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The '''newest updates''' are listed first. Amber is the valley's currency.
The '''newest updates''' are listed first. Amber is the valley's currency.
== v0.38.28 — The Game Fills The Window ==
* '''The game uses the whole window now.''' Every page stopped dead at a fixed width, so on a desktop monitor — and in the PC and Mac app, which opens wide — roughly a third of the window was empty background sitting to the right of the game. Pages now run all the way to the edge of the window, and the space goes into CONTENT rather than stretching: the skill screen lays out more action cards per row, the bank shows far more of your items at once, the shop and museum add columns, and the world map draws bigger. Cards stay exactly the size they always were — there are simply more of them per row. Phones and narrow windows are completely unchanged.
* The page art is worth looking at again. Widening the pages had quietly shrunk the scene at the top of the Player, [[Bank]], [[Shop]], [[Trading Post]], [[Contracts]], [[Stable]], [[Tribe]], [[Homestead]] and [[Quests]] pages down to a sliver of grass — the picture is cropped to fit the band, so a wider page with the same band height means a smaller slice of the picture. The band now grows with the page, and those scenes show about twice as much art as they did: the campfire, the trader's stall, the stable yard. Skill pages already looked right and are left alone.
* Ultrawide monitors get a sensible stopping point. Past a very wide window the page settles at its widest comfortable size and centres itself, rather than dragging every row out to 21:9 or 32:9 — the ceiling sits above any ordinary desktop, so a 1440p monitor still fills edge to edge.
== v0.38.27 — The Desktop App Learns To Let Go ==
* '''The desktop window closes again.''' First contact with real hardware caught an embarrassing one: the new careful-goodbye close saved everything perfectly and was then denied permission to actually close the window — clicking X did nothing and the app had to be force-quit. The window now holds that permission, and if closing ever fails for any other reason, the next click retries the goodbye instead of being silently ignored.
* '''Choosing a save sticks on desktop now.''' Picking "Use the cloud save" (or restoring a backup, or importing a save) reloaded the game before the choice had finished writing to disk — so the "Two saves found" question came straight back, every single time. Every reload now waits for the disk write to land first. The web version always wrote instantly and never had this.
* The save server also accepts the desktop app under the anonymous origin some webviews report — closing off a way cloud sign-in could have failed on other machines.
* Desktop validation builds temporarily include the developer console (right-click → Inspect) so problems on real machines can be seen instead of guessed at. It goes away before public release.
== v0.38.26 — The Desktop Shell Grows Up ==
* '''Desktop saves are real files now.''' The native build stops keeping your save inside the browser engine's storage (which the operating system was allowed to evict) and writes proper save files on disk instead — crash-safe, and laid out exactly where Steam Cloud will sync them when that switches on. Your existing desktop save moves itself over automatically on first launch; the web version is completely unaffected.
* '''Closing the desktop app is safe now.''' Clicking the window's X runs the same careful goodbye the web version does — your progress is written to disk and your cloud save gets a couple of seconds to finish uploading before the window actually closes. The window also remembers its size and position between launches.
* '''Steam accounts get their own save folders.''' On the Steam build, each Steam account on a PC now keeps its saves in its own folder — family members (or Family Sharing guests) can never overwrite each other, and it is the exact layout Steam Cloud will sync per-account when it switches on. Your existing desktop save moves itself into your account's folder the first time you launch through Steam.
== v0.38.25 — The Desktop Build Learns To Speak Steam ==
* UNDER THE HOOD, DESKTOP ONLY: the native build now carries the Steamworks bridge — the wiring that will let the Steam release pop real Steam achievements, know who you are for sign-in, and prove your purchase. Nothing uses it yet (achievements connect in the next step), and the web game is byte-for-byte unaffected.
* The bridge is deliberately unbreakable: if Steam is not running, not installed, or you are playing a non-Steam copy, everything simply reports "unavailable" and the game plays exactly as before — it can never crash the boot or block a save.
* '''And now it pops.''' On the Steam build, earning an achievement in-game unlocks the real Steam achievement — the 100 launch achievements published to Steam this week, wearing their drawn icons. A quick burst of earns arrives as one tidy batch rather than a popup storm.
* Every boot also quietly reconciles your whole earned list with Steam, so anything you unlocked before the Steam build existed, while Steam was offline, or on the web version is credited automatically the next time you launch through Steam — no manual sync, nothing to lose.
== v0.38.24 — The Save Chooser Stops Calling Different Saves Identical ==
* '''Fixed.''' The two-saves dialog could recommend the WRONG copy after a session of raids, outpost strikes, camp work, gear forging or bank sorting on another device. None of those move the progress numbers the dialog compares, so it declared the copies "identical" and steered you to keep the stale one — deleting that session with one trusting click.
* The dialog now checks whether the two saves really are the same, not just whether their headline numbers match. Truly identical copies keep the old advice (stay put, skip the reload). Copies that merely LOOK level now say so honestly — "the progress totals tie, but the copies are not identical" — and the recommendation follows the actual write times instead.
* The fine print under the comparison table is honest about its blind spots too: raids, camp, gear and bank contents never appear in those rows, and the dialog no longer claims "either choice is safe" when it cannot see the difference.
* '''Hardening.''' Switching accounts on one device is airtight now. If you signed out (or into a second account) at the exact moment a cloud sync, restore or history fetch was still in the air, the late reply could be filed under the newly signed-in account — quietly mixing one account's cloud bookkeeping into the other's and confusing which save is newest. In-flight cloud requests are now cancelled the instant the account changes, and any reply that still trickles in is discarded rather than misfiled. Normal single-account play is untouched.
== v0.38.23 — Every Tribesperson Is Born With A Knack ==
* YOUR TRIBESPEOPLE EACH HAVE A KNACK — one job they are simply better at, out of the eight the camp can work: [[Foraging]], [[Logging]], [[Mining]], [[Fishing]], [[Smithing]], [[Cooking]], [[Crafting]] or [[Alchemy]]. Put them on it and they work faster: +5% for a Novice Vagrant, +10% Seasoned Forager, +15% Expert Scavenger, +20% Vanguard Elite. Same rank, same size — which skill it lands on is the part that is theirs alone.
* It is who they ARE, not something they grind: no xp, no levels, no rerolls — and your current crew already have theirs, including the ones who joined months ago. Look for the new chip on each crew row (it lights up while the knack is paying), the line on their card, and the green "knack" tag in the duty sheet — the rate shown on that row already includes the bonus.
* The rate tooltip now lists the knack beside kit, so the factors still multiply to exactly the clock you see.
* The "Best for them" band in the duty sheet now always includes their best knack option too — raw rates alone let the big craft batches crowd it out, which rather missed the point of being named after the worker.
== v0.38.22 — The Dig Toast Stops Claiming A Skull ==
* '''Fixed.''' Finishing a dig always announced "A skull surfaced!" — even when it plainly had not, and the items listed underneath were four fossils and a journal page. Collecting a dig now says "[[Excavation]]" and lists what you actually got; the skull banner is kept for digs that really do turn one up.
* FIELD JOURNALS, EXPLAINED WHERE YOU EARN THEM. The [[Excavation]] panel now tells you the other half of the story: every dig that does NOT surface a skull banks a Field Journal page for that ground, and a dig that finds a skull you already own banks three. Collect enough and the Curator's Desk on the [[Museum]] page trades them for any skull from that ground — no luck involved.
* A chip per ground shows how close you are — "Cavern Depths 8/12" — and lights up the moment a journal is full.
== v0.38.21 — Step To The Next Tame Without Going Back ==
* BROWSE YOUR DINOS WITHOUT RETURNING TO THE LIST — thanks to Ev for asking. A "Prev / Next" pair now sits above the name on a dino card, with a counter between them so you know how far through you are. Works on phones and on desktop.
* The arrows follow the list you are actually looking at, so if you have filtered to hurt dinos or searched for a name, Next means the next one of those. They loop round at the end.
* The tribe crew pane gets the same thing — step from worker to worker without going back to the muster board.
== v0.38.20 — Settings Stops Opening On The Reset Button ==
* SETTINGS IS SORTED INTO SECTIONS — Game, Sound, Your save, Cloud, Help, and a Danger zone. On a phone each one is its own card, with the danger zone last and closed; on desktop a side rail shows one section at a time so nothing hides below the fold.
* The wipe button is no longer the first thing in the panel. It used to sit above every ordinary setting — on a phone it was the only button you could see. It now lives at the far end, behind a step, and says what it destroys before you get there.
* Small things that were bugging us: the volume slider now sits under the switch that greys it, every explanation moved to its own line so the controls line up, Close is pinned to the bottom instead of hiding at the end of a scroll, and reopening Settings always lands you back on Game.
== v0.38.19 — Every Brew And Every Meal Says What It Does ==
* '''Brew and cook cards now tell you what they make.''' Every potion card carries its effect and how long it lasts — "+2 HP per regen tick · 15m", "10% faster [[Foraging]] · 20m" — and every food card states what it heals. You were choosing between a dozen brews on flavour text and ingredient cost, with the one fact that actually matters nowhere on the page.
* This is why the three regen brews looked the same: side by side they now read "+1 · 10m", "+1 · 15m" and "+2 · 15m". Salves say who they mend, too.
== v0.38.18 — Trollblood Earns Its Level ==
* TROLLBLOOD TONIC NOW REGENERATES TWICE AS FAST — +2 HP per tick instead of +1, still for 15 minutes. It sits at [[Alchemy]] 78 behind Ashen Peaks and cost nearly three times what Bog Mint Tea does, while doing exactly the same thing for exactly as long: there was no reason to ever brew it. Thanks to Macenzie for spotting that all three regen brews read the same.
* The regen ladder now actually climbs: Mossmilk Draught (+1 for 10 minutes) into Bog Mint Tea (+1 for 15) into Trollblood (+2 for 15). Nothing else changed — the other two are untouched.
== v0.38.17 — One Map, One Dig ==
* '''One map digs one site now.''' Excavations used to restart themselves once you passed [[Delving]] 40, quietly spending another banked map every time one finished. Nothing anywhere told you, so a stock of maps drained for no visible reason — start two digs with six maps and the game would run all six. That is gone: a map buys exactly one dig, however long you leave it running.
* '''Your finds wait for you.''' A finished dig now HOLDS whatever it turned up until you click the slot you started it in. The ground is only turned over when you turn it over, so you see what came up — or that it was nothing but dirt — instead of loot appearing in your bank unannounced.
* '''Field journal pages now show what they are worth.''' A stack of pages in your bank states how many you need — "11 / 12 pages · 1 more" with a bar — what they buy (any skull you choose from that ground, at the Curator's Desk on the [[Museum]] page), and where the next one comes from: every dig at that site turning up no skull banks a page, and a duplicate skull banks three. They read as a sell-for-1 curio before, so it was easy to bin a stack that was one dig from a guaranteed skull.
* '''The bank has a museum tab.''' One tap shows everything you are holding that goes towards the Primal History [[Museum]] — fossil bones, ribs, vertebrae, claws, plates and amberized insects, every species skull, and your Field Journal pages. No more hunting through the whole bank to work out what a wing is still waiting on.
== v0.38.16 — The Battle Log Stops Forgetting ==
* '''Your battle report survives a refresh now.''' Every expedition, delve and raid already showed you an after-action report — and reloading the page threw it away, because it was only ever held in the browser, never in your save. It is part of your save from this version on. Thanks to Ev for spotting it.
* '''It is a running tally instead of a list.''' The Battle report drops down over the action list — it never replaces it — and shows one line per pack: "won 12 · lost 0", the odds those runs faced, and EVERYTHING THEY BROUGHT HOME ADDED UP. Twelve runs read as one line, not twelve rows you have to scroll.
* CHANGE YOUR PACK AND THE NEXT RUN STARTS A NEW LINE, so the old pack's record sits beside the new one and you can read them against each other. Levelling a dino does not split the line — only adding or removing one does — and the sheet beside each dino is the one they last fought at.
* '''Rivals records defeats for the first time.''' A gauntlet you died in used to vanish without trace — only victories were ever written down. Lost raids now count against their line like any other fight.
* On [[Rivals]] the Battle report sits at the TOP of the page, under the intro and above the first tribe, rather than buried below sixteen tribe cards.
== v0.38.15 — A Bloodline Has A Ceiling Now ==
* '''Imprinting no longer compounds forever.''' Raising a baby to full imprint has always baked +15% into its stats — but that bigger number was then inherited by ITS babies, who earned another +15% on top, and so on with nothing stopping it. Twelve generations in you had a dino five times stronger than anything the wild can produce; two days in, thirty times. Thanks to BBuschart01 for reporting it.
* A BLOODLINE NOW CLIMBS FOR FIVE GENERATIONS, then plateaus — roughly double a perfect wild roll. Every baby you raise still earns its full +15%, exactly as before; what stops is the endless hand-down. After the fifth generation only new MUTATIONS lift the line, which is what the mutation hunt was always for.
* '''Nothing you already own is weakened.''' Every dino keeps its stats, its stars and its badges, forever — the ceiling only ever applies to what a parent passes on. A dino from the old runaway lines keeps its whole sheet and simply breeds at the ceiling.
* MUTATIONS CAP AT 20 per bloodline. Past it, breeding still rolls but the badge and the stat stop climbing, so the grind finally has a finish line. A dino that somehow already carries more keeps every one of them.
* A max roll now buys TIME, not power: a perfect tame reaches the same bloodline ceiling several raises sooner than a poor one, rather than finishing higher — so the ★ tooltip says that instead of calling it a keeper. Where a line has topped out, its card now says what it breeds at, so the offspring roll never surprises you.
== v0.38.14 — Every Dino Says What It Is Worth ==
* The [[Stable]] roster now prints each dino's companion buff right beside what they are doing — "marching with you · 20% double [[Logging]] yield". It reads green while the buff is actually paying (they are on that job and fed) and stays dimmed otherwise, so the same line tells you what you are getting now AND who is worth putting to work.
* That number is now the REAL one. The roster used to quote the raw species figure, which quietly under-sold every veteran and every saddled worker — a level-30 companion in a worker saddle was doing noticeably better than its own card claimed. It now shows the same value the skill page has always used, saddle bonus and veteran growth included.
== v0.38.13 — The Duty List Reads Like The Skill List ==
* The worker duty sheet now lists skills in the same order as the skills down the left-hand side: [[Foraging]], [[Logging]], [[Mining]], [[Fishing]], then [[Cooking]], [[Crafting]], [[Smithing]], [[Alchemy]]. The gathering groups happened to match already, but the crafting groups came out in the camp's own internal order — Smithing first — so scrolling for Cooking meant hunting past a heading you did not expect. One order everywhere now.
== v0.38.12 — The Basket Shows Who Carried It ==
* A villager's gift toast now leads with the villager. The big glyph beside "Villager gift — Maru the Cook" was a generic gift box; it is Maru herself now — the same drawn portrait and skin tone as her [[Homestead]] card — so you know who came calling before you read a word. The little gift mark stays in the title line.
== v0.38.11 — The Camp Musters ==
* The [[Tribe]] page's Workforce is a muster board now, built the way the [[Stable]] was: a rail of what needs you (wounded, idle hands, lines paused on a full shelf — each one a tap that filters the crew), a dense one-line roster with every worker's duty, rate and kit, and one worker at full size beside it. Twenty workers used to be three screens of repeated dropdowns; they are one screen now, and on a phone the list and the worker swap in place exactly like the stable's stall board.
* Picking a duty stopped being a 239-option scroll tunnel. The duty picker is a sheet in the dispatch style — "Send them where?", but for jobs — and every row shows the rate THAT worker would earn on it before you commit, the same number the breakdown tooltip proves afterwards. Their top three across all skills float to a "Best for" band on top; Rest and Stand watch lead with what the watch actually adds to Security; locked jobs stay visible with their unlock reasons.
* Worker gear picks are a sheet too, sorted by the highest stat boost: every bank piece (and any benched forged piece from your locker) for the slot, ordered by the kit it carries, with a colored delta against what they're wearing. Picking swaps in one tap — the old piece walks back to the bank on its own, no more unequip-then-repick.
* The Camp tab always means the camp. Standing on a worker's card, the tab you were already on did nothing — on a phone the little "← crew" inside the card was the only way back to the list, the exact trap the [[Stable]]'s Roster tab fell into a week ago. Every tab press now closes the open worker behind you, so Camp lands you on the crew, every time.
== v0.38.10 — The Bounty Says What Counts ==
* Every Contract Board bounty now states its rule, not just its pitch. A hunter took "Deep Patrols — eight wins in the under-dark" delving and watched the meter sit at zero: the flavour never said only Expedition-page battles in Cavern Depths count. Each card now carries a "Counts:" line read straight from the same check the engine runs — which exact hunt, which skill, which biome or sky, whether [[Delving]] caves and dispatch missions count (for the patrols: they don't) — so no bounty can read like work it won't credit again.
== v0.38.9 — Sort Your Gear, Stock Your Pantry ==
* The bank's Gear tab learned three new sort orders — Type, Attack and Defense. Type groups pieces by slot (weapons first, then head, chest, legs, shield, trinket) with the strongest piece of each slot on top; Attack and Defense simply put the biggest number first, so "which of these is my best sword" is one click instead of a squint. The options appear in the sort dropdown only while you are on the Gear tab — berries cannot be sorted by attack.
* The Pantry sells in bulk. Every row now has Buy 1, Buy 10 and Buy 100 buttons at exact multiples of the single price, so restocking a hundred skewers before a long hunt no longer means a hundred clicks. Rows that already come as packs (like Crimson Berry ×10) multiply the pack — Buy 100 there brings home a thousand berries.
== v0.38.8 — The Folk Next Door Get Their Portraits ==
* Maru, Tilda and Bren have faces. The three [[Homestead]] villager cards were still wearing emoji — a stew bowl, a sprig and a cardboard box — so the neighbours who have been feeding you since your first thatch hut now have drawn portraits, and they look like they actually live in the valley: Maru with her hair pinned up by a bone and a stone bowl still steaming, Tilda in a leaf circlet with a basket of cuttings, Bren grey-maned under a hide headband with a lashed crate on his shoulder. They are drawn on the same silhouette as the tribe camp busts, so your homestead and your camp read as one cast — and like every other human in the game they each get their own skin tone, not one shared face.
== v0.38.7 — Compare Before You Equip ==
* Clicking a piece of gear in the bank now shows it side by side with whatever you are wearing in that slot — the worn piece's stats, the clicked piece's stats, and colored +/− deltas, so "is this an upgrade?" is answered before you hit Equip. Works against forged pieces too (and warns that equipping over one benches it back to the locker).
* The replyallgames.com text in the bottom-right corner is now a small info button. It opens a panel with the game's home pages: the studio site (replyallgames.com), the community wiki (wiki.primalidle.com), and the Discord invite.
* The Gear Locker now sits on the Player page from the start, showing 0/24 and pointing at the [[Smithing]] forge — it used to appear only after your first cast, so new players never knew it existed.
== v0.38.6 — The Last Emoji Holdouts ==
* Four more emoji holdouts fall to the SVG-only rule: the Completion Log (achievement track badges, item category headers, and the "found via" chips in the Field Guide), the [[Quests]] page (chain headers and the whole Primal [[Chronicles]] codex — every recovered page now wears its skill's mark), and both hover bubbles on the valley map. A rival war-camp now opens its tooltip with the tribe's actual banner mark, and a hunting area opens with the biome's own icon.
== v0.38.5 — The HurriBurgers Blow In ==
* A sixteenth tribe blows onto the raid ladder: THE HURRIBURGERS, a storm-chasing grill crew camped on the shelf east of the Vale, between the Apex Accord and Mostly Harmless. Chief Evrager wants to know what you are eating for dinner, Sorus would like to talk about hunting, and Joenado is about to dig some holes. Their banner is the sixteenth for the collection, and a beaten grill crew parts with meat, grain and — on a good day — the salt.
== v0.38.4 — The Roster Tab Means The Roster ==
* Roster at the top of the [[Stable]] always shows the LIST of dinos now. It used to leave whichever card you last opened in the way — and while you were standing on that card the tab was already the one you were on, so tapping it did nothing at all. On a phone the card fills the page, which left the small "← Roster" inside it as the only way out. Both buttons do the same thing now, and switching tabs closes the card behind you.
== v0.38.3 — The Desktop Build Learns Some Manners ==
* Right-clicking in the desktop builds no longer opens a browser menu over the valley. The native shell runs on the operating system's own web engine, and those engines brought their own menus with them — Windows offered "Save image as" and "Send tab to your devices", macOS a Reload that could restart you mid-action. Both now keep their right-click to themselves. Nothing changes in the browser, where that menu is yours to use.
== v0.38.2 — The Bitecoin ==
* '''Mining goes to 99.''' Mine Bitecoin opens at [[Mining]] 99 in the Sundered Vale — the last swing of the pick, one coin every 13.6 seconds. Heartstone had been the top of the ladder at 98, which left the final level with nothing new to unlock; now reaching 99 hands you the richest rung in the game at 45,000 amber an hour.
* A Bitecoin sells for 170 amber, more than any other thing you can dig up, and it feeds no recipe on purpose — it is money the Vale minted itself, so spending it is the only thing to do with it. Something got to the first one before you did; the bite is still in it.
== v0.38.1 — Dispatch Gets A Launch Bay ==
* '''Dispatch is rebuilt.''' Sending a squad used to mean a dropdown of eleven missions and a wrapping strip of every idle dino as a name-only pill. On a phone that strip scrolled sideways inside a page that scrolls down, so you fought the page to reach the fourth dino, and a pill could not tell you a score, a status, or whether that dino was any good where you were sending it. The whole thing is now a Launch Bay: one card per mission slot, showing what is out, when it is back, and what it is bringing home.
* PICK A SQUAD FROM A LIST, NOT A STRIP. Press "Send a squad" and the picker opens under the bay, so you never lose sight of what is already flying. Every dino gets a full-width row — portrait, name, what it is worth on THIS mission, and a "thrives here" marker — sorted by best-for-this-job, with a ★ Best three button for when you just want to go. Busy dinos are not hidden any more: they stay in the list, dimmed, saying why ("working [[Mining]]", "marching with you"), so "where is Betty" has an answer.
* THE MISSION SHEET (phone). "Change" used to step to the next mission, so getting back to the one you wanted meant tapping eleven times past things you never saw. It opens a sheet now that lists all eleven at once, each carrying this squad's real odds, the loot it would bring back at your haul multiplier, and a band — Comfortable, Even fight, Long odds — so you can see at a glance where these three can actually go.
* SQUAD PLATES SHOW A SHARE, NOT A SCORE. The picked dinos are drawn as bars: each one's share of the squad, with the thrive bonus as a green tip. Three rounded numbers next to a total could never be made to add up to it, and a bar always does — so the plates now answer "is this one pulling weight" and "is my thrive pick doing anything" at a glance instead of asking you to do arithmetic.
* Field Notes matter more. The picker scores every dino by what you have actually DISCOVERED — an affinity you have not found yet does not quietly inflate the number on the card. Find the note and that dino visibly climbs the list.
* Fixed a biome reading "the the Sundered Vale", and the mission and report icons are drawn art now instead of emoji.
* The odds now sit above your squad instead of under the roster — on a phone the dino list has no ceiling, so the number that tells you whether this run is a good idea (and the [[Dispatch]] button itself) had ended up below every dino you were choosing between.
* Your pack dinos get their Attack, Guard and Scout toggles on the [[Stable]] page. The board could already put a dino in your pack but not say what it did once it got there — you had to go back to the Player page to set a role. And the Heal button next to them is green now, matching the one on the Player page, so it looks the same in both places and dims the same way once there is nothing left to heal.
== v0.38.0 — The Stable Becomes A Command Post ==
