
Cutting Colonist Lag
Idle settlers stop burning unused animation clips, haul picks skip beaten depots, and the tutorial reads less like a chatbot.
Development blog
Design decisions, system rewrites, and screenshots from the Godot build — the same posts we link from Reddit and social.

Idle settlers stop burning unused animation clips, haul picks skip beaten depots, and the tutorial reads less like a chatbot.

Native sparse CA keeps ponds cheap, digs and raises rejoin the flow map, and turning a well on no longer freezes the frame.

Day, night, title, and combat beds no longer hard-cut at the loop — a long equal-power self-crossfade hides the AI join.

Hunters finally hold the standoff, shoot wood-and-iron arrows, and stop marching into melee after the first volley.

The build UI now speaks ten languages, failed ghosts say why, and day/night agent work is budgeted so the colony does not hitch when the sky changes.

Thirst sends a colonist to a wet cell. Everything else — jobs, stockpiles, happiness — exists so that trip is not the only thing that happens.

An aqueduct here is terrain surgery, permeable piers, and a Blender UV map — not a single pretty bridge prefab.

Dragging a housing district should not mean hand-rotating forty huts on a terrace grid. We ported a solver.

The first water pass looked fine in screenshots and lied about where flow went. We threw it out.

We picked a 200×200 grid before we had pretty art. That choice still pays rent every week.