Primal Idle Changelog

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

v0.57.10 — Crop Mastery — The Farm Learns Your Hands

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  • FARMING HAS MASTERIES NOW (from user testing: "easiest skill to 99, but it has no masteries"). Every crop carries its own 1-99 mastery ladder, fed by harvests — the same ladder every action has had since v0.29, transplanted to the plot grid. Slow crops pay more mastery per harvest, so every crop climbs at the same pace per plot, and growth runs around the clock — the farm learns while you hunt.
  • The perks are farming-shaped. M25 grows that crop 5% faster, M50 doubles every 10th harvest — counted, never rolled, with a "2× in 3" countdown on the plot card — M75 another 5% faster, and M99 pays +25% of the base yield through the same honest carry crafting uses. More food and more seeds from the same plots, growing with use.
  • Breadth clears land. Your total crop mastery across all fifteen crops crosses three milestones, and each one CLEARS ANOTHER FARM PLOT — up to thirteen plots with Farmland maxed. The new strip above the plots tracks the sum, and locked plots now say exactly what opens them: a Farmland level or a mastery milestone.
  • The harvest button now shows the exact count the engine will pay — doubles, the M99 carry, compost and potion yield included — instead of the base yield it used to print.
  • The welcome-back summary counts crop mastery earned while you were away, and Ascension keeps every crop ladder: your hands remember.

v0.57.9 — The Warden's Survey Shows You The Pile

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  • The survey is a chart and one button now. It used to be ten rows, one per ground, each reprinting the same list of grounds you could pay with — eighteen buttons for a choice with two inputs, one click per map traded, and rows offering to sell you an 81st map of ground you were one skeleton from finishing.
  • The new header draws every ground you have opened: maps held against digs that ground still owes. That picture is the whole problem — your stock is parked at the two wings you nearly finished, and everything you still owe is somewhere else.
  • Under it, one conversion. The game picks the wing you are CLOSEST to being able to finish but cannot fund yet, tells you what your spare buys there — "85 spare maps → 17 Scorched Wash digs, enough to finish the wing" — and does the whole trade in one click. Drag the slider for less, or aim it at any other ground.
  • SPARE now means something exact: maps beyond what a wing can still use, worked out from the skeletons it owes and its own skull rate. The converter only ever spends those, so it can never eat a map you were counting on.
  • And it collapses. The Survey is housekeeping wedged between the dig picker and the cave picker, so it folds to a single line that names the opportunity — open it when you want it.
  • On a phone the chart turns on its side and the button goes full width, instead of wrapping ten rows into twenty-eight lines of near-identical blocks.

v0.57.8 — The Dispatch Button Tells The Truth

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  • Clicking dispatch always does what it says now. A dino holding a gathering job has never been allowed to ride out — quit the job first — but the war-party picker didn't know that: it offered jobbed dinos as free, the stable refused the send behind the scenes, and the picker closed as if the squad had left. Reported within the hour; fixed the same night.
  • Jobbed dinos now show dimmed in the picker with the reason — "on a job — Fish for Minnow" — exactly like injured, marching and already-dispatched dinos always have, and ★ Best three only picks dinos who can actually go.
  • And if the stable ever refuses a send for any reason, the picker now STAYS OPEN and says so, instead of quietly swallowing the click.

v0.57.7 — Dispatch Missions Are War Parties Now

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  • Dispatch missions are kill missions now. The eleven gathering errands retired — your hired hands already gather in the background, so the bay flies a different flag: SIXTEEN STRIKE MISSIONS, one against every rival tribe on the ladder, from a half-hour raid on the Mudfoot Clan to a ten-hour war on the Mostly Harmless. Each strike still hauls home the tribe's own plunder, tuned to about one hired hand's take.
  • Weapons and gear drop from the kill. A returning war party rolls the rival's blueprint sheet, a piece from their armoury, and their signature relic — the same odds a hands-on raid victory pays. Their war banner stays raid-only: the flag is the trophy of beating them yourself.
  • The strikes ride the rivals ladder. A strike opens once the tribe below it has fallen to you hands-on, and locked rows name exactly who to beat first. The Mudfoot strike is open from your first tame, and every mission wears its rival's own mark.
  • Squad math is untouched — your dinos' gear has always counted, and weakness still costs time and bruises, never the haul. A squad caught mid-flight on a retired errand steps down at the stable immediately, ready to ride out again.

v0.57.6 — Every Forager Comes Back With Seeds

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  • EVERY SEED A FORAGER TURNS UP NOW DROPS AT 35%, from Crimson Berries at level 1 to World-Tree Fruit at 97. Seeds used to trickle at 4–25% depending on which patch you happened to be standing in; the farm shelf now fills at a pace you can count on.
  • And every foraging rung grows something. Plains Fiber, Fern Fiddleheads, Bog Mint and Duskplums turned up no seed at all — at the new rate that would have left them earning LESS than the rung below them, which is a trap rather than a choice. They each carry their era's seed now: Wild Seeds on the two early rungs, Thornvine in the swamp, and for Duskplums a triple handful of the Duskroot it is named after.

v0.57.5 — A Hunter Brings Back The Whole Kill

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  • A HIRED HAND ON A HUNT NOW BRINGS BACK EVERYTHING THE KILL CARRIES, not just the meat — the hide, the bone, the biome material, even the rare trophy. The meat is still guaranteed; everything else is a roll, one per hunt.
  • A HUNTING HAND IS WORTH ABOUT DOUBLE A MEAT-ONLY ONE, and that holds at every rung of the ladder: each hunt's extras are tuned against its own meat, so a level-1 hunter and a level-97 hunter both roughly double rather than the deep kills running away with it. A hand never rolls better odds than your own hands do. The job sheet names the real odds before you pick ("also 17% 1× Hide, 13% 1× Bone").
  • Gathering jobs are unchanged — foraging, logging, mining and fishing hands still bank their guaranteed drops and nothing else.
  • The hired hands tab sorts by diet. Chips for Herbivores, Carnivores and Omnivores with their counts. "All" orders the whole board by diet; picking one shows just that diet. The tab keeps counting your whole crew either way.
  • The Hand Ledger and the skill-page bars tell rolled goods apart from promised ones: a guaranteed line reads "≈345/h", a rolled one reads "~66/h" in a quieter voice, with the odds behind it in the tooltip. An average is never dressed up as a promise.

v0.57.4 — The Hand Ledger — The Crew's Hauls On The Books

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  • The hired hands tab keeps a ledger now. Every background gather goes on the books — one line per hand per item, its count growing as the dino works, so you can see exactly what each hired hand has brought in. Offline hauls land there too: come back from a night away and the ledger already tells the story.
  • The rates sit right on top. The ledger head shows your whole crew's per-item take (≈ per hour, summed across every working hand), and each line carries its hand's own live rate while the job runs. A line whose hand has since stopped or changed jobs stays as a "past haul" — history outlives the job.
  • The old "latest gathers" chips retired in the ledger's favor; the skill pages' hired-hand bars still show their own recent gathers.

v0.57.3 — Dino Jobs — Every Dino Works Its Diet

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  • Dinos have jobs now. Any healthy stabled dino can take its own background gathering job — not just the one buff worker per skill. HERBIVORES forage, log and mine; CARNIVORES fish and hunt; OMNIVORES do any of it. Hunting is a hired-hand trade for the first time: a carnivore on a hunt job brings home its guaranteed meat on the same no-rng background clock as every other hand (chance drops, XP and rares stay hands-on, as always).
  • THE DROVER'S PADDOCK is a new homestead structure: each of its 21 levels adds one dino job slot, so with the Foreman's Whistle the crew ceiling climbs from 3 all the way to 24 working dinos.
  • PICKING A JOB now works like the Tribe page: the Stable's Hired hands tab is a crew board, and each dino opens a job sheet — every trade its diet allows, banded with a "Best for them" shortlist, every rate priced for THAT dino (veteran levels and niche included), locked rows shown with their unlock reason.
  • Existing background tasks carry over automatically — the dino that held each skill's task simply keeps it as its own job. A task the new diet rule forbids (a herbivore that had been fishing, say) stops with a note, exactly like the old boot sweeps.
  • A jobbed dino eats from its diet's pantry like any working dino, pauses while hungry, and can't be dispatched, stasis-cased or sent to fight while on the job — pull it off the job first (joining your pack does that automatically, as it always has for workers).