* '''The stable page is rebuilt.''' The roster used to be a wall of tall cards — twenty-four dinos meant 2,641 pixels of scrolling on a desktop and 6,950 on a phone, and more than a quarter of every card was the same three empty gear slots and the same two buttons, repeated. It is now a list you can actually read: one compact row per dino that says who it is, what it is doing right now, and what it is worth, with the whole roster scrolling inside its own panel so the page stops growing every time you tame something.
* '''An attention rail sits on top.''' A hungry hatchling, squads home with hauls to collect, a free hired-hand slot going to waste, the next egg, and how many dinos are standing around doing nothing — all of it now greets you at the top of the page instead of hiding as a dot on a tab you did not open. Each one is a button that takes you straight to the fix. When nothing needs you it collapses to a single quiet line, because a calm stable should not shout.
* '''Pick a dino and see everything.''' Clicking a row opens a full panel beside it: big stats with an honest breakdown (base roll plus exactly what the gear adds, so the numbers add up), health and veteran bars, gear slots you can fill from a proper picker instead of a dropdown, and one clear line telling you what that dino is assigned to — with the button to change it right there.
* '''Search and filter the herd.''' A search box that matches nicknames, species and id numbers, plus one-tap filters for Idle, Working, Hurt, Out and Keepers — each showing its own count. Finding the four dinos worth releasing no longer means reading twenty-four cards.
* ON A PHONE the list and the panel swap places instead of stacking, so the roster is about one screen instead of eight, and the bottom tab bar stays exactly where it was.
* Tapping a dino now means "show me this dino". [[Breeding]] still picks its pair from its own tab, so looking at a creature no longer quietly signs it up as a parent.
* '''Your pack has its own pill.''' The [[Stable]] roster gained a Pack filter, and the dino panel is now where you add and remove pack members — so building a hunting party happens in the same place you look your dinos over. The Player page no longer repeats the roster as Working and Idle lists; it shows your pack and your pets, and the Stable does the sorting.
* A LOCKED FILTER replaces the old Out pill, which had drifted into showing much the same dinos as Hurt. Locked finds the ones you have protected from release.
* The diet marker on a dino is a drawn icon now, not a leftover emoji — the last one hiding on the [[Stable]] page.
* Offspring are announced by name. A hatchling that grew up while you were away used to be reported as "Baby Glyptodon grew up"; it now uses the dino's own name, the same one the [[Stable]] shows.
* The Nursery card now sits with the job it belongs to — the Roster and [[Breeding]] tabs — instead of following you onto Eggs, Hired hands and [[Dispatch]].
* The alert strip is quieter. The idle count and the egg timer are gone from it: the Idle pill and the Eggs tab already say those, and a strip that repeats them is just noise.
* Veteran, mutation and imprint badges are gold again instead of grey.
* A dino in your pack can be healed straight from its panel — the ones marching with you take the hits, so they are the ones most often sitting at part health.
* The Nursery card sits at the top of the [[Breeding]] tab now, in the same place it already sat on the Roster, so a baby on the clock reads the same wherever you are.
== v0.37.23 — The Page Stops Sliding Away On A Phone ==
* '''The game no longer slides away under your thumb on a phone.''' Opening the bottom nav and dragging could drag the whole game up the screen — tab bar and all — leaving a band of nothing beneath it, with no way to scroll back to anything because there was nothing down there. The game now measures itself against the height you can actually see, and only the page area scrolls: the tab bar stays welded to the bottom edge, and the nav sheets, panels and dialogs are sized to fit the window instead of hanging off it.
== v0.37.22 — The Museum Wings Fold ==
* THE MUSEUM WINGS COLLAPSE NOW, exactly like the areas on the [[Expeditions]] page. Tap a wing name to tuck its displays away; the wing keeps its name, its mounted count and its plaque on show, so you can still read the whole museum at a glance. Each fold is remembered on this device, and separately from the Expeditions folds — closing the Grasslands wing leaves its Grasslands expedition area open.
== v0.37.21 — The Breeding Tab Gets The Sort Bar ==
* THE BREEDING TAB CAN BE SORTED NOW — the same bar the Roster has: Veterans first, By species, Power, Guard, Swiftness, Health. Picking a pair meant scrolling a flat list hunting for two of the same species; now the tab OPENS grouped by species, strongest first, so both candidates are already sitting next to each other. It remembers its own choice separately from the Roster.
== v0.37.20 — The Boosts Panel Stops Moving The Page ==
* '''Opening the boosts no longer stretches the page art.''' The ledger used to push the header taller, and a skill page sizes its scenery to its header — so every time you opened it, the whole backdrop grew and shoved the page down. It opens as a panel floating over the art now: the scene holds still, nothing below it moves, and Escape closes it.
== v0.37.19 — Your Working Dino Gets Its Own Bar ==
* YOUR HIRED HAND HAS ITS OWN BAR NOW, under the tool rack and above the [[Mastery]] Pool. It shows the dino, its buff, what it is set to gather, and — the new part — HOW MUCH THAT IS WORTH PER HOUR. "≈345/h" is a number you can compare against actually doing it yourself; "~1 gather / 17s" was not.
* '''The stable and player pages say it the same way.''' Both showed "~1 gather / 12s" — a clock, not a rate. All three surfaces now read "≈345/h", in the same wording the [[Tribe]] page has used since its workers stopped explaining themselves in seconds.
* '''It moved off the scene art.''' The dino used to live in the skill header as a "recent:" chip: a loot feed sitting in the buff row, over a bright sky, with no way to tell what the dino was even tasked to. The header is just the buff pill again, and the level bar sits higher for it.
* '''An injured hand no longer reads as a stopped one.''' Hunger pauses a worker buff; an injury does not — a hurt dino keeps buffing and keeps gathering. The bar says so, showing an injury as a note beside the buff instead of in place of it.
== v0.37.18 — Every Skill Page Shows What Is Helping You ==
* '''Every skill page now tells you what is boosting it.''' One green chip under the title — "⚡ 6 boosts · 3s → 2.0s" — opens into the full ledger: the potions running, today's sky, your hatchling pet, the dino working the skill, your tool rank, shop ranks, museum wings, the [[Homestead]], mastery. Most of those were real bonuses the page never mentioned anywhere: the pet lived on the Player page, the wings on the [[Museum]] page, and the shop ranks and Homestead speed nowhere at all.
* '''The number at the bottom is the real one.''' The ledger does not do its own arithmetic — each row is one of the engine's own multipliers and the total is the same swing time the action card shows, so the rows multiply to exactly what the timer does. Same for the double-yield chance and the XP bonus: those are the numbers the game actually rolls against.
* THE HEADER GOT SHORTER, NOT TALLER. It used to carry up to three separate chips in three different treatments — a green pill for the sky, a grey one for the hired hand, a borderless one for its gathers. It is one chip now, closed by default, so the action cards sit higher up the page on a phone. The hired hand's hunger warning keeps its own red chip, because that one says a buff has STOPPED.
== v0.37.17 — Forged Gear Is Worth Forging ==
* '''Forged gear now matches the gear the bosses drop.''' Every blueprint was banded against the smithing armour ladder, which tops out at 13 defense — so a Gloomglass Visor that cost you three Gloomglass Shards and two Abyssal Pearls rolled 9-10 defense, and lost to a Mosslit Crown you can make at [[Delving]] 30. Every armour blueprint in the game was beaten by something ordinary you could just craft. An average cast is now worth the drop-set piece of its own tier: that same Visor rolls 42-55.
* '''Every cast now rolls a quality.''' Common (70%), Fine (24%) or MASTERWORK (6%). A common cast sits just under the drop gear of your tier, a fine one is level with it, and a masterwork beats it outright — the rare craft that is genuinely better than what the boss would have given you. The grade is part of the piece's name, so a Masterwork Gloomglass Visor says so in the locker, in the battle sheet and on the toast.
* THE ★ MEANS SOMETHING AGAIN. Roll bands used to be two or three points wide, so "Perfect Cast" fired on roughly half of all casts. Topping a roll now needs a masterwork AND its best result — about 1 in 80 per stat. It is a trophy, not a coin flip.
* '''Blueprint cards show what they make.''' The twelve forge cards were the last place in the game still drawing an emoji: they showed a hammer or a needle, the same picture for every recipe on the bench. Each card now wears the piece it forges, names it, and says which slot it goes in — and its roll bands spell out the odds for each grade.
* '''Your dinos get the same fix.''' The Sunstride Saddle capped below a plain Skyleather Saddle and the Frostbound Barding lost outright to a Moonstone Barding. Both are now anchored on the top of their own ladder: 13-17 swiftness and 20-26 guard.
* '''Nothing you already forged is lost.''' Pieces in your gear locker are re-scaled onto the new bands by how lucky they were — a piece that sat halfway up its old roll sits halfway up the new one, and anything that topped its roll still tops it.
== v0.37.16 — The Stable Stops Sliding Sideways ==
* '''The stable page no longer slides left and right on a phone.''' The six sort buttons — Veterans first, By species, Power, Guard, Swiftness, Health — sat on one unbreakable line about 180px wider than a phone screen, which made the whole roster pannable sideways: scroll down the list and it drifts off-centre, and Swiftness and Health were parked off the edge where you could not reach them. The row wraps onto as many lines as it needs now, so every sort is on screen and the page holds still. "Veterans first" also stops folding into a double-height pill.
* '''The sort buttons are all one size.''' They used to be sized by their wording, so a wrapped bar read as ragged boxes — a wide "Veterans first" beside a stubby "Power". Every chip is the same width and height now, so the bar reads as tidy segments however many lines it needs. They stay compact rather than stretching, so the desktop row is unchanged: still one line. On a phone the "Sort" label moved ABOVE the buttons: sitting inline it ate the head of the first row, so those buttons started indented from the ones below and the matching widths still looked crooked. Every button shares a left edge now — and the label no longer costs the first row a slot, so on a narrow phone the bar is a line shorter than it would have been.
== v0.37.15 — The Last Worker Can Be Geared ==
* '''The last worker in the tribe can be geared now.''' Their gear pickers always dropped DOWN, and the bottom card sits at the bottom of the page — so the list opened off the end of the screen (under the tab bar on a phone), and you could not scroll to the rest of it, because dragging anywhere outside the list closes it. Every picker on the page now opens on whichever side has room and is never taller than what you can actually see: near the bottom it hangs UPWARD from the button, and it re-measures as the page scrolls under it. Duty pickers too.
== v0.37.14 — The Shop Gets Drawn Art ==
* '''The shop finally has its own art.''' All seventeen [[Amber]] Exchange cards — every Vault, the Charters, the Satchel, the Whistle, the Bazaar Pass — were still wearing emoji, the last emoji-headed page you visit daily. They are drawn SVGs now, in the house palette: the three vault ranks share a strongbox silhouette in rising metals so the ladder reads at a glance, and the charters and ledgers share a page-and-seal frame. (The [[Trading Post]] itself was already clean — the shop next door was the one showing emoji.)
== v0.37.13 — The Museum Gets Its Own Name ==
* '''The museum gets its own name.''' Its banner read “Natural History [[Museum]]” — a real-world name on a valley that has never been anywhere near natural history. It is the Primal History Museum now.
== v0.37.12 — The Rivals Valley, Framed ==
* THE RIVALS BACKDROP IS THE RIGHT SIZE, AND YOU CAN SEE THE WAR-CAMP. Its valley art was drawing on the short scene band while every skill page beside it used the tall one, so the canyon was cropped to a sliver — and simply making it taller only showed more empty ground, because every scene anchors to its bottom edge and the [[Rivals]] figures sit higher than that. The band now matches the skill pages (the ladder and the raid header both, so it does not jump height when a raid starts) and the art is framed on the two banner-carrying warriors on the ridges.
== v0.37.11 — The Foreman Keeps Getting Faster ==
* '''Security moves up too.''' The [[Tribe]] page now reads fire → stockpile → security → workforce. The first three are the glance you open the page for — who is at the fire, what is waiting on the shelf, and what stands between the two overnight — and they are a fixed height. The Workforce list grows a row per wanderer, so it goes last, where it pushes nothing else off the screen.
* '''The ledger pays all the way to the top now.''' The foreman’s clock used to bottom out at every 30 minutes — which the 5-minute shave reached at Ledger 14, while a fully aged camp can build all the way to 17. Levels 15, 16 and 17 were three eras of upgrades that changed nothing, and they land exactly where a big camp needs him most: a stockpile that fills in twenty-odd minutes spills everything after that, no matter how much you have paid. The floor is now every 15 minutes, which is where level 17 lands — so 15 runs every 25 minutes, 16 every 20, and a maxed Ledger every 15. Every level you can build now pays.
== v0.37.10 — The Stockpile Moves Up ==
* '''The tribe page leads with the stockpile.''' It now sits directly under the Campfire, above the Workforce — it is the card you open the page to read (what is waiting, whether it spills before the foreman gets there), and it was sitting below a workforce list that grows with every wanderer you take in. Workforce and Security follow, in that order. Nothing else changed: same card, same Collect all, same spill warning and foreman clock.
== v0.37.9 — Buy All At The Trading Post ==
* BUY ALL, TO MATCH SELL ALL (Keltar). Every trade card now has a Buy all beside Buy 1: it takes the trader’s whole remaining stock of that good, or as much of it as your amber covers, in one click. Hover (or long-press) it and it tells you exactly what it is about to do — “Buy all 13 left today — 1,014 amber” — and when it is greyed out it says which wall you hit: sold out for the day, not enough amber for even one, or a full bank with no room for a new stack.
* THE FOREMAN NOW SHOWS HIS CLOCK (Keltar). The Stockpile card counts down to his next run — “the foreman banks everything in 12m — he comes round every 30m” — right beside the spill warning, since the two are the same question from opposite ends: does the shelf fill before he empties it? The Foreman’s Ledger card carries the same live line, so you can read the cadence your level actually fires on instead of working it out from the ladder. And that ladder’s wording was genuinely misleading: “shave 5 minutes each, down to every 30 minutes” never said WHERE the floor lands, so level 15 looked like it should be 25 minutes. It bottoms out at level 14, and the description now says so.
== v0.37.8 — Homestead Wood Climbs In Order ==
* FOUR STRUCTURES ASKED FOR THE HARDER LOG FIRST (Macenzie). The Storage Hut and Grand [[Stable]] wanted Ironbark — [[Logging]] 85 — for levels 46–60 and then dropped back to Frostpine (Logging 72) at 61; the Watchtower did the same thing one tier down; and the Feeding Trough went Redwood (65) → Mangrove (32). Each pair is now the right way round, so the wood a building asks for never gets easier as it climbs. The price did not move: the quantities were re-solved to hold every band within ~1% of what it cost before, which means 46–60 now asks more of an easier log and 61+ asks fewer of the harder one.
== v0.37.7 — Loot Stays On The Page That Earned It ==
* '''Delving was showing a hunt’s loot.''' “Loot this fight” is one running tally, and only hunts and tames ever fill it — but the box was drawn on all four battle pages, so the meat and bones from whatever you last hunted (or were still hunting in the background) sat there under the [[Delving]] header, counting up beside a cave you had not entered. Nothing was mis-rolled and no drop table was crossed: the cave was simply wearing another fight’s chips. The tally now belongs to the page that earned it — [[Hunting]] and [[Taming]] keep theirs, and Delving, [[Expeditions]] and [[Rivals]] show nothing until they have loot of their own.
== v0.37.6 — Mastery Tooltips Tell The Truth ==
* THE M99 PERK IS +25%, NOT ZERO. Two of you are already at M99 and the pip you hover said “+0 primary yield” — a leftover from the patch that replaced the old flat +1 with a +25% carry. The engine has been paying the full +25% the whole time (measured on a real save: 272 crystal from 200 swings, exactly +10% doubles, +25% carry, +1% milestone). Only the words were wrong, and now they name the real number.
* EXPEDITION MASTERY SCALES, AND THE TOOLTIP FINALLY SAYS SO. M50/M99 on an expedition, arena or cave pay 3% of that row's difficulty, not a flat +3/+6 — on the hardest Alpha Arena that is +45 and +45, which the card had been describing as +3. The 2× countdown also stops claiming “every 10th” once a Skill Milestone tightens it to every 8th: the words and the number beside them now change together.
* And two smaller honesties: the 25 forge recipes and training drills that bank no stack no longer advertise a doubling perk or a yield bonus they can never pay (their interval perks are real and still shown), and the [[Mastery]] Pool stops rendering its XP to three decimal places.
== v0.37.5 — The Flag Flies Where It Counts ==
* The 🚩 biome-clear counter now shows only on PATROL cards — the runs that actually advance it. Cave and boss cards used to wear a permanently-full 25/25 flag they could do nothing about (you cannot even reach them before it fills); their cards already carry their own locks and gates, so the stray counter is gone.
== v0.37.4 — The Deep Keeps Its Promises ==
* '''Cave uniques now have pity.''' Every cave relic still drops at its natural 0.2% on any successful run — the lucky early hit is untouched — but a dry streak can no longer outrun run #400. Each cave card counts your dry runs toward that guarantee (🎲 137/400), the counter clears the moment the relic is yours, and once you hold it the chase is over for good. The rule from the bank patch applies here too: a relic a full bank turned to amber never counts — the streak keeps building until one actually lands in your bank.
== v0.37.3 — The Rift Becomes A True Chain ==
* '''The rift is now a true chain.''' The Warden’s fall opens the Deep Rift, the Twin Sovereigns open the Riftheart, and the Core answers only once the Colossus lies broken — each locked door names the boss that holds it. Zones you had already fought into stay open: your patrol wins there are proof enough. And every rift boss’s FIRST clear now fights at base difficulty — Guardian Heat is a repeat-farming tax, so a fresh Colossus victory no longer heats your first crack at the Core.
== v0.37.2 — A Full Bank Tells You What It Cost ==
* [[Bank]] pressure is part of the game — when every slot is taken, new drops still convert to amber and your idling never stalls. What changed is the silence. The WELCOME BACK report now lists every stack a full bank turned to amber while you were away, item by item, plus the amber they paid; battle reports and raid spoils mark a converted drop with its own → amber chip instead of pretending you kept it.
* Two things a full bank can no longer eat: a RIVAL FIRST WIN and your ARTIFACT PITY. First-win raids refuse to start until the guaranteed spoils — the signature piece and the tribe’s sure loot — have room, and the scout names exactly how many slots to clear. And a cave artifact that converted because the bank was full no longer resets the pity counter: an artifact you never held is a dry win, so the streak keeps building until one actually lands in your bank.
== v0.37.1 — The Contract Board Hangs Real Art ==
* The bounty board was the last page still pinning emoji to its cards. Every contract now wears the game’s own drawings: a cull shows the beast you’re hunting, a gathering or forge order shows its skill’s mark, a patrol shows its biome, and the tame, harvest and trade bounties wear their own systems’ art. No new pictures needed — the board just learned to use the ones the rest of the game already owns.
== v0.37.0 — The Changelog Clears Its Own Scrollbar ==
* The "What’s new" list you are reading right now ran its text and dates all the way to the edge, where Mac and phone scrollbars draw on top of the content — the release dates sat under the scroll thumb. The list now keeps a clear lane for the scrollbar. (Also: version numbers now roll the minor at 100 — after 0.36.101 comes 0.37.0, which is why this entry is one.)
== v0.36.101 — The Stockpile Clock Tells The Truth ==
* The Stockpile card’s "fills in about…" timer only counted what your tribe makes — never what your crafting lines eat. Run a conversion chain (Macenzie’s report: ore → ingots → hammers and spears) and the card could claim 3 minutes when the first shelf really filled in 15–20. The timer now walks the camp’s actual pipeline — every gather, every batch, what each line consumes from the shelves and then the bank, full-shelf pauses, wounded workers, palisade repairs, even the Foreman’s Ledger sweeping shelves clean on its rounds — so the time you see is the time it happens.
* The card also names WHICH good caps out first, and the warning stopped over-claiming: a full shelf spills its gathers and pauses the lines that make it — crafted goods were never "lost", their lines hold without burning materials. If nothing will fill within a day (or the Ledger keeps clearing shelves faster than they fill), the card simply stops warning instead of inventing a number.
== v0.36.100 — Desktop Hovers The Same Bubble ==
* Desktop gets the same info bubble phones just learned to hold for. Hovering anything labelled — a stat badge, a gear piece, a weather chip — now shows the styled popup instead of the browser’s slow plain tooltip: the same look as on phones, quicker to appear, and it can never show twice. Clicks behave exactly as before.
== v0.36.99 — Hold To Know, On Phones ==
* On desktop you can hover almost anything — a stat badge, a gear piece, a weather chip — and a tooltip explains it. On phones those explanations simply never appeared. Now press and hold: hold a finger on any labelled thing for about half a second and its explanation pops up in a bubble, on every page at once. The bubble stays up after you lift your finger so you can read it one-handed, and clears on your next tap or scroll. Holding a button to read it never presses the button.
* The first time you touch the game on a phone, a one-time hint says so: hold any label to see what it means. While a hold is in flight the browser’s own long-press text-selection stays out of the way; text boxes still select normally.
== v0.36.98 — Tribe Workers Say What They Bring Home ==
* A tribe worker’s duty used to read “~1 gather / 11s” — a clock with no cargo. Each working tribemate now shows what they actually deliver: the item and about how many of it per hour, straight from the same numbers the stockpile fills on. Tap the rate for the whole story — what one gather or batch pays, a crafting line’s per-batch bill, and the clock factor by factor: crew pace, their tier, your Age, furnaces on a line, and the +1% per kit point their gear adds. Now you can see at a glance why the Vanguard Elite out-gathers the Novice, and what another pick or plate would buy.
* Workers also warn when their shelf is full: a red “shelf full” chip appears the moment their item hits the stockpile cap, because a full shelf spills gathers (and holds crafting lines) until you Collect.
== v0.36.97 — Raids Get A Scouting Report ==
* Raids now open with a scouting report. [[Rivals]] carry some of the game’s highest stakes, yet the Raid button used to throw you straight into the gauntlet. It now shows the whole picture first: every fighter’s own win chance and what their blade really does after your Guards and pack soak take their share, the expected number of bouts and roughly what that costs in food, whether you could survive the hardest single hit in their line-up, what a first win guarantees, and how many free bank stacks the spoils want. A warning spells out that raids are live-only — leaving retreats the war-party and resets the gauntlet — and nothing starts until you say so.
* The rival cards traded their combined difficulty number for the two that matter: your worst single-duel win chance and the strongest hit anyone in their line-up can land. The battle view mid-raid now quotes the same mitigated blade — the hit you would feel, not the raw roll.
== v0.36.96 — The Flee Odds Tell The Truth ==
* The escape chance on an expedition card was missing your Scouts. Every Scout marching with you adds +10% to the flee roll on a lost run — but the card worked the number out again from pack speed alone, so a scouted party escaped more often than the figure in front of you said it would. The scouting report and the battle view now read the engine’s own flee number, Scouts and the 75% ceiling included, so the odds you are shown are the odds that get rolled.
* Fleeing also stopped over-promising. The line said pack speed slipped you away “unharmed”, when an escape still costs half the damage a rout would have dealt and still brings nothing home — what it really buys is the pack’s skin. It now says so: half the damage, no pack injury, no loot.
== v0.36.95 — Every Rival Flies A Drawn Mark ==
* The [[Rivals]] ladder was still showing emoji. Fourteen tribes now have their own hand-drawn emblem in the game’s own style: the Mudfoot’s muddy print, the Berry Snatchers’ stolen cluster, a Fern Gully frond, a river-worn Riverbone, a Thornscale barb, the Reavers’ felling axe, the Swampjaw’s toothy snout, an Ashwalker cone, the Obsidian Order’s knapped blade, a Frostfang tooth, a Skyplume quill, the Ember Court’s glowing crown, the Vale Wardens’ warding spiral, and the Apex Accord’s linked rings. Mostly Harmless keeps its own logo. The marks show on the ladder cards and on the raid-spoils lines.
== v0.36.94 — Two New Bank Tabs, And Tools That Ask For Bars ==
* The [[Bank]] has a Rare tab and a Sell tab. Rare gathers everything you would hate to sell by accident — rare materials, relics and war banners, the signature piece from every tribe you have beaten, alpha trophies, biome artifacts, fossil skulls, quest trinkets and your Fang Marks and Rift Shards. Sell holds the opposite: items nothing in the game consumes, wears or asks for, whose only job is amber. Nothing appears in both.
* Bronze and Iron tools now cost bars instead of raw ore. A Bronze Pick asked for 30 copper ore and 30 tin ore; an Iron Pick asked for 60 iron ore. You do not hammer a pickaxe out of rubble — those ranks now want 30 Bronze Ingots and 30 Iron Ingots, smelted at the forge, alongside the same haft wood, flux and coal as before. The ore you spend is halved to pay for the smelting time, so a rank costs about what it always did. Flint and Obsidian still take raw stone, because both are knapped rather than smelted, and Silver and Starfall keep ore until bars for them exist.


