Tidecaller

From the development desk

Dev updates

Patch notes, fixes and new adventures. Every published build, newest first.

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v0.92.0Build 126A clear way through town

Build 126 gives each management screen one purpose and one visible place. Bag holds owned items, Crafting owns production, Skills owns mastery and Collections owns discoveries. Related links support Back with retained filters, selection, drafts and scroll; direct shortcuts start a fresh journey. The flat All screens list makes every destination visible without search.

Every village resident opens only its own service. Profession counters, fish preparation, sanctuary offerings, blessings and the nursery have focused controls. Nearby residents and signs stay visible with the normal camera. Named actions, purpose descriptions and compact phone layouts have six-language copy. Existing transaction authority is preserved.

This release includes the published v0.91.0 open-sea fishing and v0.90.0 companion work. Protocol 30, minimum client build 120, accounts, earned progress and runtime/fleet settings remain. No database migration is added.

v0.91.0Build 125Beyond the shore

Build 125 opens rod fishing from stopped boats in all seven sea regions. Follow shelf, bluewater and deep grounds, or chase shared feeding frenzies, starfall shoals, wreck drifts and leviathan wakes. The sea bar names the current ground and shows event time and distance; skippers can follow its signs. Sailing reels in the skipper's cast and cancels passenger casts, while crew trolling continues separately.

The open sea has 63 exclusive fish, nine per region, with distinct bodies, portraits, ecology, processing ingredients and recipes. Event visitors reward finding the right sea signs. These fish do not appear in island or portal catches. Existing island waters and catches retain their behavior.

This release includes the merged v0.90.0 companion release and Warm Nest errands. Protocol 30 adds optional JSON ocean geometry; binary layouts and minimum protocol remain compatible. Minimum client build 120, accounts, earned progress and runtime allocation are preserved. No new migration or service is required.

v0.90.0Build 124Little helping adventures

Build 124 adds a purpose for extra companions. Return a boxed pet to the wild after typing its name, freeing a collection slot while keeping its Codex discovery and returning fitted augments. The last pet, team, reserves, nursery and away helpers are protected. Release grants no XP, materials or currency.

Juniper's Warm Nest in every port opens Pets → Errands. Boxed companions can take 15-, 30- or 45-minute trips for guaranteed common supplies, ordinary pet XP and bond. Start with two helpers and unlock a third at Beastbond 20. Jobs persist offline; completed baskets wait for collection at a port, and early return earns nothing. Server-owned deadlines, busy-pet guards and transactional receipts protect against duplicate rewards. All species and existing forms have the same opportunities.

The existing paper/ink/brass interface and companion portraits continue, with six-language copy, a readable compact layout, typed-name confirmation and live countdowns. Collection capacity remains 12–128 according to Beastbond. This release does not add sanctuary storage or change capture-only acquisition.

Protocol 29 adds JSON fields; binary layouts and minimum protocol remain compatible. Minimum client build 120, accounts, earned progress and fleet/runtime settings are preserved. No schema migration is required. Windows launcher distribution and the read-only spectator remain the supported public surfaces.

v0.89.0Build 123Every companion, ready to help

Build 123 integrates the three requested workstreams: individual companion art and combat presentation; the complete Fishdex and quieter creature controls; and earned NPC expedition progression with compact region information.

All 582 pets, including 42 special forms and 350 local legends, have their own painted model and explicit anatomy. Their articulated walk, hop, swim, slither, fly or float poses are separate from their attacks. All 656 spells have individual emblems and effect geometry, including all 127 pet spells. A small overhead spell emblem shows authoritative cooldown progress during combat and restores remaining time on reconnect. The same pet bodies appear in the world, portraits and nursery. Reduced-motion settings remain supported.

Includes the published v0.88.1 changes: all 1,614 fish appear as collection slots, verified kept catches reveal their species before appraisal, and a compact left-edge creature card leaves the center clear. Call target, Spot, Lend a hand and Net haul are retired. The minimap canvas is removed while region/status information and the full Map remain. NPC inhabitants earn the chart, pressure sub, crew, restoration, farming and crafting requirements through ordinary server actions.

Protocol 28 and minimum client 120 are retained. Existing accounts, earned progress and fleet allocation are preserved. Windows launcher distribution and the read-only spectator remain the supported public surfaces.

Both client/server tags point to 9bc98677; production and staging report build 123, protocol 28 and catalog 5d643ddf8a30dd8a. The hosted Windows ZIPs match the official release digests. Launcher feeds, unchanged installers, website files and six resource packs per environment verify. Publication receipt.

Combined validation passes 518 workspace tests, 90 tooling tests, 42 server smoke tests and both ordinary crew-ship and farming supply flows. Native UI/progression checks, all 582 individual model and 656 spell checks, the actual exported game pack, exported combat events/cooldowns and three Windows mouse-controlled catches pass. Both matching spectator builds pass all eleven native checks and exported bot smoke. The playback fixture now checks the articulated attack instead of the retired generic lunge. Compatible DEFLATE ZIPs preserve the verified native bytes and pass the launcher's .NET ZIP reader; packaging tooling retains that compression for future builds. Validation · Pet art and renderer evidence.

Both spectators reconnect on v0.89.0 with fresh advancing frames, matching viewers and immutable runtime hashes. All 101 production inhabitants have matching fresh direct feeds, retain their public identities and preserve every available skill-XP baseline. Runtime configuration, minimum client 120 and fleet settings are unchanged. This is a bounded verification pass; continuous simultaneous connectivity and a production soak remain separate. Explorer receipt.

The owner explicitly authorized merging all three chats, building, publishing live and synchronizing repositories. The client/server tags retain release commit 9bc98677; subsequent verification and packaging changes do not change the published gameplay files. The redundant hosted client build was canceled before upload in favor of the tested local exports. Broader hosted CI continues; its completion is not claimed here.

v0.88.1Build 122Complete expedition supplies

Build 122 · protocol 28 · minimum client and runtime allocation preserved.

Completes the earned-progression work in v0.88.0: inhabitants can contribute Tidecores to restore Ashport, buy its unlocked seeds, grow and water crops at home, return for a real harvest and craft magma-koi bait. Growing time leaves room for other activities. Both existing runtimes use ordinary server actions and retain saved accounts and progress.

Ordinary fish processing takes precedence over optional recipes producing the same material, so a specialty recipe cannot block glow-paste supplies for later equipment. The shared planner can also seek the appropriate ordinary catch for named fish specialties.

Includes the compact region HUD from v0.88.0: no minimap canvas, retained region/status information and a raised quest tracker. The full Map remains available.

Also integrates the completed Fishdex and creature encounter changes: All regions shows all 1,614 silhouettes, verified kept catches unlock their species before appraisal, and a compact creature card leaves the center clear. Call target, Spot, Lend a hand and Net haul are retired. Size, quality and research credit still require appraisal. The optional protocol-28 discovery field preserves existing minimum compatibility.

v0.88.0Build 121Earned deep expeditions and compact region information

Build 121 · protocol 27 · existing accounts and progress retained.

  • Autonomous inhabitants can plan the full story and earn later gear, skills, companion strength, legend rigs, Lyre's individual Trench chart, Titan hearts and contributed crew ships/pressure subs through ordinary actions.
  • NPC expedition cohorts use authenticated crew invitations and contribution receipts. Human players receive no unsolicited invitations or messages from this coordination.
  • Saved crew helms return correctly after reconnecting; taking or releasing a helm refreshes the displayed boat equipment.
  • The HUD minimap graphic and its zoom/rotation settings are removed. Region information, clock, weather and other status details remain, and the quest tracker moves into the freed space. The full Map remains available.

These changes enable earned progression; they do not grant characters endgame access or assert every live inhabitant has already completed the journey. Validation and publication receipts are recorded in the studio review.

v0.87.0Build 120Quiet waters and living inhabitants

Build 120 combines the Quiet waters fishing expansion with the 101 persistent NPC inhabitants. Choose fishing depth, read feeding signs, use the relaxed fishing preset, complete seven permanent regional research journeys and bring earned water gardens home. Inhabitants retain lore-grounded identities, interests, ambitions, memories and earned journeys; players can speak to them nearby.

PRs #208, #209 and #210 are merged. The client/server tags share release commit f1ad66bf; the subsequent evidence merge changes documentation only. Cached local Godot 4.6 exports replace the duplicate hosted client/explorer builds, canceled before upload for speed. The official release contains both Windows ZIPs and six audited packs.

v0.86.0Build 119Inhabitants with lives of their own

Build 119 establishes the 101 autonomous explorers as persistent inhabitants with regional homes, lore-grounded callings, interests and ambitions. Players can speak to nearby inhabitants through the ordinary interaction controls. Their journeys retain earned progress, memories, preparations and reasons to return home.

The shared fleet plans prerequisites, reserves needed materials, learns usable recipes, prepares a fielded companion team and recovers from failed outings. The spectator shows confirmed progress and current intentions. Existing accounts and checkpoints remain intact.

v0.85.1Build 118A landing meter that reaches the catch

Build 118 corrects the fishing progress meter: it tracks line remaining and displays 100% when the fish lands, including short casts that finish while the fish still has stamina. The live spectator uses the same reading.

v0.85.0Build 117Follow the dark water

Build 117 brings the approved dark liquid-nebula water to the sea and all 251 water identities. White glare is subdued, colored cloud depths and sparse submerged stars remain, and regional palettes give each habitat its mood.

Meandering channels connect suitable pools through changing widths, gravel islands, currents and wet banks. Regional footbridges, boardwalks, stone arches, stepping stones and rope crossings offer usable walks. Shelves, roots, old landings, submerged ruins, mineral terraces and waterfall chains add local detail.

Authored maps, drifting islets, portals and permanent expeditions share the work. The server sends exact procedural channel geometry to both players and the live spectator. Existing water identities, catches, accounts, progress and protocol 25 remain. Matching client build 117 is required after its download is available, because fishable channel geometry changed. The Windows launcher updates existing installations.

Coverage, screenshots, checks and simulation limits.

v0.84.0Build 116Every fish, its own character

Build 116 gives all 1,614 existing fish matching painted bodies and icons, with 644 measured silhouette families.

  • Forty anatomical plans create distinctive heads, bodies, fins and tails throughout all seven regions.
  • Rarity adds increasingly elaborate regional fins, crowns, veils, lanterns and streamers. All six legendary and

seven mythic fish have individual design briefs.

  • Shared or very similar silhouettes use contrasting body, fin and marking colors; 14,937 comparisons pass.
  • Collection and inventory icons depict the same painted meshes used in the world. Unknown fish retain that

exact outline without revealing their colors.

Accounts, progress, catch IDs, catalog, protocol 25 and minimum client policy are preserved. The new artwork is layered on the published v0.83.0 regional scenery.

v0.83.0Build 115Seven painted horizons

Build 115 brings Tidecaller's seven regions closer to their reference paintings during exploration and fishing.

  • Each region has distinct tree crowns, distant landmarks, floating islands and layered clouds.
  • Lighthouses, enormous root arches, branching coral, snowy mountains, volcanoes, ivory spires and fossil ribs

give the regions different silhouettes. Frostbite Reach has green, cyan and violet aurora curtains.

  • Water carries regional sky and sunlight colors above its luminous cosmic depths. Warmer light, colored shadows

and a wider outlook make the surrounding world easier to see.

  • The same direction reaches authored locations, portal islands and large streamed expeditions in every region.
  • Reduced motion and photosensitive settings pause the new environmental animation. Visual scenery preserves

existing terrain, shoreline access, discoveries, multiplayer and controls.

v0.82.1Build 114Look before the leap

Build 114 lets you inspect a mob before sending your companions into combat.

  • Click or tap a mob once to select it and read its nameplate, level and health.
  • Click or tap the selected opponent again, or choose Attack on its card or context menu, to attack.
  • Right-click, long-press and target cycling remain safe inspection. Dragging or cancelling a touch does not attack.
  • Combat skills and Tidecall use your selected opponent. Arena opponents retain explicit attacks; wild capture remains peaceful.

Existing accounts and progress carry forward. Protocol 25 and runtime minimum client 97 remain unchanged. Attack supports all six interface languages. PR #202 is merged after all required CI passes. Production/staging servers, official Windows files, launcher upgrades/fresh installations, native startup, resource packs and the matching spectator are published and verified. Review and publication evidence.

Open the installed Tidecaller launcher to receive published updates, or install it for Windows.

v0.82.0Build 113Islands worth remembering

Build 113 adds 168 permanent unnamed islands, 24 in each of the seven regions, and a regional expedition portal in every town.

  • Sail to islands of four size bands, including giants with roughly ten times the land of the former largest island.
  • Explore connected keeper trails, monuments and rare returning visitors. Larger islands place important local histories deeper inland.
  • Find 840 new fish and 672 useful non-fish finds across 168 distinctive waters, connected to existing crafting.
  • Navigate painterly geographic charts with island silhouettes, headings, landing markers and a route home.
  • Town expeditions generate a new island in the town's region and return you to that town. Existing home expeditions and saved layouts remain intact.
  • The compact companion picker follows window/layout changes every visible frame, resolving its intermittent off-screen placement.

Each stage follows the existing regional lore, trades and keeper traditions. The seven Tidewells, original story landmarks and unanswered central mysteries remain intact. Existing accounts, progress and runtime settings carry forward. Protocol 25 is additive; the runtime minimum client remains 97. New narrative and item names use English fallback pending translation; the new navigation controls support all six interface languages.

v0.81.6Build 112Local legends

Build 112 brings 500 named rare creatures to the islands and gives every companion a richer painted silhouette.