v0.57.2 — The Demo Fence Holds Even Against A Hand-edited Save

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  • THE DEMO'S LEVEL FENCE NOW GATES WHAT YOU CAN DO, not just what you can gain. The save file is an editable document by design — but in the demo, a save edited past level 20 now buys you rendered numbers and nothing else: every action, crop and unlock reads your EFFECTIVE level, which rests at the fence. Everything below 20 plays exactly as before.
  • FULL-GAME PLAYERS ARE UNTOUCHED — the clamp exists only when the game is launched through the demo's own Steam app. Beta saves, web saves and the save format itself are all exactly as they were.

v0.57.1 — The Demo's Welcome Page Tells The Truth

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  • THE DESKTOP WELCOME PAGE now speaks demo when the demo is what you launched. The old card pitched cloud accounts, web play and Settings → Cloud — none of which exist inside the demo — so it has stepped aside for the thing that IS true: this is the real valley fenced at level 20, your save lives on this machine, and buying the game lifts the fence and continues the same run. Nothing starts over.
  • The full game's welcome page is untouched, and the Send-feedback door works in both — demo players' bug reports land in the same inbox.

v0.57.0 — The Steam Demo — The Valley Up To Level 20

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  • Primal idle has a demo on steam. It is the whole valley up to LEVEL 20 in every skill — the same game, the same updates, the same save. Skills rest at the top of level 20 (the bar sits full; nothing is lost, nothing hoards invisibly), and everything you build carries STRAIGHT into the full game on the same machine: buy it, launch it, and your run simply continues.
  • The fence is honest. The first time a skill reaches the fence, one screen says where the valley continues — after that, capped skills wear a quiet badge and the game leaves you alone. Below level 20 nothing is squeezed: full bank, full stable, full homestead.
  • A FEW ENDGAME DOORS WAIT FOR THE FULL GAME and say so where they stand: the Alpha Arenas, the Museum beyond its entry hall, the clans' late-map outposts, and everything behind the Amber Door.
  • For full-game players nothing moves. The fence exists only when the game is launched through the demo's own Steam app — the game you own never caps, never badges, never pitches.

v0.56.1 — The Intro Film Shows Up Every Launch, And The Skip Pill Stays Put

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  • OWNER TEST ROUND — first real Mac and Windows builds of the v0.55.15 launch pair found three field bugs the simulator never could. All three are fixed.
  • The film sometimes never played on mac. MacOS can quietly carry the "already played this launch" marker across app restarts, so the previous run ate the next one. The marker now only counts against in-app reloads (importing a save, restoring from the cloud, walking the Amber Door) — a real launch always opens on the film, and the welcome page got the same cure.
  • AUTOPLAY IS A LADDER NOW, NOT A COIN FLIP. If the system refuses sound-on autoplay, the film starts muted and your first click or keypress brings the sound back. If even muted playback is refused, the film waits for a touch and steps aside on its own after six seconds — never a stuck black screen.
  • The windows skip pill stopped vanishing. About a second after launch, Windows promoted the video onto a hardware layer that painted over the "Hold Esc to skip" pill (resizing the window brought it back). The film and the pill now each hold their own layer, so the pill stays put from the first frame to the last.

v0.56.0 — The Curator's Survey — A Finished Wing Keeps Paying

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  • Finishing a museum wing used to end it. The Museum was the only thing in the valley that wanted a dig map, a journal page, a skull or a fossil — so the moment a wing stood complete, everything that ground produced turned to vendor trash, and the Curator's Desk that bought your pages simply VANISHED off the page while the Delving panel and the Bank both went on pointing at it.
  • The desk changes job instead. A completed wing's Desk stops selling skulls and starts buying your leavings: that ground's dig maps, its Field Journal pages, and any duplicate skull whose skeleton already stands. Each is stamped into a CURATOR'S SEAL — maps by tier (11 at the deepest ground, 20 at the shallowest), pages at the Desk's own price, and a spare skull at three pages' worth, which is exactly what the dig already pays you for a duplicate.
  • THE MUSEUM'S PATRONS STOCK A SHELF, and amber cannot buy any of it. The Museum Annex lends you its back rooms (+4 bank slots a rank, six ranks); the Warden's Stasis Wing keeps two more dinos in amber a rank; and the DEEP SURVEY TEAM funds a permanent extra excavation crew.
  • That last one is the point. Dig slots have only ever come from the Delving ladder — which stops at level 75 — and one 0.2% relic, so every level after 75 added maps and no way to spend them. The Deep Survey Team is the first excavation slot in the game you can simply go and earn, and it is bought with the exact surplus those levels produced.
  • IT OPENS PER WING, not at 57/57. Every ground whose wing already stands is surveying the moment you load; the ones you are still filling keep their old Desk, unchanged, and a skull you still need can never be sold out from under you. The shelf is priced as a long tail — the whole thing is roughly 335 hours of surplus — and it re-stocks after the Amber Door, so the sink renews instead of running out.

v0.55.18 — Excavations Reach The Contract Board

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  • Digs were invisible to the bounty board. The whole fossil chain — maps, crates, skulls, the Museum — sat outside the Fang Mark economy that every other activity in the valley feeds. Delving had ONE contract in thirty-three, and the board had no way to even see an excavation.
  • Two new writs. The Excavation Writ wants six digs dug out; the Deep Survey Writ wants twelve. Both are gated on Delving, so they never deal to someone with no maps and one slot, and both are sized to the 12-hour rotation rather than to a cave's tempo — twelve is 38% of what four slots can dig on the slowest ground in the game, which leaves room for the manual collect every find needs.
  • THEY COUNT WHEN YOU DIG THE FIND OUT, not when the timer ends. A dig that finished while you were away is parked in its slot and has not counted yet — the same line the Excavator track and the toast have always drawn.
  • And two bounties were gated on the wrong skill entirely. The Delver's Writ has been gated on EXPEDITIONS since v0.25: it dealt to players who had never lit a torch, and withheld itself from delvers whose Expeditions lagged. The Harvest Writ was gated on Taming, copied from the Tamer's Writ beneath it. Both now gate on the skill they actually ask for, and a new rule ties every bounty's gate to its subject so a third one cannot happen quietly.

v0.55.17 — The Dig Picker Is Drawn Once, And Says Which Ground Still Owes You

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  • THE SAME TEN BUTTONS, THREE TIMES OVER. The Excavation panel drew its map picker INSIDE every empty dig slot — so with three slots free you got the same ten Start-a-dig buttons three times, thirty buttons deep. It is drawn once now, under the slot grid, and it starts the dig in your first free slot.
  • And it no longer disappears when you need it. The old picker lived inside empty slots, so the moment every slot was busy your whole map stock vanished from the page — exactly when you want to look at it. It stays put and says "Every slot is digging — collect one to start another".
  • The grounds that still owe you skeletons are marked. Every map button used to look identical, with nothing to say which ground was worth spending on. The ones whose Museum wing is unfinished now carry a count of the skeletons still missing; the rest read "this wing stands complete" on hover.