== v0.36.93 — Sagebind Salve Earns Its Place ==
== v0.36.93 — Sagebind Salve Earns Its Place ==

Revision as of 07:55, 6 August 2026

Primal Idle Changelog

The newest updates are listed first. Amber is the valley's currency.

v0.38.28 — The Game Fills The Window

  • The game uses the whole window now. Every page stopped dead at a fixed width, so on a desktop monitor — and in the PC and Mac app, which opens wide — roughly a third of the window was empty background sitting to the right of the game. Pages now run all the way to the edge of the window, and the space goes into CONTENT rather than stretching: the skill screen lays out more action cards per row, the bank shows far more of your items at once, the shop and museum add columns, and the world map draws bigger. Cards stay exactly the size they always were — there are simply more of them per row. Phones and narrow windows are completely unchanged.
  • The page art is worth looking at again. Widening the pages had quietly shrunk the scene at the top of the Player, Bank, Shop, Trading Post, Contracts, Stable, Tribe, Homestead and Quests pages down to a sliver of grass — the picture is cropped to fit the band, so a wider page with the same band height means a smaller slice of the picture. The band now grows with the page, and those scenes show about twice as much art as they did: the campfire, the trader's stall, the stable yard. Skill pages already looked right and are left alone.
  • Ultrawide monitors get a sensible stopping point. Past a very wide window the page settles at its widest comfortable size and centres itself, rather than dragging every row out to 21:9 or 32:9 — the ceiling sits above any ordinary desktop, so a 1440p monitor still fills edge to edge.

v0.38.27 — The Desktop App Learns To Let Go

  • The desktop window closes again. First contact with real hardware caught an embarrassing one: the new careful-goodbye close saved everything perfectly and was then denied permission to actually close the window — clicking X did nothing and the app had to be force-quit. The window now holds that permission, and if closing ever fails for any other reason, the next click retries the goodbye instead of being silently ignored.
  • Choosing a save sticks on desktop now. Picking "Use the cloud save" (or restoring a backup, or importing a save) reloaded the game before the choice had finished writing to disk — so the "Two saves found" question came straight back, every single time. Every reload now waits for the disk write to land first. The web version always wrote instantly and never had this.
  • The save server also accepts the desktop app under the anonymous origin some webviews report — closing off a way cloud sign-in could have failed on other machines.
  • Desktop validation builds temporarily include the developer console (right-click → Inspect) so problems on real machines can be seen instead of guessed at. It goes away before public release.

v0.38.26 — The Desktop Shell Grows Up

  • Desktop saves are real files now. The native build stops keeping your save inside the browser engine's storage (which the operating system was allowed to evict) and writes proper save files on disk instead — crash-safe, and laid out exactly where Steam Cloud will sync them when that switches on. Your existing desktop save moves itself over automatically on first launch; the web version is completely unaffected.
  • Closing the desktop app is safe now. Clicking the window's X runs the same careful goodbye the web version does — your progress is written to disk and your cloud save gets a couple of seconds to finish uploading before the window actually closes. The window also remembers its size and position between launches.
  • Steam accounts get their own save folders. On the Steam build, each Steam account on a PC now keeps its saves in its own folder — family members (or Family Sharing guests) can never overwrite each other, and it is the exact layout Steam Cloud will sync per-account when it switches on. Your existing desktop save moves itself into your account's folder the first time you launch through Steam.

v0.38.25 — The Desktop Build Learns To Speak Steam

  • UNDER THE HOOD, DESKTOP ONLY: the native build now carries the Steamworks bridge — the wiring that will let the Steam release pop real Steam achievements, know who you are for sign-in, and prove your purchase. Nothing uses it yet (achievements connect in the next step), and the web game is byte-for-byte unaffected.
  • The bridge is deliberately unbreakable: if Steam is not running, not installed, or you are playing a non-Steam copy, everything simply reports "unavailable" and the game plays exactly as before — it can never crash the boot or block a save.
  • And now it pops. On the Steam build, earning an achievement in-game unlocks the real Steam achievement — the 100 launch achievements published to Steam this week, wearing their drawn icons. A quick burst of earns arrives as one tidy batch rather than a popup storm.
  • Every boot also quietly reconciles your whole earned list with Steam, so anything you unlocked before the Steam build existed, while Steam was offline, or on the web version is credited automatically the next time you launch through Steam — no manual sync, nothing to lose.

v0.38.24 — The Save Chooser Stops Calling Different Saves Identical

  • Fixed. The two-saves dialog could recommend the WRONG copy after a session of raids, outpost strikes, camp work, gear forging or bank sorting on another device. None of those move the progress numbers the dialog compares, so it declared the copies "identical" and steered you to keep the stale one — deleting that session with one trusting click.
  • The dialog now checks whether the two saves really are the same, not just whether their headline numbers match. Truly identical copies keep the old advice (stay put, skip the reload). Copies that merely LOOK level now say so honestly — "the progress totals tie, but the copies are not identical" — and the recommendation follows the actual write times instead.
  • The fine print under the comparison table is honest about its blind spots too: raids, camp, gear and bank contents never appear in those rows, and the dialog no longer claims "either choice is safe" when it cannot see the difference.
  • Hardening. Switching accounts on one device is airtight now. If you signed out (or into a second account) at the exact moment a cloud sync, restore or history fetch was still in the air, the late reply could be filed under the newly signed-in account — quietly mixing one account's cloud bookkeeping into the other's and confusing which save is newest. In-flight cloud requests are now cancelled the instant the account changes, and any reply that still trickles in is discarded rather than misfiled. Normal single-account play is untouched.

v0.38.23 — Every Tribesperson Is Born With A Knack

  • YOUR TRIBESPEOPLE EACH HAVE A KNACK — one job they are simply better at, out of the eight the camp can work: Foraging, Logging, Mining, Fishing, Smithing, Cooking, Crafting or Alchemy. Put them on it and they work faster: +5% for a Novice Vagrant, +10% Seasoned Forager, +15% Expert Scavenger, +20% Vanguard Elite. Same rank, same size — which skill it lands on is the part that is theirs alone.
  • It is who they ARE, not something they grind: no xp, no levels, no rerolls — and your current crew already have theirs, including the ones who joined months ago. Look for the new chip on each crew row (it lights up while the knack is paying), the line on their card, and the green "knack" tag in the duty sheet — the rate shown on that row already includes the bonus.
  • The rate tooltip now lists the knack beside kit, so the factors still multiply to exactly the clock you see.
  • The "Best for them" band in the duty sheet now always includes their best knack option too — raw rates alone let the big craft batches crowd it out, which rather missed the point of being named after the worker.

v0.38.22 — The Dig Toast Stops Claiming A Skull

  • Fixed. Finishing a dig always announced "A skull surfaced!" — even when it plainly had not, and the items listed underneath were four fossils and a journal page. Collecting a dig now says "Excavation" and lists what you actually got; the skull banner is kept for digs that really do turn one up.
  • FIELD JOURNALS, EXPLAINED WHERE YOU EARN THEM. The Excavation panel now tells you the other half of the story: every dig that does NOT surface a skull banks a Field Journal page for that ground, and a dig that finds a skull you already own banks three. Collect enough and the Curator's Desk on the Museum page trades them for any skull from that ground — no luck involved.
  • A chip per ground shows how close you are — "Cavern Depths 8/12" — and lights up the moment a journal is full.

v0.38.21 — Step To The Next Tame Without Going Back

  • BROWSE YOUR DINOS WITHOUT RETURNING TO THE LIST — thanks to Ev for asking. A "Prev / Next" pair now sits above the name on a dino card, with a counter between them so you know how far through you are. Works on phones and on desktop.
  • The arrows follow the list you are actually looking at, so if you have filtered to hurt dinos or searched for a name, Next means the next one of those. They loop round at the end.
  • The tribe crew pane gets the same thing — step from worker to worker without going back to the muster board.

v0.38.20 — Settings Stops Opening On The Reset Button

  • SETTINGS IS SORTED INTO SECTIONS — Game, Sound, Your save, Cloud, Help, and a Danger zone. On a phone each one is its own card, with the danger zone last and closed; on desktop a side rail shows one section at a time so nothing hides below the fold.
  • The wipe button is no longer the first thing in the panel. It used to sit above every ordinary setting — on a phone it was the only button you could see. It now lives at the far end, behind a step, and says what it destroys before you get there.
  • Small things that were bugging us: the volume slider now sits under the switch that greys it, every explanation moved to its own line so the controls line up, Close is pinned to the bottom instead of hiding at the end of a scroll, and reopening Settings always lands you back on Game.

v0.38.19 — Every Brew And Every Meal Says What It Does

  • Brew and cook cards now tell you what they make. Every potion card carries its effect and how long it lasts — "+2 HP per regen tick · 15m", "10% faster Foraging · 20m" — and every food card states what it heals. You were choosing between a dozen brews on flavour text and ingredient cost, with the one fact that actually matters nowhere on the page.
  • This is why the three regen brews looked the same: side by side they now read "+1 · 10m", "+1 · 15m" and "+2 · 15m". Salves say who they mend, too.

v0.38.18 — Trollblood Earns Its Level

  • TROLLBLOOD TONIC NOW REGENERATES TWICE AS FAST — +2 HP per tick instead of +1, still for 15 minutes. It sits at Alchemy 78 behind Ashen Peaks and cost nearly three times what Bog Mint Tea does, while doing exactly the same thing for exactly as long: there was no reason to ever brew it. Thanks to Macenzie for spotting that all three regen brews read the same.
  • The regen ladder now actually climbs: Mossmilk Draught (+1 for 10 minutes) into Bog Mint Tea (+1 for 15) into Trollblood (+2 for 15). Nothing else changed — the other two are untouched.

v0.38.17 — One Map, One Dig

  • One map digs one site now. Excavations used to restart themselves once you passed Delving 40, quietly spending another banked map every time one finished. Nothing anywhere told you, so a stock of maps drained for no visible reason — start two digs with six maps and the game would run all six. That is gone: a map buys exactly one dig, however long you leave it running.
  • Your finds wait for you. A finished dig now HOLDS whatever it turned up until you click the slot you started it in. The ground is only turned over when you turn it over, so you see what came up — or that it was nothing but dirt — instead of loot appearing in your bank unannounced.
  • Field journal pages now show what they are worth. A stack of pages in your bank states how many you need — "11 / 12 pages · 1 more" with a bar — what they buy (any skull you choose from that ground, at the Curator's Desk on the Museum page), and where the next one comes from: every dig at that site turning up no skull banks a page, and a duplicate skull banks three. They read as a sell-for-1 curio before, so it was easy to bin a stack that was one dig from a guaranteed skull.
  • The bank has a museum tab. One tap shows everything you are holding that goes towards the Primal History Museum — fossil bones, ribs, vertebrae, claws, plates and amberized insects, every species skull, and your Field Journal pages. No more hunting through the whole bank to work out what a wing is still waiting on.

v0.38.16 — The Battle Log Stops Forgetting

  • Your battle report survives a refresh now. Every expedition, delve and raid already showed you an after-action report — and reloading the page threw it away, because it was only ever held in the browser, never in your save. It is part of your save from this version on. Thanks to Ev for spotting it.
  • It is a running tally instead of a list. The Battle report drops down over the action list — it never replaces it — and shows one line per pack: "won 12 · lost 0", the odds those runs faced, and EVERYTHING THEY BROUGHT HOME ADDED UP. Twelve runs read as one line, not twelve rows you have to scroll.
  • CHANGE YOUR PACK AND THE NEXT RUN STARTS A NEW LINE, so the old pack's record sits beside the new one and you can read them against each other. Levelling a dino does not split the line — only adding or removing one does — and the sheet beside each dino is the one they last fought at.
  • Rivals records defeats for the first time. A gauntlet you died in used to vanish without trace — only victories were ever written down. Lost raids now count against their line like any other fight.
  • On Rivals the Battle report sits at the TOP of the page, under the intro and above the first tribe, rather than buried below sixteen tribe cards.

v0.38.15 — A Bloodline Has A Ceiling Now

  • Imprinting no longer compounds forever. Raising a baby to full imprint has always baked +15% into its stats — but that bigger number was then inherited by ITS babies, who earned another +15% on top, and so on with nothing stopping it. Twelve generations in you had a dino five times stronger than anything the wild can produce; two days in, thirty times. Thanks to BBuschart01 for reporting it.
  • A BLOODLINE NOW CLIMBS FOR FIVE GENERATIONS, then plateaus — roughly double a perfect wild roll. Every baby you raise still earns its full +15%, exactly as before; what stops is the endless hand-down. After the fifth generation only new MUTATIONS lift the line, which is what the mutation hunt was always for.
  • Nothing you already own is weakened. Every dino keeps its stats, its stars and its badges, forever — the ceiling only ever applies to what a parent passes on. A dino from the old runaway lines keeps its whole sheet and simply breeds at the ceiling.
  • MUTATIONS CAP AT 20 per bloodline. Past it, breeding still rolls but the badge and the stat stop climbing, so the grind finally has a finish line. A dino that somehow already carries more keeps every one of them.
  • A max roll now buys TIME, not power: a perfect tame reaches the same bloodline ceiling several raises sooner than a poor one, rather than finishing higher — so the ★ tooltip says that instead of calling it a keeper. Where a line has topped out, its card now says what it breeds at, so the offspring roll never surprises you.

v0.38.14 — Every Dino Says What It Is Worth

  • The Stable roster now prints each dino's companion buff right beside what they are doing — "marching with you · 20% double Logging yield". It reads green while the buff is actually paying (they are on that job and fed) and stays dimmed otherwise, so the same line tells you what you are getting now AND who is worth putting to work.
  • That number is now the REAL one. The roster used to quote the raw species figure, which quietly under-sold every veteran and every saddled worker — a level-30 companion in a worker saddle was doing noticeably better than its own card claimed. It now shows the same value the skill page has always used, saddle bonus and veteran growth included.

v0.38.13 — The Duty List Reads Like The Skill List

  • The worker duty sheet now lists skills in the same order as the skills down the left-hand side: Foraging, Logging, Mining, Fishing, then Cooking, Crafting, Smithing, Alchemy. The gathering groups happened to match already, but the crafting groups came out in the camp's own internal order — Smithing first — so scrolling for Cooking meant hunting past a heading you did not expect. One order everywhere now.

v0.38.12 — The Basket Shows Who Carried It

  • A villager's gift toast now leads with the villager. The big glyph beside "Villager gift — Maru the Cook" was a generic gift box; it is Maru herself now — the same drawn portrait and skin tone as her Homestead card — so you know who came calling before you read a word. The little gift mark stays in the title line.

v0.38.11 — The Camp Musters

  • The Tribe page's Workforce is a muster board now, built the way the Stable was: a rail of what needs you (wounded, idle hands, lines paused on a full shelf — each one a tap that filters the crew), a dense one-line roster with every worker's duty, rate and kit, and one worker at full size beside it. Twenty workers used to be three screens of repeated dropdowns; they are one screen now, and on a phone the list and the worker swap in place exactly like the stable's stall board.
  • Picking a duty stopped being a 239-option scroll tunnel. The duty picker is a sheet in the dispatch style — "Send them where?", but for jobs — and every row shows the rate THAT worker would earn on it before you commit, the same number the breakdown tooltip proves afterwards. Their top three across all skills float to a "Best for" band on top; Rest and Stand watch lead with what the watch actually adds to Security; locked jobs stay visible with their unlock reasons.
  • Worker gear picks are a sheet too, sorted by the highest stat boost: every bank piece (and any benched forged piece from your locker) for the slot, ordered by the kit it carries, with a colored delta against what they're wearing. Picking swaps in one tap — the old piece walks back to the bank on its own, no more unequip-then-repick.
  • The Camp tab always means the camp. Standing on a worker's card, the tab you were already on did nothing — on a phone the little "← crew" inside the card was the only way back to the list, the exact trap the Stable's Roster tab fell into a week ago. Every tab press now closes the open worker behind you, so Camp lands you on the crew, every time.

v0.38.10 — The Bounty Says What Counts

  • Every Contract Board bounty now states its rule, not just its pitch. A hunter took "Deep Patrols — eight wins in the under-dark" delving and watched the meter sit at zero: the flavour never said only Expedition-page battles in Cavern Depths count. Each card now carries a "Counts:" line read straight from the same check the engine runs — which exact hunt, which skill, which biome or sky, whether Delving caves and dispatch missions count (for the patrols: they don't) — so no bounty can read like work it won't credit again.

v0.38.9 — Sort Your Gear, Stock Your Pantry

  • The bank's Gear tab learned three new sort orders — Type, Attack and Defense. Type groups pieces by slot (weapons first, then head, chest, legs, shield, trinket) with the strongest piece of each slot on top; Attack and Defense simply put the biggest number first, so "which of these is my best sword" is one click instead of a squint. The options appear in the sort dropdown only while you are on the Gear tab — berries cannot be sorted by attack.
  • The Pantry sells in bulk. Every row now has Buy 1, Buy 10 and Buy 100 buttons at exact multiples of the single price, so restocking a hundred skewers before a long hunt no longer means a hundred clicks. Rows that already come as packs (like Crimson Berry ×10) multiply the pack — Buy 100 there brings home a thousand berries.

v0.38.8 — The Folk Next Door Get Their Portraits

  • Maru, Tilda and Bren have faces. The three Homestead villager cards were still wearing emoji — a stew bowl, a sprig and a cardboard box — so the neighbours who have been feeding you since your first thatch hut now have drawn portraits, and they look like they actually live in the valley: Maru with her hair pinned up by a bone and a stone bowl still steaming, Tilda in a leaf circlet with a basket of cuttings, Bren grey-maned under a hide headband with a lashed crate on his shoulder. They are drawn on the same silhouette as the tribe camp busts, so your homestead and your camp read as one cast — and like every other human in the game they each get their own skin tone, not one shared face.

v0.38.7 — Compare Before You Equip

  • Clicking a piece of gear in the bank now shows it side by side with whatever you are wearing in that slot — the worn piece's stats, the clicked piece's stats, and colored +/− deltas, so "is this an upgrade?" is answered before you hit Equip. Works against forged pieces too (and warns that equipping over one benches it back to the locker).
  • The replyallgames.com text in the bottom-right corner is now a small info button. It opens a panel with the game's home pages: the studio site (replyallgames.com), the community wiki (wiki.primalidle.com), and the Discord invite.
  • The Gear Locker now sits on the Player page from the start, showing 0/24 and pointing at the Smithing forge — it used to appear only after your first cast, so new players never knew it existed.

v0.38.6 — The Last Emoji Holdouts

  • Four more emoji holdouts fall to the SVG-only rule: the Completion Log (achievement track badges, item category headers, and the "found via" chips in the Field Guide), the Quests page (chain headers and the whole Primal Chronicles codex — every recovered page now wears its skill's mark), and both hover bubbles on the valley map. A rival war-camp now opens its tooltip with the tribe's actual banner mark, and a hunting area opens with the biome's own icon.

v0.38.5 — The HurriBurgers Blow In

  • A sixteenth tribe blows onto the raid ladder: THE HURRIBURGERS, a storm-chasing grill crew camped on the shelf east of the Vale, between the Apex Accord and Mostly Harmless. Chief Evrager wants to know what you are eating for dinner, Sorus would like to talk about hunting, and Joenado is about to dig some holes. Their banner is the sixteenth for the collection, and a beaten grill crew parts with meat, grain and — on a good day — the salt.

v0.38.4 — The Roster Tab Means The Roster

  • Roster at the top of the Stable always shows the LIST of dinos now. It used to leave whichever card you last opened in the way — and while you were standing on that card the tab was already the one you were on, so tapping it did nothing at all. On a phone the card fills the page, which left the small "← Roster" inside it as the only way out. Both buttons do the same thing now, and switching tabs closes the card behind you.

v0.38.3 — The Desktop Build Learns Some Manners

  • Right-clicking in the desktop builds no longer opens a browser menu over the valley. The native shell runs on the operating system's own web engine, and those engines brought their own menus with them — Windows offered "Save image as" and "Send tab to your devices", macOS a Reload that could restart you mid-action. Both now keep their right-click to themselves. Nothing changes in the browser, where that menu is yours to use.

v0.38.2 — The Bitecoin

  • Mining goes to 99. Mine Bitecoin opens at Mining 99 in the Sundered Vale — the last swing of the pick, one coin every 13.6 seconds. Heartstone had been the top of the ladder at 98, which left the final level with nothing new to unlock; now reaching 99 hands you the richest rung in the game at 45,000 amber an hour.
  • A Bitecoin sells for 170 amber, more than any other thing you can dig up, and it feeds no recipe on purpose — it is money the Vale minted itself, so spending it is the only thing to do with it. Something got to the first one before you did; the bite is still in it.