  • Discover 350 catchable rare companions and 150 hostile rares across all seven regions, named for local landmarks and lore.
  • Each place rotates its own visitors: one staggered 12-minute visit every 90 minutes. A captured or defeated visitor stays gone for that visit.
  • Rares stand 1.6–2.2 times larger than their ordinary kind. Catchable rares have 22–40% higher base stats; hostile rares have 40–70% higher base stats.
  • All 582 companions gain themed crests, fins, fronds, ruffs, plumes or antlers, with matching world models, portraits and nursery displays.
  • Capture guidance, the welcome, companion History and the field guide identify rare visitors and their local stories.

Existing accounts, companions and progress carry forward. Protocol 24 and the runtime minimum client policy are preserved. New names and lore use English fallback in other languages pending translation.

v0.81.5Build 111Make a little friend

Build 111 makes meeting, catching and caring for companions clearer, more visual and more playful.

  • Meet → Trust → Bond guides peaceful encounters with illustrated treats, trust progress and a clear hold/release charm cue.
  • A painted welcome celebrates each new friend, offers naming and opens their actual companion record.
  • Pets keep their painted colors, show the next bond reward and respond to confirmed care with a named reaction and a little gesture.
  • Adding, leading, replacing, naming and feeding companions use clear actions, real recipients and helpful fight-lock explanations.
  • Phone layouts, enlarged UI, keyboard, mouse, touch, reduced motion and high contrast retain reachable actions.

Protocol 24, runtime minimum client policy and existing accounts/progress are preserved. New copy uses the established English fallback in other languages pending translation.

v0.81.4Build 110A hundred new island lives

Build 110 merges the deployed explorer fleet, the current main UI release and the remaining local explorer work into one source revision.

  • 100 new named characters share one lightweight runtime and retain independent accounts, appearances, planners and progress.
  • The live viewer has a searchable 101-character picker with shareable selection and clean feed switching.
  • Tidewanderer retains its original account, character, durable namespace and journal; normal release updates resume the same progress.
  • Two single-instance basic containers and bounded public feed/request traffic target hosting under $100/month, excluding the existing game server.
  • Existing compact pet HUD, Recall lesson and public spectator privacy rules remain in place.

Protocol 24 and the minimum-client policy are preserved. Windows, browser, game server and explorer/viewer builds are published from the same merged main revision.

v0.81.3Build 109A little room to play

Build 109 makes the live broadcast readable and simplifies the player's hotbar.

  • A compact spectator caption replaces player-only controls in the live view. Sound and fullscreen sit below the picture.
  • Smaller hotbar buttons retain Tidecall, Charm, Dodge, Recall and applicable reserve/company actions.
  • Each pet frame shows its spell, element, automatic status and cooldown as a read-only display.
  • Stance selection is removed from input and rejected by the server. Its existing lesson now teaches Recall while preserving completed lesson IDs.
  • Chat uses its compact opener when the companion/party frames need that space.

Protocol 24, minimum-client policy, existing accounts and Tidewanderer's progress are preserved. The separate bot-fleet implementation remains in progress and is excluded from this release.

v0.81.2Build 108A readable shore

Build 108 combines the approved lore and autonomous explorer work with PR #197:

  • Desktop UI grows with display height, with manual sizing up to 200%.
  • Named companion moves and utility actions replace the anonymous action grid; desktop XP sits beside the player frame.
  • Quest previews show the task, exact progress, destination, coaching and rewards.
  • Bottom-menu tooltips clear the buttons and pass pointer clicks.
  • Right-click ordinary ground to walk there; keyboard movement cancels it and fishing retains its controls.
  • Twelve named personal driftwood/sea-glass spots make Little gifts of the shore practical. Guidance follows fresh supplies.
  • Compact companion targets and fishing-practice clearance remain readable.

Protocol 24, existing accounts, rewards and minimum-client policy are preserved. Client and server tags originate from the same main commit; browser, Windows and explorer/viewer artifacts follow that source.

v0.81.1Build 107The world tells its story

The lore reference (docs/lore/) is canon (D229), and the game now carries it:

  • Discovery cards written for their places. About 3,500 travel stops and lore sites that repeated the same

paragraphs on every island now each have their own text: the island's old keepers, landmarks, weather and history. Route markers still name where they lead.

  • Tidal Memories for Warden Ishia, Gunnhild, Forgemaster Okoro, Lyre, Keeper Oren, Vesper and Caul, told by

Marlow between waves, with new memory waves.

  • Friendship scenes at 2, 4, 6 and 8 hearts for the story characters.
  • Everyday dialogue that changes by day. Each story character has several sets of everyday lines, one shown per

day.

  • Village residents speak. Opening a resident's counter shows a greeting from them, a different one each day.
  • Text fixes: the Cove lighthouse, bone coral, the Titan's cloud colossus, the Sunken Shrine's pilgrims, the

Restoration Office in every port, compass directions in dialogue, Gunnhild's bloodlines step, the frozen journal's page on cores, British spelling in introductions, and the chapel's Orin Pearl renamed Ellis Pearl.

Server and client both change (dialogue rotation and the resident greeting), so both v0.81.1 and server-v0.81.1 are released (build 107, after v0.81.0's tutorial release). Protocol, accounts, rewards, discovery ids and the minimum client build are unchanged. New narrative ships in English, flagged for translation.

v0.81.0Build 106A first voyage that holds together

The tutorial now follows the current Skills, Pets, Collections, Crafting, Tackle, Home and village services. All 39 Act 1 quest details carry the established Shallows lore alongside practical coaching, with refreshed Marlow and Pip dialogue about the castaway, freely earned bonds, the Shattering, the Tidewell and restoration.

Confirmed quest completions, gifts, crafting deliveries and discoveries say what was received. Discoveries retain their lore and exact rewards in Loot chat, and substantial receipt cards allow time to read at desktop and phone widths. Receipts remain accurate when tracking is hidden or a different objective is pinned.

The starter capture no longer completes the second-companion lesson. Early deeds preserve partial counts, missing tutorial supplies can be recovered, recipes scroll into view, retained Tackle categories cannot hide the meal action, and Tidecores lead to the actual appraisal and restoration controls.

Build 106 adds the optional protocol-24 quest.completed receipt field. The server must precede the new clients; accepted older protocols and runtime minimum client 97 are preserved. After the release was live, he separately requested wiping every production account except Tidewanderer. Four accounts and characters were erased; the original Tidewanderer's identity and progress were preserved. Other players must register again and begin the updated tutorial.

Verification: all 37 introductory steps completed through ordinary client actions, saved early discoveries and two companions rechecked, the Glimmer King caught through the authoritative replay, seven tutorial end-to-end tests, 13 story/progression tests, full workspace units/typecheck/content freshness, both protocol-vector directions, real mouse/touch fishing, guide paths, village services and responsive renderer checks. Detailed evidence includes observed failures, repairs and limits.

v0.80.5Build 105Story text that matches the game

Six lines of shipped story text now agree with the game around them:

  • Pip's Act 1 wrap-up no longer promises "coming soon" systems that have shipped.
  • Pip's Bond Charm lines say to earn a wild pet's trust before throwing a charm, instead of weakening it (peaceful

capture, D184).

  • Marlow's forecast line sends players to Tavi at Tidewatch Observatory, as the quest does, in all six languages.
  • The Fishdex lists the Glimmer King at dusk or night, when its reef ring actually rises.
  • The Kelpwood moss hollow card names its mosslings instead of shrews.
  • The Maelstrom's framed chart is named "Chart of the Maelstrom".

The release also adds the lore reference in docs/lore/: the world, a timeline, a glossary, a style guide, seven regions, seven factions, fifteen story characters, the 42 Tidewell villagers and a page for each of the 49 authored maps. It changes nothing in play; its proposals await approval in docs/lore/open-questions.md.

Build 105 changes content only: no wire, simulation, economy or minimum-client changes. Protocol and accounts are preserved. Dialogue is served by the server, so both the client (v0.80.5) and the server (server-v0.80.5) are released.

v0.80.4Record v0.80.3 live publication and matching artifacts

What's Changed

  • Record v0.80.3 live publication and matching artifacts
  • Center SEO artwork text and keep characters clear
  • Fix phone rendering filling only the bottom-left corner
v0.80.3Build 103Quieter guidance

The standing Listen reminder is removed during tutorial and normal exploration. Optional listening keeps its brief feedback, bearing and wildlife tracks. Tutorial instructions stay inside their callout boxes, with a slow, subtle glow on the next control. Reduced motion keeps the highlight steady.

Build 103 includes the merged Lantern & Ink typography and current website improvements from v0.80.2. Matching Windows, browser, bot and viewer artifacts use one release source. Existing accounts, progress, content, protocol 23 and minimum-client policy are preserved. Decorative map shading skips degenerate polygons on narrow layouts.

v0.80.2Build 102Lantern & Ink

Tidecaller now shares one type family across the website, browser and Windows game: Alegreya SemiBold for storybook headings and Alegreya Sans for reading, actions, forms and world names. True bold and italic faces replace machine-dependent typography. All faces and their Open Font Licenses are bundled locally.

Website copy has stronger strokes, larger reading sizes, clear ink on parchment, and warm ivory and gold over painted skies. A subtle navy wash, fine title edges and short shadows keep letters readable over bright artwork. Phone forms retain clear labels and compact artwork. The homepage logo stays in its top-left corner.

Game menus, window titles, rich text, nameplates and arrival use the matching faces. Arrival fields and supporting copy are larger. Settings sharing labels fill their available column. Existing interface scaling, theme palettes, High contrast and reduced motion remain available. Shared type rules.

Build 102 retains existing accounts, progress, content, protocol 23 and minimum-client policy.

v0.80.1Build 101A shared Tidecaller identity

The supplied gold hook, star and turquoise wave are now the game's logo. Website headers, the press kit, application icon, boot and browser loading screens, the HUD and in-game windows share the same artwork. The game login uses the website's painted island sky and parchment account card.

The homepage keeps the logo in its top-left header. Larger storybook typography, shorter copy, section reveals, gentle artwork movement and gallery fades carry the visitor through the islands. Reduced-motion preferences keep all content visible without animation. Fonts are served locally under the SIL Open Font License.

Build 101 retains the v0.80.0 water discoveries, accounts, progress, protocol and minimum-client policy. Windows, browser, bot and spectator packages are built from the same merged release source.

v0.80.0Build 100Every water, a reason to return

All 83 water types have at least five exclusive ordinary fish and five exclusive non-fish finds. Discover 774 fish species with painted appearances, different body proportions and useful processing specialties.

The 415 new finds include water-attuned lure charms, distinct bait, unique wearable dye colors, temporary tonics and crafting salvage. Their effects use the ordinary tackle, Wardrobe, meal and crafting actions. Shared regional finds remain possible; the protected first fishing lesson and ordinary fish/item balance carry forward.

Water habitats keep their nebula depths, stars and glowing rims, with distinct shapes, palettes, planting, banks, currents and effects. The home pond has its own residents, and appropriate portal ponds carry local communities.

Windows build 100 and matching browser, bot and viewer use protocol 23 / minimum protocol 3. Existing accounts, progress and runtime settings are preserved. Complete fish and item reference · Fish/water proof · Exclusive find proof.

v0.79.1Build 99HUD and fishing input fixes

Fixes three reported HUD/input issues:

  • Listen notifications stay readable instead of becoming a vertical strip.
  • After visiting Fishdex from the quest summary and closing it, a fresh water click fishes again.
  • Compact browser XP sits beside the bottom menu when there is room, keeping the play area clear.

Client build 99. Accounts, progress, protocol and minimum client requirements are unchanged. Validated with reproduced failing regressions, real rendered screenshots, the 45-layout HUD matrix, workspace/input tests and complete offline fishing catches.

v0.79.0Build 98An adventure at your fingertips

Character, Bag, Quests, Skills, Pets, Map and Social now open with familiar MMO keys. Move windows beside each other, compare equipment on hover, and arrange the Classic or Minimal HUD for your device.

One Quest Log, Island/World Map, five skill tracks, four pet detail tabs and searchable Collections keep decisions together. Social gathers friends, crew, party and mail. Crafting uses one recipe browser, vendors add Buyback, and Market, Activities and Home have their own windows.

Esc offers a short menu and searches every window, tab and retained task. Settings has full key rebinding, conflict handling, classic keys and HUD editing. Six-language UI and 48 px pad/touch targets accompany responsive layouts and the corrected action hitch.

Windows build 98 and matching browser, bot and viewer use protocol 23 / minimum 3. Existing accounts and progress are preserved. The painted website keeps its artwork and adds the current journal, game guide, metadata and image sitemap.

Both public Windows ZIPs match the final exports; browser/native startup, live viewer freshness, website/SEO bytes and account privacy boundaries pass. Exact artifact origins, hashes, checks and screenshots.

v0.78.0Build 97One angler, every shore

Use one verified email and password on tidecaller.app, in the browser game and on Windows. Recover the same account by email when you need a new password.

All previous accounts and characters were reset for this release. Create a fresh account to begin this chapter. Windows build 97 is required; browser players receive the matching build on reload. Protocol remains 21.