v0.55.16 — The Warden's Survey — Spare Dig Maps Buy The Ground You Need

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  • PLAYER REPORT — "I have all of the museum upgrades except the last pack, so I'm 52/57. But I'm at level 89 and I have like 351 digging maps." Both halves of that are the same bug seen from opposite ends. Dig Site Maps drop per cave WIN and are spent per dig SLOT, and every map is locked to one biome — so a cave mints its own ground's maps about two and a half times faster than every slot in the game can burn them, and roughly thirty times faster across an offline night, while the one ground you still owe skeletons trickles in from somewhere else entirely. You end up drowning and starving at once.
  • THE WARDEN'S SURVEY opens on the Delving page, under the dig slots: trade a stack of spare maps for a single map of the ground you actually need. The price is 4 maps for the shallow grounds, 5 for the middle, 7 for Cinder Terraces, Skyfall Scree and The Shattered Bed. You always lose maps on the swap and you can only survey into ground you have already opened, so it is a way to spend dead stock — never a shortcut past running the right cave, which stays several times better.
  • The museum costs exactly what it always did. The survey changes WHERE a dig happens, never how many digs a skeleton takes or how long one runs: the full 57-species hall is still about 386 digs and 381 slot-hours. It also rescues the other end of the ladder — the Sunken Barrow is the most expensive wing in the game and nobody at Delving 80 goes back to the Sunlit Grotto for its maps.
  • The fifth dig slot exists now. The Echo of the First Warden grants one, and the Excavation panel has never drawn it — it built exactly four slots no matter what you owned, so the rarest relic in the caves did nothing at all. It appears, and a locked slot no longer invents a Delving level it cannot reach.
  • And the panel stopped fibbing. A skull you have already found is announced as the spare it is, instead of "the Museum will want this someday" — which at 52/57 is nine finds in ten. Journal pages for a wing you have finished say so, rather than flashing READY at a Curator's Desk that closed when the wing did. And the headline no longer says "about one dig in twelve": the real rate runs 14% on the shallowest ground down to 8.6% on the deepest, and now it says that.

v0.55.15 — The Desktop Launch: An Intro Film, Then A Welcome At The Door

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  • OWNER REQUEST — the Steam builds get their opening. Launch the Windows or macOS app and the intro cinematic plays full-screen before the valley shows. The web at primalidle.com is untouched twice over: it never plays the video, and it never downloads a byte of it — the file only ships inside the desktop bundles.
  • Hold esc to skip. A held key, never a tap — the pill in the corner fills for one second while you hold and the film steps aside; let go early and it resets. A stray keypress can never eat the intro by accident.
  • Then a welcome at the door. As the film fades, the launch lands on the sign-in screen's sunset and rising embers with a short letter from the developer: a thank you for playing a passion project, credit to the Mostly Harmless Guild for beta testing the valley, and where Send feedback, the Discord and the wiki live (the info button, bottom right). One amber button — Enter the Valley — walks you in.
  • The cloud pitch on it is honest. A cloud account is optional: saves live on this PC and in Steam Cloud with no account at all. Creating one in Settings → Cloud opens web play at primalidle.com right now — your Steam purchase is the key, no code — and apps for iOS and Google Play come later down the road.
  • Both are yours to turn off. Settings → Game grows two desktop-only rows — "Intro video" and "Welcome page" — for anyone who wants to jump straight in. Each shows once per LAUNCH, never once per reload: importing a save, restoring from the cloud or walking the Amber Door repeats neither.
  • It can never strand you on a black screen. A build without the film, a file that will not read, a webview that refuses autoplay — every one of those quietly steps out of the way (worst case the film plays muted), and the valley loads exactly as before.

v0.55.14 — Exchange Gear Beats The Forge Too, Not Just The Bench

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  • FOLLOW-UP TO v0.55.13, AND A CORRECTION TO IT. That version made the Mark Exchange's tack beat every saddle and barding you can CRAFT or find. It missed the forge — and the forge was the real rival all along, because a forged saddle takes the SAME slot as a bought one. Fitting one unequips the other; they never stack.
  • The test could not see it. Forged pieces are blueprint ROLLS, not items, so the v0.55.13 check walked right past them and stayed green while four of six Exchange pieces lost to a forge. Two of those forges need no ascension at all: a Sunstride Saddle rolls up to 17 swiftness off Crafting 60, a Frostbound Barding up to 26 guard off Smithing 70 — both reachable long before you could grind the marks.
  • Every piece now clears the ungated forge outright. Huntmaster's Saddle 18 swiftness / worker ×1.30 and Trailwarden Barding 27 guard / 13 power hold the 60-mark entry pair.
  • And each slot keeps a crown no blueprint can take. Longstride Saddle 23 swiftness beats even a PRIMAL Moonshadow roll; Nightwarden Barding 35 guard beats a primal Moonlit; Duskwarden Barding 18 power beats the best Moonlit that will ever come off the anvil; Ridgeback Saddle's worker ×1.48 is untouchable by construction, because no forge can roll a worker buff at all. The top-wave forge still carries power a saddle never will, so it keeps the best TOTAL sheet — the Exchange owns the records, not the game.
  • The rotation is 100 marks flat. Four one-week-in-four specialists are not a price ladder, and the old spread had Nightwarden costing 20 marks more than Duskwarden for exactly the same expedition score.
  • Three blurbs that were false are gone. V0.55.13 shipped lines claiming no crafter cut a better saddle and nothing forged matched the guard — both untrue against a forge roll, and one of them named the forge directly. Two new pins now walk every Exchange piece against every ungated forge band and check each slot still holds its crown, so a blurb cannot outlive the numbers again.

v0.55.13 — The Exchange Saddles Show Their Stats — And Earn Them

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  • PLAYER REPORT — "the weekly saddle doesnt show the stats". It never did. Only the two permanent exclusives LOOKED like they did, because their numbers were typed into the flavour line by hand; the weekly and this-week-only gear showed a sentence and nothing else. EVERY EXCHANGE GEAR ROW NOW PRINTS ITS STATS, read straight off the item, so it can never quote a number the item does not have.
  • And they were not worth the marks. Half the Exchange gear lost to something you could simply make. Longstride Saddle beat a Crafting-80 Skyleather Saddle by two swiftness — for a saddle that turns up one week in four. Ridgeback and Huntmaster's were SLOWER than it. Duskwarden and Nightwarden both carried less guard than a smithed Moonstone Barding, while Nightwarden's own description called itself the heaviest guard ever stocked.
  • All six pieces now top the ladder. Huntmaster's Saddle 15 swiftness / worker ×1.32 and Trailwarden Barding 23 guard / 13 power are the entry pair — above every craftable and every trail-cache piece, on every stat they carry. The weekly exclusives specialise from there: Longstride Saddle 20 swiftness is the fastest tack in the game, Ridgeback Saddle worker ×1.42 the hardest-working, Duskwarden Barding 18 power the sharpest, Nightwarden Barding 30 guard the heaviest wall there is.
  • Priced for what they are. The exclusives go 45 → 60 marks, Ridgeback and Duskwarden 75 → 90, Longstride 60 → 80, Nightwarden 90 → 110. Every one still liquidates for less amber per mark than selling the marks raw, so the Exchange stays a gear shop and never an amber printer.
  • The ladder is pinned now. A test walks every Exchange gear offer against every craftable and droppable piece in the same slot and fails if one of them stops winning — and a second test forbids a blurb from quoting a number the row already derives, which is how the stale "+30% worker buff, +10 swiftness" line survived the saddle it described.

v0.55.12 — A Tool For The Taming Skill

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  • TESTER REQUEST — Macenzie: "I know we get tools for different skills like gathering, mining, etc to increase speed. What do you think of a something for taming." THE BOLA IS NOW ON THE TAMING PAGE, and it is a full sixth-rank ladder, not a token.
  • THREE WEIGHTED CORDS, SIX RANKS. Flint → Bronze → Iron → Silver → Obsidian → Starfall, gated at Taming 10 / 25 / 45 / 65 / 82 / 94 — the same rungs the Sickle, Axe, Pick and Rod climb. Each rank takes 4% off every taming timer, so a Starfall Bola in hand is 24% faster taming, forever.
  • It costs what a pick costs. 2,000 amber for the first rank up to 1,360,000 for the last, 2,042,000 for the full ladder — no taming discount and no taming premium. A bola is weights on a cord, so the bill is the same mineral core the other tools pay plus the cord that ties it: rope at the first two ranks, braided heavy rope at the Silver rank, and two Primal Sinew for the Starfall.
  • It stacks with kibble. The tool cut lands OUTSIDE the capped speed stacks, exactly like every other tool rank, so it multiplies with kibble mode's 15% instead of being swallowed by a ceiling. Best case on the deepest tames — a Starfall Bola and a full kibble bowl — is a little over a third off the clock.
  • The speed breakdown shows it. Open any taming card's timer and the Bola has its own labelled row, reading the same number the engine applies. Nothing about tame chance, stats or levels moved — this is the clock, and only the clock.