v0.38.1 — Dispatch Gets A Launch Bay

  • Dispatch is rebuilt. Sending a squad used to mean a dropdown of eleven missions and a wrapping strip of every idle dino as a name-only pill. On a phone that strip scrolled sideways inside a page that scrolls down, so you fought the page to reach the fourth dino, and a pill could not tell you a score, a status, or whether that dino was any good where you were sending it. The whole thing is now a Launch Bay: one card per mission slot, showing what is out, when it is back, and what it is bringing home.
  • PICK A SQUAD FROM A LIST, NOT A STRIP. Press "Send a squad" and the picker opens under the bay, so you never lose sight of what is already flying. Every dino gets a full-width row — portrait, name, what it is worth on THIS mission, and a "thrives here" marker — sorted by best-for-this-job, with a ★ Best three button for when you just want to go. Busy dinos are not hidden any more: they stay in the list, dimmed, saying why ("working Mining", "marching with you"), so "where is Betty" has an answer.
  • THE MISSION SHEET (phone). "Change" used to step to the next mission, so getting back to the one you wanted meant tapping eleven times past things you never saw. It opens a sheet now that lists all eleven at once, each carrying this squad's real odds, the loot it would bring back at your haul multiplier, and a band — Comfortable, Even fight, Long odds — so you can see at a glance where these three can actually go.
  • SQUAD PLATES SHOW A SHARE, NOT A SCORE. The picked dinos are drawn as bars: each one's share of the squad, with the thrive bonus as a green tip. Three rounded numbers next to a total could never be made to add up to it, and a bar always does — so the plates now answer "is this one pulling weight" and "is my thrive pick doing anything" at a glance instead of asking you to do arithmetic.
  • Field Notes matter more. The picker scores every dino by what you have actually DISCOVERED — an affinity you have not found yet does not quietly inflate the number on the card. Find the note and that dino visibly climbs the list.
  • Fixed a biome reading "the the Sundered Vale", and the mission and report icons are drawn art now instead of emoji.
  • The odds now sit above your squad instead of under the roster — on a phone the dino list has no ceiling, so the number that tells you whether this run is a good idea (and the Dispatch button itself) had ended up below every dino you were choosing between.
  • Your pack dinos get their Attack, Guard and Scout toggles on the Stable page. The board could already put a dino in your pack but not say what it did once it got there — you had to go back to the Player page to set a role. And the Heal button next to them is green now, matching the one on the Player page, so it looks the same in both places and dims the same way once there is nothing left to heal.

v0.38.0 — The Stable Becomes A Command Post

  • The stable page is rebuilt. The roster used to be a wall of tall cards — twenty-four dinos meant 2,641 pixels of scrolling on a desktop and 6,950 on a phone, and more than a quarter of every card was the same three empty gear slots and the same two buttons, repeated. It is now a list you can actually read: one compact row per dino that says who it is, what it is doing right now, and what it is worth, with the whole roster scrolling inside its own panel so the page stops growing every time you tame something.
  • An attention rail sits on top. A hungry hatchling, squads home with hauls to collect, a free hired-hand slot going to waste, the next egg, and how many dinos are standing around doing nothing — all of it now greets you at the top of the page instead of hiding as a dot on a tab you did not open. Each one is a button that takes you straight to the fix. When nothing needs you it collapses to a single quiet line, because a calm stable should not shout.
  • Pick a dino and see everything. Clicking a row opens a full panel beside it: big stats with an honest breakdown (base roll plus exactly what the gear adds, so the numbers add up), health and veteran bars, gear slots you can fill from a proper picker instead of a dropdown, and one clear line telling you what that dino is assigned to — with the button to change it right there.
  • Search and filter the herd. A search box that matches nicknames, species and id numbers, plus one-tap filters for Idle, Working, Hurt, Out and Keepers — each showing its own count. Finding the four dinos worth releasing no longer means reading twenty-four cards.
  • ON A PHONE the list and the panel swap places instead of stacking, so the roster is about one screen instead of eight, and the bottom tab bar stays exactly where it was.
  • Tapping a dino now means "show me this dino". Breeding still picks its pair from its own tab, so looking at a creature no longer quietly signs it up as a parent.
  • Your pack has its own pill. The Stable roster gained a Pack filter, and the dino panel is now where you add and remove pack members — so building a hunting party happens in the same place you look your dinos over. The Player page no longer repeats the roster as Working and Idle lists; it shows your pack and your pets, and the Stable does the sorting.
  • A LOCKED FILTER replaces the old Out pill, which had drifted into showing much the same dinos as Hurt. Locked finds the ones you have protected from release.
  • The diet marker on a dino is a drawn icon now, not a leftover emoji — the last one hiding on the Stable page.
  • Offspring are announced by name. A hatchling that grew up while you were away used to be reported as "Baby Glyptodon grew up"; it now uses the dino's own name, the same one the Stable shows.
  • The Nursery card now sits with the job it belongs to — the Roster and Breeding tabs — instead of following you onto Eggs, Hired hands and Dispatch.
  • The alert strip is quieter. The idle count and the egg timer are gone from it: the Idle pill and the Eggs tab already say those, and a strip that repeats them is just noise.
  • Veteran, mutation and imprint badges are gold again instead of grey.
  • A dino in your pack can be healed straight from its panel — the ones marching with you take the hits, so they are the ones most often sitting at part health.
  • The Nursery card sits at the top of the Breeding tab now, in the same place it already sat on the Roster, so a baby on the clock reads the same wherever you are.

v0.37.23 — The Page Stops Sliding Away On A Phone

  • The game no longer slides away under your thumb on a phone. Opening the bottom nav and dragging could drag the whole game up the screen — tab bar and all — leaving a band of nothing beneath it, with no way to scroll back to anything because there was nothing down there. The game now measures itself against the height you can actually see, and only the page area scrolls: the tab bar stays welded to the bottom edge, and the nav sheets, panels and dialogs are sized to fit the window instead of hanging off it.

v0.37.22 — The Museum Wings Fold

  • THE MUSEUM WINGS COLLAPSE NOW, exactly like the areas on the Expeditions page. Tap a wing name to tuck its displays away; the wing keeps its name, its mounted count and its plaque on show, so you can still read the whole museum at a glance. Each fold is remembered on this device, and separately from the Expeditions folds — closing the Grasslands wing leaves its Grasslands expedition area open.

v0.37.21 — The Breeding Tab Gets The Sort Bar

  • THE BREEDING TAB CAN BE SORTED NOW — the same bar the Roster has: Veterans first, By species, Power, Guard, Swiftness, Health. Picking a pair meant scrolling a flat list hunting for two of the same species; now the tab OPENS grouped by species, strongest first, so both candidates are already sitting next to each other. It remembers its own choice separately from the Roster.

v0.37.20 — The Boosts Panel Stops Moving The Page

  • Opening the boosts no longer stretches the page art. The ledger used to push the header taller, and a skill page sizes its scenery to its header — so every time you opened it, the whole backdrop grew and shoved the page down. It opens as a panel floating over the art now: the scene holds still, nothing below it moves, and Escape closes it.

v0.37.19 — Your Working Dino Gets Its Own Bar

  • YOUR HIRED HAND HAS ITS OWN BAR NOW, under the tool rack and above the Mastery Pool. It shows the dino, its buff, what it is set to gather, and — the new part — HOW MUCH THAT IS WORTH PER HOUR. "≈345/h" is a number you can compare against actually doing it yourself; "~1 gather / 17s" was not.
  • The stable and player pages say it the same way. Both showed "~1 gather / 12s" — a clock, not a rate. All three surfaces now read "≈345/h", in the same wording the Tribe page has used since its workers stopped explaining themselves in seconds.
  • It moved off the scene art. The dino used to live in the skill header as a "recent:" chip: a loot feed sitting in the buff row, over a bright sky, with no way to tell what the dino was even tasked to. The header is just the buff pill again, and the level bar sits higher for it.
  • An injured hand no longer reads as a stopped one. Hunger pauses a worker buff; an injury does not — a hurt dino keeps buffing and keeps gathering. The bar says so, showing an injury as a note beside the buff instead of in place of it.

v0.37.18 — Every Skill Page Shows What Is Helping You

  • Every skill page now tells you what is boosting it. One green chip under the title — "⚡ 6 boosts · 3s → 2.0s" — opens into the full ledger: the potions running, today's sky, your hatchling pet, the dino working the skill, your tool rank, shop ranks, museum wings, the Homestead, mastery. Most of those were real bonuses the page never mentioned anywhere: the pet lived on the Player page, the wings on the Museum page, and the shop ranks and Homestead speed nowhere at all.
  • The number at the bottom is the real one. The ledger does not do its own arithmetic — each row is one of the engine's own multipliers and the total is the same swing time the action card shows, so the rows multiply to exactly what the timer does. Same for the double-yield chance and the XP bonus: those are the numbers the game actually rolls against.
  • THE HEADER GOT SHORTER, NOT TALLER. It used to carry up to three separate chips in three different treatments — a green pill for the sky, a grey one for the hired hand, a borderless one for its gathers. It is one chip now, closed by default, so the action cards sit higher up the page on a phone. The hired hand's hunger warning keeps its own red chip, because that one says a buff has STOPPED.

v0.37.17 — Forged Gear Is Worth Forging

  • Forged gear now matches the gear the bosses drop. Every blueprint was banded against the smithing armour ladder, which tops out at 13 defense — so a Gloomglass Visor that cost you three Gloomglass Shards and two Abyssal Pearls rolled 9-10 defense, and lost to a Mosslit Crown you can make at Delving 30. Every armour blueprint in the game was beaten by something ordinary you could just craft. An average cast is now worth the drop-set piece of its own tier: that same Visor rolls 42-55.
  • Every cast now rolls a quality. Common (70%), Fine (24%) or MASTERWORK (6%). A common cast sits just under the drop gear of your tier, a fine one is level with it, and a masterwork beats it outright — the rare craft that is genuinely better than what the boss would have given you. The grade is part of the piece's name, so a Masterwork Gloomglass Visor says so in the locker, in the battle sheet and on the toast.
  • THE ★ MEANS SOMETHING AGAIN. Roll bands used to be two or three points wide, so "Perfect Cast" fired on roughly half of all casts. Topping a roll now needs a masterwork AND its best result — about 1 in 80 per stat. It is a trophy, not a coin flip.
  • Blueprint cards show what they make. The twelve forge cards were the last place in the game still drawing an emoji: they showed a hammer or a needle, the same picture for every recipe on the bench. Each card now wears the piece it forges, names it, and says which slot it goes in — and its roll bands spell out the odds for each grade.
  • Your dinos get the same fix. The Sunstride Saddle capped below a plain Skyleather Saddle and the Frostbound Barding lost outright to a Moonstone Barding. Both are now anchored on the top of their own ladder: 13-17 swiftness and 20-26 guard.
  • Nothing you already forged is lost. Pieces in your gear locker are re-scaled onto the new bands by how lucky they were — a piece that sat halfway up its old roll sits halfway up the new one, and anything that topped its roll still tops it.

v0.37.16 — The Stable Stops Sliding Sideways

  • The stable page no longer slides left and right on a phone. The six sort buttons — Veterans first, By species, Power, Guard, Swiftness, Health — sat on one unbreakable line about 180px wider than a phone screen, which made the whole roster pannable sideways: scroll down the list and it drifts off-centre, and Swiftness and Health were parked off the edge where you could not reach them. The row wraps onto as many lines as it needs now, so every sort is on screen and the page holds still. "Veterans first" also stops folding into a double-height pill.
  • The sort buttons are all one size. They used to be sized by their wording, so a wrapped bar read as ragged boxes — a wide "Veterans first" beside a stubby "Power". Every chip is the same width and height now, so the bar reads as tidy segments however many lines it needs. They stay compact rather than stretching, so the desktop row is unchanged: still one line. On a phone the "Sort" label moved ABOVE the buttons: sitting inline it ate the head of the first row, so those buttons started indented from the ones below and the matching widths still looked crooked. Every button shares a left edge now — and the label no longer costs the first row a slot, so on a narrow phone the bar is a line shorter than it would have been.

v0.37.15 — The Last Worker Can Be Geared

  • The last worker in the tribe can be geared now. Their gear pickers always dropped DOWN, and the bottom card sits at the bottom of the page — so the list opened off the end of the screen (under the tab bar on a phone), and you could not scroll to the rest of it, because dragging anywhere outside the list closes it. Every picker on the page now opens on whichever side has room and is never taller than what you can actually see: near the bottom it hangs UPWARD from the button, and it re-measures as the page scrolls under it. Duty pickers too.

v0.37.14 — The Shop Gets Drawn Art

  • The shop finally has its own art. All seventeen Amber Exchange cards — every Vault, the Charters, the Satchel, the Whistle, the Bazaar Pass — were still wearing emoji, the last emoji-headed page you visit daily. They are drawn SVGs now, in the house palette: the three vault ranks share a strongbox silhouette in rising metals so the ladder reads at a glance, and the charters and ledgers share a page-and-seal frame. (The Trading Post itself was already clean — the shop next door was the one showing emoji.)

v0.37.13 — The Museum Gets Its Own Name

  • The museum gets its own name. Its banner read “Natural History Museum” — a real-world name on a valley that has never been anywhere near natural history. It is the Primal History Museum now.

v0.37.12 — The Rivals Valley, Framed

  • THE RIVALS BACKDROP IS THE RIGHT SIZE, AND YOU CAN SEE THE WAR-CAMP. Its valley art was drawing on the short scene band while every skill page beside it used the tall one, so the canyon was cropped to a sliver — and simply making it taller only showed more empty ground, because every scene anchors to its bottom edge and the Rivals figures sit higher than that. The band now matches the skill pages (the ladder and the raid header both, so it does not jump height when a raid starts) and the art is framed on the two banner-carrying warriors on the ridges.

v0.37.11 — The Foreman Keeps Getting Faster

  • Security moves up too. The Tribe page now reads fire → stockpile → security → workforce. The first three are the glance you open the page for — who is at the fire, what is waiting on the shelf, and what stands between the two overnight — and they are a fixed height. The Workforce list grows a row per wanderer, so it goes last, where it pushes nothing else off the screen.
  • The ledger pays all the way to the top now. The foreman’s clock used to bottom out at every 30 minutes — which the 5-minute shave reached at Ledger 14, while a fully aged camp can build all the way to 17. Levels 15, 16 and 17 were three eras of upgrades that changed nothing, and they land exactly where a big camp needs him most: a stockpile that fills in twenty-odd minutes spills everything after that, no matter how much you have paid. The floor is now every 15 minutes, which is where level 17 lands — so 15 runs every 25 minutes, 16 every 20, and a maxed Ledger every 15. Every level you can build now pays.

v0.37.10 — The Stockpile Moves Up

  • The tribe page leads with the stockpile. It now sits directly under the Campfire, above the Workforce — it is the card you open the page to read (what is waiting, whether it spills before the foreman gets there), and it was sitting below a workforce list that grows with every wanderer you take in. Workforce and Security follow, in that order. Nothing else changed: same card, same Collect all, same spill warning and foreman clock.

v0.37.9 — Buy All At The Trading Post

  • BUY ALL, TO MATCH SELL ALL (Keltar). Every trade card now has a Buy all beside Buy 1: it takes the trader’s whole remaining stock of that good, or as much of it as your amber covers, in one click. Hover (or long-press) it and it tells you exactly what it is about to do — “Buy all 13 left today — 1,014 amber” — and when it is greyed out it says which wall you hit: sold out for the day, not enough amber for even one, or a full bank with no room for a new stack.
  • THE FOREMAN NOW SHOWS HIS CLOCK (Keltar). The Stockpile card counts down to his next run — “the foreman banks everything in 12m — he comes round every 30m” — right beside the spill warning, since the two are the same question from opposite ends: does the shelf fill before he empties it? The Foreman’s Ledger card carries the same live line, so you can read the cadence your level actually fires on instead of working it out from the ladder. And that ladder’s wording was genuinely misleading: “shave 5 minutes each, down to every 30 minutes” never said WHERE the floor lands, so level 15 looked like it should be 25 minutes. It bottoms out at level 14, and the description now says so.

v0.37.8 — Homestead Wood Climbs In Order

  • FOUR STRUCTURES ASKED FOR THE HARDER LOG FIRST (Macenzie). The Storage Hut and Grand Stable wanted Ironbark — Logging 85 — for levels 46–60 and then dropped back to Frostpine (Logging 72) at 61; the Watchtower did the same thing one tier down; and the Feeding Trough went Redwood (65) → Mangrove (32). Each pair is now the right way round, so the wood a building asks for never gets easier as it climbs. The price did not move: the quantities were re-solved to hold every band within ~1% of what it cost before, which means 46–60 now asks more of an easier log and 61+ asks fewer of the harder one.

v0.37.7 — Loot Stays On The Page That Earned It

  • Delving was showing a hunt’s loot. “Loot this fight” is one running tally, and only hunts and tames ever fill it — but the box was drawn on all four battle pages, so the meat and bones from whatever you last hunted (or were still hunting in the background) sat there under the Delving header, counting up beside a cave you had not entered. Nothing was mis-rolled and no drop table was crossed: the cave was simply wearing another fight’s chips. The tally now belongs to the page that earned it — Hunting and Taming keep theirs, and Delving, Expeditions and Rivals show nothing until they have loot of their own.

v0.37.6 — Mastery Tooltips Tell The Truth

  • THE M99 PERK IS +25%, NOT ZERO. Two of you are already at M99 and the pip you hover said “+0 primary yield” — a leftover from the patch that replaced the old flat +1 with a +25% carry. The engine has been paying the full +25% the whole time (measured on a real save: 272 crystal from 200 swings, exactly +10% doubles, +25% carry, +1% milestone). Only the words were wrong, and now they name the real number.
  • EXPEDITION MASTERY SCALES, AND THE TOOLTIP FINALLY SAYS SO. M50/M99 on an expedition, arena or cave pay 3% of that row's difficulty, not a flat +3/+6 — on the hardest Alpha Arena that is +45 and +45, which the card had been describing as +3. The 2× countdown also stops claiming “every 10th” once a Skill Milestone tightens it to every 8th: the words and the number beside them now change together.
  • And two smaller honesties: the 25 forge recipes and training drills that bank no stack no longer advertise a doubling perk or a yield bonus they can never pay (their interval perks are real and still shown), and the Mastery Pool stops rendering its XP to three decimal places.

v0.37.5 — The Flag Flies Where It Counts

  • The 🚩 biome-clear counter now shows only on PATROL cards — the runs that actually advance it. Cave and boss cards used to wear a permanently-full 25/25 flag they could do nothing about (you cannot even reach them before it fills); their cards already carry their own locks and gates, so the stray counter is gone.

v0.37.4 — The Deep Keeps Its Promises

  • Cave uniques now have pity. Every cave relic still drops at its natural 0.2% on any successful run — the lucky early hit is untouched — but a dry streak can no longer outrun run #400. Each cave card counts your dry runs toward that guarantee (🎲 137/400), the counter clears the moment the relic is yours, and once you hold it the chase is over for good. The rule from the bank patch applies here too: a relic a full bank turned to amber never counts — the streak keeps building until one actually lands in your bank.

v0.37.3 — The Rift Becomes A True Chain

  • The rift is now a true chain. The Warden’s fall opens the Deep Rift, the Twin Sovereigns open the Riftheart, and the Core answers only once the Colossus lies broken — each locked door names the boss that holds it. Zones you had already fought into stay open: your patrol wins there are proof enough. And every rift boss’s FIRST clear now fights at base difficulty — Guardian Heat is a repeat-farming tax, so a fresh Colossus victory no longer heats your first crack at the Core.

v0.37.2 — A Full Bank Tells You What It Cost

  • Bank pressure is part of the game — when every slot is taken, new drops still convert to amber and your idling never stalls. What changed is the silence. The WELCOME BACK report now lists every stack a full bank turned to amber while you were away, item by item, plus the amber they paid; battle reports and raid spoils mark a converted drop with its own → amber chip instead of pretending you kept it.
  • Two things a full bank can no longer eat: a RIVAL FIRST WIN and your ARTIFACT PITY. First-win raids refuse to start until the guaranteed spoils — the signature piece and the tribe’s sure loot — have room, and the scout names exactly how many slots to clear. And a cave artifact that converted because the bank was full no longer resets the pity counter: an artifact you never held is a dry win, so the streak keeps building until one actually lands in your bank.

v0.37.1 — The Contract Board Hangs Real Art

  • The bounty board was the last page still pinning emoji to its cards. Every contract now wears the game’s own drawings: a cull shows the beast you’re hunting, a gathering or forge order shows its skill’s mark, a patrol shows its biome, and the tame, harvest and trade bounties wear their own systems’ art. No new pictures needed — the board just learned to use the ones the rest of the game already owns.

v0.37.0 — The Changelog Clears Its Own Scrollbar

  • The "What’s new" list you are reading right now ran its text and dates all the way to the edge, where Mac and phone scrollbars draw on top of the content — the release dates sat under the scroll thumb. The list now keeps a clear lane for the scrollbar. (Also: version numbers now roll the minor at 100 — after 0.36.101 comes 0.37.0, which is why this entry is one.)

v0.36.101 — The Stockpile Clock Tells The Truth

  • The Stockpile card’s "fills in about…" timer only counted what your tribe makes — never what your crafting lines eat. Run a conversion chain (Macenzie’s report: ore → ingots → hammers and spears) and the card could claim 3 minutes when the first shelf really filled in 15–20. The timer now walks the camp’s actual pipeline — every gather, every batch, what each line consumes from the shelves and then the bank, full-shelf pauses, wounded workers, palisade repairs, even the Foreman’s Ledger sweeping shelves clean on its rounds — so the time you see is the time it happens.
  • The card also names WHICH good caps out first, and the warning stopped over-claiming: a full shelf spills its gathers and pauses the lines that make it — crafted goods were never "lost", their lines hold without burning materials. If nothing will fill within a day (or the Ledger keeps clearing shelves faster than they fill), the card simply stops warning instead of inventing a number.

v0.36.100 — Desktop Hovers The Same Bubble

  • Desktop gets the same info bubble phones just learned to hold for. Hovering anything labelled — a stat badge, a gear piece, a weather chip — now shows the styled popup instead of the browser’s slow plain tooltip: the same look as on phones, quicker to appear, and it can never show twice. Clicks behave exactly as before.

v0.36.99 — Hold To Know, On Phones

  • On desktop you can hover almost anything — a stat badge, a gear piece, a weather chip — and a tooltip explains it. On phones those explanations simply never appeared. Now press and hold: hold a finger on any labelled thing for about half a second and its explanation pops up in a bubble, on every page at once. The bubble stays up after you lift your finger so you can read it one-handed, and clears on your next tap or scroll. Holding a button to read it never presses the button.
  • The first time you touch the game on a phone, a one-time hint says so: hold any label to see what it means. While a hold is in flight the browser’s own long-press text-selection stays out of the way; text boxes still select normally.