The painted homepage and live Tidewanderer continue, with new fishing practice, peaceful companion portraits, an island atlas, journal and press pages. Account, recovery, legal and status pages share the harbor palette and shorter copy.

v0.77.0Build 96Living islands

Build 96 brings richer ambient wildlife and foliage to authored and generated islands. Clustered bellflowers, clover, shrubs, reed fans, bracken and stonecrop add a low understory outside paths and fishing banks. Local fauna now use all plant families, with up to nine distinct residents in each island community, weather-aware perching/foraging and bounded nearby populations. Ponds have fifteen small residents across three habitat batches.

Regional pollen, fireflies, ember flecks and luminous spores follow the wind, hour and weather. Additional local mist patches follow revealed ground. Original synthesized birds, wind and flowing-water beds crossfade with existing music, surf, rain, frogs and insects; reduced-motion and audio settings remain supported. The live spectator stays silent and no longer requests keyboard focus on startup.

The website now starts its single live Tidewanderer view automatically in the opening section, with pause/resume, browser play and Windows download options.

Client presentation release: protocol 21, catalog and minimum build 91 remain unchanged. No game-server restart or gameplay/economy changes are required. Actual render/audio/fishing/edge checks and publication evidence are maintained in the living-islands brief.

Both Windows exports pass hosted sign-in/arrival. Production/staging ZIP and six-pack hashes, decoded browser assets, matching live bot/viewer and actual capture progress are verified. Desktop and phone homepage autoplay starts without a click or stolen keyboard focus. Publication evidence is in the brief above.

v0.76.0Build 95Clear areas and focused tasks

Build 95 organizes the UI into ten areas with searchable tasks, smaller reading windows and focused pages across quests, skills, companions, crafting, crew, boat, market, expeditions, designs, workshop, shows, events, post, account, settings and building. Desktop uses named task buttons; narrow windows use a compact selector. Drafts and selections survive navigation. The full taxonomy is in the UI map.

Expedited client-only publication. All 17 selected studio check groups passed, with final task-page, skills, companion and village-service regressions and 36 inspected rendered views. New English task labels have a documented translation follow-up. Protocol 21, catalog c5c59d02bc5ef1b2 and minimum build 91 remain. The separate draft explorer PR is still under active verification and is not part of this client release.

The official Release workflow succeeded. Full CI continues independently of expedited publication.

v0.75.3Build 94Larger, persistent fishing prompts

Build 94 enlarges both fishing click labels and mouse icons by about 30%. Left! stays visible during appropriate reeling, including a safe hold and immediately after a brace warning. Snap/run warnings still show Right!, and splash pauses still ask for release. The stacked surge countdown/announcement cards are removed from the HUD. Surge water effects and fishing bonuses still work. The underlying fishing controls and simulation are unchanged.

Client-only expedited publication with focused fishing regression checks, UI/icon checks, rendered previews, exported-client checks and official download verification. Full CI continues in the background. Protocol 21, catalog c5c59d02bc5ef1b2 and minimum client build 91 remain.

The Release workflow succeeded. The full CI run continues independently of this expedited client-only publication. The focused fishing regression suite, modern HUD checks, eight UI/icon checks, both inspected render previews and current Windows candidate export passed before promotion.

v0.75.2Build 93Clear mouse-button prompts

Build 93 replaces the abstract fishing press symbols with Left! and Right! beside small conventional mouse icons. The matching button is filled yellow on the left and blue on the right. Prompts appear when that input is needed. Existing translated Left/Right labels supply the words; controls and fishing simulation stay the same.

v0.75.1Build 92Cleaner fishing instruments

Build 92 removes the small fish-position strip above the fishing dial and its obsolete help row. The tension dial, landing bar and existing controls continue to work.

Client-only update to v0.75.0: protocol 21, catalog c5c59d02bc5ef1b2 and minimum client build 91 remain. Production game-server deployment is unnecessary; the matching official Windows download, packs and sites are promoted after publication.

v0.75.0Build 91Peaceful pets and hostile island creatures

Pets are discovered and captured through trust, offerings and a timed bonding moment. Capturable creatures never fight as enemies; companions defend their explorer against a separate hostile category.

Adds 395 hostile species, exclusive five-species rosters for all 41 authored adventure destinations, and 38 habitat ecologies for varied seeded portal and drifting islands. All 232 pet species have wild discovery routes. Existing companions remain; saved eggs become clues leading to real encounters. New pet breeding, trading and pet-versus-pet matchmaking are retired.

Protocol 21, catalog c5c59d02bc5ef1b2. Both client and server must be updated together; minimum client build 91 follows the matching downloads.

v0.74.2Build 90The October 16 reveal returns

Restore the approved October 16 ground formation: each rising tile emerges from sky haze into its painted earth colour, with biome-tinted waiting hints and the existing 0.74-second eased rise. The actual v0.63.0 exported build and this candidate match pixel for pixel in all 90 controlled tile frames. Marshall approved the comparison before publication.

The modern Tidewell village and all 42 staffed services, whole-footprint discovery support, saved charts, collision, formation budgets, reduced-motion behavior and quiet landing dust remain. The renderer regression checks fragment colour as well as the silhouette, and catches the missing transition in published v0.74.1.

The reported live mismatch was saved Reduced motion, which uses a 0.2-second settle. The owner confirmed the full reference reveal after normal motion was restored on his device. Automated checks and review captures now use fresh per-process settings files so accessibility fixtures cannot overwrite play preferences. Normal play continues respecting each player’s saved choices. The isolation and actual 0.2/0.74-second terrain paths pass against both official exported PCKs.

All fifteen selected local command groups, village and real-renderer presentation checks passed. Full PR CI and Release succeeded; the tested PR tree equals the merged runtime tree.

v0.74.1Build 89The gentle tile rise returns

Restore the actual v0.64.1/v0.65.0 smoothstep rise over 0.74 seconds. Tiles ease gently into movement and into their final seat. This replaces the v0.73 cubic ease-out, which starts at full speed and covers about 27% of its visible travel in the first tenth. The restored rise covers about 2% in its first tenth, 48% by halfway and 97% by its ninth tenth, with no overshoot or backward kick.

The existing three quiet dust puffs and bounded impact scheduler follow the restored duration. Tile size, ordinary 19 m reveal reach, formation budgets, collision, saved charts, village geometry and footprint support remain. Reduced motion retains its 0.2-second rise.

The renderer regression measures the actual vertex shader through the tile silhouette instead of duplicating its easing formula. The old shader fails the onset and midpoint assertions; the restored shader passes. Reviewed 60 fps before/after captures and the existing full terrain/dust fixture confirm the motion and quiet contact. All twelve selected local command groups passed, including fishing/touch, support/reveal, saved charts, 49 zone bakes, edges, UI/workspaces and compatibility. The 42-building village check also passed across all seven ports.

Full PR CI and Release succeeded. The tested PR tree equals the merged runtime tree.

v0.74.0Build 88A village around the Tidewell

The Tidewell now sits in a walkable village with 42 staffed service buildings across six neighborhoods in all seven ports. Distinct residents, profession props, counter signs, lantern streets and restoration details make the services physical destinations. Walk to a counter and press E to open its focused service. Search the village directory or click a chart marker to set a waypoint. Quest coaching leads to the appropriate resident.

Fish landing, sales, offerings, processing, crafting professions, lure assembly/lab/blessing, general and specialist shops, boat work, salvage, augments, commissions, auctions, mail, guilds, mastery, ranked activities, four expedition queues, customization, restoration and archives use their existing implementations. The inn reports the existing Hearthlight benefit. Home and nursery advisers connect to existing private facilities; breeding pens and home upgrades remain on the owner’s island.

The server validates each specialist’s action and recipe/output. The original weighing dock retains the legacy port workflow and portable readers keep their existing access. Saved discovery coordinates, IDs, rewards, currencies, progression, stock, crafting quality and escrow remain. Service forms wrap on phones, with translated interface labels in all six languages; new resident names and narrative descriptions remain English. Protocol 20/minimum 3 is unchanged; catalog 4550859157cf8210 adds the village roster and updated guidance/habitats.

All 35 selected local command groups passed, including the full atlas walk, all discovery placements/generated clearances, village buildings/residents/collision/approach/waypoint checks, recipe coverage, six-language touch readers, unit/type/content/49-zone checks, benchmarks, fishing/touch, quests, companions, HUD, crafting, UI and terrain. The discovery-action group passed via a native Windows local-server adapter because Git Bash does not provide setsid. Actual-renderer village captures were reviewed.

The real-server village journey lands five fish, sells/offers/processes, crafts across the professions, assembles/blesses a lure, buys from the appropriate stores, fits/removes a boat part and joins/leaves all four expedition queues. Existing crafting, market, mail, commissions, mastery/circle/collaboration and queue regressions passed. A separate broader boats regression timed out waiting for brine-eel damage at sea before reaching port; no sea combat implementation changed. Village ship crafting and fitting passed independently.

Full PR CI, Release, staging deployment and production deployment succeeded. CI includes the new Godot village check and real-server village journey. The tested tree equals the merged runtime tree.

v0.73.0Build 87Your team, a softer landing

The active team appears below the status board as ordered, cached companion portraits. Click one to choose a box or reserve replacement in the nearby searchable picker; unlocked empty positions add a companion. Names, levels and locations remain on demand. The exact chosen slot is replaced, the rest of the team and reserve order stay intact, and nursery pets are excluded. The picker appears above other HUD layers and consumes world input, with cancel, close and outside-click dismissal. Four fixed 48 px targets fit narrow displays. Short landscape touch shortcuts keep room for the quest.

The existing server command and combat restriction remain authoritative. The client guards active/recent combat, downed state, disconnects and duplicate requests, including combat starting during selection. It waits for the real pet-state update and releases a missing-reply guard after a timeout. There is no optimistic roster mutation. Existing Pets/team/care screens remain available. No protocol, economy or catalog changes. All prose reuses existing six-language strings.

The owner also requested a softer and more artistic tile arrival during this work. Cubic ease-out over 0.98 seconds replaces the 0.74-second smoothstep blend: the initial float is quick and the final approach decelerates to zero speed. Three earth-coloured puffs are fainter, smaller and slower, with a quieter contact sound. The bounded event queue and particle pool accommodate the longer settle. Four-metre tiles, ordinary 19 m reveal radius, terrain/collision footprints, five-tile budget, personal discovery rewards and reduced-motion timing remain. All 49 zone bakes remain current.

All 22 selected local Studio groups passed, together with final headless and actual-renderer picker checks. The new regression covers team order, eligible candidates, exact replacement/reserve commands, authoritative acknowledgement, duplicate requests, combat beginning in an open picker, downed locks, timeout, cancel, search, four slots, six locales and compact displays. The picker layer clears the quest/reward HUD and blocks movement/casts. Existing HUD/workspaces, companions, quests, water support, fishing/touch, boundary and GPU impact/stress checks passed. Matching renderer captures were reviewed for four palettes, phone/reduced motion, the actual picker and tile rise/contact/settle frames.

Full PR CI, Release, staging deployment and production deployment succeeded. CI includes the new pet-team regression and software OpenGL impact checks. The tested tree equals the merged runtime tree.

v0.72.0Build 86Pets at hand, solid shores

A direct paw/Pets shortcut on desktop and touch opens the actual team overview while retaining the selected companion. Existing swap/care controls and server combat restrictions remain. The dock identifies the active companion workspace, and small screens keep all shortcuts accessible.

Ponds request terrain beneath their entire bank, channels use narrow segment footprints, and props/landmarks request their transformed bounds. New support shares the five-tile frame budget and objects wait until it has landed; saved discoveries restore support quietly without changing chart bits, credit or rewards. Coastal ponds retain real bank terrain. All 49 bakes remain current.

Tile size 4 m, ordinary reveal radius 19 m and duration 0.74 s remain. A subtle smootherstep blend softens the landing. Impact events wait for contact before allocating three small earth-coloured puffs, fixing pre-birth particles being overwritten during busy reveals. The particle pool and pending impacts remain bounded, calm dust stays faint, and no perimeter flash or colour wash is added.

All 23 selected local Studio groups passed, plus the supplemental organized-HUD check. Coverage includes actual desktop/touch/controller Pets routes, retained selection with team-overview reset, enabled replacement controls, six-language narrow HUD bounds, whole pond/rotated prop footprints, coastal coverage, frame budgeting, saved chart restoration, collision stability and real OpenGL particle timing/stress. Mouse/touch fishing, shared worlds, quests, companions, bakes, boundaries and existing fishing presentation passed. Matching before/after renderer captures were reviewed across four palettes, phone/reduced motion, the Pets screen and formation frames.

Full PR CI, Release, staging deployment and production deployment succeeded. CI includes software OpenGL impact checks. The tested tree equals the merged runtime tree.

v0.71.0Build 85more world, clearer HUD

A narrower status board groups time/weather, currency and tackle above five permanent skill chips. Larger skill marks sit inside XP rings with separate levels; each opens its matching Journal record. Cargo uses a fish crate icon, count and capacity bar. Dock dividers separate equipment, records and menu. Exact readings remain in tooltips. The selected quest retains its goal, count, route and missing prerequisites while optional coaching opens with a details toggle. The tracker fits safe phone layouts. Nearby interaction prompts take precedence over idle casting guidance.