v0.55.11 — The Grand Hall Was Underselling Itself

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  • Tester report. "Says 2 percent faster forever grand hall but I see 5 percent increase in drop down bonuses." Both numbers were on screen at once and they disagreed. THE 5% IS THE REAL ONE — the banner was the liar, and it has been corrected.
  • THE GRAND HALL HAS PAID 5% SINCE v0.36.8. Mounting every species in the valley makes every skill in the game work 5% faster, forever, and it has done exactly that for twenty versions. The speed breakdown you opened was reading the live multiplier straight out of the engine; the Museum page's celebration banner was reciting a number typed into it back in v0.28.5, when the prize really was 2%, and never touched again when the balance pass raised it.
  • Nothing got faster and nothing got slower. If your hall is already open you have been collecting the full 5% all along — this is the page catching up to your save, not a buff. The dropdown was right about your character the whole time.
  • The banner no longer knows its own number. It now asks the engine what the Grand Hall is worth and prints the answer, so does the "mount all 57 to open the Grand Hall" promise on the way there. Both read whatever the game actually applies — if that value is ever tuned again, the words move with it the same day.

v0.55.10 — Two Maxed Bloodlines That Were Not The Same

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  • TESTER REPORT (with screenshot): "Both of these say max bloodline but have different stats." Two Giganotosaurus, side by side in the Stable, both labelled BLOODLINE MAXED — one showing 127 guard, the other 114. THE LABEL WAS WRONG, NOT THE DINOS.
  • A bloodline hits its ceiling one stat at a time. Power, guard and swiftness each climb to their own wall (the species' best roll, times five generations of imprinting, plus this line's mutations). The stall card called the WHOLE bloodline maxed the moment ANY ONE stat reached its wall — so a dino finished in power and swiftness, with three points of guard still to climb, wore the same badge as one that was genuinely done.
  • The chip now tells the truth. Only a line at the wall in all three stats reads "bloodline maxed", and it wears the accent colour. Anything still climbing shows the ceiling it is climbing toward instead — "breeds at 97 / 54 / 41 · ceiling 97 / 57 / 41" — so two different dinos can never read as the same dino again.
  • Hover it for the rest. Which stats are finished, which are still climbing, and exactly how many points each has left to go. In the reported pair that reads "guard is 3 short of its 57 ceiling" — the number you would otherwise have had to work out from two cards side by side.
  • NO STATS CHANGED, and no breeding maths changed. Every dino passes on exactly what it passed on yesterday — the game was clamping correctly all along and simply describing it wrong. If you were about to shelve a "finished" parent, check it again: it may have had room left.

v0.55.9 — Every Skill Keeps Its Own Auto-drink

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  • TESTER REPORT (with video): "If you click off the auto-drink in one skill, it removes the auto-drink for other skills." It did. EVERY SKILL NOW HAS ITS OWN AUTO-DRINK SWITCH, and switching one off leaves the other twelve exactly as you left them.
  • What was actually wrong. The game stored ONE auto-drink setting per potion EFFECT, and thirteen skills each have their own speed brew — Miner's Brew, Chef's Tonic, Angler's Brew, Lumber Tonic and the rest all count as "speed". So all thirteen shared a single switch. Arming Mining lit the auto pip on Cooking, Fishing, Logging and everywhere else; arming a second skill silently disarmed the first; and tapping the pip off on any page took the setting away from all of them. Walking through the skill menus was enough to lose it. The four double-yield brews shared a switch the same way.
  • AN AUTO-DRINK NOW ONLY CHANGES WHEN YOU CHANGE IT, on the skill whose tile you tapped. Arm Mining and Cooking and Fishing all at once and all three keep pouring their own brew, side by side and offline, exactly as each was set.
  • XP POTIONS ARE UNCHANGED and still share one switch everywhere — a Focus Tonic really is one buff no matter which page you drink it on, so one switch is the truth there. The same goes for the attack, defense, regen and crop brews. Only the effects the game runs SEPARATELY PER SKILL were split, because those were the ones being lied about.
  • Your existing setting survives. An auto-drink you armed before this update stays armed on the skill it was really pouring for, and simply stops claiming to be on for the twelve skills it never actually poured for.

v0.55.8 — Crafting And Alchemy Finally Get Weather

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  • Tester report. "Crafting speed bonus is missing from weather effects." It was — and so was Alchemy's. Every other skill in the valley has had a sky that favours it since weather shipped; those two had none at all, in any weather, in any season, ever. MORNING MIST NOW SPEEDS CRAFTING BY 10% (damp air keeps cord and hide supple — dry ones crack) and RAIN NOW SPEEDS ALCHEMY BY 10% (soft rainwater is the brewer's water). Both skies already existed and neither got rarer, so this is straightforwardly two skills that idle faster on days they used to ignore.
  • Mist and rain keep everything they already did. Mist still wanders prey close for a 12% double on Hunting; Rain still speeds Fishing 10% and waters your crops 12%. Nothing was moved aside to make room.
  • The boosts panel now names who is actually paying. A season's own passive — Blaze speeding Mining, Frost speeding Fishing — rides in the same number the weather does, so on a Clear day in Blaze your Mining page said "Clear Skies · 5% faster" while Clear Skies' own description reads "nothing helps; nothing hinders". It now reads "Blaze season", and when the weather AND the season both pay it names both: "Heatwave + Blaze · 15% faster".
  • A storm's expedition bonus stopped underselling itself. Storms have paid the greater of +10 score or 3% of the trail's difficulty since v0.36.7, but the weather chip only ever quoted the +10 — so on a difficulty-1100 trail the top bar said "+10" while the expedition page's own ledger said "+33 score", both on the same screen. The chip now states the real rule.
  • And the sky row on the hunting and expedition pages draws its proper icon instead of a raw emoji, like every other icon in the game.

v0.55.7 — Every Delve Wants Its Own Light

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  • EVERY CAVE NOW BURNS ITS OWN LIGHT, and every light is its own recipe at the Crafting bench. One torch used to open all ten biome caves, which meant the deepest delve in the valley asked no more of your workshop than the first one did — and Crafting had nothing to offer a delver but a better spear. Nine new lights fix that: the Pitchwood Brand, the Bogfire Lamp, the Sporelight Lamp, the Brimstone Flare, the Brinewick Lantern, the Rimeglass Lantern, the Coalheart Lantern, the Stormglass Lantern and the Voidwick Lantern, one per cave, up the ladder.
  • THE BENCH RUNG ALWAYS SITS BELOW THE CAVE IT LIGHTS — Crafting 8 for a Delving-10 cave, Crafting 80 for the Delving-90 one. That gap is deliberate and it is pinned: no cave you can walk into today can be walled off tomorrow behind a bench you cannot reach, and the Chronicles' delving note (and so the Sigil, the Amber Door and Ascension tier V behind it) can never end up locked by a Crafting level. If your Crafting trails your Delving by more than a tier, though, the deeper caves will now wait for you — which is the whole point.
  • Your torches are not wasted. The Torch stays exactly what it was, keeps its Crafting 5 recipe, and still opens the Sunlit Grotto — so a stack of three hundred still burns, and the tutorial quest still works.
  • THE AMBER DOOR'S DEEPLIGHT LANTERN MOVES TO CRAFTING 90, up from 60, so the last cave in the valley genuinely asks the most of your bench instead of less than four of the caves above it. THE DOOR ITSELF DOES NOT CLOSE: if you are already delving it with Crafting under 90, every lantern you have banked still burns and the Door still opens — what waits is CASTING MORE, until your bench catches up. Everything else about the lantern is untouched, and 90 still sits under the Door's own Delving 95.
  • The caves still feed the lights they burn. Each new light is made of the cave ladder's own materials — Stalactite Chip, then Glow Moss, then Cave Pearl, then Echo Shard — and from the Cinder Vault down, every cave drops the deepest material its own light asks for. The shallower part of the bill comes from the cave one tier up. Amber Resin is still in every recipe and still comes out even, exactly as it has since v0.36.8.
  • Lights are keys, not merchandise: every one of them sells for 8 amber, far under what it costs to make, so nobody is ever tempted to vendor the way into their own cave. And nine new items means the Completion Log's Items line has nine more to find — your percentage will dip by a hair until you have lit them all.