v0.36.98 — Tribe Workers Say What They Bring Home

  • A tribe worker’s duty used to read “~1 gather / 11s” — a clock with no cargo. Each working tribemate now shows what they actually deliver: the item and about how many of it per hour, straight from the same numbers the stockpile fills on. Tap the rate for the whole story — what one gather or batch pays, a crafting line’s per-batch bill, and the clock factor by factor: crew pace, their tier, your Age, furnaces on a line, and the +1% per kit point their gear adds. Now you can see at a glance why the Vanguard Elite out-gathers the Novice, and what another pick or plate would buy.
  • Workers also warn when their shelf is full: a red “shelf full” chip appears the moment their item hits the stockpile cap, because a full shelf spills gathers (and holds crafting lines) until you Collect.

v0.36.97 — Raids Get A Scouting Report

  • Raids now open with a scouting report. Rivals carry some of the game’s highest stakes, yet the Raid button used to throw you straight into the gauntlet. It now shows the whole picture first: every fighter’s own win chance and what their blade really does after your Guards and pack soak take their share, the expected number of bouts and roughly what that costs in food, whether you could survive the hardest single hit in their line-up, what a first win guarantees, and how many free bank stacks the spoils want. A warning spells out that raids are live-only — leaving retreats the war-party and resets the gauntlet — and nothing starts until you say so.
  • The rival cards traded their combined difficulty number for the two that matter: your worst single-duel win chance and the strongest hit anyone in their line-up can land. The battle view mid-raid now quotes the same mitigated blade — the hit you would feel, not the raw roll.

v0.36.96 — The Flee Odds Tell The Truth

  • The escape chance on an expedition card was missing your Scouts. Every Scout marching with you adds +10% to the flee roll on a lost run — but the card worked the number out again from pack speed alone, so a scouted party escaped more often than the figure in front of you said it would. The scouting report and the battle view now read the engine’s own flee number, Scouts and the 75% ceiling included, so the odds you are shown are the odds that get rolled.
  • Fleeing also stopped over-promising. The line said pack speed slipped you away “unharmed”, when an escape still costs half the damage a rout would have dealt and still brings nothing home — what it really buys is the pack’s skin. It now says so: half the damage, no pack injury, no loot.

v0.36.95 — Every Rival Flies A Drawn Mark

  • The Rivals ladder was still showing emoji. Fourteen tribes now have their own hand-drawn emblem in the game’s own style: the Mudfoot’s muddy print, the Berry Snatchers’ stolen cluster, a Fern Gully frond, a river-worn Riverbone, a Thornscale barb, the Reavers’ felling axe, the Swampjaw’s toothy snout, an Ashwalker cone, the Obsidian Order’s knapped blade, a Frostfang tooth, a Skyplume quill, the Ember Court’s glowing crown, the Vale Wardens’ warding spiral, and the Apex Accord’s linked rings. Mostly Harmless keeps its own logo. The marks show on the ladder cards and on the raid-spoils lines.

v0.36.94 — Two New Bank Tabs, And Tools That Ask For Bars

  • The Bank has a Rare tab and a Sell tab. Rare gathers everything you would hate to sell by accident — rare materials, relics and war banners, the signature piece from every tribe you have beaten, alpha trophies, biome artifacts, fossil skulls, quest trinkets and your Fang Marks and Rift Shards. Sell holds the opposite: items nothing in the game consumes, wears or asks for, whose only job is amber. Nothing appears in both.
  • Bronze and Iron tools now cost bars instead of raw ore. A Bronze Pick asked for 30 copper ore and 30 tin ore; an Iron Pick asked for 60 iron ore. You do not hammer a pickaxe out of rubble — those ranks now want 30 Bronze Ingots and 30 Iron Ingots, smelted at the forge, alongside the same haft wood, flux and coal as before. The ore you spend is halved to pay for the smelting time, so a rank costs about what it always did. Flint and Obsidian still take raw stone, because both are knapped rather than smelted, and Silver and Starfall keep ore until bars for them exist.

v0.36.93 — Sagebind Salve Earns Its Place

  • Sagebind salve now heals your whole party. Both it and the Fern Poultice healed exactly one dino, so an Alchemy 48 recipe with honey and marshmelon in it bought you nothing a level 10 poultice could not do. The salve ladder now widens as it climbs: Fern Poultice patches one dino, Sagebind Salve patches everyone marching with you, and Primal Balm still heals the entire Stable. The Stable page gets its own button for it, next to the balm.
  • Items now tell you what they do. Salves and dino gear showed nothing in the Bank but flavour text — food, potions, weapons and blueprints all spelled out their effect, salves and saddles did not. Both now state it plainly: a salve says exactly who it heals, and a saddle, barding or trinket lists its stats and bonuses. The Field Guide badge names the reach too.
  • The heal button now spends your cheapest salve. It always claimed to, but it actually grabbed whichever one sat earliest in the bank — so a pricier salve could be burned while a cheaper one sat two slots away.

v0.36.92 — Three From The Field

  • Auto-eat no longer waits for the killing blow. Your keeper now reaches for food whenever they drop below half health, on hunts, expeditions and raids alike — the old rule (eat when the next hit would drop you) still applies on top, so a single huge spike is still answered. It stops the moment you are back over half, so a full larder is never drained to patch a scratch.
  • The Rivals count in the sidebar now shows how many tribes you can actually call out right now. Tribes cooling off after a win, and tribes still locked behind the ladder, drop out of the tally — so it reads 0/15 when nobody will face you and fills back up as they come off cooldown.
  • Your tribe’s Stockpile tells you when it is about to overflow. The Stockpile card now says how long the camp has before its first good caps out, warns under an hour, and turns red once it is full and throwing work away. The "while you were away" summary counts the goods that spilled, so an overnight stall is something you can see instead of something you have to notice.

v0.36.91 — Fold Away Finished Areas

  • QoL: the area sections on the Expeditions and Hunting pages now fold — tap an area’s header to tuck its cards away (the header stays, with a count of what’s hidden), tap again to reopen. Your folds are remembered on this device, and the area jump bar reopens a folded area it takes you to. Much less thumb-scrolling on phones.

v0.36.90 — The Hunting Page Joins The SVG Family

  • Every hunt on the Hunting page now shows a drawn portrait of its prey instead of an emoji — thirteen new silhouettes (Gallimimus, Kentrosaurus, Daeodon, Deinosuchus, the pale Cave Crocodile, Arthropleura, Xiphactinus, Woolly Bison, Cave Hyena, Acrocanthosaurus, Teratornis, the Vale Stalker and Purussaurus), the Titanis wearing the Scarred One’s silhouette without its crown, and the wild Compy, Raptor, Utahraptor and Pachy wearing the same species portraits you know from the taming page. Emoji stay on only as hidden fallbacks.

v0.36.89 — Skill Pages Get Scenic Banners

  • Every skill page now opens on a hand-drawn daytime scene of that skill — a banner across the top with the skill name on it, drawn in the same flat style and palette as the game’s icons. The level bar and Mastery Pool sit in a tighter header beneath it, and on phones the action cards stack in a single column so nothing squeezes.
  • The scenes now run deeper: on skill pages the art flows behind the title, level bar and potions, fading out right at the potion shelf instead of stopping in a box. And every other page joins in — Player, Bank, Shop, Trading Post, Museum, Contracts, Stable, Tribe, Homestead, Map, Quests, Rivals and the Log each open on their own scene, with the Map riding on open sea.
  • Polish: the bonus chips at the top of skill pages — the daily sky boost, your hired hand’s buff and its recent gathers — now sit on solid dark pills so they stay readable over the bright scenes, and the sky-boost pill hugs its text instead of stretching across the page.

v0.36.88 — Toast Icons Join The SVG Family

  • Polish: the pop-up toasts (achievements, quests, mastery milestones, raid results and the rest) now lead with a drawn SVG icon instead of an emoji — the same hand-drawn style as everything else in the game. Emoji stay on only as a hidden fallback.

v0.36.87 — Close The Changelog From The Top

  • QoL: this What's-new dialog now keeps its header in view while the entries scroll, with a ✕ close button up top — no more scrolling past the whole history to reach the Close button at the bottom. Escape and clicking outside still work as before.

v0.36.86 — Action Cards Read Right To Screen Readers

  • Accessibility: the kibble and Scout chips on action cards are now real buttons a screen reader can find and press — before, the whole card read as one flat label and the chips inside were unreachable. Mouse and keyboard behavior is unchanged: click or Enter/Space toggles the action, the chips still do their own thing without starting it, and locked cards stay locked.

v0.36.85 — Escape Works In Every Dialog

  • Fixed: pressing Escape now closes the scouting report, the drops list, the sell-all confirmation, Settings, and the changelog — in several of these it silently did nothing before. Every dialog also announces itself properly to screen readers and puts keyboard focus inside when it opens. Dialogs that need an answer (the welcome-back summary, the death screen, the cloud save chooser) still stay until you choose.

v0.36.84 — A Safety Net Under The Simulation

  • Hardening: a bug in any one on-screen reaction to a game event — a toast, the loot feed, a sound — can no longer interrupt the simulation mid-step. Before, such a bug could cut an action short after it took your materials but before it paid out, and the autosave could keep that half-finished state. Now the error is contained and logged, the step completes in full, and everything else keeps running.

v0.36.83 — Fixed The Player Page Crash From Doubled Tonics

  • Fixed: the Player page (and the battle sheet) could crash — and on mobile leave a stuck menu over the whole game — for saves where auto-drink had poured a second copy of the same tonic. Auto-drink now refills only its own potion line, so mixing two skill-speed tonics with AUTO armed can no longer double one of them up. Saves already carrying a doubled tonic clean themselves up on load, keeping the longer-running copy. And if a page ever does hit an error, it now shows a plain error panel with a way back to the Bank instead of freezing the game behind a dead menu.

v0.36.82 — No More Phantom Completions

  • Fixed: when an action sped up mid-swing — a speed potion drunk partway through a tame, a tool rank bought, the weather turning — the time you had already banked could overshoot the new, shorter timer. The engine mis-counted that overshoot as extra elapsed time: completions fired for seconds that never passed, and the clock behind health regen and potion timers briefly ran backwards. Now the overshoot simply finishes the action once (you keep every second you actually waited) and everything after runs on real time.

v0.36.81 — The Primal Balm Gets Its Button

  • New: a "Use Primal Balm" button at the top of the Stable roster whenever a balm sits in your bank. One click heals every hurt or injured dino in the stable, and the button shows how many need it. The balm has been craftable (Alchemy 86) and buyable at the Mark Exchange all along — but there was no way to actually use one. Now there is.

v0.36.80 — Salves Top Up Part Health

  • Fixed: the Heal button on a pack dino’s card did nothing unless the dino was fully injured. A dino hurt on a hunt or expedition — say 40/46 HP — lit the button up, but clicking it silently refused. Salves and Primal Balms now also restore a dino that’s merely below full health, so your pack can be topped up on the trail. (Pack dinos still don’t rest-regen — resting only happens at home, off duty — but now the poultice actually works on them.)

v0.36.79 — Pack Points Tell The Truth, And Cards Stay Live

  • Fixed: a dino’s "pts" on the Player page now match what it actually adds to your expedition strength. The Player-page number left out the bonus an ATTACK-role dino gets, so it under-counted your best attackers; it now uses the exact same calculation the battle screen does. (Stable-page pts are unchanged — those never claimed to include a role bonus.)
  • Under the hood: the way action cards, the battle sheet and other live numbers stay up to date was rebuilt on a single, reliable trigger instead of ~40 hand-written "watch this value" hints scattered across the screens. Those hints were easy to get wrong — a missing one was behind the train-card freeze fixed a couple of versions back — and they’re now gone. You won’t see any difference except that these numbers can no longer silently go stale.

v0.36.78 — Lighter On Your Battery

  • The game now does noticeably less background work while it idles. It refreshes what’s on screen about eight times a second — but it used to rebuild the data for EVERY page each time, including all the pages you weren’t looking at: the dispatch board, dig sites, the food list, and every Trading Post row, rebuilt around 30,000 times an hour each for nothing. Those now refresh only while their page is open (and rebuild instantly the moment you switch to it — you can’t tell the difference by looking). Measured, this roughly halves the game’s steady background work, which on a phone means less warmth and battery drain from a tab you keep open all day. Nothing about what any page SHOWS changed, and the Trading Post tab still appears the instant trading unlocks.

v0.36.77 — Cloud-save Code Now Has Direct Safety Tests

  • Under the hood: the cloud-save logic that decides whether an upload is safe — including the "is this the save I sent earlier?" check that prevents your own progress from ever being mistaken for a conflict — now has direct automated tests covering the exact tricky sequences behind past sync issues. Nothing changes in how the game plays; this is a safety net so those paths can’t quietly regress in a future update. One tidy-up rode along: signing in now fetches your cloud save through the same code path every other cloud action uses.

v0.36.76 — The Device Check Compares Honest Numbers

  • Fixed: while the game is still checking your other devices at startup, it no longer re-saves in the middle of that check. On a slow connection, the 30-second autosave could stamp the freshly caught-up state over the save the check was about to read — so the "which save do you want?" comparison showed this device pumped up by its away-time catch-up and could recommend it over genuinely newer progress from another device, and the routine silent catch-up could turn into an unnecessary question. Saving and uploading now wait the few seconds the check needs (never more than a minute, even if the network hangs), then resume as normal. A slow check also no longer has its answer accidentally thrown away by the autosave’s retry — which used to keep cloud saving switched off for an extra cycle on every slow-network start.

v0.36.75 — Full Device Storage: Visible, Bounded, Survivable

  • Fixed: the game no longer fills your browser’s storage with old safety copies, and it TELLS you if saving to this device ever starts failing. Every import, cloud-conflict choice and cross-device catch-up keeps a safety copy of the save it replaces — but nothing ever cleaned them up, so devices that sync a lot crept toward the browser’s storage limit. Only the five newest copies are kept now. If storage does fill up anyway, autosaves used to fail in complete silence — closing the tab could lose your session with no warning at all. A clear banner now appears the moment a save fails, stays until saving works again, and clears itself once space is freed. And a full device can no longer block CLOUD saving either — the cloud push (which needs no local space) now always goes through.

v0.36.74 — Cross-device Catch-up Survives A Failed Write

  • Fixed: if the game failed to save an incoming cloud copy to this device — a full browser storage quota is the usual culprit — it could be left believing the copy HAD landed. The silent cross-device catch-up (open the game on a second device and it quietly adopts the newer save) and the Settings restore both recorded "this device now carries that version" before actually writing it; when the write failed, the next launch trusted that record and could push this device’s older save over the newer one without asking. The order is now write-first: the record only updates after the copy is really on disk, and a failed write leaves things exactly as they were — the game plays on, shows a sync error, and the next launch asks the honest "which save?" question instead of guessing. A failed import also no longer leaves the session silently unable to save at all.

v0.36.73 — A Failed Cloud Check Can’t Overwrite Your Save

  • Fixed: a cloud check that FAILS — offline boot, flaky wake, a server blip — no longer lets this device overwrite your cloud save blind. The game used to treat a failed check like a finished one and start pushing; on a device that didn’t know your cloud history (a fresh browser, or a shared computer where someone else signed in last) that push could bury progress made elsewhere without the usual "which save do you want?" question. Now a failed check keeps uploads on hold and quietly retries in the background — your game keeps playing and saving locally the whole time — and uploads only resume once the game has actually seen your cloud save. The same hardening stops a misbehaving network from ever LOOKING like an empty account.

v0.36.72 — Sign In Once, Cloud Saves Stay On

  • Fixed: signing in WITHOUT refreshing the page now keeps cloud saving fully alive. Signing in — or registering, or finishing a password reset — from the in-game login synced your save once, but the background protection stayed off until the next full page load: the every-minute cloud push, the goodbye save when the tab closes, and the freshness check when the game wakes from sleep were all silently dead, even while the sync chip said "synced". That was every new player’s first session. All of it now switches on the moment you sign in, and signing out now fully switches it off.

v0.36.71 — The Pack Banner Tells The Truth

  • Fixed: the Player page’s "hunts N% faster" pack banner overstated your pack’s real effect by roughly 1.7× — it was computed with an old formula the game engine never actually used. The banner now reads the exact formula your hunts run on, so the number you see is the speedup you get. Example: attack 30 with a 50-attack pack really hunts 14% faster — the banner used to claim 23%. Only the displayed number changed; hunt speeds themselves were always computed correctly.
  • Fixed: TRAIN drill cards now unlock the moment their species joins your stable. Tame a Dire Wolf on the Taming page and "Train Dire Wolf" used to stay greyed — still claiming it needed the wolf standing right there in your stable — until you left the page and came back. The card now notices the tame instantly.

v0.36.70 — Welcome Back, Four Times Faster

  • The game now loads much faster after a long time away. Coming back from a full night used to freeze the page for a couple of seconds on a computer — and far longer on a phone — while the away-time catch-up re-checked every achievement after every single completed action, tens of thousands of times. The catch-up now only re-checks achievements whose progress actually moved, which cuts the freeze by about four times (measured: 2.3 seconds down to 0.6 for an 18-hour absence). Nothing about WHAT you earn changed: the same actions, achievements, quest steps and welcome-back summary come out identical, down to the last number — only the wait is shorter.

v0.36.69 — Dig Crates Respect The Bank Cap

  • Fixed: DIG crates now respect the bank cap. A dig finishing against a full bank could push you one slot over, which silently stopped your action and blocked every restart with nothing saying why — the same lockout v0.36.51 fixed for eggs and dispatches, through a path that fix never covered. Crate goods a full bank can’t hold are now skipped and listed on the welcome-back screen like every other skipped drop. SKULLS and pity PAGES are deliberately different: those always land, squeezing at most one slot over, because losing a first skull or your pity progress would be worse than a briefly over-full bank.

v0.36.68 — Old Saves Survive Removed Content

  • Fixed: a save whose RUNNING ACTION was removed from the game in an update could no longer start — the game hit an error on every load until you wiped. It now boots normally: the vanished action simply stops, a notice tells you why, and everything else in the save is untouched. The same protection now covers a WORKER (or a very old save’s companion) whose species left the game — the dino stays in your stable, just unassigned, instead of the save being reset.

v0.36.67 — Nursery Graduates Keep Their Inherited Health

  • Fixed: dinos raised in the NURSERY now keep their inherited HEALTH. Bred health was rolled and passed down correctly — the hatchling carried it — but the moment a baby grew up and joined the stable the stat was dropped, so every bred dino fell back to its species average. It now carries through graduation, flat: imprint boosts the combat stats, health stays what the lineage gave it, the same rule veteran growth follows. Applies to hatchlings graduating from now on; already-grown dinos keep the stats they have.

v0.36.66 — Rivals Counter Counts Down

  • The Rivals count in the sidebar now shows how many tribes are LEFT to conquer instead of how many you have beaten. It starts at 15/15 and drops to 14/15 the moment you win a raid, so a glance tells you what is still out there. The progress bar under it still fills as you conquer.

v0.36.65 — XP Potions On Every Page, And Auto-drink

  • The four XP potions — Focus Tonic, Sage Elixir, Scholar Elixir and Ascendant Elixir — are now on the POTION SHELF of every skill page, the Farm included. They boost the XP of whatever you are doing, but they had no skill of their own, so no page could ever show them and the Bank was the only place you could drink one. They cost a single tile: all four share the XP line, and tapping it opens the usual picker.
  • New: AUTO-DRINK. Every potion tile now has an auto pip. Switch it on and the moment that potion runs out, another one is poured — the same one you last picked, so switching tiers in the picker re-aims it. Switch it off and it stops. Each line is its own switch, so you can keep XP topped up without touching your speed brews.
  • Auto-drink keeps running while you are away, which means a long night can genuinely work through a shelf. Nothing is hidden: the welcome-back summary now lists every potion it drank, the same way it already lists what your workers ate. Lines you never switch on behave exactly as before.

v0.36.64 — Party Roles That Matter Everywhere

  • All three party ROLES now pay out in every fight you pick. ATTACK leads the trail at power ×1.2, up from ×1.1. GUARD shields you for −15% damage each, down to −30% with a full guard, and it now works on HUNTS and RIVAL DUELS as well as on expeditions and delves — until today a Guard did nothing at all out on a hunt. SCOUT gives +10% flee chance and +4% Trail Cache finds, both double what they were.
  • Scouts also do two new things. On a HUNT they read the trail ahead: −6% hunt time each, to −18% with three. On a TAME they pick you a better one: +4% to the newcomer's starting stats each, to +12% with three — the only role bonus that stays with you, since a tame's stats are permanent.
  • Nothing about the encounters themselves moved. Every win rate was re-measured against its pinned band before this shipped, and none of them shifted; even a full party of four Attacks moves a real patrol by about one point. Your pack got better — the valley did not get easier.
  • The battle view called the Attack role VANGUARD, its old name, while the Player page beside it said Attack. Both say Attack now. The role itself was never affected — only the label on that one badge.

v0.36.63 — Tribe Buildings Reach Up The Ladder

  • Tribe buildings used to want the same four Grasslands materials forever — wood, fiber, stone and hide — so nothing you unlocked after the first hour was ever asked for, and an upgrade was never a reason to go anywhere. Every building now climbs through three bands: starter goods, then something you make, then a biome material you have to travel for.
  • Each building sends you somewhere different. Living Quarters end up wanting Bogscale from the Murkwater, the Campfire wants Deepchitin from the Caverns, the Central Depot wants Slagplate from the Badlands, the Smelting Furnaces want Reefshell from the Coral Shallows and the Watchfire wants Rimepelt from the Frozen Wastes.
  • The early levels cost exactly what they always did, so nothing you were already saving for got more expensive. The new bands only open at levels above what most camps have built, and the scarce materials are asked for in small numbers — a dozen or so, not hundreds.

v0.36.62 — The Campfire Draws Wanderers In Faster Again

  • Tester (Keltar): the Campfire promised to draw wanderers in faster, then quietly stopped doing it. Camp prestige and the Campfire shared one bracket, and prestige on its own was enough to pin the arrival timer at its one-minute floor — so past a point every Campfire level bought nothing at all, however much you spent on it.
  • The Campfire now lowers that floor as well. At the Iron Age ceiling a maxed fire brings arrivals down to about 33 seconds, and every level in between is a real step. If you have not built one, nothing changes.

v0.36.61 — Delve Cards: Real Drop Odds, And An Icon Each

  • Rare drops no longer read 0%. Every cave's unique — the Glowworm Lantern, the Cavern Charm, the Fang of the Depths and the rest — is a real 0.2% find, but the card rounded it to a whole number and printed "0%", which said the drop was impossible. Twenty-three drops were affected: all eleven cave uniques and twelve Gamma Arena primal pieces. Nothing in the game actually has a zero chance, and the odds themselves have not changed.
  • Every cave has its own picture now. Seven of the eleven shared one icon, because a cave without art of its own borrowed its first drop's — and those caves share a first drop. Each now shows its biome.