All 20 local Studio groups passed, including real skill activation and controller focus, quest disclosure/hiding, nine-digit currency, six locales, 320–1280 px HUD bounds and touch clearance. Matching four-palette, phone and reduced-motion renderer captures were reviewed. Existing organized UI, workspace, personal quest, fishing/touch, companion and skill checks passed. The fishing dial design, conditional cues, above-bobber placement, mechanics and physics remain intact. Right-side rewards retain Collect/E and X; all five skill levels stay visible.

Full PR CI, Release, staging deployment and production deployment succeeded. The tested tree equals the merged runtime tree.

v0.70.0Build 84a clearer way to play

One shared taxonomy organizes Your kit, Companions, Journal, World and System. A two-column desktop overview, translated purpose-aware search, recent destinations, category paths and selected shortcut states keep navigation consistent. Companions has its own scope; Journal separates progress, collections and relationships. All page IDs, commands, rewards, service availability and useful shortcuts remain.

The current quest comes before tracker settings. Text/status browsing finds active, available, upcoming and completed records without changing progress. Returning preserves selections, filters, chapter choices, disclosures, chart view and reading position. Shared adaptive rows/grids repair the legacy phone readers; wide comparisons scroll inside their page. Companion identity, direct team/care actions and correctly framed portraits are adjacent. Measured HUD reservations separate levels, cargo, shortcuts and notices; receipts temporarily take the quest lane on short/narrow screens and restore the saved tracker afterward. Tutorial captions yield inside windows while target rings remain.

All 22 local Studio groups passed, including the complete categorized-route regression, every actual Journal page on a phone, six locales, four palettes, retained search focus/inspection/disclosure/chapter state, truthful quest statuses, controller focus and measured HUD lanes. Existing workspace, desktop reader/crafting, quest, fishing/touch, companion and skill regressions passed. The existing fishing dial design, above-bobber placement, mechanics and physics are unchanged. Before/after renderer captures were reviewed.

Full PR CI, Release, staging deploy and production deploy succeeded. The tested PR tree equals the merged runtime tree.

v0.69.0Build 83companions at your side

Pets now exposes team swaps and care directly, with team changes anywhere outside combat. Collection capacity grows at Beastbond 1/5/10/20/30/40/50 to 12/20/32/48/64/96/128. Ready eggs wait safely at capacity; escrow reservations protect trade delivery and refunds. Existing collections are preserved. Discoveries, gathering, quest rewards and earned levels wait on the right with Collect/E and X; all five skill badges remain visible.

Explorers have more mature proportions, 30 new modeled choices, expanded colors and calmer gait/transition motion. All 48 rigged outfit combinations pass; the fullest worn model is 14,824 triangles within the 15,000 budget. Local and remote fishing lines share stable rope constraints and water contact; rod bend and bobber buoyancy use substeps. The original half-circle instrument is polished with new paired press marks and follows above the bobber, clamped and smoothed. Phone touch shortcuts yield during the fight.

All 27 effective local Studio groups passed. An older fixed-anchor UI assertion was updated for the requested bobber anchor; the complete corrected UI group and a final phone/level-board/touch-clearance check passed. A persistent shared-discovery fixture was isolated per run and passed. Worker smoke, pet/care/trade and ready-egg capacity checks passed, as did online peer/fishing/travel/starter bots. Six-language UI, small-screen Journal and 20–240 fps rope checks passed. Human fight-lab results at 400 per cell are byte-identical before/after. Motion probe: 0% stalled frames, line endpoint jerk 0.13 px, camera jerk 0.01 px.

Full PR CI, Release, staging deploy and production deploy succeeded. The tested PR tree equals the merged runtime tree.

v0.68.0Build 82explore your way

Journal → You → Quests lets you follow the active story or pin any story quest or optional lesson. Separate switches control the tracker and quest guidance; Explore freely clears both and every destination. The HUD close button hides the card and quest guidance. Other screens’ Show the way destinations continue to work while quests are hidden. Future quests remain Upcoming, completed ones retain their state, and server progress/rewards remain personal and authoritative. Preferences persist per backend, profile and character.

All 21 runnable local Studio groups passed. Online fishing landed three fish; travel and starter bots passed against a fresh local Worker. Real Main checks cover live lesson counts, switching without fabricated rewards, story progression while pinned, hidden rings/arrows/trails, independent destinations, intermediate exits, fresh quest-owned routes and settings reload/isolation. Journal regression covers exact rewards, all-act order, routes, six narrow locales and disclosure. Authored routing passes 3,031 step-zone pairs across 39 zones. Tutorial button guidance follows the tracked active quest and turns off immediately with hidden guidance; its relevant UI checks were repeated after the final change. Desktop, touch portrait and high contrast captures were reviewed.

Full PR CI, Release, staging deploy and production deploy succeeded. The tested PR tree is identical to the merged runtime tree.

v0.67.4Build 81classic ground puff and smooth rise

Restore the older six soft dust puffs from before the three effect revisions D162, D171 and D173, and the smoothstep rise used before D171. Landing emits no edge veil or ripple. The recent overshoot and lateral jostle are removed; the teal wash remains disabled. The original shared soft-puff shader and 144-slot pool return. Radius, tile size, duration, collision, shared visibility, saved exploration and fishing/UI stay intact.

v0.67.3Build 80subtle natural ground dust

Rising tiles keep their earth and turf colors. The teal formation wash and emission are removed; unknown-ground hints use neutral stone colors. Eight small textured soil puffs and three tiny grains settle at landing. Dust lasts 0.55–0.75 seconds at 16–22% particle opacity, with no glow. Calm mode keeps one faint stationary veil. The existing 240-slot particle budget, radius, rise time, collision and saved chart remain intact.

v0.67.2Build 79restore the half-circle fishing UI

The full previous half-circle fishing instrument is restored. Each side mouse indicator draws only when the current cue requests that action. Demonstrated practice and landing progress return with the original instrument.

v0.67.1Build 78shared living islands

Everyone in an island channel shares durable discoveries, mechanisms, restored routes and inhabitants. Discovery credit, XP and treasure choices remain personal and pay once per character. Completed sites stay available for other visitors. Ambient inhabitants follow synchronized paths; training protection remains while learners see the same creatures.

Continuous streams and landscape waters use the pond renderer and authoritative fishing queries, with natural joins and fordable channels. Ponds gain richer reflected light. Terrain gets a gentler settling motion and softer landing puffs. Reading windows have consistent navigation and expandable details; fishing shows only the current mouse action and the lower landing bar. Constructed chests, journals, planters, shelters, lanterns and working mechanisms replace abstract clutter. All 2,459 item illustrations are distinct at 36 and 48 pixels.

Scope and local validation. Protocol 19/minimum 3, catalog f45ace4a6816acad; existing personal saves retained. Both download gates require build 78 after matching downloads are available.

v0.66.0Build 76an abundant archipelago

Twenty-eight new water habitats, 92 fish, 78 fishing banks across fifteen authored islands, seventeen biome profiles, 22 plant meshes, four generated coastline shapes and six specialist rods plus six reels. Existing waters gain planted banks, feeding pockets, appropriate fish shadows and connected scenery outflows. Scope and validation.

Protocol 18/minimum 3, catalog 7aa408faa590b322; existing saves retained. Both environment gates require build 76 after matching downloads become available. New narrative names and habitat descriptions are English pending translation.

v0.65.1Build 75steady gardens and floating fishing

Both v0.65.1 and server-v0.65.1 point to that exact commit. Protocol 18/minimum 3 and catalog ff0d0e108addf8a8 unchanged.

Home garden meshes persist through repeated snapshots, growth and watering. Only changes to a plot's structure rebuild its visuals, and the managed garden is excluded from terrain formation. Fishing hides the pending catch identity, removes the enclosing board and ongoing bottom action word, and adds a larger brass landing rail with illustrated mouse controls. Touch uses its existing gestures. Catch presentation and fight simulation remain unchanged.

v0.65.0Build 74every island leaves a memory

Build 74 implements D168: 49 connected keeper journeys, twelve reusable landmark families and island-specific ordinary travel stops. Find the keeper's clue, restore local work and awaken a landmark; its signal can point toward a hidden fishing water or another original discovery. Existing IDs, puzzle progress, chart requirements and completed discoveries remain intact. Permanent conclusions add one finite regional uncommon keepsake; generated islands keep their existing material purse and save clues within their own trip.

M opens the local field chart on land, showing actual explored terrain, discovered names, nearby unnamed mysteries, numbered journey connections and the player. The regional sailing chart remains the default at sea. Journal and confirmed discovery cards record restoration. The next-clue action works with mouse, pad and touch.

Landmark geometry is batched, animation stays near the player and sea discoveries keep their lookup guard. Sea journey approaches avoid large silhouettes and a small fixed Coral Water islet; walking routes preserve exit corridors. Physical collision, automatic sailing and manual steering remain unchanged.

Scope, maintenance and validation. Protocol 18/minimum 3; catalog ff0d0e108addf8a8. No database migration or shared simulation change.

v0.64.1Build 73fishing by feel and islands full of life

Build 73 is the production release of D167. It contains v0.64.0's wheel-free fishing, illustrated instrument, optional tutorial skip, common wildlife across expanded land, and the ocean discovery performance repair. The final visual pass also keeps stars/cover clear of the catch name and moves wrapped fishing notices away from the live instrument and line action. Habitat clearings match the server across shards, channels and personal home islands (88 alias cases). v0.64.0 was published to staging; production receives this finish.

Scope and local verification. Protocol 18/minimum 3 and catalog 31fdf7ac888664da are unchanged. No save migration or simulation change.

v0.64.0Build 72fishing by feel and islands full of life

Build 72 implements D167: two-button fishing without scroll-wheel controls, a finished fishing instrument, optional tutorial skipping, common wildlife across the expanded islands, and the ocean discovery performance fix. Protocol 18/minimum 3 is additive; binary simulation and save layouts are preserved.

Scope, maintenance and local verification.

v0.63.0Build 71discoveries along every journey

Tags v0.63.0 and server-v0.63.0 identify 612e2a8dca06e8128814a52a9c49afabe6c36c3a. Build 71 implements D166: ordinary atlas arrivals lead into playable discoveries on every authored map, with the same activities on drifting and Angler Portal islands.

All 49 authored destinations receive 3,088 permanent activities: growing beds, salvage, signals, waystones, shelters, couriers, sluices and musical stones. Waystones can point toward the existing forty larger trails, with their rivers, waterfalls, crossings, caves and treasure choices. Completed activities retain visible changes and can be revisited. Original discoveries and chart requirements are preserved. Timed encounter maps allow atlas exploration without requiring a match roster.

Rewards are owned by PlayerDO and paid once. Generated maps add no material rewards to their existing purse; portal activity XP is capped per trip. Partial puzzles persist, with bounded current-trip state for portals and expiry for old drifting-island records. The Journal builds rows on demand. Protocol 17/minimum 3 is additive; binary layouts are unchanged, and no SQLite migration is required. Catalog: 7e9230c5b56bab14.

v0.62.0Build 70follow a hunch, find an adventure

Tags v0.62.0 and server-v0.62.0 identify efbbc25930c1da52a71fd93c96ce9789b7953f73 on main. Build 70 implements D165 across the forty mainland exploration trails: regional couriers to coax, three-sluice waterworks, river melodies, earned return bridges, cave doors and forty once-only treasure choices. Partial puzzles survive reconnecting; previous completed discoveries remain completed.

Choose useful supplies or a regional rare keepsake. Four Skyreach keepsakes join the collection, including the cloudkeeper prism and windcourier whistle; daily shore finds remain another way to collect them. Shapes, carved dots and lights carry the clues alongside sound. Reduced motion and high contrast are supported. New interface prompts have six languages; new narrative and item names remain English.

Client and server ship together. Protocol 16/minimum 3 adds JSON landscape actions, saved progress and treasure choice; binary layouts stay unchanged. PlayerDO appends its own SQLite puzzle table. Release workflows require client build 70 after the matching download is available, preserving the other runtime settings. Catalog: 9e46299b41e2b5d4.

v0.61.0Build 69follow the water, find the story

Tags v0.61.0 and server-v0.61.0 both identify 4c0f35b0759f29d1acb15dc25f56a3ac03e29bc9 on main.

Build 69 implements D164: forty linked exploration trails across twenty wilderness islands, using 120 existing permanent discovery IDs. Feeding groves, ruined waterworks, spring islets with real bridges, fordable streams, waterfalls and cave shelters give each trail a physical setting. Regional history, flora, wildlife, tracks and local ambience make the journey part of the adventure. Learned clues unlock later sites, the Journal keeps the trail, and restored gates and opened chests return in their completed state.

Existing rewards, completed discoveries and map bounds are retained. New narrative is English; the seven new interface prompts have all six languages. Generated portal islands use independent clues. Server and client must ship together: workflows raise the minimum client build to 69 only after the matching download is available. Protocol 15/minimum 3 is unchanged. Catalog: b0ac0f46c0f0dba2.

v0.60.0Build 68a clearer view of your adventure

Build 68 includes D161–D163: responsive reading windows and compact desktop controls, Journal goal/reference columns, named and filterable Tackle with optional component details, five Settings categories, stationary hover, a one-tile wider terrain reveal (19 m) and slightly quicker formation (0.74 s), square-edge landing dust, intentional water casting with UI click isolation, and a boat camera step that restores the shore zoom on arrival.

v0.59.0Build 67room to read, room to craft

Tags v0.59.0 and server-v0.59.0 identify the same commit. All earlier merged work, including the other chat's fishing/tutorial and earned-progression changes (PR #96), is included. No open PRs remained at integration.

