fish and two vegetables into the best meal there is.

The camp looks after itself a little too. A storage box holds what you would rather not carry, and a log store feeds the fire when it burns low and dries the wet logs a rainy day leaves you. Read the map table and you draw in wherever you have walked, push pins into it for everyone at the fire, and carry a copy with you. The compass points home, and a pelt jerkin takes a quarter off every bite. The mist now opens all the way to the edge of the map as the fire grows.

And the rest

v0.0.30 stopped the world vanishing if a laptop's graphics card dropped out for a moment. v0.0.32 fixes two stutters in the 3D view, and if you ever feel one, Copy stutter report on the Video page puts what the game was doing on your clipboard so you can send it on.

The home page and the lore have caught up, the full list for each build is in the changelog, and the build is waiting on your download page. Everything works at a shared fire, and worlds carry straight over.

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