v0.36.60 — Party Roles And The Heal Button

  • The Vanguard party role is now called ATTACK. Only the name changed — the role your dinos already carry is untouched, and it still leads the trail at power ×1.1.
  • The Heal button on a dino card is always there now. It used to appear only while the dino was injured, so a dino sitting at part health showed no way to top it up and the button seemed to come and go. It is greyed out when there is nothing to heal, or when you have no salve — and the tooltip says which.

v0.36.59 — Phone Navigation: Four Tabs Along The Bottom

  • The phone menu is now four tabs at the bottom of the screen — You, Camp, Skills and Frontier — and each one opens a list of its pages. It used to be a single row across the top holding all 26 destinations, 3,789px wide on a 390px phone: Farming sat 3,620px along it, so most of the game was a long sideways swipe away.
  • Tester (Shae): the row also never scrolled to where you were, so it "often loaded in the middle" and told you nothing about which page you had open. The tab you are in now carries a green dot.
  • The top of every page got 62px back — the row that used to sit there is gone. The tabs sit at the bottom instead, where your thumb already is, and the sheet opens above them so switching group is one tap.
  • Nothing moved on desktop. The sidebar is unchanged above 720px.
  • The new tab bar was covering things. Achievement toasts, the tutorial coach and the version badge sat underneath it and could not be read, and it painted over both the Settings dialog and the welcome-back summary, hiding the button that closes them. The bar now sits below anything meant to interrupt you, and everything anchored to the bottom of the screen clears it.

v0.36.58 — Fixes

  • Tester (Shae, Galaxy S10e): the weather forecast hung off the left edge of the screen on a phone, so half of it was unreadable. It now fits the screen at any width — and the more amber you were carrying, the worse it used to be, because a longer number pushed the chip further left.

v0.36.57 — The Crafted Ladder: Armour Classes And Biome Materials

  • Tester (Keltar): crafted armour used to be priced off your SKILL LEVEL alone, which said nothing about where you actually were — so a Crafting 55 Fiber Tunic gave 6 defense while a Smithing 58 Iron Plate gave 8. Crafted gear now belongs to a biome tier, and the two skills pay the same at the same tier. The Fiber Tunic and the Iron Plate are now worth exactly as much as each other.
  • Armour has classes. Crafting makes LIGHT armour, which spends part of its budget on attack; Smithing makes HEAVY armour, which puts all of it into defense; the biome drop sets are MEDIUM. Same worth, different shape — so the Fiber Tunic is no longer just a worse Iron Plate, it is a different trade.
  • Every level-up in a slot is now worth something. Seven crafted pieces used to give no more than something you had already unlocked — the Mangrove-Frame Shield at Crafting 63 matched the Bronze Shield at Smithing 42, twenty-one levels for nothing. That cannot happen any more.
  • Seven new armour materials — Bogscale, Deepchitin, Slagplate, Reefshell, Rimepelt, Windquill and Valehide — one for each biome that has armour you can craft there. They drop from that biome's hunts and, more slowly, its patrol, so making the Badlands plate now means going to the Badlands. Early recipes are untouched: nothing below the Murkwater needs a material, and weapons need none at all.
  • Hunting finally belongs somewhere. Every hunt now has a home biome and pays that biome's material — it had no link to a place or a creature at all before, just a level.
  • Some worn gear changed. Crafted armour is broadly stronger and now leans by class, and crafted weapons kept their power but climb evenly; the Hide Vest is the one piece that drops (4 defense to 3). Crafted gear also sells for more, because it is made of more. Nothing you own disappeared.

v0.36.56 — Expedition Tab: Combat Potions And A Jump Bar

  • Tester (Keltar): the Expeditions page now carries your combat potions — Berserker Brew, Bulwark Brew, Bog Mint Tea and the rest — so you can buff attack, defense and regen right where you pick a fight instead of going to the Bank. Only ones you actually hold show up, so the page does not get longer.
  • Also (Keltar): a row of area chips above the list. Tap one to jump straight to that biome instead of scrolling past every section you have already cleared — the deeper you are, the more it saves, and it helps most on a phone.
  • Potions that do the same thing now share one shelf tile. Berserker Brew, Wrathroot Tonic and Titan Brew are all "+attack" and only one can run at a time, so the shelf shows the strongest one you own and a "2 more" tap opens a picker at the bottom of the screen to spend a cheaper one instead. Nine combat potions become three tiles.

v0.36.55 — Under The Hood: The Save-sync Rules, Written Down

  • Groundwork, with nothing to see in game. The rules that decide when your save is written, when it is sent to the cloud, and what happens when you switch devices were spread across the code as a set of flags. They are now one place with tests around them — including a test for each of the five save-sync problems reported in the past, so none of them can come back unnoticed.
  • No change to gameplay, progress, balance or your save.
  • The sync journal in Settings now stamps each line with the game version that wrote it — so if you ever send a screenshot of it, it says which build produced what.
  • Part 2: the game now actually uses those rules. The eight scattered flags that used to coordinate saving and syncing are gone, replaced by the single tested component. Behaviour is deliberately unchanged — this is groundwork so the next fix in this area lands somewhere provable.

v0.36.54 — Smoother Skill Pages, And A Bank That Scales

  • Opening a skill page rebuilt its whole action list from scratch, several times a second. It is now worked out once and reused — the skill pages should feel noticeably smoother, especially on a phone.
  • Bank lookups no longer slow down as your bank grows. At a small bank you will not notice; with hundreds of slots filled it is dramatically faster.
  • No change to progress, loot, balance or saves.

v0.36.53 — The Away Screen Learned 44 New Jokes

  • "While you were away…" now rotates through 45 different headings — "Look who remembered they own a valley.", "Nobody was eaten. Great success.", "A complaint was filed. By a dino." — so coming back is a little less samey. The original line is still in the mix.
  • A line will not come round again for at least 12 returns, so you should get a good few weeks of play before one repeats.
  • Cosmetic only: nothing about your progress, your loot or your dinos changes.

v0.36.52 — The Loading Screen Tells You It Is Catching Up

  • Coming back after a long time away, the game has to replay everything that happened while you were gone — and on a phone that can take a good few seconds. The loading screen used to just say "Loading Primal Idle…" the whole time, which looks like it has hung.
  • It now names the wait: "Catching up on 18h away…". Short absences are unchanged — the notice only appears when there is actually a wait worth explaining.

v0.36.51 — Fixed: A Full Bank Could Silently Stop Your Action

  • With a full bank, a laid egg (or a returning dispatch squad) could push your bank one slot past its limit. Once over, the game considered EVERY action unable to store its output — so whatever you were doing quietly stopped and would not restart until you freed a slot by hand, with nothing on screen explaining why. Leaving the game running about six hours on a full bank was enough to trigger it.
  • Those deposits now respect your bank limit the way every other passive source already did. A full bank still means some drops are missed — but your action keeps running, and the bank can never end up over its own cap.
  • The "While you were away" screen now tells you what a full bank cost you, with a row per item — so a missed drop is something you can see and act on, not something that quietly disappears.

v0.36.50 — A Much Lighter Game Loop

  • The game now rebuilds its screens about eight times a second instead of sixty — roughly 90% less background work every second you have it open. Phones and laptops should run cooler, hold framerate better, and drain noticeably less battery on long idle sessions.
  • Nothing you touch got slower: progress bars, hunt timers and duel bars still move at full smoothness, and anything you click still updates the instant you click it.

v0.36.49 — Heal Your Dinos From The Player Page

  • Heal dinos from the player page. An injured dino's card on your Player page now has a green Heal button — one tap patches it up with a salve from your bank, no trip to the Stable to hunt it down. It's greyed with a hint when you have no salve to spend.

v0.36.48 — Potion Shelf — Drink Potions Where You Use Them

  • Drink potions on their own skill page. Each skill now has a little POTIONS shelf at the top with that skill's own potions as tap-to-drink bottles — Lumber Tonic on Logging, Miner's Brew on Mining, crop tonics on the Farm, and so on — so you no longer have to open the Bank to buff the thing you're doing. The bottle shows how many you have; drinking one flips it to a live countdown; a potion you haven't brewed yet sits greyed with a “Brew in Alchemy” hint.

v0.36.47 — Expeditions — How To Open The Next Area

  • Expeditions tell you how to unlock the next area. A locked region used to just say “Unlock Coral Shallows” without saying how; it now names the boss that opens it — e.g. “Unlock Coral Shallows — beat the Scorched King” — so it's clear you need to defeat the previous area's guardian.
  • And the zone boss shows both of its gates. A guardian card now lists the full path up front — “Unlock Murkwater Swamp — beat the Old Growth Tyrant” AND “Beat 0/25 patrols to unlock” — so you can see you must open the zone and then win 25 patrols there before the boss appears. (The patrol line used to hide until the zone was already open, and read “Clear … (0/25 patrols won)”.)

v0.36.46 — Steadier Start — A Loading And Recovery Screen

  • A steadier start. The game now shows a brief “Loading Primal Idle…” screen while it boots instead of a blank page, and if it ever fails to start — a corrupted save, a misbehaving browser extension — you now get a readable recovery screen (your save left untouched) instead of a white screen. Browsers with JavaScript turned off get a clear note explaining the game needs it.
  • The campfire alert shows who arrived. When a wanderer is waiting at your fire, the little badge on the Tribe menu is now that person's own portrait instead of a generic flame — so you can tell at a glance who's come to camp.

v0.36.45 — Wake In Order — Device Switching, Fixed

  • Device switching no longer picks the wrong save. When a phone woke from sleep after a long gap, the game replayed your away-time into the sleeping save BEFORE it had checked the cloud — so the "two saves found" screen compared an inflated copy and could crown the older one "furthest along". The cloud check now runs FIRST: the game briefly pauses ("Checking your other devices…") until it knows the truth, then credits your away-time onto whichever save actually wins. The comparison you see is always honest.
  • The routine switch is now invisible. If a device has no unsaved progress of its own (you synced, then played elsewhere), opening it silently continues from your latest cloud save — with a small "Caught up — continued from your other device" note — instead of interrupting you with a choice. The "two saves found" screen now appears only when there is a genuine fork: real progress on BOTH sides.
  • ‘Use the cloud save’ re-checks first. If the choice screen sat open while another device saved again, picking the cloud copy now re-fetches the latest first, so you never adopt a copy that's already been superseded.
  • Sync journal records the activity. Each entry in the Settings sync journal now notes what the save was doing (which action) — so a "right time, wrong activity" report is provable from one screenshot.
  • Hardened (pre-release review). The silent "caught up" now only ever moves you FORWARD — if the cloud copy is actually behind yours (an old restore, or another device that kept a stale save), you get the choice screen instead of a silent downgrade. Also fixed a brief morning freeze on a flaky connection, and two rare timing windows on iOS that could have re-shown the wrong comparison.
  • The master vault price stops dropping. The broker's bank vault used to rise to 450k, then fall to a flat 100k and stay there — so buying the next rank got cheaper. It now climbs every rank like the other two vault lines, +5k a rank from 455k to 680k at the top.
  • The “two saves found” screen uses the real icons. The "working on…" line for each save showed a plain emoji for the action instead of the same drawn icon you see in-game. It now renders each action's own SVG.

v0.36.44 — Beta Patch — Seeds & Full Banks

  • Foraging seeds no longer vanish on a full bank. Every crop seed was already wired to a working foraging drop — but if your bank was full, a seed you didn't already own had nowhere to land and was silently turned into amber, so you could never obtain it. Now a gathering action stops with the bank-full banner instead: clear a slot and the seed drops as intended. (Expedition relic drops are unchanged — they still convert to amber rather than halting a run.)

v0.36.43 — Beta Patch — A Real Fang

  • The Fang Mark icon is now an actual dino fang — a curved, serrated carnivore tooth with a fleck of blood still at the root — instead of the old stamped bone chit.

v0.36.42 — Beta Patch — The Last Emoji

  • The whole game is svg now. This patch clears the last fifteen screens off the icon worklist — the login page's show-password toggle, the tab-lock "Play Here" wall, the tutorial coach's footprints, the weather overlay's drifting snow and leaves, the Quests board, Trading Post, Homestead, Museum wings, Shop, Excavations, trail Battle Reports, the death screen, the cloud-sync chip up top, and the Settings restore list. Every glyph a player sees is now a hand-drawn SVG. Six new icons joined the set along the way: a megaphone, an open and a struck-through eye, a snowflake, footprints, and a warning dot.

v0.36.41 — Beta Patch — Drawn Farm & Contracts

  • The farm and contract board are all svg now. The Farm's Harvest-all / Replant / Make-compost buttons, the plot lock icons, compost mark and uproot warning, plus the Contract Board's Fang Mark costs and "claimed" tag, all traded their emoji (🌾 🌱 ♻ 🔒 🍂 ⚠️ 🦷 ✔) for SVGs. Two new icons for the farm: a wheat sheaf and a seedling.

v0.36.40 — Beta Patch — Drawn Skill Pages

  • The per-skill pages are all svg now. The hired-hand buff line, the Mastery Pool header and Spend button, the biome-clear progress flags, lock lines, fallen-gear headstone, the Arena banner and the Rift Bazaar "claimed" tag used to render raw emoji (⚠️ 🛠️ 🧺 🏺 ⭐ 🚩 🔒 🪦 ⚔ ✔). All are hand-drawn SVGs now — no new art needed, every glyph was already in the set.

v0.36.39 — Beta Patch — Drawn Rivals

  • The rivals ladder is all svg now. The war-score chip, each tribe card's win-flag, difficulty, lock line, cooldown clock, legendary sparkle and the Raid button used to render raw emoji (🛡️ 🚩 ⚔️ 🔒 🕐 ✨ 🎁). All are hand-drawn SVGs now — no new art needed, every glyph was already in the set. (The tribe crests themselves are still emoji — those are their own drawing job, tracked separately.)

v0.36.38 — Beta Patch — Drawn Stable

  • THE STABLE IS ALL SVG NOW — the biggest emoji surface in the game. Every dino card badge, section heading, hired-hands panel, dispatch report, breeding/nursery card and stasis strip used to render raw emoji (🧬 💞 🎖️ 🔒 🔓 ❤️ 💤 🧭 🛠️ ⚠️ 🩹 🔶 ♻ 🥚 🧺 🎲 💪 📦 🐣 ⭐ 🐾). All of them are hand-drawn SVGs now — including the lock/unlock toggle, the imprint hearts and the nursery hatchling. Three new icons joined the set: an open padlock, a bonding heart, and a hatching chick. The background-task and gear dropdowns keep their native menus (best for keyboards and phones) with clean, emoji-free option text.

v0.36.37 — Beta Patch — Drawn Achievement Toasts

  • The pop-up toasts are all svg now. The little notifications that slide in when you finish a quest, tame a pet, unearth a skull, complete a museum wing, forge a piece, earn an achievement and more used to label themselves with raw emoji (📋 🧭 🎒 🥚 💀 🏛️ ⭐ 📖 🎁 🎖️ ⚔️ ⚒️ 🏆 🟠). Every toast header is now a drawn SVG. Three new icons joined the set: a skull, an open book, and a forge anvil.

v0.36.36 — Beta Patch — Drawn Valley Map

  • The valley map is all drawn now. The map markers used to be raw emoji sitting on the hand-drawn parchment (👑 guardians, ⛏️ digs, 🏕️ home, 🧭 squads, 🚩 captured outposts, 🦕 sea, 🔥 camps). Every one is now a little ink-and-color glyph drawn in the map's own cartographer style, and the map legend matches them. Cleaner and far less out-of-place than the old emoji.

v0.36.35 — Beta Patch — Drawn Completion Log

  • The completion log is all svg now. The achievements board, the creature and guardian rosters, and the item/creature detail modals used to render raw emoji across headings, badges and placeholders (🏆 🟠 ❓ 👑 ❤️ ⚔️ 🛡️ 🧪 🩹 🐾 🌿 🍽️ 🍖 🧭). All of them are hand-drawn SVGs now — undiscovered entries show a drawn “?” and undefeated guardians a dimmed crown. Four new icons joined the set: a question mark, a potion flask, a leaf (herbivore), and a plate (omnivore).

v0.36.34 — Beta Patch — Drawn Player Page

  • The player page is all svg now. Your character sheet, gear locker, the whole Pack Board (Your Pack / Working / Idle / Away) and every dino detail card used to render raw emoji across stats, badges, headings and buttons (🎖️ ❤️ 🛠️ 🐎 🧭 🩹 🔒 ➕ ⚔️ 🛡️ 🪦 🟠 🧰 ✅ 🐾 🔥 ♻️ 🗡️ ⛏️ ⚠️ 🧺 ⏸️ 💤 🗺️ 🥚). All of them are hand-drawn SVGs now, including the pack role chips (Vanguard/Guard/Scout). Six new icons joined the set: a wrench, a plus, a headstone, a recycle loop, a pickaxe, and a speckled egg.

v0.36.33 — Beta Patch — Drawn Action Cards

  • The skill action cards are all svg now. Every gathering, hunting, taming and expedition card — the busiest surface in the game — used to sprinkle raw emoji across its lock lines, chips and the Scout preview (🔒 📐 ⚔️ 🌤️ 🐾 🍖 🎓 🎲 🔍 👑 🔥 🏟️ 🚩 🧰 ⭐ 🏃 💪 🩸 ✅ 🛡️ 💨 ▶). All of them are hand-drawn SVGs now. Six new icons joined the set to make it possible: a magnifier (Scout), a die (win chance), a colosseum (arena), a play triangle (Set out), a rally pennant (biome progress), and a paw print (the stable).

v0.36.32 — Beta Patch — Drawn Bank

  • The bank is all svg now. The item-detail panel — sell prices, heal amount, weapon attack/defense, blueprint "teaches", the treasure note and every "sell for amber" total — used to render raw emoji (🟠 ❤️ ⚔️ 🛡️ 📐 💰). All of them are hand-drawn SVGs now, and the Gear and Saddles tabs finally have their own drawn icons instead of falling back to emoji.

v0.36.31 — Beta Patch — Drawn Nav

  • The sidebar is all svg now. The left-hand navigation used to show raw emoji for Trading Post, Museum, Contracts, Tribe, Map, Quests and Rivals (they had no drawn icon at all). Every nav entry — plus the hungry-hatchling and campfire badges — is now a drawn SVG. Four new icons joined the set (a market stall, a pillared museum, a pinned notice board, a folded map), and the page titles for the Shop, Trading Post, Museum, Contracts, Quests, Rivals, Settings and "What's new" screens are drawn too.

v0.36.30 — Beta Patch — A Drawn Sky

  • The sky is drawn now. The weather chip that sits in the top bar all day — plus its forecast popover, the PlayerPage effect rows, and the SkillPanel/FarmPanel sky-boost tags — used to render raw emoji. All eleven weathers (clear, rain, storm, heatwave, tailwinds, mist, snowfall, aurora, fog bloom, migration, emberflow) and all four seasons (Verdant, Blaze, Amber Fall, Frost) are now hand-drawn SVGs in the game's house style. This was the single highest-traffic emoji surface in the game.

v0.36.29 — Beta Patch — Drawn Icons For Every Battle

  • Drawn icons across every battle. The Battle and Expedition screen no longer uses raw emoji for health, attacks, equipment slots, timers, warnings, outcomes, rivals, expeditions, hunts, tames, or controls. Every one now renders a palette-matched SVG from the game's icon registry — including 12 new battle glyphs for empty gear slots, timing, running, checks, alphas, mist, stopping, balance, and celebration. The old emoji remain only as invisible fallbacks; combat, saves, and balance are unchanged.
  • Power now strikes at a glance. The old brown flexed-arm glyph and its bulky raised-fist revision both read ambiguously at combat size. Power now uses a wide amber lightning bolt with a deep center cut, long tapered point, bright facet, and thick rounded outline, so creature, hunt, and tribe strength reads immediately. This is an artwork-only refinement; stats and balance are unchanged.

v0.36.28 — Beta Patch — SVGs For The Save Screens

  • Drawn icons on the save screens. The "two saves found" cloud-conflict picker and the "while you were away" offline summary were still full of raw emoji. Every one is now a drawn SVG in the game's house style — a cloud, a floppy disk, a warning triangle, a compass, a medal, a gift, a moon and more (13 new glyphs), plus the existing set (trophy, crown, star, crate, shield, flame, amber, HP, mutation…). Emoji only ever appear now as the invisible fallback, per the SVG-only rule.

v0.36.27 — Beta Patch — Muster The Whole Camp

  • Select all for outpost strikes. The Rogue-Clan Outposts picker gains a "Select all" button that fields every fit tribe member in one click — and once everyone is picked it flips to "Clear" to empty the bench. A running "N/M picked" count sits beside it so you can see the muster at a glance. Wounded members still sit it out.

v0.36.26 — Beta Patch — The Nursery Grows Up Honestly

  • No more free grow-up. Once a baby has taken all three cares it is 100% imprinted but still has its final growth stretch to finish. The "Grow up now" button used to hand you that fully-grown dino early for free — a straight time-skip. Now the button is only there while you still have unfed cares to trade away; a fully-imprinted baby simply finishes on the clock (its 100% imprint is already locked in). Releasing early at reduced imprint still works exactly as before.

v0.36.25 — Beta Patch — You Are Here

  • The restore list shows you are here. A pinned Current save row now tops the cloud-restore list — your head revision and last sync time, marked as the latest — so the archive checkpoints below it (which can trail by a few hours, by design) no longer look like the newest copy went missing.

v0.36.24 — Beta Patch — The Diary Caught It

  • The cloud diary caught its first burial. The save-choice dialog now shows how many cloud saves this device has NEVER seen and when it last synced — because a device that just woke up restamps itself with offline catch-up and can look deceptively current. Choosing to bury 20+ unseen cloud saves now asks for a second click with the count spelled out. The diary also records which side the dialog recommended, and a sleeping tab no longer re-uploads the same frozen save every two minutes.
  • A broken save can no longer brick the game. A corrupted save used to mean a silent blank page on every reload — with your progress fine but unreachable. Now the game quarantines the broken copy (backed up, never deleted), starts fresh with a notice telling you exactly where it went, and your cloud copy is offered at sign-in. Imports and cloud downloads are dry-run through the real engine BEFORE they touch your save — a bad blob is refused with a message instead of accepted and detonated. And if the app itself ever fails to start, a plain recovery screen appears with Try again / Download my save / Start fresh — never a blank page again.

v0.36.23 — Beta Patch — One Hundred Stalls Deep

  • The ladders run to 100. The Reinforced Vault and the Extra Stall both climb to rank 100, and the price now rises EVERY rank — no more flat plateau. The Stall also pays out triple: +3 stalls per rank, counting every rank you already own (a rank-9 stable jumps from +9 to +27 stalls on the spot). Space for the true hoarder, priced like the long game it is.

v0.36.22 — Beta Patch — The Nursery Speaks Clearly

  • The nursery speaks clearly. The hungry banner now names the actual next meal — real food icon, real item name — with every accepted food of the diet on hover. The Wean button is now a clear green "Grow up now · keeps N% imprint" that asks "Are you sure you want to stop the imprint process?" before anything happens — Yes graduates, Keep imprinting just closes the question. And the whole hungry look calmed down from alarm-red to amber — a peckish baby is routine care, not an emergency.