Successful runs:

  • main CI
  • Windows client release
  • production deploy
  • staging deploy

What's in it

D160 addresses the cramped crafting screenshot and oversized UI:

  • Shared text uses a smaller 12/13/14/16/18/24 px scale, with the Interface size setting preserved.
  • Oversampled icons keep their sharp backing pixels but report the intended logical dimensions, so native controls

no longer reserve twice the requested icon size.

  • Bag/Crafting expands with the screen. Search and filters span the top; compact recipe rows replace large cards.

Wide desktop gets a station rail, narrower views a readable picker. Counts identify total recipes.

  • The selected pane separates result/effects, ingredient ownership/requirements and the next action. The material

filter retains its label; selection stays visible. Quality guidance is optional.

  • Show the way sets the station waypoint. At the bench, Craft retains the existing deliberate minigame flow.
  • Narrow touch gets taller full-width reading views and retains 48 px tap targets.

Scope and proof. The download page has three new rendered screenshots.

Versions and compatibility

v0.58.0Build 66a lighter, clearer kit

This release adds D159's integrated UI on top of every change merged through v0.57.0. The other chat's fishing, tutorial and earned-progression work (PR #96) is already in that history; there were no outstanding open PRs.

Successful runs:

  • main CI
  • official client release
  • staging deploy

What's in it

  • Six everyday dock destinations and a searchable Menu, preserving the existing destinations and shortcuts.
  • A shared reading-window lifecycle: one active destination, backdrop dismissal, keyboard focus trapping/return

and gameplay input isolation, including the held press that closes a window.

  • Lighter surfaces, quiet chapter selections and clearer primary actions.
  • A Pets chapter, compact quest disclosures and responsive Bag, Chart, Account and Settings layouts.
  • Touch shortcuts that wrap within the safe area and leave each reading window its own Close action.

Scope and proof, decision D159.

v0.57.0Build 65every step, a clear way

Tags v0.57.0 and server-v0.57.0 identify that same commit, the version bump on top of the merges.

PRs #107 and #108 merged in that order. Each PR's CI passed before its merge, and main's CI passed on the version bump.

These runs succeeded:

  • client release
  • production deploy
  • main CI
  • staging deploy

What's in it

Build 65 answers two of Marshall's reports from 2026-10-15:

  • Every story step says what to do and where (D158):
  • Acts 2-7's 49 steps have a goal, a HOW line and a mark with the way to it. The way crosses the rings through the

tidestreams, and leads back out of a story's private copy.

  • A tidestream step names what its gear lacks and where to get it.
  • The skiff to the Marsh asks no Artisanry level; its driftwood, kelp fiber and fish bone are the gate.
  • Three gate texts' compass points now match the map.
  • Charted ponds stay shown on a return visit (#107): a pond on ground you have charted is drawn at any distance,

its surface, fish and rim together, as the ground under it already was (D137).

v0.56.0Build 64a sea worth sailing

Tags v0.56.0 and server-v0.56.0 identify that same merge commit.

PRs #104, #105 and #106 merged in that order. Every PR's CI passed before its merge. #106 also carried the version bump.

These runs succeeded:

  • client release
  • production deploy
  • main CI
  • staging deploy

What's in it

Build 64 answers three of Marshall's asks from 2026-10-15:

  • Hints that leave (D155): the casting hint retires after the first cast. Listening for a heard sign has its own slip above the bottom-right kit, out of the middle of the screen.
  • A short sail between the isles (D156): the open water keeps its authored spacing. Isles are 72 m out again, not 432 m, and drifting islets and wrecks come back in with them. The isles themselves keep D139's larger ground.
  • A sea that moves (D157):
  • The still, hazy dots are gone; the deep flows and shimmers like liquid.
  • Boats leave a foam wake, throw spray and splashes, and rock on the swell.
v0.55.0Build 63companions worth the journey

Tags v0.55.0 and server-v0.55.0 identify that same merge commit.

PRs #97-#103 merged in order: the plan, then M57 through M62. Every PR's CI passed before its merge.

These runs succeeded:

  • client release
  • production deploy
  • main CI
  • staging deploy

What's in it

Build 63 makes the companions the heart of the game (prompt; Marshall's calls D142-D148):

  • M57, wild pets that live (D149): pets leave signs to listen for and follow. The Codex becomes a field journal, and an encounter director paces discoveries.
  • M58, earning trust (D150): a Trust ring, offerings on E, the bonding moment on a held C, and the tame reveal.
  • M59, team combat (D151):
  • Twelve status combos, roles that change a fight, Speed and Focus.
  • The Tidecall on R.
  • Mobs that ask questions at the open world's pace, and Pet Power that counts quality.
  • M60, care and bond (D152):
  • The care wheel, mood from care and rest, and bond milestones in play.
  • Spell shapes and traits that act.
  • Team changes at outposts and buoys, lineage, portraits and the hatch moment.
  • M61, rare forms (D153):
  • Six rare-form families, each with its own trait, spell shape, marking, glow, motes and voice.
  • The sealed "unusual egg" and its hatch ceremony.
  • Rare finds told to the zone, with an opt-out.
  • M62, bodies and voices (D154): bodies for the 71 species that wore an otter, models for the 60 primitive mobs, and a cry per body plan.

Scope, screenshots and proof are in the six briefs: M57, M58, M59, M60, M61, M62.

v0.54.0Build 62earned progress

Tags v0.54.0 and server-v0.54.0 identify that same merge commit. PR #96 merged. Client release, production deploy, and staging deploy succeeded. Main CI was still running without failed steps when this record was written; it is not claimed complete here.

Build 62 releases D141: true level-one beginnings without automatic arrival or starter XP, steadier opening progression, exact XP and gameplay benefits in Skills, earned-only notices and sequential celebrations, required skill and dodge lessons, protected introductory combat, and 56 new interactive supply stops plus useful rewards at 304 existing clues. Returning players retain earned levels and fractions. Portal generation includes the new clue templates while preserving its reward purse. Scope, screenshots and gameplay validation.

v0.53.0Build 61living companions

Tags v0.53.0 and server-v0.53.0 identify that same merge commit. PR #95 merged. Client release, production deploy, and staging deploy succeeded. Main CI was still running when this release record was written; it is not claimed complete here.

Build 61 releases D140: farther and softer ground reveals, a 5.6-metre forward dodge with collision protection, automatic companion signature skills, pictured combat cards and calmer pet nameplates, 112 additional lore sites (418 total), richer regional scenery and liquid cosmic water. Permanent discovery and the four-metre tile size are preserved. Portal generation shares the regional catalog. Scope, screenshots and extensive local validation.

v0.52.0Build 60the guided wilderness

The v0.52.0 and server-v0.52.0 tags name the same merge commit. PR #94, PR CI, main CI, client release, staging deploy, and production deploy succeeded.

Build 60 publishes D139 on top of the released Angler Portal: much larger islands, 180 hidden pools, 306 discoveries, 21 shared regional habitats and new ambient wildlife, 37 guided tutorial steps, pictured rewards and farming, clear cooking navigation, growing raw-haul capacity, sequential level celebrations and slimmer UI. New world content is eligible for portal generation. Scope and extensive local proof.

v0.51.0Build 59the Angler Portal

Build 59 publishes D138. A stone portal stands on every character's own home island. Stepping through opens an island generated for that trip alone, from a ring the character has reached and suited to their Gear Score and Pet Power; anyone standing on that home island may follow for 30 seconds, six in all. The island has no clock: it lasts until its people leave (logging out is not leaving), the last to go ends it for good, and each character's portal then rests for five minutes with a countdown. Scope, screenshots and proof.

The v0.51.0 and server-v0.51.0 tags name that same merge commit, pushed after main's CI passed on it. PR #93, PR CI, main CI, client release, staging deploy, and production deploy succeeded. All 21 machine checks the studio owed passed before merge, with 46 of 46 end-to-end tests and the online fishing, journey, starter and portal bots against wrangler dev.

v0.50.0Build 58a clearer catch, islands that remember

The v0.50.0 and server-v0.50.0 tags name the same merge commit. PR #92, main CI, client release, staging deploy, and production deploy succeeded.

The fishing meter now sits above the angler and shows a bright directional cue only when that input is needed. The redundant distance ring and extra fight labels are gone. Tutorial and quest notices no longer overlap. Fixed-width HUD values stop the timer and counters from shifting as numbers change. An island's uncovered blocks remain in place when the player returns. The download page shows the new fishing-meter image.

v0.49.0Build 57fishing that follows the fish

Build 57 publishes D136. On desktop, left click pulls, right click braces against a run, and a brief optional mouse-wheel nudge steers around hazards. The four-beat practice teaches pull, ease, brace, and the gold reeling opening one action at a time. The smaller fixed instrument stays beside the cast and clears the fish and line; touch and controller controls remain available. Research, scope, screenshot, and proof.

The v0.49.0 and server-v0.49.0 tags name that same merge commit. PR #91, main CI, client release, staging deploy, and production deploy succeeded. All 13 owed studio checks passed before merge.

v0.48.0Build 56a clearer first voyage

Build 56 publishes D135: compact, nonoverlapping boat and island notices; a visible Bond Charm target and taming window; a dedicated Lure Assembly page; illustrated first-hour rewards; level-1 beginnings; a completable Tidepool chart with map blocks left; refreshed castaway clothing; and slightly faster ground formation. The tiles remain 4 m wide, reveal within 9 m, and form at most three per frame; their rise is 1.05 s rather than 1.25 s. Feature scope and screenshots.

The v0.48.0 and server-v0.48.0 tags name that same commit. PR #90, main CI, release, staging deploy and production deploy succeeded.

v0.47.0Build 55a mystery on the line

Build 55 publishes D134: a stable translucent instrument near the pond and discoveries as the catch. Production, staging, the official Windows ZIP and the actual public download are verified.

  • Fish remain 83–86% of ordinary catches. First fishing lessons, legendary/mythic and ranked catches stay fish.
  • Materials, bait, relics and elixirs occasionally replace the fish. Gear, Angling and pond character shape

the discovery. Accepted replay grants the item to the Bag once, without a fish or fish-only progression.

  • 56 new regional items include 35 elixirs and 21 collectible relics. Short buffs and voluntary curses show

effects, drawbacks and duration; finding one applies nothing. An ordinary meal replaces an active curse.

  • The meter stays just below the cast's water focus for the fight. Separate practice instructions and

protected item captions keep the pond, line and catch clear, including compact and accessible layouts.

v0.46.0Build 54clear fishing, spectacular catches

Build 54 publishes the open fishing instrument, demonstrated practice and protected hero catches (D133), PR #88.

  • Click/A/D, pad, touch and one-handed controls stay visible with immediate held-input feedback. The safe band,

predicted heading, fight remaining and landing track read separately. The meter has no panel backing; only its short tutorial instructions have one.

  • Five practice beats teach reel, give line, left, right and safe reeling through actual sustained actions.

They persist across casts and replay from Show tips again. Urgent fishing warnings remain visible.

  • Catches are larger, bounded by the viewport. Actual fish-mesh and confirmed-find art define the protected area;

names, rarity and stamps stay outside it. Ordinary story/notification paper yields and returns with reading time.

  • Portrait keeps both ends of the line visible. Short landscape captions, compact translated controls, high contrast

and reduced motion pass renderer review. Ground size/reveal timing and fight rules remain unchanged.

v0.45.0Build 53liquid shores, living secrets

Build 53 publishes the cosmic water, continuous pond edges, living residents and interactive discoveries pass (D132), PR #87.

  • Organic ponds keep uninterrupted shores, blended wet banks and submerged shelves. Full tile footprints clear

the liquid; the four-metre ground and 1.25-second reveal remain unchanged.

  • Seven seas show dark nebula depths under moving liquid reflections. Twelve eased weather profiles bring

surface rain, gusts, haze and quiet stellar reflections; whale overflow/black wedges are repaired.

  • Six smaller residents inhabit each pool's shore, air and liquid, with feeding pauses, curiosity and shelter.

Island visitors have individual tempos and curious/shy reactions. Reduced motion holds stable fauna poses.

  • Fifty-one later-island clues invite listening, brushing or turning through the normal interaction button.

Leaving cancels; existing server authority grants one-time Wayfinding and cosmetic chart rewards. Deferred arrival binding is repaired. All discovery IDs and existing tutorial interactions remain intact.

Protocol 6/minimum 3, catalog 11b3c2f3bb2a0c5d, matching client build 53. New action/status prompts are translated in six languages; D131 narrative translation placeholders remain documented. No currency or fight tuning.

v0.44.0Build 52every shore has a secret

Build 52 publishes the island identity, ambient residents, permanent lore sites and weather pass (D131), merged in PR #86.

  • Each authored scene and drifting seed receives a stable local palette, grove/landmark emphasis and resident trio.

Flyers flutter/perch, ground visitors forage/hop and wisps/jellies drift or shelter with the night and weather.

  • Fifty-one new permanent discoveries give each of the 17 later islands three distinct lore sites. Completing each

set grants a cosmetic framed home chart through the existing reward rules. Old discoveries/save IDs stay intact.

  • Small physical mystery sites wait for their actual ground tile to land. Rain darkens foliage, snow dusts it,

night awakens quiet accents, and twelve weather states bring distinct local veils, curtains and particle forms.

  • Four-metre ground tiles and the approved 1.25-second reveal are unchanged. Reduced motion stops precipitation

and holds still perches; photosensitive settings suppress storm flashes. The public development = atlas remains.