v0.55.6 — The Shop Shelf Keeps Its Markup For Rich Wardens Too

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  • The last free-amber loop is shut. V0.55.5 fixed the trader's side of this; the shop had the same hole. Its shelf charges four times what an item is worth precisely so buying from it can never be a way to MAKE amber — but every bonus that raised what you get PAID (the Ancestral Monument, Amber Affinity, Friend of Wardens) left the shelf price flat, so at a full amber bonus that fourfold markup had quietly decayed to about two-and-a-half. Raw Meat cost 12 on the shelf and the trader would pay 13 for it.
  • SHELF PRICES NOW CARRY YOUR AMBER BONUS, exactly like the trader's do, so the markup is a true 4× at every level of wealth. As before, IN PRACTICE NOTHING CHANGES: if your income is up 55%, so is the price, and a shelf of potions costs the same share of your day's earnings that it always did.
  • If you have never ascended you will not see a single price move. The Monument alone cannot reach the level where any of this bit — these loops only ever opened for wardens deep into ascension perks.
  • The shelf and the till agree, too: the price on a card now comes from the same place the purchase is charged from, so what you are quoted is what you pay.

v0.55.5 — The Trader's Cut Works On Amber-boosted Wardens Too

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  • THE TRADING POST COULD BE FARMED FOR FREE AMBER, and the richer you were the better it paid. The trader's 25% cut is meant to be the reason you can't just buy from him and sell straight back — but every bonus that raised what he PAYS you (the Ancestral Monument, Amber Affinity, Friend of Wardens) left what he CHARGES exactly where it was. Past about +25% amber gain his cut had eaten itself, and past that he was paying more than he asked.
  • HIS PRICES NOW CARRY YOUR BONUS TOO, so the cut is a real 25% at every level of amber gain instead of only for wardens with no bonus at all. IN PRACTICE NOTHING CHANGES FOR YOU: if your amber income is up 55%, the trader's asking price is up 55%, and a day's shopping costs exactly the share of your income it always did. What stops working is buying and immediately selling for a profit — which was never meant to work.
  • The real trade is untouched. Buying on a Surplus day and selling on an In-demand day is still the whole game at the Trading Post, and still pays exactly what it always did — the profit is in WAITING, which is what the spread was always there to insist on.
  • The same hole let the BANK outbid the trader's own asking price on nineteen of the twenty-six goods once your amber gain was maxed. That is closed by the same change.

v0.55.4 — Age Catalysts Drop Four Times As Often

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  • TAKING AN OUTPOST NOW PAYS ITS AGE CATALYSTS ONE TIME IN FIVE, up from one in twenty. Everything else about them is the same: the fort still pays its OWN count when the roll lands, so a Sundered Bastion capture is still four catalysts and a Briar Den is still one — depth still matters, it just no longer takes twenty banners to see any of it.
  • THE MATERIAL AGE LADDER IS GATED BEHIND THESE and nothing else drops them, which is what made a 5% roll bite so hard. A masterwork blueprint you may never need is a fine one-in-twenty chase; the currency your whole camp advance waits on is not.
  • THE BLUEPRINTS AND GEAR ARE UNCHANGED at 5% — the catalysts used to share that number and now have their own, so the two can move apart from here.
  • The card tells the truth about it. An outpost's catalyst chip reads "20% per capture" because it now takes its odds from the very roll the strike makes, not from the blueprint rate sitting next to it.

v0.55.3 — Two Achievements Were Counting The Old Roster

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  • The curator card argued with its own progress bar. It read "Mount all 54 skeletons and open the Grand Hall" while the bar underneath filled towards 57 — 46/57, not 46/54. The bar was right: there are 57 species in the valley, and one skeleton for each. Only the sentence was stale.
  • MASTER TAMER HAD THE SAME ROT, QUIETLY. "Tame all 54 species" also wanted 57. That one had no visible mismatch to give it away, so it had been wrong for longer without anyone being able to see it.
  • NOTHING ABOUT EITHER GOAL CHANGED — both already required 57, and every mounted skeleton and tamed species you have still counts exactly as it did. The cards simply say the true number now.
  • And they will keep saying it. Both sentences are generated from the live creature list instead of typed by hand, so the next species to join the valley moves the wording along with the goal.

v0.55.2 — The Trader Brings As Much As He Takes

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  • The trading post now stocks as much as it buys. Every one of the 26 goods had a daily BUY cap well under its SELL cap — the trader would take 6 Sky Opals off you but only ever had 3 to hand over, 4 Abyssal Amber against 2. Both numbers are now the same on every row, so whichever side of the counter you are on, the day's cap is the same.
  • It lands hardest where the shelf was barest. Sky Opal 3 → 6, Abyssal Amber 2 → 4, Ember Topaz 5 → 8, Starfall Melon 5 → 8, Vale Heartfruit 6 → 10, Deep Sapphire 6 → 10, Moonstone 8 → 12. The gems were the point of the change: buying one on a Surplus day and selling it on an In-demand day is the whole trade, and a shelf holding two barely let you make it.
  • The workhorses got deeper too. Iron Ore and Flamegrain 30 → 45, Redwood Log 24 → 36, Cloudbean 20 → 30, Amber Resin and Frostgourd 15 → 24, Echo Shard 12 → 20, Skyfruit 10 → 16 — fewer gathering trips when the recipe wants one more stack. The early rows climb as well: Gourd and Raw Meat to 100, Sunroot and Hide to 80.
  • Nothing else moved. Prices, the Surplus/In-demand bands, the amounts the trader will buy, the special orders, and the Trader's Charter's +25% per rank are all exactly as they were — and the Charter still multiplies these new numbers, so a rank-4 Charter doubles every one of them.

v0.55.1 — The Two Vault Ladders, Retuned

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  • THE REINFORCED VAULT NOW PAYS +3 SLOTS A RANK, up from +2, at exactly the prices it always charged — and every rank you already own counts. A rank-9 vault jumps from +18 stacks to +27 on the spot; a maxed rank-100 one from +200 to +300. The Amber Exchange's bank line was the cheapest slot in the game and the slowest to matter; now it moves half again as fast for the same amber.
  • THE MASTER VAULT SETTLES AT +6 A RANK, down from +8. The Exotic Broker still deals in double the Exchange's volume per rank, but the two ladders now read as one line rather than the tier-1 vault being a rounding error next to it. A maxed rank-49 Master Vault holds +294 stacks instead of +392. Prices are untouched there too.
  • At the very top the two moves all but cancel. Everything maxed is 725 stacks, up from 723 (32 base + 99 Storage Hut levels + 300 Exchange + 294 Broker). Below the ceiling it depends which line you bought — if you went deep into the Broker without the Exchange ladder behind it, your cap comes down.
  • Nothing in your bank is lost if that happens. Everything stays exactly where it is; you simply cannot open a NEW stack until you are back under the cap. Selling or using anything you already hold frees you up straight away, and the next Exchange rank is cheap.

v0.55.0 — Crafted Armour Is Worth Wearing Again

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  • Every piece of armour you make just got three times better. Hide Vest goes from 3 defense to 9 (plus 2 attack), Hide Leggings from 5 to 11, Iron Plate from 8 to 26, Obsidian Plate from 15 to 53 — nineteen pieces in all, across Crafting and Smithing. The rule they now follow is the one the game always meant to: what you can MAKE should be about as good as what DROPS one biome back. Always worth wearing on the way somewhere, never better than the reward for getting there.
  • This is the other half of v0.54.9. That version made Hide Leggings possible to build; the trouble was that a def-5 legging was worse than the loot lying around where its materials came from, so there was little reason to bother. Crafting armour had been sitting at roughly a THIRD of its intended strength since v0.36.58, and nothing measured it — the tests checked that each tier beat the one below and that drop sets stayed ahead, both of which a far-too-weak ladder passes perfectly.
  • Crafting and smithing now feel different. A Crafting piece is light: it spends a quarter of its strength on attack, so Fiber Tunic is 4 attack / 20 defense. A Smithing piece is heavy and pure defense — Iron Plate is a flat 26. Same total, spent two ways; pick the line that suits you.
  • Mostly harmless hit the gym. With everyone's gear this much better the final rival gauntlet would have stopped being the wall it is meant to be, so the [MH] crew are about 10% tougher across the board — Keltar's crown now costs what it always did.
  • Your existing gear upgraded itself. Armour is stored by name, not by numbers, so whatever is on your character right now is already the new, better version.