v0.36.21 — Beta Patch — Say Where The Chronicles Live

  • Clearer chronicle hints. The toast when a new lore page surfaces no longer says "read it in the codex" — it now points you straight to "Primal Chronicles (Quests page)", the same name as the section header. The offline-summary line and the [[Caves#The Amber Door|Amber Door]]'s lock message follow suit, so nothing tells you to read something in a place you can't find.

v0.36.20 — Beta Patch — The Stable Takes A Census

  • Sort the stable by species. A new Sort toggle on the roster — flip to By species and every genus gets its own group with a head-count badge, biggest herd first, strongest dino first within it. Deciding how many Terror Birds is too many Terror Birds is now a glance: the one to release is sitting at the bottom of its group.
  • Four more sorts and a bred shelf. The roster also sorts by Power, Guard, Swiftness, or Health — Health means the whole bar, so a dino limping home from a battle keeps its rightful place. Veterans and Fresh tames stay on their own shelves while you sort, and nursery-raised dinos now get a shelf of their own between them (a bred dino that earns battle levels graduates up to Veterans).

v0.36.19 — Know Your Foe — The Stat Sheet

  • The battle view is now a stat sheet. Every fight — hunts, tames, expeditions, delves, and rival raids — reads as two fighters on one card. Both columns open with matching health bars, every block is a titled card, and the wild gets its own Offensive and Defensive stat sheets (power, its bite vs YOUR armor, how many hits you can take, guard, swiftness, health) mirroring yours row for row, so "can I win this?" is a glance, not a guess.
  • THE ODDS, SHOWN WITH THEIR MATH: the win % now sits in its own card with the two numbers that make it — your strength vs their difficulty — and the division written out (96 ÷ (96 + 15) = 87%). The split bar between you and them IS the percentage: whoever holds more of the bar is winning. Rival duels show your war score vs the fighter’s duel score the same way, and the Riftbound Trinket’s +6% is named on the line instead of hiding inside the number.
  • YOUR POWER, ITEMIZED IN THE FIGHT: potions finally show up where you fight — an Active Effects group lists every brew with its bonus and time left, plus today’s sky when it helps this page. Equipment tiles now say what each piece adds (+10 ⚔️ right on the spear), and each pack dino shows its own contribution to the run, with the exact group total alongside. Tap any stat row for its full source math — no more hover-only tooltips, so phones finally see everything.
  • Scout before you commit. Every hunt, tame, and expedition card grows a 🔍 Scout chip — tap it to see the full matchup (your numbers vs theirs, the odds or the survival verdict) BEFORE starting the fight, with a Set Out button right there.
  • Between-fight beats. Kills, trail stages, and rival duels hand off with a brief wind-up ring while the next foe steps in, and finished runs flash their result — including the honest odds on a loss. Purely cosmetic: the ring rides the fight’s own timer, so pacing, loot, and odds are untouched, and a Settings toggle (or reduced-motion) turns it off.
  • Polish from the first playtest. The enemy column now lines up exactly with yours (its cards sat a hair high — it gained the matching interval track), the Rivals raid screen keeps the same width as every other page instead of stretching across wide monitors, and the duplicate bottom progress bar is gone — the track under each fighter\u2019s health already shows it. Hover cards for gear and stat rows now keep themselves fully on screen instead of getting cut off at the page edge.

v0.36.18 — Beta Patch — Gathered Gets Picky

  • Gathered gets picky. The strip under each skill page used to dump your ENTIRE bank — hundreds of stacks for the dedicated hoarder. Each skill now shows only its own items: what it gathers, wins, brews, or spends (so Cooking still shows the raw fish it wants). The full hoard lives where it always did — the Bank tab.

v0.36.17 — Beta Patch — The Cloud Keeps A Diary

  • The cloud keeps a diary. After a report of a device quietly preferring an older save, every sync decision this device makes — what it fetched, what it pushed, which copy a choice kept, and the revision numbers behind it — is now recorded in a little journal under Settings. If a save ever loads wrong again, a screenshot of that list is the whole bug report.

v0.36.16 — Beta Patch — The Ages Count Backwards Too

  • Quests check back progress. The Age of Ash steps (and the Founder achievements) could wedge forever for camps that climbed their Material Ages before v0.36.7 — the ages-advanced tally simply didn't exist yet, and nothing ever went back to count old climbs. Loading now credits every age you've already founded, so the moment this lands, stuck steps complete on their own. And no, your buildings aren't meant to reset when an era founds — the workers depart, the buildings stand; that's the deal.
  • Auto-eat stops at full. A hit bigger than your whole health bar used to send auto-eat through your ENTIRE pantry — heals cap at full HP, so it chewed hundreds of meals healing nothing, then you died anyway. Auto-eat now tops you off and stops; if the blow still lands past full, the food stays banked for the run back.

v0.36.15 — Beta Patch — Bounty Text Reads True

  • Contract text matches the counter. Three cull bounties still spelled out an old target in their flavor — "Deliver twenty" over a 0/45 bar, and two more. The hunt-ladder retune bumped the numbers and left the prose behind. Pachycephalosaurus, Raptors, and Vale Stalkers now read without a hardcoded count, so the progress bar is the only number that matters — and a test keeps every bounty's words honest against its target from here on.

v0.36.14 — Beta Patch — The Ladder Reads Forward, Again

  • The tranquilizer ladder reads forward. The Potent Tranquilizer gate at Triceratops was skippable — ten tames from Dilophosaurus (43) through Kaprosuchus (58) quietly accepted the basic brew again. Every tame from Triceratops up now takes one Potent Tranquilizer, so the Alchemy 50 climb stays earned, and a test keeps the ladder honest forever. Beelzebufo also upgraded its palate from cooked minnow to grilled gar, like its neighbors.

v0.36.13 — The New Furniture

  • A tidier interface. The Player, Shop, Stable and Tribe screens were reorganised into clean tabbed panels — the Player page into one centred sheet (stat chips, an active-effects feed, active buffs, and a paper-doll equipment grid), the Shop into merchant tabs (Exchange · Exotic Broker · Pantry · Rarities), the Stable into Roster / Eggs / Hired hands / Dispatch / Breeding tabs, and the Tribe into Camp / Buildings / Outposts / Ledger tabs. Layout only — no numbers or rates changed.
  • Foreman's Ledger fixes. The Ledger no longer stalls the camp at high levels: past level 8 its auto-bank timer keeps shrinking 5 minutes per level down to a 30-minute floor, and its level cap now rises as you advance Material Ages. A save frozen by the old bug recovers on load.
  • Camp lines stop wasting inputs. A camp artisan line whose output shelf is full now pauses instead of silently consuming its inputs — a capped stack (iron ingots, say) no longer eats ore for nothing, and the line resumes the moment you Collect.

v0.36.12 — The Ladder Reads Forward

  • Guardians unlock in order. The Tide Leviathan (the Coral Shallows guardian) now opens at Expeditions 44 instead of 46. Every guardian and boss now unlocks strictly below the next biome's patrol, so the progression ladder always reads forward.

v0.36.11 — Rival Loot, Uproot, Honest Windfall

  • Rival raids always pay. Four rival tribes whose only guaranteed drop was their one-time banner now also guarantee a material each, so a repeat victory after you've claimed the banner is never empty-handed — Ember Court (Ember Topaz), Vale Wardens (Deep Sapphire), Apex Accord (Moonstone), and Mostly Harmless (Sky Opal).
  • Uproot a crop. Growing Farming plots gain a two-click Uproot button that clears the plot. It destroys everything — yield, seed and compost — so it's armed against misclicks; mature or empty plots ignore it.
  • Honest weather windows. Weather-window gather actions (like Windfall and the Stormfish run) are now hands-on only — your hired hands and camp workers can no longer be parked on them, and any pre-fix assignment is cleared on load.

v0.36.10 — The Testers Speak

  • Bigger Bank. The Reinforced Vault and Master Vault climb far higher — a fully-upgraded bank now holds 623 slots, enough to store every one of the game's 574 collectible items at once.
  • Offline combat plays fair. Fixed a bug where fighters healed far less while you were away than they would tick-by-tick live — Hunting and patrol regen now credits during your absence exactly as it does on screen, so you no longer lose progress by logging off mid-fight.
  • A more diverse Tribe. Camp workers now show a range of skin tones, with 50 new worker names and 40 more dino names added to the pools. Existing dino nicknames reshuffle once as a result.
  • Honest weather bounties. Weather-locked Contracts (Rain Runner, Snow Strider and friends) now only appear on the board when their weather is actually in the forecast window — no more posting a rain job into a dry week you can't finish.
  • Sell-only tags. Bank cards for items that have no use beyond selling now say so, up front.
  • Delving & Player polish. An active dig now pins its panel to the top with a sticky battle strip; losses read "ran away at X" with the exact odds you faced. The Player page gained your total skill level, Exotic Broker unlock status, and a live list of active potions, sky, and seasonal effects.

v0.36.9 — The Great Rebalance: Extension Wave

  • New heights for gathering. Eleven fresh Foraging, Logging, Mining and Fishing actions extend the ladders to level 99 — Sky Grain, Cloudwood, Worldroot, Dawn Sequoia, Moonstone, Starfall Vein and more — each with something that consumes it from day one.
  • The Rifts open. Beat the Sundered One and three expedition-only rift zones tear open past the Vale, with repeatable boss fights, Rift Shards, the Rift Bazaar, and the boss-only Riftforged armour set.
  • Taming reworked. Three new species — Moschops, Basilosaurus and Yutyrannus — and thirteen repeatable Train drills rebuild the taming grind; Taming XP now also comes from Breeding, imprint care, Dispatch missions and veteran level-ups. Idle stable dinos lay eggs you cook into six tiers of kibble for perfect tames.
  • Deeper Caves & Delving. The Amber Door — an eleventh cave behind Delving 95 and the Sigil — joins the roster, digs auto-restart, and a dry streak on artifacts eventually guarantees a drop. Farming one guardian too hard now heats its biome, nudging you into a boss-and-patrol rotation.
  • Quests, Weather & the Tribe. New quest chains (Acts II–IV), fresh Achievements tracks, four severe weather types with their own window gathers, four nemesis hunts, dino trinket slots, and the Foreman's Ledger for auto-collecting camp output all land together.
  • Mastery milestones. Passing 20%, 45% and 75% of a skill's total mastery now grants standing bonuses, and the mastery-99 perk was rebuilt into +25% output.

v0.36.8 — The Great Rebalance: Economy Wave

  • Tool Ladders. Each of the four gathering skills gains a tool ladder, from Flint up through Obsidian, shaving 4% off your action time per rank — a lasting Amber sink that speeds up every swing and cast.
  • The Exotic Broker opens. A second Shop tier unlocks behind 600 total skill levels or an Alpha arena win, selling the Master Vault, Broker's Book, Grand Bazaar Pass and more. A new Assay Bench and Bounty Stipend join the first-tier upgrades.
  • The Ancestral Monument. A ten-level Amber capstone at the Homestead, gated behind maxing your first skill, raises the Amber value of everything you sell by 1% per level.
  • Museum mercy. Skull drop rates now curve upward per site, and skull-less digs bank Field Journal pages you trade at the Curator's Desk for a skull of your choice — so a full museum no longer hinges on luck.
  • Trading & camp. The Trading Post gains daily special orders that pay above the usual spread, camp work gains Taming-gated speed drills, and the Mark Exchange restocks with choice crates and a weekly Primal Catalyst.

v0.36.7 — The Great Rebalance: Repair Wave

  • Honest numbers. The first of three balance waves audits the game end to end and repairs where the math had drifted — no save changes, just fairer rewards across the board.
  • Production pays off. Forge and kitchen recipes were repriced so that roughly two dozen crafted goods are no longer a loss to make.
  • Taming & Hunting retuned. Every tame's experience value was rebalanced into a strict, rising ladder, patrol experience more than doubled, guardian and arena rewards climbed, and a defeated fighter now recovers over more wins with a capped ransom.
  • Caves & Delving repair. Cave experience and loot were smoothed into a steady climb, dig slots open at Delving 25 with far more dig experience, and Chronicles now progress from taming, farming and expeditions too.
  • Economy & Mastery. Cull Contracts were normalized to a fair rate, Tribe gifts and Homestead paybacks were reined in, and the mastery pool fills faster with difficulty-scaled checkpoint perks.

v0.36.5 — Sieges & the Building Floor

  • Outposts fight back. Every rogue-clan outpost now fields ten named defenders and a boss — raiders, pikemen, houndmasters, firebrands and more, each with hand-drawn art. Marching opens a battle screen like the rival raids: you duel the roster one bout at a time, the chief of the yard last, with the exact per-bout win chance shown.
  • War-party blood: your strike team shares a blood pool built from bodies, experience, and kit. A lost bout costs blood, not progress — the same defender stands until you put them down — and an empty pool routs the whole team into the usual strike wounds. Retreat any time (nobody's hurt walking away); going offline mid-siege quietly withdraws the team.
  • The building floor: founding a new Material Age now also demands every camp building reach a minimum level — Bronze wants all five at Lv 1+, up to Obsidian at Lv 4+. The Age card lists exactly which buildings still lag.
  • Mostly Harmless now flies their real black-and-red MH card on the Rivals ladder and at their war-camp on the Valley Map.

v0.36.0 — Tribes: Ages & Outposts

  • Material Ages arrive. Your camp can advance through five eras — Stone, Bronze, Iron, Silver, Obsidian — each granting permanent tribe-wide multipliers to gathering, processing, security, and how fast wanderers arrive. Founding an era costs Age Catalysts, building levels, and a bill of goods, and retires your workers and camp buildings for the power (stockpile banked first, worker gear returned; skills, dinos, and Homestead untouched).
  • Rogue-clan outposts: eight hostile camps now dot the valley, from the Bonepickers' Briar Den in the Grasslands to the Cindershades' Ember Throne on the Ashen Peaks. Pick a strike team, see your honest win chance, and hit them — battles resolve instantly. Victory plants your banner on the Valley Map for seven days and pays loot, Age Catalysts, and — at the four deepest outposts — masterwork blueprint sheets. Defeat only wounds the team; they never die.
  • The worker gear you fit in Phase II doubles as strike-team power. Wounded workers wear a 🩹 chip and sit out until they heal.
  • This completes the Tribes arc (Phases I–III).

v0.35.5 — Tribes: Craft & Guard

  • Your camp learns trades. Workers can run conversion lines — smelting, Cooking, Crafting, and Alchemy recipes you've unlocked — pulling from the stockpile first and your Bank second, stacking the results in camp. The new Smelting Furnaces building speeds every line.
  • The night watch: midnight predators now eye your stockpile. Put workers on watch as Sentinels and raise the Watchfire — your Security Rating (shown with tonight's raid odds) decides whether a Sentinel fends them off or the raiders make off with a stack. A breached palisade stalls the lines until artisans repair it.
  • Arm your people: workers wear weapon, chest, and legs gear — plain pieces from your Bank or forged masterworks. Kit speeds their work, hardens the watch, and sets their strike-team power.
  • New buildings: Central Depot (bigger stockpile caps), Smelting Furnaces (faster lines), Watchfire (base Security).

v0.35.0 — Tribes: The Campfire

  • Your tribe begins. A new Tribe page (🔥 in the sidebar) opens the survivor-clan arc: light the campfire and stranded wanderers drift in — Novice Vagrants at first, then Seasoned Foragers, Expert Scavengers, and Vanguard Elites as your camp's prestige grows. Welcome them in or turn them away.
  • Put them to work: assign each worker to any gathering you've unlocked yourself (locked gathers show why). Workers stock a camp stockpile on a steady clock, online and offline, and one tap collects everything into your Bank.
  • Camp buildings: raise the Living Quarters to house more workers and feed the Campfire to draw better wanderers faster. Camp prestige is the sum of it all.
  • The camp ledger: a running feed of camp life on the Tribe page, with a one-line ticker up top on desktop.
  • This is a new, separate layer — your dinos' hired-hand jobs and the Homestead are untouched.

v0.34.9 — Name Tags

  • Every tamed dino now has a name. Say hello to Doris the Extremely Round, Frank the Tank, Sir Stomps-a-Lot, and some five thousand friends — and every dino you already own got its name too, kept forever.
  • Names show up everywhere your dinos do — the Stable, your pack, battles, Dispatch squads — with the species and number kept as a small tag so you can still tell your look-alikes apart.
  • No two of your dinos ever share a name (at least not until you've tamed 5,000 of them).

v0.34.8 — Clear Choice

  • The "two saves found" dialog is now rarer and smarter: if the cloud copy is just this device's own last save (the classic close-and-reopen case), the game sees they're identical and carries on without asking.
  • When the dialog does appear, it recommends one copy as a single highlighted button, decided by a progress tiebreak — XP, then mastery, discoveries, tames, guardians, achievements, and chronicle pages, with timestamps only breaking a perfect tie. If both copies hold progress the other lacks, it says so plainly.
  • It also recognizes when you restored an older cloud copy on purpose (cloud stamped newer but behind on progress) and adds a note so you can confidently keep the cloud side.
  • The final "goodbye" save when you close or hide the tab is now always the durable kind, so a routine sync just before closing can't swallow it.

v0.34.7 — Honest Hands

  • Hired hands play by your rules: a dino can only be tasked to gather what you could gather yourself. Biome-locked work (coal before the Cavern Depths, sulfur before the Scorched Badlands…) is no longer offered — the engine refuses it.
  • The picker teaches: locked tasks stay listed, greyed out with what to do — "🔒 Harvest Sulfur — clear the Scorched Badlands". Clear the biome and the option lights up.
  • Any already-assigned task that slipped through is stopped on load, with a note naming the dino and the unlock it was waiting on.

v0.34.6 — Sync Shield

  • One tab at a time: opening the game in a second tab now shows a takeover screen instead of two copies quietly fighting over your save — click "Play Here" and the other tab saves and goes quiet.
  • Restore an older cloud copy: the cloud archives your save a few times a day, and Settings → Cloud save now lists those copies (date, levels, amber) so you can restore any of them. Your current save is archived first, so even a restore is undoable.
  • Fresher cloud: closing or hiding the tab fires one final cloud save, and a tab waking after a break re-checks the cloud first — so the choose-a-copy dialog appears immediately if you played elsewhere.
  • Cloud chip in the top bar (signed-in players): ✓ synced with the time, ↑ while syncing, ⚠ if a sync failed (click to retry), and a red pulse when a choice needs your attention.

v0.34.5 — Blueprints

  • A new way to make gear: Blueprints. Find a blueprint sheet, study it in the Bank, and its forge recipe appears on Smithing or Crafting for good — twelve to collect, homed with the guardians, the deep caves, and the Apex Accord.
  • Every forged piece rolls its stats. A Starmetal Blade lands anywhere from 48 to 66… or a perfect 70. Stats that top their roll wear the same gold ★ your best dinos do, and forging a piece with every stat maxed earns the "Perfect Cast" title.
  • Forged gear lives in your new Gear Locker on the Player page: equip it over crafted gear, fit forged saddles and bardings onto your dinos, and salvage bad rolls back into about half their rare materials. Forged pieces are bound to you — they never fall where you died.
  • Ten new rare materials feed the forge, spread across the whole valley (Sunpetal Resin, Heartwood Cores, Starmetal, Abyssal Pearls, Gloomglass, Primal Sinew, Wardstones, Emberheart, Frostbound Hide, and Apex Scales) — plus trickles from Dispatch squads, dig sites, the Mark Exchange, and rival tribes.
  • Power check: an average forged piece beats the best gear you can craft; max rolls chase the expedition sets. The Primal set and the Mostly Harmless legendaries stay untouchable.
  • New Forgemaster achievement track (1 / 10 / 50 pieces forged, title at the top).

v0.34.0 — Rivals

  • The valley has Rivals: fifteen rival tribes hold the map, from the Mudfoot Clan to the infamous Mostly Harmless — the beta crew themselves, co-chiefs Keltar and Rook waiting at the end. Beat a tribe to call out the next.
  • A raid is a gauntlet: you duel the war-party one fighter at a time, chiefs last. Every exchange uses the real hunt rules — your defense, your pack soaking hits, auto-eat, and yes, you can die out there. Retreating or falling resets the gauntlet; only a victory starts the tribe's 2-hour cooldown.
  • Unique spoils: every tribe drops its War Banner (a permanent +1 expedition & raid score, each), six mid-ladder signature pieces, and Mostly Harmless guards three legendaries — The Towel (cheats death once per day), the Don't Panic Pendant (+25% meal healing), and the Improbability Charm (10% chance to double expedition loot).
  • Find them on the Map: fifteen war-camps from the Grasslands mudflats to the heart of the Sundered Vale. Beat a tribe and your banner flies over its camp.
  • New achievements: the Raider track (1 / 25 / 100 raids won, "Warchief" title) and Mostly Harmful — defeat the testers once for the title they earned for you.
  • The Rivals page opens at Expeditions level 5, right under the Map in the sidebar.

v0.33.11 — Name the Blocker

  • Fixed the Rootway Hollow mystery: caves need their biome fully cleared before you can delve, but the card never said so — it looked startable and refused silently. Cave cards now show the real lock, e.g. "Clear Redwood Wilds (4/25 patrols won)".
  • When an action can't start, the toast now names the blocker: "Not enough Torch — needs 1, you have 0", "Requires Delving level 40 — you're 31", and so on.

v0.33.10 — Villager Baskets

  • Villager gifts are now a surprise basket: every 6 hours each moved-in villager picks two things at random from their menu instead of the same fixed handful.
  • Upgrading their house matters now: higher structure levels widen each villager's menu (new tiers at levels 12, 20, and 35 — Maru graduates from skewers to angler stew, Tilda starts packing tonics, Bren moves from stone to iron ingots) and raise the amounts, up to ×4.
  • The Homestead card shows each villager's current menu and amounts, so you can see exactly what another house level buys you.
  • Community fixes: the crafting action is now "Weave Fiber Basket" to match the item it makes, and the Outfitter's Order contract now says plainly that any twenty-five crafts count.

v0.33.9 — Dispatch Worth It

  • Dispatch pays properly now. A successful mission returns roughly what a single hired hand would gather over the same time — Timber Haul went from 14 logs to 300 — so squads are finally worth sending.
  • Stronger squads haul more: loot scales with your squad's power against the mission's difficulty, up to ×2. The picker shows the 💪 haul multiplier next to the success chance, so veterans and geared dinos earn their keep.
  • Frontier finds: every mission now carries a shot at an item from beyond your current gathering level (azure berries, redwood, silver, obsidian…) — dispatch is the way to taste the next tier early.
  • Failed missions still bring half the guaranteed haul home, but the rare finds are lost in the retreat — the squad report shows exactly what got away.

v0.33.8 — Save Guardrails

  • Safer cloud saves. The "which save?" dialog now guards against accidental overwrites: if the device you just signed in on has no save, it says so plainly and recommends keeping your cloud progress instead of starting fresh.
  • It now weighs saves by progress, not just clock — choosing a save with far less total progress than the one it would replace shows a red warning and asks for a second confirming click.
  • Whichever save you don't keep is backed up locally first, so a wrong click is recoverable.