Protocol 6 retains minimum 3. New names/narrative remain explicitly flagged English translation placeholders; shared hints are translated in six languages.

v0.43.0Build 51islands that breathe

Build 51 publishes the island effects, ambient life and development atlas pass (D130), merged in PR #85.

  • Four-metre terrain and its approved 1.25-second formation stay unchanged; subtle landing dust and quiet impact

make exploration tactile.

  • Cast, creature and travel reticles share clearer engraved compass marks. Discoveries show their actual kind,

objective distances gain a readable plate and guide brackets point to the intended control.

  • Bounded regional moths and sprites wander around revealed foliage, responding to night, weather and calm

accessibility settings. Unrevealed/far scenery and its visitors remain hidden.

  • Every player can press = or use the game menu to search the authored destinations and current drifting islands

during development. Compact portrait/landscape layouts keep Travel visible. Server tickets validate destinations, ownership, casts and concurrent requests; the islandTestTravel switch disables development travel later.

  • Start over moves to the game menu, retaining its DELETE confirmation. A missed final revival/clearance cue is fixed.

Protocol 6 retains minimum protocol 3, with unchanged binary/fight layouts. Atlas labels are translated in six languages.

v0.42.0Build 50the unwritten archipelago

Build 50 publishes the island, companion and tutorial production pass (D129).

  • Larger terrain stones settle gently; nearby scenery, pools, landmarks and wildlife emerge on each visit.

Saved charts stay permanent, while depth mist preserves the mystery of the next bend.

  • Twenty-eight new destinations arrive daily across seven rings, with regional decor, three pool identities per

region, twenty-one exclusive fish and rare companion nests.

  • Forty-two rare companion forms offer one signature spell each. Every base species has painted art, and the

companion screens lead with the spell, portrait, care and team actions. Portrait touch layouts are readable.

  • Stellar seas lose the automatic foreground glow. Twelve authoritative regional weather states include snow,

ash, aurora, stardust, meteors, solar wind, eclipse and sporefall; pools gain ambient critters.

  • Twenty-five story steps gain contextual coaching and useful gifts; twenty-eight optional action lessons teach

the wider systems. Existing save IDs, ownership and chart progress are preserved.

Protocol 5 retains protocol 3 wire compatibility; catalog 9ac8164b05da0afd. The matching client build is 50. Windows downloads include the executable, adjacent PCK and extraction instructions. New content names and some expanded narrative currently use English placeholders in other locales; the principal companion additions and weather labels are translated in six languages.

Implementation, screenshots and validation. Local validation and the feature PR's GitHub checks passed, including real-client tutorial/travel/islet runs, all 301 art assets, 49 zone bakes and renderer formation/navigation checks.

Both health endpoints and patch manifests report catalog 9ac8164b05da0afd, protocol 5. Matching v0.42.0 ZIPs are available on staging and production, with minimum client build 50 in both environments. Existing KV fields were preserved when raising the update gate. Production's six published resource packs and manifest were synchronized from this release; every served pack hash matches its manifest and staging.

v0.41.0Build 49a world worth sailing through

Build 49 brings the environment direction and island composition passes (D127–D128) to all seven regions.

  • Painted terrain and cliffs, layered clouds and regional ground cover give the floating islands depth.
  • Fifteen authored scenery models distinguish marsh willows, coral fans, frost crags, ember growth,

Skyreach crystals and deep fossil groves. Shelters, shrines, ports and ocean approaches share the finished look.

  • Scenery grows with charted terrain and leaves fishing banks, important interactions and travel routes clear.

Later fragments have worn coastlines; reduced motion calms foliage and atmospheric movement.

  • The download page shows current in-game scenery. Windows ZIPs include the EXE, adjacent PCK and extraction

instructions, retaining the v0.39.1 download repair.

Protocol 4 accepts protocol 3; the catalog remains 3052284eaf721bf9. Existing server zone bakes and authored physics remain authoritative.

Local proof covers all 49 zones, 2,517 batched placements, 159 connected marker routes, real-renderer formation and clearance checks, 113 art assets and fresh zone bakes. Mouse/touch fishing, edge safety, online catch-to-Tidewell travel and live reduced-motion checks pass. Visual review covers all seven regions, night, compact screens, ocean approaches and Mobile/Compatibility renderers. Desktop stress passes on the review machine; existing device gates still apply. Details: environment proof and island composition proof.

Environment PR #83 is merged. Main CI, release, staging deployment and production deployment all succeeded.

v0.40.0Build 48companions and things from the deep

Build 48 brings the companion UI pass (D125) and fishing mysteries (D126) to the same released version.

  • Companions have a stable searchable roster and readable stats, abilities, growth, bonding and care.

Team changes and augment fitting/upgrading are explicit; the Pet Codex and nursery are clearer on touch.

  • Replay-verified catches can bring useful materials or collectible keepsakes from the water. The actual

find appears beside the fish, names its quantity and enters the Bag. Perfect hooks improve the chance.

  • Pools and seas have darker liquid nebulae and regional veils; fish behavior and rarity shape their disturbances.

Falling-star steering remains optional. Reduced motion calms the water.

  • Windows ZIPs keep the EXE, PCK and README together, retaining the v0.39.1 download repair.

Protocol 4 accepts protocol 3; binary layouts and fight hashes remain unchanged. The catalog is 3052284eaf721bf9. Fish size, quality and trait remain sealed until appraisal at a Tidewell.

v0.39.1Build 47Development update

Client build 47. Windows download packaging repair; all v0.39.0 Journal features are retained.

Windows builds now ship the game executable beside Tidecaller.pck instead of embedding the data into the executable. Both local and GitHub release ZIPs include the PCK and extraction instructions. Extract all files and keep them together, then run Tidecaller.exe.

Windows Defender blocked the embedded v0.39.0 ZIP with Trojan:Script/Wacatac.B!ml. The installed Windows template exactly matches the official Godot 4.6 release, independently verified through its SHA-512 archive checksum. The initial separate-data export, its ZIP and extracted startup passed local Defender checks with antivirus and real-time protection enabled. No exclusions or security settings were changed. This supports a packaging false positive; it is not a guarantee about every antivirus product or future signature update.

Simulation, economy, catalog and protocol remain unchanged. The companion UI pass remains separate local work.

v0.39.0Build 46Quests lead with the active goal, progress, useful next action and exact automatic rewards. Optional lessons and

Client build 46. The logbook: progress you can act on (D123).

  • Quests lead with the active goal, progress, useful next action and exact automatic rewards. Optional lessons and

collapsible act history make the rest of the journey easy to follow.

  • Fishdex keeps deliberate selection, searches and filters your collection, separates discovery from learned

habitat, and gives directions to actual fishing waters. Hidden fish knowledge stays hidden until earned.

  • Skills show all five tracks, accurate level caps, current progress and reachable next milestones with useful

actions. Resources, trials, titles and memories remain available in grouped records.

  • Compact Journal pages use named navigation, readable details and safe controller/touch focus. Page changes,

live updates and quick reopening preserve the visible page.

  • New interface copy is available in all six languages. Existing catalog narrative remains partly English in

other locales. The title screen now shows the release version separately from the internal build counter.

v0.38.0Build 45Fishing instruments show real cast steadiness, tension, fight and landing progress. Essential inputs remain

Client build 45. The angler's kit, from the first cast to the next upgrade (D120–D122).

  • Fishing instruments show real cast steadiness, tension, fight and landing progress. Essential inputs remain

visible and the first-hour guide coaches each fishing stage.

  • Menus offer an overview, search and named destinations. Small-screen help becomes a readable topic browser.
  • Inventory retains a deliberate selection, names quantities/value/wear, exposes useful actions and recipe/source

links, and gives narrow screens separate list/detail views.

  • Crafting explains output, station, base XP, ingredients, shortages, skills and queue limits. Explicit actions

retain the existing crafting minigame and guided tutorial.

  • Tackle explains named lure parts, actual-quality effects, remaining bites, meals, repair outcomes and equipped

gear comparisons. Inspection and equipping are separate deliberate actions.

  • New action/help text is supplied in all six languages. High contrast, reduced motion and pad/touch focus are

covered by focused checks.

v0.37.0v0.37.0: pools with character, the catch where it is, a calm camera, a bold guide, upright walks and real faces (D115-D119)

What's Changed

  • v0.37.0: pools with character, the catch where it is, a calm camera, a bold guide, upright walks and real faces (D115-D119)
v0.36.0Build 43The Bag: inventory, crafting anywhere and a game menu (D113, M56; build 43, v0.36.0)

What's Changed

  • The Bag: inventory, crafting anywhere and a game menu (D113, M56; build 43, v0.36.0)
v0.35.0Build 42D114 the first hour, guided: a hand on the kit, and no step that strands you

What's Changed

  • D114 the first hour, guided: a hand on the kit, and no step that strands you
  • Client build 42 (v0.35.0: the first hour, guided)
v0.34.0Build 41M55 who washed ashore: a character studio, a wardrobe, faces that live (D112)

What's Changed

  • Deploy waits for the release's live zip before moving the download
  • M55 who washed ashore: a character studio, a wardrobe, faces that live (D112)
  • Client build 41 (v0.34.0: who washed ashore)
v0.33.0Build 40M54 the lean kit: a slim HUD, a smaller kit on a PC, the words on hover (D111)

What's Changed

  • M54 the lean kit: a slim HUD, a smaller kit on a PC, the words on hover (D111)
  • Client build 40 (v0.33.0: the lean kit)
v0.32.2Build 39D110 the fishing, felt: a hook a person can make, and a view that glides

What's Changed

  • D110 the fishing, felt: a hook a person can make, and a view that glides
  • Client build 39 (v0.32.2: the fishing, felt)
v0.32.1Build 38M50 liquid layers: four sheets at four depths, nothing turns, every reaction eased (D109)

What's Changed

  • M50 liquid layers: four sheets at four depths, nothing turns, every reaction eased (D109)
  • Client build 38 (v0.32.1: liquid layers)
v0.32.0Build 37M50 still water: darker nebula seen through a swell, the fishing told in ripples, the jerk fixed (D108)

What's Changed

  • M50 still water: darker nebula seen through a swell, the fishing told in ripples, the jerk fixed (D108)
  • Client build 37 (v0.32.0: still water)
v0.31.1Build 36Fix the hitch after every action: hidden pages no longer rebuild (D107)

What's Changed

  • Fix the hitch after every action: hidden pages no longer rebuild (D107)
  • Client build 36 (v0.31.1: no hitch after an action)
v0.31.0Build 35M53 secret pools: a sleeping pool on every isle, woken by finding it, with a fish of its own (D103)

What's Changed

  • M53 secret pools: a sleeping pool on every isle, woken by finding it, with a fish of its own (D103)
  • M53 each place's set rewarded: its chart, framed for your home (D104)
  • M47 learn more: twelve optional lessons beside the story (D89)
  • M52 picture-first prompts: every "E:" leads with a picture of what it does
  • M53 sightings by weather: a storm's heart, lanterns in the fog, rain on the shallows (D105)
  • M51 surges: a water surges for a minute and a half, and everything bites (D106)
  • Client build 35 (v0.31.0: secret pools, isle charts, learn-more lessons, picture-first prompts, weather sightings, surges)
v0.30.0Build 34M50 The nebula sea: every water a window onto space (D96)

What's Changed

  • M50 The nebula sea: every water a window onto space (D96)
  • M51 Every water, its own fight: the water's hand and the falling star (D97)
  • M52 Charm in every touch: the kit answers (D98)
  • M53 Isles worth the wander: wonders set by hand, found once for good (D99)
  • M47 the first hour, fun: people who speak, and a raft to find (D100)
  • M53 keepsakes on every shore: new glints every day, a collection to fill (D101)
  • M50 sightings: the nebula water's rare spectacles, each at its hour (D102)
  • Client build 34 (v0.30.0: the nebula sea, every water its own fight, charm in every touch, wonders and keepsakes, the first hour's fun, sightings)
v0.29.0Build 33company-test: an angler's own digits are not a leaked number

What's Changed

  • company-test: an angler's own digits are not a leaked number
  • M46 The catch, worth the cast: the brief, the board and the roadmap; M43 complete
  • M46 the fight's rhythm: openings after every run, and a pace by rarity (D86)
  • M46 the catch, celebrated: a rare fish told at the hook, a card that stamps what you did well (D87)
  • M46 the hook that counts: a perfect hook stuns the fish (D87)
  • M47 The first hour: the brief, on the board and the roadmap
  • M47 objectives you can see: a goal line, a mark and the way for every Act 1 step (D88)
  • M47 a deeper chain: one verb a step, rewards that open the next, the first-hour bot (D88)
  • M48 The finish: the icon set cast in brass, one key light on every item picture (D90)
  • M48 The finish: the kit finished - materials with depth, real states, a lift and a tick (D91)
  • M48 The finish: M45's remaining pages in pictures (recipe cards, wares, medals, badges, the Codex, the quick-chat wheel)
  • M39 environment 1/6: Kelpwood, the Glimmer Lagoon and the Homestead to the look (D92)
  • M39 environment 2/6: islands, not squares - coasts, roots, shores, clouds, night (D93)
  • M49 Bodies that move: the brief, the gap list, the cast sheet and art budgets (D94, D95)
  • Fish by family: eleven painted bodies, every species coloured as itself (M49, D94)
  • Pets and mobs painted on body plans, with faces, and moving (M49, D94, D95)
  • The story's people and things, painted; people turn to you and breathe (M49, D94, D95)
  • Bodies that move: the castaway and the story's people on a skeleton, posed every frame (M49, D95)
  • Client build 33 (v0.29.0)
v0.28.0Build 32Dock buttons answer the mouse