v0.54.9 — Hide Gear No Longer Needs Cave-deep Materials

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  • Starter armour is starter armour again. Stitch Hide Leggings sits at Crafting 32 and gives 5 defense — but it was asking for Deepchitin, which only drops in the Cavern Depths. Getting there meant Hunting 60, or three guardians down and Expeditions 30, by which point the Depths are handing you a 20-defense set for free. Hide Vest, Wooden Shield, Bone Helm, Copper Cap, Bronze Helm, Bronze Shield and Bronze Greaves were all locked the same way: the gear you make to reach a place was sitting behind reaching it.
  • Every crafted armour recipe now asks for a material you could already have gone and got at that recipe's own level. The whole low ladder — everything from Copper Cap at 25 up to Bronze Greaves at 48 — takes RIDGEPLATE, a new Redwood Wilds plate that drops from Redwood hunts (from Hunting 25) and the Redwood patrol (Expeditions 15). Fiber Tunic and Iron Plate take Bogscale, Iron Helm takes Deepchitin, and the rest of the ladder steps up one biome at a time from there. The deep materials keep their place at the top, where the recipes that want them are already past them.
  • Because the materials got closer to home, the recipes also got cheaper: Bone Helm's bill drops from 3 Slagplate to 2 Ridgeplate, Fiber Tunic's from 3 Reefshell to 2 Bogscale. Mangrove-Frame Shield moved from Crafting 63 to 66 so it sits at or above the Slagplate it now asks for, instead of reaching two biomes past the swamp it makes you stand in.

v0.54.8 — Delves Are Counted As Delves

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  • Your away report knows the difference now. A night spent underground used to come back reading "Expeditions — 381 won", even if you never set foot on a surface expedition: every cave delve was being added to the expedition tally. Delves now get their OWN row in the "While you were away" summary, with their own wins and their own escapes, and the Expeditions row counts only the expeditions you actually ran. Nothing about the runs themselves changed — the loot, the XP and your contract progress were always split correctly; it was only the report that lumped them together.
  • The injury lines under that summary also stopped blaming a loss that never happened. Since runs stopped being lost outright, wounds come from fights ground out the hard way, so the line now says so instead of "injured on a lost expedition".

v0.54.7 — Send Feedback From Inside The Game

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  • TALK TO US, RIGHT FROM THE VALLEY. The info button's panel (bottom-right corner) grew a SEND FEEDBACK row: write what broke or what should exist, and it lands straight in the team's inbox at hello@replyallgames.com. Your email rides along so we can reply — prefilled if you're signed in — and "Attach my current save" (on by default, untick it if you'd rather not) sends the exact state you're looking at, which is the single most useful thing a bug report can carry. Steam-linked accounts are tagged so we can find you there too.

v0.54.6 — The Rite Of Refinement Shows Its Buttons

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  • PICK YOUR PRICE, VISIBLY. The Rite of Refinement's two payment choices — the rare-material bill or a Quality Whetstone — were always clickable, but they dressed like plain text, so nothing said "choose one." They now wear proper button chrome, matching the Take off / Rite / Salvage row above them: the material bill in the green go-ahead style, both lighting up on hover.

v0.54.5 — The Catalyst Owns Up To A Dry Clutch

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  • No more silent misses. Arm a Primal Catalyst, hatch the clutch, see no mutation — and until today the game said nothing, which read as "the Catalyst did nothing." It always did its job: it AIMS the mutation roll, it never forces one (except the pity clutch). Now a Catalyst-armed clutch that rolls dry says so in a toast — which stat it was set on, how deep your dry streak runs, and when the pity guarantee lands. A mutated clutch still announces the mutation itself, exactly as before.
  • Mutation toasts also stopped mumbling: they used to sign off with a stray "+0 amber · title unlocked" instead of their own words. Fixed.

v0.54.4 — The Primal Catalyst Walks Through The Door

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  • Your catalyst hoard is safe now. The Primal Catalyst has whispered "it will matter enormously, someday soon" since long before the Amber Door existed — but its only use, aiming Mutation Lines clutches, unlocks two walks in, and until today the walk wiped your hoard with the rest of the bank. No more: Catalysts now carry through EVERY ascension at full stack, the Ledger of the Door says so, and the item itself now promises it. Collect with confidence.

v0.54.3 — The Coach Stays Home After The Amber Door

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  • No more berry lessons for veterans. Ascending resets the First Steps quest chain with the rest of the run — and the Getting Started coach read that as "brand-new player" and popped up with step 1 of 6. Anyone who has walked the Amber Door has definitionally finished the game once; the coach now checks your ascension count and never triggers past the first walk.

v0.54.2 — The Cloud Stops Arguing With The Amber Door

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  • Ascending no longer trips the save picker. Walking the Amber Door starts a fresh run on purpose — but the cloud-sync safety net read those small new numbers as "you lost 169 million XP" and recommended your own past. The sync brain now counts ASCENSIONS FIRST: your ascended save is recognized as the future it is, the picker stays closed after a walk, and if it ever does appear (real progress from another device) it shows an Ascensions row, explains which side walked the Door, and never red-flags your prestige as "far less progress".
  • You arrive through the door now. Ascending lands on a proper arrival — a wash of amber light, the Sparks you banked, and a reminder that your old valley is archived on this device (Settings → restore can always bring it back).

v0.54.1 — The Amber Door Looks Pressable

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  • The door is a button now. "Approach the Amber Door", "Arm the Door" and "Walk through the Amber Door" rendered as bare lines of text — the most momentous press in the game gave no hint it could be pressed. All three now wear real button chrome: raised, amber-edged, glowing on hover, and the final walk sits dimmed until you arm it.

v0.54.0 — NICHES — Every Species Gets A Job, And The Staircase Is Complete

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  • Every species gets a job. For everyone past their FOURTH walk through the Amber Door, 35 species now wear a JOB TITLE on their card — a fact about the species, printed plainly with its stars: GATHER SPECIALISTS for the four hired-hand skills, HAULERS and PATHFINDERS for dispatch squads, and the EGG TENDER. Every one of the 13 species the min-maxers politely called dead tames carries at least two stars. Every tame matters again.
  • The specialists work faster. A hired hand of a matching species works 20/40/60% faster on its base pace by stars — under a hard honesty ceiling of 0.45× your own pace, now real engine math: idle NEVER beats playing. The skill page bar wears the chip, and the hourly numbers already include it.
  • SQUADS GET SMARTER, NOT BIGGER. The squad's best HAULER brings home 8/16/25% more of a mission's guaranteed haul; its best PATHFINDER cuts the trip 5/10/15%, already in the countdown you watch. Only the best of each counts — no stacking puzzle, and the dispatch sheet names exactly who and how much.
  • THE OVIRAPTOR'S AURA, MADE OFFICIAL. Egg Tenders cut every egg-lay timer 15/25/40% by stars — and the Oviraptor formalizes at 2★, EXACTLY its famous −25%, so nothing changes for a single stable today. The egg ledger finally names who is tending.
  • A new score row for your next walk: 25 points per NICHED SPECIES standing in your stable or stasis when you ascend — breadth, the thing the Census taught you to build, finally pays.
  • Below four ascensions nothing changes: same intervals, same hauls, same timers, byte for byte. And with this, THE POST-ASCENSION STAIRCASE IS COMPLETE — Rift Ranks, the Bounty Board, the Completion Log, Mutation Lines, Item Quality, and Niches: six systems, one per walk through the Door.

v0.53.1 — Groundwork: Every Species Learns Its Job

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  • Groundwork for niches. The staircase's sixth and FINAL system — the count-4 finale — is wired in under the floorboards: 35 species carry a JOB now (Gather specialists for the four hired-hand skills, Haulers and Pathfinders for dispatch squads, and the Tender), every one of the 13 forgotten tames among them. The honesty ceiling on hired hands becomes real engine math, and a new score row will pay 25 per niched species you keep. None of it is visible yet — the star chips and crew hints arrive with their own update.
  • For everyone below four ascensions — which today is everyone — nothing changes: same intervals, same hauls, same egg timers, byte for byte.