v0.33.7 — Loot Where It Belongs

  • Fixed the battle-view loot box: it was showing everything — hired-hand gathers, returning Dispatch squads, even farm ticks — as "hunt drops". It now lists only what actually falls out of the fight you're watching (plus alpha trophies).
  • Your working dinos' background gathers now show where the workers are: a 🧺 recent-gathers line under the worker on its skill page, and the latest hauls in the Stable's hired-hands strip.
  • Returning Dispatch squads now file a 📦 Squad Returned report — mission, outcome, and exactly what they brought home. Reports stay put (even across reloads) until you dismiss them, so an overnight return is never missed.
  • The Hard Reset button moved to the top of Settings, away from the Sync and Close buttons.

v0.33.6 — You Died

  • Death has real stakes now. If a hit would drop you to 0 health while you're actively playing and auto-eat has no food left, you die: the run's spoils are lost and one random equipped item is torn off and dropped where you fell.
  • Your gear isn't gone — reclaim it. The biome shows a 🪦 marker; win 3 expeditions there to recover the fallen piece, or pay a steep Amber ransom to get it back instantly. Either way you revive at full health.
  • You only die at the wheel. While you're offline, expeditions and hunts still stop safely exactly as before — nobody comes back to a graveyard.
  • Auto-eat now chews mid-hit, so a stack of weak food won't carry you through a big-biome blow — match your meal to your hunting ground.
  • New Trials: Live to Tell (get a fallen piece back) and What Doesn't Kill You (die ten times).

v0.33.5 — Veterans

  • Your dinos level up now — to level 60. Every expedition run and hunt kill grants veteran XP to the uninjured pack members who were there (full on wins, half on losses; alphas teach double).
  • Each level adds +1% to all three stats — up to +59% at the cap — and it counts everywhere: expedition strength, pack hunts, worker buffs, even hired-hand gathering speed.
  • The Stable now splits into ⭐ Veterans (sorted by level, each with a level badge and XP bar) and Fresh Tames below. Any dino that fights becomes a veteran automatically, so rotating your party is never punished.
  • New Drillmaster achievement track for veteran levels earned, plus the Old Guard title for raising your first dino to level 60.

v0.33.0 — The Battleground

  • A new battle view for Hunting and Expeditions: you and your gear on the left, the beast you're facing on the right — its portrait, stats, and the live phase of the fight (Approach → Skirmish → Clash → Showdown).
  • Hover any gear piece (tap on mobile) to see exactly what it does, including set-bonus progress. The Attack, Defense, and Strength totals each break down on hover — base, every gear piece, every pack dino, every bonus — so there's no hidden math.
  • Pick your meal: a food dropdown chooses which food auto-eat reaches for first (falling back to cheapest-first when it runs out), plus an Eat button for a manual bite between hits.
  • Choosing where to fight is now an area select: patrols and hunts are grouped by biome, and clicking a biome on the Map jumps straight to its section.

v0.32.7 — Locks and Lessons

  • Lock a dino to protect it: tap the padlock by its name in the Stable and the Release button disappears until you unlock it — no more releasing your best worker with a stray tap. Locked dinos still work, fight, breed, and dispatch as normal.
  • The Stable now explains hired hands: a strip up top shows when they unlock (Taming 25), how many task slots you're using, and where to click — it even glows green when a working gatherer is idle without a task.

v0.32.6 — Unstuck expeditions

  • Fixed a silent stall: Expeditions and other actions could stop with no explanation when your Bank was nearly full (the game was reserving a slot for every possible rare drop).
  • Now only guaranteed drops need bank room — a lucky rare that rolls while your bank is full converts to Amber at full sell value, so nothing is ever lost.
  • When an action does stop for a full bank, a banner with an "Open Bank" button and a toast now say so clearly.

v0.32.5 — The Valley Map

  • New 🗺️ Map page: a hand-drawn chart of all ten Biomes with your marker pulsing where you're working, 👑 banners on defeated guardians, ⛏️ active digs, 🧭 dispatched squads with countdowns, and your Homestead.
  • The valley feels alive — dozens of fellow-survivor camps flicker across the map, busiest in the starter biomes and lonely at the frontier. Hover a campfire to see what they're up to (ambient world flavor, the same for everyone each hour).
  • Click any biome to jump straight to Hunting; fits mobile with no sideways scrolling.

v0.32.0 — Hired Hands

  • Worker dinos can gather for you: from Taming 25, give a working Forager, Logger, Miner, or Fisher a background task and it keeps collecting that resource while you cook, fight, or sleep.
  • Background pace is about a third of hands-on speed and brings home guaranteed drops only — no XP, rare rolls, or pets. Playing yourself is still better; hired hands just keep the basket full.
  • One task slot unlocks at Taming 25; the new Foreman's Whistle Shop upgrade adds up to two more. Hungry workers stop until fed, and the away report shows what they hauled in.
  • Farming plots remember their last crop — empty plots offer a one-tap "🌱 Replant" button pre-set to what grew there before.
  • New Delegator achievement track for lifetime hired-hand gathers.

v0.31.10 — Room in the Barn

  • The starting Stable grew from 2 stalls to 3 — new tamers can keep a worker, a packmate, and a spare without agonizing over their very first release.
  • Existing games get the extra stall too: capacity is computed live, so everyone is +1 the moment this lands.

v0.31.9 — First Light

  • Getting-started guide: new players now get a step-by-step coach in the corner ("Tap Foraging → Gather Crimson Berries") that checks off each step, all the way to putting your first dino to work.
  • Skip it anytime — and bring it back from Settings → Show the getting-started guide.
  • Quests tidy-up: completed chains tuck away under a "✓ Completed" toggle so your active goals stay front and center.

v0.31.8 — The Pack Board

  • Grouped dino list: the Player page now sorts your dinos into 🐾 Your Pack (fighting beside you), 🛠️ Working (on skill jobs), 💤 Idle (free to promote), and 🗺️ Away (out on Dispatch).
  • Pack Power strip: spells out how much stronger your pack makes you — bonus attack and faster kills in Hunting, plus bonus strength on Expeditions and Delving (cave specialists add ×1.25).
  • Meal countdown: each working dino shows the food it eats next, how often, and a live countdown to its next bite — so you can see your larder draining before a worker ever goes hungry.

v0.31.7 — Your save is sacred

  • Save reliability improvements so playing the same account across phone and desktop is safe — no more losing newer progress to an older copy.
  • Switching devices now reliably keeps your most recent progress.

v0.31.6 — The field guide

  • The Completion Log became a Field Guide: items are grouped by category with per-group discovery counts.
  • Tap any item — even the ??? mysteries — to see where it comes from: which skill, action, dig site, mission, market, or cache drops it.
  • Creatures now open a page with their diet, home range, and every Field Note you've earned.
  • No more silent taps: a full stable shows a 🐾 Stable Full ribbon, and any action that can't start now explains why in a toast.
  • A banner stays across the top if taming stops because your stable filled up.

v0.31.5 — The key under the mat

  • Password reset added: the login page emails you a 6-digit code so you can set a new password and sign right back in.
  • Codes last 15 minutes and expire after 5 wrong guesses; a reset signs out every other device for safety.
  • Accounts are now the front door to the valley, so your progress is backed up from day one.

v0.31.0 — The pack forms

  • Twelve new dinosaurs, each with its real diet — Diplodocus, Iguanodon, Deinonychus, Compsognathus, Dilophosaurus, Yi, Hesperornis, Utahraptor, Oviraptor, Pachycephalosaurus, Microraptor, and Troodon. Oviraptor, Troodon, and Yi are the game's first true omnivores.
  • Your party now hunts with you: their power sharpens your attack and their hides soak part of every hit — see the new Pack strip on the Hunting page.
  • Every dino now rolls a fourth stat, ❤️ Health, absorbed into its own pool and refilled only while resting — deep benches matter.
  • Every species secretly thrives in certain terrain; watch for 🧭 Field Notes when a companion excels. Dispatch missions now name their terrain.
  • The Museum grows to 54 skeletons, plus a new Naturalist achievement track.

v0.30.5 — Cloud clarity

  • When your saved progress differs between devices, the game now shows both side by side — when each was written, which is newer, and a full progress comparison (skill levels, amber, discoveries, tames, guardians, achievements, mastery, chronicle pages) with the leading copy highlighted.
  • Signing in from the login page no longer drops you onto a half-loaded game while you choose.

v0.30.0 — The Vale remembers

  • Forty Primal Chronicle pages surface as you play, each opening a codex page (Quests page) and igniting ten minutes of double XP. Three hide in every skill; the fortieth reveals only after the other thirty-nine.
  • Amber Stasis: encase idle dinos in preserving amber — the stall frees up, upkeep stops, and injuries freeze until you crack them out (up to 6, 3 ranks).
  • Villagers move in: raise your Thatch Hut, Timber Lodge, and Stone House to level 3 and Maru the Cook, Tilda the Herbalist, and Bren the Quartermaster settle in — each delivering a gift basket every 6 hours (offline included).
  • New Chronicler achievement track (→ Loremaster title), plus Preserved and Gift Horse trials, and the Echo of the Vale item.

v0.29.0 — Practice makes perfect

  • Mastery arrives: every action has its own mastery level 1–99, earned just by doing it.
  • Perks unlock at M25 (−5% speed), M50 (every 10th completion doubles output), M75 (−5% more speed), and M99 (+1 to the primary yield forever). Expeditions gain score; tames roll better stats.
  • Each skill has a mastery pool — a 25% side stream — with checkpoints at 10/25/50/95% granting skill-wide bonuses; you can spend the pool to buy mastery levels directly.
  • Offline time earns mastery in full. New Studied and Virtuoso achievement tracks.

v0.28.5 — The doors open

  • The Museum is open: ten biome wings, forty-two pedestals, and a Natural History meter to fill.
  • Assemble skeletons from a species' skull plus crates of fossils, then mount the cast on its pedestal.
  • Complete a wing for a permanent perk (e.g. +2% Foraging from the Grasslands Wing); mount all 42 to open The Grand Hall — every skill 2% faster forever, plus the "Curator" title.
  • New Curator achievement track at 5, 20, and all 42 skeletons.

v0.28.0 — What the ground remembers

  • Fossil digs: patrols, guardian fights, and delves now drop dig site maps, one flavor per biome.
  • Spend a map at the Excavation panel (Delving page) to run a 30–90 minute dig (offline counts) that yields a crate of fossils — bones, ribs, claws, plates, even insects in amber.
  • About one dig in twelve surfaces a species skull — 42 to find.
  • Dig slots grow with Delving level (1 up to 4 at 99). New Excavator achievement track.

v0.27.0 — Something followed you home

  • Hatchling pets: thirteen ultra-rare babies, one per skill, that find you mid-grind (roughly once per two thousand completions).
  • Each pet grants a tiny permanent passive — usually +2% speed for its skill.
  • The new Pets strip on the Player page shows all thirteen slots; a find fires the biggest toast in the game.
  • No rerolls or shortcuts — pure long-tail luck. New Menagerie achievement track (→ Beastfriend at all 13).

v0.26.0 — Something small is hungry

  • The Nursery: bred eggs now hatch and grow up over two hours, pausing three times to demand food.
  • Care prompts wait forever — an unfed baby loses nothing while you're away; feeding buys speed and stats but never dodges a loss.
  • Each feeding fills a third of the imprint bar; graduate at 100% for +15% to every stat and a 💞 tag. A Wean button graduates instantly at current imprint.
  • New Devoted achievement track (hand-raise 1, 10, 30 hatchlings).

v0.25.0 — Work on the board

  • The Contract Board (from Hunting 10): three bounties at a time, reposting every 12 hours.
  • Claim finished bounties for Fang Marks, a currency no shop sells; unclaimed work expires with the board.
  • Each slot can be swapped once per rotation.
  • The Mark Exchange stocks exchange-only gear — the Field Ledger (4th dispatch slot), Huntmaster's Saddle, Trailwarden Barding, and consumables. New Bounty achievement track (→ Huntmaster).

v0.24.0 — The Arenas open

  • Alpha Arenas: beat a biome's guardian to open its Arena — rematches at Gamma, Beta, and Alpha tiers, each harder than the story fight.
  • Every attempt costs tribute (paid win or lose): that biome's Artifact plus Alpha Trophies.
  • Artifacts: ten new relics, one per biome, found only in that biome's deepest caves (~1.5% per delve win) — your arena keys.
  • The prize is the six-piece Primal Set, the strongest gear in the game. New Arena achievement track (→ Champion).

v0.23.0 — Something red in the grass

  • Alpha predators: roughly one hunt or expedition in thirty runs into an alpha — the same beast in a red glow, hitting 2.5× harder.
  • Clear warnings appear the moment a run starts (red banner, 🔴 Alpha badge, honest damage numbers). Your odds never change.
  • Beat one for double loot plus that region's Alpha Trophy (ten to collect).
  • New Apex achievement track (title at 250 alphas).

v0.22.5 — Trail spoils

  • Every biome now hides a themed 6-piece equipment set dropping from its patrols (~2%), caves (~5%), and guardian (~11% — bosses are farmable now).
  • Each set is tuned to carry you into the next biome, with a full-set bonus (⚜ tag).
  • Trail Caches: expedition wins can turn up dino gear, amber, or cache-exclusive relics like the Wayfarer's Saddle.
  • Give party members jobs — Vanguard, Guard, Scout — on the Player page. New Trailblazer achievements (collect 6, 18, all 60 pieces).

v0.22.0 — The Trail

  • Expeditions now show the fight: a four-stage trail (Approach, Skirmish, Clash, Showdown) with your party against each biome's wild dinos.
  • Meet the ten Guardians face to face, each with a hand-drawn portrait revealed at the final stage.
  • A new battle report shows how far you got and who turned you back.
  • New Auto-eat toggle and "Eat now" button in every fight view. Same odds as before — the trail is presentation, not a difficulty change.

v0.21.0 — Under new skies

  • Weather: every 2 hours the sky changes — Rain speeds Fishing and waters crops, Heatwaves boost Mining and Smithing, Morning Mist doubles Hunting hauls, Storms embolden expeditions.
  • Weather is only ever good news — a bad day is just Clear Skies, never a penalty.
  • Four seasons cycle underneath (24 hours each), each with its own small bonus.
  • A new sky chip in the top bar shows current effects, the season, and a real two-slot forecast.

v0.20.0 — Market day

  • The Trading Post opens: buy the Trader's Charter in the Shop (2,500 amber) to unlock a page where an NPC quotes rotating prices on 18 goods.
  • A new market day every 6 hours; the trader always pays more than the bank's sell button (1.2×–3×). He sells too, at a 25% markup — buy low on Surplus days, sell high on hot ones.
  • All 8 farm crops and 10 hunting/mission/mining goods are tradable.
  • Charter ranks 2–4 add stock and demand. New Broker achievement track (→ Magnate).

v0.19.0 — Off they go

  • Dispatch Missions: send squads of up to 3 idle dinos on timed missions from the Stable page.
  • Eight missions from the 30-minute Berry Run to the 8-hour Sky Survey, with loot to match.
  • Success uses the same odds as expeditions (power, guard, swiftness, and gear all count), with a live win % shown before you commit.
  • Failed missions still bring home half the haul. Expedition Ledger shop upgrade adds up to 2 mission slots. New Pathfinder achievement track.

v0.18.0 — Saddle up

  • Dino Gear: every stabled dino gets two slots — a saddle and a barding.
  • Saddles add swiftness and make workers better at their jobs; bardings add guard and power for expeditions and delves.
  • Nine pieces to craft (Crafting and Smithing get new recipes), including the farm-woven Grainwoven Saddle.
  • Gear moves freely — unequip any time, and released dinos hand their gear back.

v0.17.0 — Till the valley

  • Farming — the 13th skill: plant seeds, let real time grow them (offline counts fully), and harvest when ripe. Nothing ever rots.
  • Eight crops from the Gourd to the Primal Squash — feed, heal food, and amber. Seeds drop from gathering, with basics in the Shop.
  • Start with 2 plots; the new Farmland structure clears up to 8. At Farming 50 plots replant themselves.
  • Parasaurolophus and Megatherium speed crop growth as Farming workers. New Farmer achievement track.

v0.16.0 — Paths through the valley

  • Quests: six chains of guided goals on the new 📋 Quests page, from your first berries to breeding mutations.
  • Steps complete on their own as you play, paying amber and often the exact materials the next step needs.
  • Future steps stay hidden as ??? until you reach them.
  • Veterans blast through early chains instantly with existing progress; the Quests entry badges anything new.

v0.15.1 — Quieter grind

  • Removed the tick sound on every action completion — a chirp every few seconds was more annoying than helpful.
  • The meaningful sounds stay: level-ups, tames, guardian fanfares, danger warnings, and coins.

v0.15.0 — Trials of the valley

  • Achievements: 44 milestones across 14 tracks — taming, hunting, guardians, delving, breeding, building, and more.
  • Each pays amber the moment you earn it; the biggest feats unlock titles you can wear on the Player page.
  • The Log page becomes your trophy room, showing every track's tiers and rewards.
  • Your past deeds count instantly on first load.

v0.14.0 — The valley finds its voice

  • Sound arrives: soft chirps for finishing actions, a rise on level-ups, a trill when a tame joins the stable, and a fanfare when a guardian falls.
  • A low thud warns of trouble; coins blip when amber changes hands.
  • Everything is synthesized in your browser — no downloads.
  • Settings has a sound toggle and a volume slider.

v0.13.1 — A new view from the cave

  • Brand new login art: the tribe gears up at the cave mouth, volcano smoking on the horizon.
  • The new image is far smaller, so the login page loads much faster.

v0.13.0 — Sharpened & smoothed

  • Big balance pass across the whole economy.
  • Taming XP rebuilt so every tame up the roster is worth more XP per hour than the last (35 species retuned).
  • The Sky Sovereign was tuned down; Wayfarer Tonic and Titan Brew are finally worth brewing; the Vale Abyss now out-earns every other cave.
  • Bank quality of life: search items as you type and sort by value, quantity, or name.

v0.12.0 — Face your prey

  • New encounter view on the Hunting and Taming pages: you vs the beast, side by side.
  • Your side shows live HP, attack and defense, gear, potions, and which food auto-eat will grab next.
  • The beast's side shows the real math — damage per kill, hits you can survive, and (for tames) stat ranges, costs, and stable room.
  • Every target gets a "View drops" table with rarity tiers, plus a recent-loot ticker.

v0.11.1 — Cloud restore fix

  • Fixed: restoring your progress on a second device (or importing a save) now works reliably instead of being quietly undone.
  • Hard reset had the same flaw and is fixed too.

v0.11.0 — Homestead 99

  • The homestead becomes the long game: Storage, Grand Stable, Watchtower, Feeding Trough, and the Forge now climb to level 99.
  • The house chain runs deep — 25 levels per house, each maxed house unlocking the next, from Thatch Hut to Iron Keep.
  • Materials step up as you rise, from wood and stone to obsidian, moonstone, and cave treasures.
  • Passive producers grow to level 50 with retuned output. Existing structure levels carry over exactly.

v0.10.0 — Into the depths

  • Delving — a brand new 12th skill: one cave hides beneath each biome, unlocked by 100% clearing it.
  • Craft torches (a cheap Crafting recipe); every delve burns one.
  • Cave loot includes materials, precious gems, and eight legendary gear pieces found nowhere else — the strongest equipment in the game.
  • Caves are dangerous: injuries underground take twice as long to heal.

v0.9.0 — The Amber Exchange

  • Amber finally matters: a new Shop page (🏪) turns your sales into upgrades.
  • Permanent upgrades — bank slots, stable stalls, faster tools, quicker recovery, and the Offline Satchel (offline progress up to 24 hours).
  • A Supplies section stocks foods, poultices, and taming tonics at 4× sell value when your pipelines run dry.
  • One showcase rarity: the Ancient Amber Pendant.

v0.8.0 — Losses leave marks

  • Lost expeditions now have teeth: each party dino risks injury (50%) when a run goes bad.
  • Injured dinos add no expedition strength and can't work jobs, showing 🩹 with a recovery countdown.
  • Injuries heal naturally in 30 minutes, or instantly with the new Fern Poultice (Alchemy 10); the Primal Balm heals the whole stable.
  • Fast parties can flee a would-be loss — reduced damage, no injuries, no loot.

v0.7.0 — Put your dinos to work

  • Every skill now has a worker slot: assign a tamed dino whose talent matches and its buff applies around the clock.
  • Workers get hungry — herbivores eat berries and vegetables, carnivores raw meat and fish, even while you're away.
  • Out of food, a worker pauses (⚠️ Hungry) and resumes on its own once you restock.
  • Workers can't fight — putting a dino to work pulls it from the expedition party, and vice versa.

v0.6.0 — Cloud saves & sign-in

  • Version badge in the bottom-right corner — click it to see these update notes.
  • New primal-themed login page: create an account to back up your save online, or continue without one.
  • Your save syncs automatically while signed in, so you can hop between desktop and mobile.
  • If your devices disagree, the game asks which save to keep.

v0.5.0 — Homestead depth & biome theming

  • 9 new homestead structures (14 total), including the Thatch Hut → Timber Lodge → Stone House → Iron Keep chain for max HP and regen.
  • New passive producers: Tannery, Apiary, Fishery Dock, Quarry, plus the Watchtower (+8 expedition strength per level).
  • The Expeditions page groups actions by biome, each with its own accent color, background tint, and clear-meter header.
  • The whole app tints to the biome you're currently exploring.

v0.4.0 — Expeditions 2.0

  • Bring tamed dinos on expeditions — the party unlocks at Taming 10 and grows to 5 slots.
  • Party stats add to expedition strength, with the win chance shown live.
  • Biome guardians now require 100% clearing the biome first; each patrol win fills a 25-win clear meter.
  • Stable capacity scales with Taming level (plus the Grand Stable).

v0.3.0 — Potions & the Player tab

  • All 20 potions are drinkable from the Bank for timed buffs — skill speed, double yield, XP boost, attack/defense, and regen.
  • Buffs tick on the game clock and expire correctly even mid-offline.
  • New Player page: HP and stats, all six gear slots with unequip, and active buffs with countdowns.
  • Action cards show the live interval, green when buffed.

v0.2.0 — World expansion

  • Biomes 5 → 10, each with a patrol and apex guardian — Sarcosuchus, Giganotosaurus, Mosasaurus, T. rex, and Elder Quetzalcoatlus join.
  • Creatures 17 → 42 tameable, plus 18 hunts.
  • Items 69 → 173: new minerals, trees, vegetables, 20 fish, 22 cooked foods, 20 potions, and ~20 weapons with full armor sets.
  • Six equipment slots: weapon, head, chest, legs, shield, trinket.

v0.1.0 — SVG icon system

  • All 120 icons are now hand-made flat-vector SVGs with shading, replacing emoji everywhere.
  • Emoji remain only as an automatic fallback for icons that don't exist yet.