What's Changed

  • Dock buttons answer the mouse
  • Start over with = and the word DELETE (D76)
  • Names over heads keep their size at every zoom (D85)
  • Quiet the sea: no hiss, and a mix with a plan (D77)
  • Keep a hooked fish in its water
  • M43 brief: the fight, made clear
  • M43 the gauge reads: a landing bar, a heading mark and the word for now (D78)
  • M43 runs you can see coming: a beat-ahead tell, the splash called
  • M43 calmer darters and thrashers: fewer random turns while calm (D80)
  • M44 brief: fishing in company
  • M44 part 1: the zone shows each angler's line to the players near it (D79)
  • M44 part 2: everyone near sees another angler fish (D79)
  • Item pictures for every catalog row, and the slot that shows them (M45, D82)
  • The tackle box, the Haul, the stall and tide notes in pictures (M45, D83)
  • One way to close every panel, and keys that answer (M45, D84)
  • The Fishdex as a collection of pictures (M45, D83)
  • M45 Pictures first: the brief, the audit and Marshall's answers
  • Client build 32 (v0.28.0)
v0.27.2Fix the tutorial's chart step: charting stopped after an isle went idle

What's Changed

  • Fix the tutorial's chart step: charting stopped after an isle went idle
  • Fog is measured from the player, not the lens (D75)
v0.27.1Build 30Give the bench icon its own drawing

What's Changed

  • Give the bench icon its own drawing
  • Client build 30 (after v0.27.0)
v0.27.0Help button on the Journal, port and tackle box

What's Changed

  • Help button on the Journal, port and tackle box
  • The rim holds: stop at a fragment's edge instead of falling off (D74)
v0.26.0M42 Icons and help: the HUD in icons, panels by chapter, help on ?

What's Changed

  • M42 Icons and help: the HUD in icons, panels by chapter, help on ?
  • Remove the island crumbling (D73)
v0.25.0M39 after Bastion: painted ground, deep void and grade, movement feel, effects (D71)

What's Changed

  • M39 after Bastion: painted ground, deep void and grade, movement feel, effects (D71)
v0.24.0Build 27Let the tutorial thief crab fight instead of stealing

What's Changed

  • Let the tutorial thief crab fight instead of stealing
  • M39 the look of Ring 1, first slice: ground, light and air, the cove's props, the castaway, Marlow and Pip; client build 27
v0.23.3M41 The visual language: the kit written down and enforced

What's Changed

  • M41 The visual language: the kit written down and enforced
v0.23.2The studio: production loop, board, briefs and bench tool

What's Changed

  • The studio: production loop, board, briefs and bench tool

New Contributors

  • @DevilsReflex made their first contribution in
v0.23.1A zone request that fails on the way (a call to another object dropped) now answers try_again instead of silence, and the client says so; account erasure clears only the pre-spl…

Historical changes recorded for this build:

  • A zone request that fails on the way (a call to another object dropped) now answers try_again instead of silence, and the client says so; account erasure clears only the pre-split tables from the core database (no more warnings for designs, blueprints and the Workshop); the Blight Tide test waits for a knocked-down warden to get back up before walking to the dock (the local flake: every step was refused while down) and no longer prints a stale error list; the runbook's client-only release (v0.23.0 shipped by pointing production's download without a deploy)
  • The partner pick no longer loops: E on Marlow's last line closed the dialog and, read again by Main in the same frame, asked him again - the same lines for ever over the picker, which the dialog (a layer above) kept from being clicked. The dialog now holds E on the frame it closes; the picker waits while anyone is talking; is_open is safe before the dialog is built. --starter-test plays it with real E presses (72 talks before, 1 now), in CI's smoke set; client build 24
v0.23.0M37 the angler's kit, part 1: one theme for every panel (brass plate buttons, paper fields and drop-downs, warm tabs, drawn check boxes, brass bars, serif headings) built from t…

Historical changes recorded for this build:

  • M37 the angler's kit, part 1: one theme for every panel (brass plate buttons, paper fields and drop-downs, warm tabs, drawn check boxes, brass bars, serif headings) built from the palette into the project theme so every Control reaches it; the HUD as instruments (a day dial with sun and moon, the hour in serif, a purse and skill badges, the Hearthlight lantern, the world's news as paper slips, key cap prompts by the player, controls that fade, F3 for the old status); notices as tide notes; scroll lists that fill their width; --shot-action for panel review; D67
  • M37 the angler's kit, part 2: motion and sound for every panel - buttons click like brass, panels open with a page's sound and settle in from their foot (scale and fade only, a frame after they show, so touch sheets keep their place; only the fade with reduced motion) and are put away with a softer page; three synthesised sounds; the tackle hint without a key on touch; M37 complete
  • M38 the logbook: the Journal as a leather-bound book (brass edge, gold serif title, pages that turn with a sound, finished steps stamped DONE, caught fish stamped in their rarity's ink) and the Weighing Dock's reveal as the dock's ticket (port and hour at the head, each fish entered in serif with drawn brass stars, a new species, personal best or variant stamped with a knock and the bell, perforations, the tally); InkStamp and StarRow; --shot-haul; client build 23; D68; the UI pass complete
  • The HUD follows the input in use: on a pad, the controls strip shows its buttons and the prompt's cap reads X for interact (no cap where a key has no button); on touch, the touch help and the Use button; a pad picked up rebuilds the strip; the tackle hint only with keys
v0.22.0Falling off the world fixed, and ghost tiles: a player who kept walking off an edge was corrected back to a pose in the air and fell for ever; the zone now keeps the last pose o…

Historical changes recorded for this build:

  • Falling off the world fixed, and ghost tiles: a player who kept walking off an edge was corrected back to a pose in the air and fell for ever; the zone now keeps the last pose on the ground (corrections, saves and arrivals never put anyone in the air), the client trusts only its own ground and returns a step back from the edge; ground not yet formed beside formed ground shows as faint glassy blocks, so open sky reads as the edge; --edge-test (CI offline, nightly online) and an e2e check; client build 22; D66
v0.21.0Gates: production at server-v0.20.0, with the Windows download on the site

Historical changes recorded for this build:

  • Gates: production at server-v0.20.0, with the Windows download on the site
  • The arrival screen: the game opens on a dawn over the islands where a new player names their character and washes ashore, a returning one is greeted by name, and anyone signs in with a passkey (email too, once the server can send it); an old build is sent to the download; guests are nudged to add a passkey; the manifest names the ways to sign in; client build 21; D65
v0.20.0Gates: production is up (server-v0.19.1) - what is live and the secrets it still waits on

Historical changes recorded for this build:

  • Gates: production is up (server-v0.19.1) - what is live and the secrets it still waits on
  • M36 The strike, felt: the fight retuned for a person's reactions (tension follows the reel over half a second, calmer safe zones, a jumper's splash yanks a reeled line; fight-lab's human angler), the picture interpolated every frame (camera, bobber, line: 30x smoother at 144 fps, FeelProbe), the cast aimed by a ring on the water, the rod, line, splashes, leaps and the landed fish shown, the reel gauge, reduced motion; client build 20; D64
  • M36 part 2, the strike felt: the lure worked in a rhythm (spaced twitches draw the fish in, a twitch too soon spooks it; twitch.ts, zone and client), the fish's shadow circling the lure, the bite, strike and landing punching the lens in, the rod snapping into a bend, a running fish dragging the bobber under, the catch held up overhead with sparkles and the card below it, casting again as soon as the moment is over
  • The download page: the site hands out the Windows build (/download streams the current zip from the environment's R2, /download.json names it for the button); release.yml puts both builds in R2 and moves staging's download, a production deploy moves production's to the live build of its own version; an old client is sent to the download page; the release steps in the runbook
  • Steadier checks: the e2e walks go at a run (8 m/s), not at the 12 m/s limit (the Blight Tide test's not_at_dock flake), and a bench over budget is measured once more before it fails (a shared runner's stall)
v0.19.1The live client build: a "Windows Desktop (live)" export with the `live` feature talks to production (Config.LIVE_BACKEND); export-windows.ps1 -Live; each release also carries T…

Historical changes recorded for this build:

  • The live client build: a "Windows Desktop (live)" export with the live feature talks to production (Config.LIVE_BACKEND); export-windows.ps1 -Live; each release also carries Tidecaller-win64-live.zip
v0.19.0M31 part 2: real money - Steam MicroTxn, the App Store Server API, Google Play (verified by the stores themselves), one receipt one account (D1 claims), refunds and notification…

Historical changes recorded for this build:

  • M31 part 2: real money - Steam MicroTxn, the App Store Server API, Google Play (verified by the stores themselves), one receipt one account (D1 claims), refunds and notifications, daily reconciliation, the Voyager gate (KV, off until launch)
  • M31 part 3: the store on the client - the Store page (the week's shop with try-on and gifts, Pearls and editions, the Tidepass's 50 tiers, spending limits), gift notices; M31's machine work done
  • M32 part 1: achievements on the server (128, with Steam API names; events tallied as they are reported, earned once); string ids start with a letter (the content build now insists)
  • M32 part 2: achievements on the client - the Journal's Achievements page (hidden ones kept hidden), a notice for each earned, unlocked on Steam through GodotSteam when it runs there
  • M32 part 3: the marketing site and press kit (static assets on their own Worker, clean screenshots from the game), store listings and rating and privacy answers, the launch-day runbook, the launch rehearsal plan, the P9 gate; M32 and P9's machine work done
  • Deploy: check out Git LFS so the site's screenshots are pictures, not pointers
  • M33 Seasons: one season clock for ranked, the Grand Tide and the Tidepass; four seasons of featured fish, pets, lure parts, crops and dishes (seasons.csv); featured fish bite more, the season's crops and dishes sell for more, the season log pays Tidepass XP; the champion's fish variant approved in the console and landed; the Journal's Season page; the console's Calendar; docs/liveops.md, D61; heat achievements count heats; the economy sim's demand follows what is on offer
  • M34 Experiments + tuning: experiments and rollouts in the KV config (an arm per account by hash, a whitelist of server tunables, the arms on every telemetry event and on the client); the console's tuning board (the market's weekly price index from nightly snapshots with an inflation alarm to on-call, time to each ring, fights by behaviour, the Pet Arena by species, Shell flow, each arm's numbers); the economy sim's price alarm resolved; D62
  • M35 Creator Workshop: players list designs they made, free or for Pearls; the gallery (popular this week, new, the featured shelf, by kind); a paid design bought once per account, 70% to its creator through AccountDO's payouts; the Journal's Workshop page; the console's Workshop view; the terms; D63. P10's planned milestones done.
  • Client 0.19.0: M31-M35 on the client (the store and the Tidepass, achievements, the Season page, experiment arms, the Creator Workshop)
v0.18.0M29 part 1: GDPR - a data export (file or one-time link), erasure across the split databases and R2, 90-day retention, the privacy policy and terms

Historical changes recorded for this build:

  • M29 part 1: GDPR - a data export (file or one-time link), erasure across the split databases and R2, 90-day retention, the privacy policy and terms
  • M29 part 2: the status page on its own Worker, incidents from the admin console, deep health, the manifest's notice
  • M29 part 3: the health watch, the runbook (on call, severity, incidents, playbooks), incident drills, the P8 gate; M29 and P8's machine work done
  • M30 part 1: player designs on the server - saved, shared by code after a Workers AI pre-screen, the review queue, worn as shirts and sails, flown on banners, coats on pets
  • Migrations lock: record every shipped PlayerDO step (gift_out, displays) before designs
  • M30 part 2: the design editor (layers, stencils, mirror, fill, 48 colours), the Journal's Designs page, designs drawn on shirts, sails, banners and pets
  • M30 part 3: looks on the server - 168 emotes by unlock, titles, nameplates, walking styles, cosmetics by slot, wardrobe presets, profile cards
  • M30 part 4: looks on the client - the emote wheel with motions, nameplates and titles over heads, cosmetics on the figure, walking styles, the Looks page and wardrobe, profile cards
  • M30 part 5: owned spaces on the server - boat figureheads, wakes, horns and names; the horn at sea; island themes and shore edges; blueprints shared by code and built from what you hold
  • M30 part 6: owned spaces on the client - boats dressed for everyone at sea (figureheads, wakes, names, sails), the horn, island themes and shore edges, blueprints in the island editor
  • M30 part 7: photo mode (a free camera, filters, vignette, grain, depth of field, frames, the hour, others hidden, PNG capture); music tasks finish before quitting; M30's machine work done
  • M31 part 1: the Pearls ledger (AccountDO: idempotent spends, credits and store purchases, an outbox delivering what was bought), the weekly shop, gifts, the Tidepass (50 tiers, premium gives 1,000 Pearls back), spending limits, the catalog audit
  • Client 0.18.0: M30 on the client (designs and their editor, looks, emotes, boats, islands, blueprints, photo mode)
v0.17.0M27 part 1: regions - shards placed by locationHint, admission by region, the Grand Tide regional

Historical changes recorded for this build:

  • M27 part 1: regions - shards placed by locationHint, admission by region, the Grand Tide regional
  • M27 part 2: the ShardDO login queue
  • M27 part 3: chaos - evictions mid-fight, bots that come back, soak tooling
  • M27 part 4: content epochs - catalog overlays in force without a deploy
  • M27 part 5: the D1 split (core, social, economy, meta) and ports' own channel caps
  • M27 part 6: point-in-time restores, the runbook, the Worker split decision; M27's machine work done
  • M28 part 1: accessibility - assists flagged for records, captions, colour-blind cues, one-handed play, settings
  • M28 part 2: languages - the strings table, six launch languages, quick chat in the reader's language
  • M28 part 3: chat translation (Workers AI), the notification centre, UI themes, sound packs
  • M28 part 4: voice chat on Cloudflare Realtime (SFU DataChannels, ADPCM frames, push to talk); M28's machine work done
  • Client 0.17.0: P8 on the client (the login queue, accessibility, six languages, chat translation, notices, themes, sound packs, voice)
v0.16.0M26 part 1: the road to the Grand Tide - qualifying points, the regional board, the open qualifier

Historical changes recorded for this build:

  • M26 part 1: the road to the Grand Tide - qualifying points, the regional board, the open qualifier
  • M26 part 2: the Maelstrom and the regional semi-finals
  • M26 part 3: the Grand Final - the Haul, the Gauntlet, the Titan Cast; the champion, the Trophy and the statue
  • M26 part 4: spectating the Grand Final - BroadcastDO at 5 Hz, cheering, predictions, the keepsake
  • M26 part 5: replays, the fair-play audit, the 2,000-spectator rehearsal, ranked queues at beta population; M26 complete
v0.15.0M24 part 1: Ranked Angling - pools, the ranked queue, seeded heats on Derby Standard gear, the ladder

Historical changes recorded for this build:

  • M24 part 1: Ranked Angling - pools, the ranked queue, seeded heats on Derby Standard gear, the ladder
  • M24 part 2: records and boards - LeaderboardDO, the Weekly Derby, trial boards, the ranked ladder
  • M24 part 3: ranked replay review - every heat's fights re-run from R2 in the admin console; M24 complete
  • M25 part 1: the Pet Arena - duels of three pets a side at level 50, the sim's duel mode, the arena ladder
  • M25 part 2: the Tidestream Regatta and Chart Races
  • M25 part 3: the Crew Derby and the Port League
  • M25 part 4: the Breeders' Show, the Harbor Showcase and the Artisans' Fair - judged contests with votes and anti-brigading; M25 complete
v0.14.0M13 part 1: telemetry, the admin and moderation console, anomaly flags

Historical changes recorded for this build:

  • M13 part 1: telemetry, the admin and moderation console, anomaly flags
  • M13 part 2: the second shard, admission and overflow channels
  • M13 part 3: passkeys through the system browser
  • M13 parts 4 and 5: Steam sign-in on the server, the nightly dupe audit
  • M13 part 6: channel seats, the 500-bot run, the P3 gate
  • M14 part 1: ring packs, the version gate, visible-player tiers, battery saver
  • Release: pack upload no longer blocks the client release
  • M15 part 1: touch controls for fishing and fights
  • M15 part 2: the touch menu, bottom sheets, a touch theme, safe areas
  • M15 part 3: tap to travel, auto-sail, smart pickup
  • M15 part 4: the HUD editor, two-finger tap, hybrid devices; M15 complete
  • M16 part 1: in-app account deletion
  • M16 part 2: Sign in with Apple and Google, server side
  • M17: cross-play hardening (auto-dock, backgrounding, bunched moves, the data meter, the phone-session bot)
  • M18 part 1: Tide Totems and the Angler's Trials at every isle's shrine
  • M18 part 2: the arena of memory - Beast Trials and Tidal Memories
  • M18 part 3: drifting islets, the day's nests and wrecks
  • M18 part 4: diving, spearfishing and grip-glove climbing
  • M18 part 5: boats - parts, the hold, the perch, wear, outposts, passengers and towing; M18 complete
  • M19 part 1: Ring 3, the Coral Spires - the tidestream under the reef, Spireport and three isles
  • M19 part 2: the Spires' content pass
  • M19 part 3: faction reputation - the Harbor Guild and the Wardens of the Reef
  • M19 part 4: Act 3 and the Prism grouper - a party hunt under a full moon
  • M19 part 5: the Hollow Tide Kraken, the first world boss; M19 complete
  • Tests: the boats and trials e2e no longer depend on which fish bites
  • M20 part 1: Ring 4, the Frostbite Reach - the icebreaker, ice holes, the cold, aurora nights
  • M20 part 2: the Reach's content pass
  • M20 part 3: the lure systems - lock-and-key species, the Lure Lab, the Lurebook, the Tidewell's blessing
  • M20 part 4: Act 4 and the Aurora char - the Frostbound, the frozen Tidecaller, the old bloodlines
  • M20 part 5: the time to each ring, the icebreaker off the Kraken, the P5 content column - M20 complete
  • Tests: the kelp eel charm casts until an eel (the tidepool has grown to eighteen fish)
  • M21 part 1: Ring 5, the Cinder Vents - the heat, lava and ceramic lures, eruptions that move the lava
  • Tests: the touch bot taps to travel only once the last catch lets the player go
  • M21 part 2: the Vents' content pass - pets, fish, crops, ceramic lures, Ashport's districts, cool dishes, furniture
  • M21 part 3: Masteries, crafting circles and collaborative crafts; the top augment tiers
  • M21 part 4: Act 5 and the magma koi - the Cinder Forgers, a Tidecaller core, Caul revealed; M21 complete
  • M22 part 1: Ring 6, the Skyreach Isles - gliders, the sky anchor, the wind, kite lures; Wayfinding keeps pace
  • M22 part 2: the Skyreach's content pass - pets, fish, crops, kite lures, Choir Spire's districts, dishes, furniture
  • M22 part 3: Titan fragments - crew expeditions to drifting mega-isles with three bosses
  • M22 part 4: Act 6 and the cloud ray - the Sky Choir, the drowned records, the key to the Trench; M22 complete
  • M23 part 1: crew ships - built from the storehouse, the helm, crewmates aboard, stations, trolling
  • CI: a smoke set on every push, the whole suite and every bot nightly; the trial bot's starter race
  • CI: quote-free step name (a colon broke the workflow file)
  • M23 part 2: the Abyssal Trench - the vortex, Last Light, the Pressure Wells and Bone Gardens, pressure, light, void rifts
  • M23 part 3: the finale - Leviathan's Rest, heal or bind, the first crew's statue, the Calm
  • M23 part 4: shard events - Blight Tides on the ports, restoration projects (works)
  • M23 part 5a: the Expedition Dock - MatchmakerDO queues by activity, ring and role, matched into a party
  • M23 part 5b: mentors, apprentice gifts and level sync
  • M23 part 5c: Harbor Neighbors - friends' islands linked by tidestream bridges
  • M23 part 6: full housing - the aquarium and the trophy hall
  • M23 part 7a: launch content - mythic fish, seasonal species, the lure catalog at 250
  • M23 part 7b: launch content - 150 pets and 40 hybrids, 1,000 pieces of furniture
  • P6 gate: the endgame at 79.7 hours, a Blight Tide on a full port channel, M23 complete
  • Client 0.14.0: P5 and P6 on the client (the Spires to the Trench, the finale, shard events, housing)
v0.12.0M12 part 1: Ring 2, Mistfen Marsh - the tidestream, Reedhaven and three isles

Historical changes recorded for this build:

  • M12 part 1: Ring 2, Mistfen Marsh - the tidestream, Reedhaven and three isles
  • M12 parts 2 and 3: the Ring 2 content pass and Act 2
  • M12 parts 4 and 5: storms, migrations, net hauls, ring themes; M12 complete
v0.11.0M11 part 1: unique names, chat, whispers, emotes, block and report

Historical changes recorded for this build:

  • M11 part 1: unique names, chat, whispers, emotes, block and report
  • M11 part 1b: friends between players, with who is online
  • M11 part 2: parties - PartyDO, invites, chat, called targets and fighting together
  • M11 part 2b: what a party shares - feast, Hearthlight, group appraisal, flotilla
  • M11 part 3: fishing together - spotter marks, chum, steady and gaff, lend a hand
  • M11 part 4: crews - CrewDO, the crew socket, roles, storehouse, bounties, goals, research
  • M11 part 4b: the crew dock and Tide Board notes; M11 complete, client 0.11.0
v0.10.0M10 part 1: the port auction house - MarketDO order books, escrow, fees, candles

Historical changes recorded for this build:

  • M10 part 1: the port auction house - MarketDO order books, escrow, fees, candles
  • M10 part 2: direct trade - TradeDO, locked offers, both confirm, pets bound for 7 days
  • M10 part 3: the post (letters, parcels, gift wrap) and island stalls
  • M10 part 4: grocer and restaurant, commissions, Shell sinks, the economy sim; M10 complete, client 0.10.0
v0.9.0M9 part 1: genes, traits, bond, the team chosen in port, team size by Beastbond, 20 species, the Pet Codex

Historical changes recorded for this build:

  • M9 part 1: genes, traits, bond, the team chosen in port, team size by Beastbond, 20 species, the Pet Codex
  • M9 part 2: breeding - nursery pens, the preview card, hybrids, inheritance, fatigue
  • M9 part 3: augments, growth meals, mood, variants in combat; CI timeouts for the longer suite
  • M9 part 4: field skills, the pet satchel, pet AI; M9 complete, client 0.9.0
  • Ring 1 content pass: 60 fish, 20 crops, 80 furniture, 8 mobs (the P2 column)
v0.8.0M8 part 1: your own island and its farm

Historical changes recorded for this build:

  • M8 part 1: your own island and its farm
  • M8 part 2: cooking, meals, pets that grow, and the Cookbook
  • M8 part 3: the workbench, the island editor, scarecrows, house rooms and the pond
  • M8 part 4: visitors - permissions, sail there by name, guestbook, ratings; client 0.8.0
v0.7.0M7 part 1: the crafting engine, gathering, and the Rodwright's rods

Historical changes recorded for this build:

  • M7 part 1: the crafting engine, gathering, and the Rodwright's rods
  • M7 part 2: the dry dock, the workshop, the alembic and recipe scrolls; client 0.7.0
v0.6.0Combat interest: prepare once per send, bucket instead of sort

Historical changes recorded for this build:

  • Combat interest: prepare once per send, bucket instead of sort
  • M6 start: the legendary fight kind (both twins), tuned as the tutorial tier
  • M6 part 1: the Glimmer Lagoon, the Glimmer King and the collapsing exit
  • M6 part 2: Tidecores, the crumbling run, and the Cove's restoration
  • M6 part 3: charts, Wayfinding, buoys and fast travel, danger and power
  • M6 part 4: the story as content, friendship, Journal v1, tips and the character creator; client 0.6.0
v0.5.0M5 part 1: the combat wire budget, protocol v3, the nightly bench

Historical changes recorded for this build:

  • M5 part 1: the combat wire budget, protocol v3, the nightly bench
  • M5 part 2: juice, the client stress test, the Mobile renderer check
  • M5 part 3: the P1 gate review, cost model, dodge trial; client 0.5.0
v0.4.0M4 part 1: shard clock, weather, hotspots, the port economy

Historical changes recorded for this build:

  • M4 part 1: shard clock, weather, hotspots, the port economy
  • M4 part 2: lures, bait, the tackle box and the lure bench
  • M4 part 3: pet eggs, the Fishdex journal, appraisal cards
  • M4 part 4: the new-player chain with Old Marlow and Pip
  • M4 part 5: Kelpwood, the Shallows palette, adaptive music; client 0.4.0
v0.3.0M3 server: pets, 20 Hz combat, mobs, capture, haul risk

Historical changes recorded for this build:

  • M3 server: pets, 20 Hz combat, mobs, capture, haul risk
  • M3 client: pets, creatures, combat HUD, dodge, LagSim, combat bot
v0.2.0M2: online fishing - server-rolled sealed catches, replayed fights, raw haul

Historical changes recorded for this build:

  • M2: online fishing - server-rolled sealed catches, replayed fights, raw haul
  • M2: world skeleton - port and sea zones, handoff, Weighing Dock reveal, link-dead hold
  • M2: interest bands + detail cap (plan T9), zone bounds, capacity tooling
  • JourneyTest: print fishing messages and periodic state so a CI timeout is diagnosable
  • JourneyTest: stop casting as soon as the first fish is caught (the controller re-cast within the frame it went idle)
  • M2: email sign-in (decision D3) - one-time codes, linking a guest keeps its character
  • M2 complete: deploy-restart resume test (2.2 s), capacity results, docs
  • Client 0.2.0 (build 3): M2 online fishing, Marlow's Cove, the open sea
v0.1.0Mark P0 Foundation complete: staging live, v0.0.1 released

Historical changes recorded for this build:

  • Mark P0 Foundation complete: staging live, v0.0.1 released
  • M1: deterministic fishing fight (TS + GDScript twins), fight lab, 10k-fight vectors
  • M1: the strike - playable fishing, audio, feel panel, ground forming, water, art pipeline
  • Client 0.1.0 (build 2): M1 the strike
v0.0.1P0 foundation: Godot client, Durable Object server, CI/CD

Historical changes recorded for this build:

  • P0 foundation: Godot client, Durable Object server, CI/CD

Release dates use Central Time. Older builds keep their original release notes. The launcher installs the current supported build.