v0.53.0 — ITEM QUALITY — The Forge's 1% And The Rite That Chases It

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  • The forge learns perfection. For everyone past their THIRD walk through the Amber Door, every cast now has four grades instead of three: 70% Common, 24% Fine, 5% Masterwork — and at the very top of the band, the 1% PRIMAL FORGED. A primal piece BEATS the Primal set piece in its slot, glows amber wherever its name appears, and is the only way past the gear the Door already gave you.
  • The rite of refinement. Any forged piece you own — in the locker, on your back, or fitted to a dino — can be re-cast IN PLACE: pay 15,000 amber plus HALF the blueprint's rare bill (exactly what salvage would return), or burn ONE Quality Whetstone instead, and the forge rolls the piece fresh. You keep the BETTER of the two casts, always — the Rite never hands back a downgrade, and your fitted gear never leaves its slot. No XP, no locker shuffle: the forge's endgame is the amber, the mats, and the 1%.
  • The whetstone finally cuts. The Quality Whetstone — stocked at the Rift Bazaar and the Bounty Exchange since the staircase opened — now has its verb, and a third source: every α-rank rift boss win has an 8% chance to drop one.
  • SEVEN TOP BLUEPRINTS, ONE PER SLOT. Valeglass Warblade, Riftwarden Aegis, Sky-Tempered Casque, Vale-Heart Cuirass, Stormstride Greaves, Moonshadow Saddle and Moonlit Barding — levels 88–99 across Smithing and Crafting, sheets sold one-off at the Rift Bazaar at count 3. Each one's PRIMAL window is the only cast that out-rolls the matching Primal set piece; a masterwork merely ties it. The 90-to-99 forge grind finally has a reason.
  • TWO LIFETIME TITLES ride the anvil — PRIMAL SMITH at your first primal cast, THE VALE'S OWN MAKER at six (one for every forged slot) — plus a new score row for your next walk: 75 points per lifetime primal cast.
  • Below three ascensions the forge does not change: same casts, same odds, byte for byte.

v0.52.1 — Groundwork: The Forge Learns What Perfection Is Called

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  • Groundwork for item quality. The staircase's fifth system — the count-3 forge endgame — is wired in under the floorboards: the 1% PRIMAL FORGED grade at the very top of every blueprint's range, the RITE OF REFINEMENT (re-cast a piece you own and keep the better roll, never the worse), the Quality Whetstone's long-promised verb plus its third source, seven TOP-TIER BLUEPRINTS at levels 88–99, and two new lifetime titles. None of it is visible yet — the Rite and the new grade arrive on the forge with their own update.
  • For everyone below three ascensions — which today is everyone — the forge does not change: same casts, same odds, byte for byte.

v0.52.0 — MUTATION LINES — Breeding Finally Has A Finish Line

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  • The bloodlines awaken. For everyone past their SECOND walk through the Amber Door, the Stable's breeding pen learns lineage: every pairing tracks a MOTHER LINE and a FATHER LINE, each with its own visible counter to 20. Each clutch, each unfinished side has a 6% chance to mutate — +2, permanently, to one of the four stats. And HEALTH CAN FINALLY MUTATE.
  • The game can never quietly rob you. Every 12th dry clutch of the same pairing is GUARANTEED to mutate, and the dry counter is on screen — on the pen while a clutch runs, and the moment you pick a pair.
  • Aim the mutation. The Primal Catalyst — hoarded since the breeders first whispered about it — is burned at clutch start to land that clutch's mutations on the stat YOU choose. The smart play writes itself: arm it on the guaranteed 12th clutch.
  • Taming 90 opens a second pen. Two pairings at once, twice the line's pace — the 90-to-99 grind finally has a parallel project.
  • The dynasty is the summit. A side at 20 is finished; at a combined depth of 40 a pairing goes sterile — the 20×20 DYNASTY, worth about +80 on a chosen stat, is a real finish line, not another treadmill. Every dino's card wears its line badge and its bloodline's own colour; the detail card itemizes exactly what the line added, stat by stat.
  • Your current dinos lose nothing: every stat stays, every old mutation stays baked in, and both counters start clean. TWO LIFETIME TITLES ride the ladder — LINE KEEPER at a finished line, DYNAST at the summit — plus a new score row for your next walk: 15 points per mutation on your deepest bloodline.
  • Below two ascensions breeding does not change: same rolls, same odds, byte for byte. The nursery flow you know — egg, care prompts, imprint, graduate — does not change at all.

v0.51.1 — Groundwork: The Bloodlines Learn To Remember

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  • Groundwork for mutation lines. The staircase's fourth system — the count-2 breeding redesign — is wired in under the floorboards: mother and father lines with visible counters to 20, a 6% chance per side per clutch, +2 flat to one of FOUR stats (health finally included), a forced mutation every 12th dry clutch of a pairing, the Primal Catalyst's long-promised verb, a second breeding pen at Taming 90, and a real finish line at the 20×20 Dynasty. None of it is visible yet — the bloodline panel arrives on the Stable page with its own update.
  • For everyone below two ascensions — which today is everyone — breeding does not change: same rolls, same odds, byte for byte.

v0.51.0 — THE WHOLE JOURNEY — The Staircase's Last Step

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  • The valley keeps your score. For everyone past the Amber Door, the Completion Log now opens with THE WHOLE JOURNEY: one honest percent for everything you have ever done — the plain average of five bars for SKILLS, MASTERY, COLLECTION, BESTIARY and FEATS, recomputed live from your save and never stored. The log counts everything the Census ignores, and gates nothing.
  • FIVE RANKS wait along it: WAYFINDER at 25%, CHRONICLER at 50% (+1% all skill XP), VALLEY ELDER at 75% (+2%, replacing), PRIMAL SCHOLAR at 90% (+3%, replacing), and THE COMPLEAT PRIMALIST at 100%. Only your best rank counts, and it is remembered FOREVER — ascending resets your skills, never your rank.
  • The rewards show their face. Primal Scholar GILDS the whole panel in amber. The summit grants the BANNER OF THE VALE — +15 expedition score from the bank, a Trophy Case heirloom that survives every ascension. Two lifetime titles ride the ladder: Wayfinder at rank 1 and The Compleat Primalist at the top.
  • The xp ledger comes clean. The skill-page buff drawer now itemizes every XP source by name — potions, Ascension perks & tiers, and your Log rank — and the total is exactly their sum. (Ascension XP was always paid correctly; the drawer just never quoted it. Now it does.)
  • Below one ascension nothing changes — same numbers, same odds, byte for byte. With this, all three rungs of the first staircase are open: Rift Ranks, the Bounty Board, and the Completion Log.

v0.50.1 — Groundwork: The Valley Starts Counting Your Whole Journey

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  • Groundwork for completion log ranks. The last of the first staircase's three systems is wired in under the floorboards: one overall completion percent averaging five live axes — Skills, Mastery, Collection, Bestiary, Feats — with five ranks along it, two new lifetime titles, and the Banner of the Vale waiting at the summit. None of it is visible yet — the log ranks arrive on the completion page with their own update.
  • For everyone below one ascension — which today is everyone — nothing changes: same numbers, same odds, byte for byte.

v0.50.0 — THE WARDEN'S BOUNTY BOARD — The Staircase's Second Step

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  • The wardens are hiring. For everyone past the Amber Door, a bounty office opens on the Hunting page: hold one bounty at a time, pick your TIER, and the board deals the quarry — cull ten of them for a flat purse of WARDEN'S MARKS. The deck is fixed: reloading never rerolls a deal, and walking away burns it.
  • FIVE TIERS climb with your Hunting level, exactly the ladder your new cycle re-climbs: Novice at level 1 (free, 21 Marks) · Seasoned 35 (95) · Veteran 55 (192) · Elite 75 (368) · Apex at 90 with the Vale guardian down (554). Taking is always free — each tier's fee is the price of ABANDONING, never more than you hold.
  • The hunt leans your way. While a bounty is live, its target pays +25% Hunting XP — the card shows the boosted number — and alpha prey cross your path half again as often. Your target's card wears a bounty chip counting the cull.
  • THE BOUNTY EXCHANGE spends Marks: the AUTO BOUNTY LEDGER (6,000 — finished bounties chain straight into the next), the WARDEN'S LONGSPEAR (3,000 — hunts against your target run 15% faster while it's in hand), the TROPHY HARNESS (2,400 — alphas half again as often anywhere, worn), the WARDEN'S STANDARD (1,500 — +10 expedition score from the bank), Quality Whetstones and Primal Catalysts for the systems still coming, and Ration Crates of salted meat. Everything the Exchange sells survives future ascensions in the Trophy Case.
  • Two lifetime titles. CULLER at 10,000 lifetime Marks and WARDEN OF THE VALE at 25,000. Lifetime means lifetime — the record spans every ascension, and neither can ever gate the Amber Door.
  • New score to chase. Every 50 lifetime Marks is a point toward your next walk — the long title alone is worth 500.
  • Below one ascension nothing changes — same hunts, same drops, same odds, byte for byte. The staircase's next rung, Completion Log ranks, arrives as its own update.

v0.49.2 — Groundwork: The Wardens Post Their First Bounties

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  • Groundwork for the bounty board. The second post-Ascension system is now wired in under the floorboards: the Warden's Bounty Board's five-tier ladder, its Marks currency, the Bounty Exchange and its gear, and two new lifetime titles. None of it is visible yet — every piece waits for a walk through the Amber Door, and the board itself arrives on the Hunting page with its own update.
  • For everyone below one ascension — which today is everyone — nothing changes: same hunts, same drops, same odds, byte for byte.

v0.49.1 — Under The Floorboards: One Ledger Of Where Every Item Goes

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  • No gameplay change — this is plumbing, and honest plumbing deserves a note. The game now keeps ONE shared ledger of what consumes every item (bills, tool ranks, camp costs, museum skeletons, planting, pantries, tributes, bank passives, quest holds), where before two separate copies of that knowledge could quietly disagree.
  • The hoard-or-sell verdict on every bank tooltip and the item flow reference chart now read from that same ledger, so they can never again contradict each other about whether something has a job.
  • Nothing about drops, recipes, prices or odds moved — the item flow chart regenerated byte-identical, and the sell-freely list is unchanged, item for item.

v0.49.0 — RIFT RANKS — The Staircase Begins

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  • The first step of the staircase. For everyone who has walked the Amber Door, the three rift zones reveal what was always underneath: today's four boss fights were only GAMMA RANK. Two harder cuts open above each — BETA at 1.5× difficulty paying 45 Rift Shards, ALPHA at 2× paying 75 — listed under their zone exactly like arena tiers, with mastery, tooltips and the battle screen all working unchanged.
  • Harder does not mean unfair. A rank's damage arrives in more, smaller strikes: the worst single hit at Alpha is the same size as at Gamma — the fight is longer, never spikier. That promise is enforced by the balance suite, not just written here.
  • Earn your way up. Beta reveals after 8 wins against that boss; Alpha after 8 Beta wins. Every rank card names exactly where you stand — "Win it 8× to reveal — 3/8" — and every boss card now counts its wins.
  • Rift sigils. Every Beta or Alpha attempt costs one sigil, minted automatically every 12 rift patrol wins — the rank row's chip tracks your purse and the next mint. The Sigil Press (1,800 shards, one-off) quickens the mint to every 10.
  • The riftheart relic. Alpha bosses alone carry it: a 6% drop, guaranteed by your 25th Alpha win, worth 8,000 amber — and held, it steadies every rift fight (+25 score, its own line in the strength breakdown). It survives future ascensions in the Trophy Case.
  • The bazaar grows. Three offers appear at count 1: the Quality Whetstone (120) and Primal Catalyst (400) — fuels for staircase systems still to come, worth hoarding now — and the Sigil Press (1,800).
  • New score to chase. Rank first-clears feed your ascension score: 60 per Beta, 100 per Alpha — 640 points toward the next walk through the Door.
  • Below one ascension nothing changes — same fights, same drops, same odds, byte for byte. The staircase's next rungs, the Warden's Bounty Board and Completion Log ranks, arrive as their own updates.

v0.48.2 — Groundwork: The Rifts Learn About Ranks

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  • Groundwork for rift ranks. The machinery for the first post-Ascension system is now in place under the floorboards: Beta and Alpha versions of the four rift boss fights, the Rift Sigil economy that will meter attempts, the Riftheart Relic's chase, and three new Rift Bazaar offers. None of it is visible yet — every piece waits for your first walk through the Amber Door, and the full reveal ships with its own update.
  • For everyone below one ascension — which today is everyone — nothing changes: same fights, same drops, same odds, byte for byte.

v0.48.1 — The Drover's Drills Card Stops Exaggerating

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  • The drover's drills card told an old story. It still promised "each drill adds +5% of hands-on pace" — the worker-rates update trimmed the two drills to +2% and +1.5% a while ago, and the card never heard. It now reads the real number for the exact drill you are about to buy, straight from the data, so it can never drift again. The drills themselves never changed here — only the words. The "they work at X% now" half was always honest.
  • The rest of the camp and hired-hand copy was audited against the worker-rates plan at the same time: every other number a tooltip or card quotes (the kit soft cap, the furnace speed, the pace-share pile) already derives from live data and matched.

v0.48.0 — PRIMAL ASCENSION — The Amber Door Opens

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  • The amber door opens. Primal Ascension is here: the valley's true endgame. Once you have finished everything the Warden's Census counts — every skill at 99, every species, the museum, every quest, every chronicle, every Guardian, arena tier and rift boss, and (almost) every achievement — you may walk through the Amber Door: your run resets, and permanent power follows you out the other side. Nobody is ever forced through; until you qualify, the new Ascension page is a completion tracker, not a button.
  • The warden's census. The Ascension page appears once all ten Guardians have fallen, showing a live checklist of 100% completion. Every line derives from the game's real content, so future updates raise the bar for anyone who hasn't crossed it. You only prove 100% once — after that, the Door stays earned forever, and later walks just need the Guardians re-felled and a rising score bar beaten.
  • Amber sparks. Everything you have ever done feeds one score, shown row by row — and the rows always sum to exactly the total. Sparks pay one-for-one on NEW high water only: nothing pays twice, and rebuilding a reset system to where it was pays nothing until you push past it.
  • The perk shop. Fifteen permanent perks, 40,000 Sparks for the full catalog — faster actions, deeper memory, richer amber, a head-start kit, preserved companions and more. Every bonus is its own labeled line outside every cap in the game, so every rank you ever buy always does something. That promise is written on the shop page and enforced by a test.
  • Amber bond. Chosen companions survive the reset inside the stasis vault, held in amber — they keep their levels, imprint and name, and step out as you rebuild stable space. The bond starts small (at most 4 on your first walk, even at max rank) and deepens by one with every ascension.
  • Ascension tiers. Five free bonuses that arrive automatically as your count grows, from Echo of the Door (+5% all XP) to Warden Ascendant — which also demands The Sigil.
  • The trophy case. Nothing crafted is ever lost: The Towel, the Don't-Panic Pendant, the Improbability Charm, every war banner, the depths relics, the quest trinkets and the rift uniques all survive the wipe and keep working.
  • The ledger of the door. Ascension is irreversible, so the confirmation is a full-screen ledger — LOST, KEPT, GAINED — generated from the very list the engine resets, with your live numbers. On your first walk you type ASCEND to confirm, and a complete copy of your save is archived on this device first (Settings → restore), so a misclick can never destroy a year-long run. The Door also refuses politely while anything is in flight — a fight, a raid, a squad, a dig, a clutch — and names the blocker.
  • SIX NEW ACHIEVEMENTS wait beyond the Door, none of which count toward the Census — an achievement that requires ascending can never gate the first ascension. Every Spark Spent is, quite deliberately, the longest chase in the game.
  • For everyone else: nothing changes. A player who never touches the Door keeps playing exactly the game that existed yesterday, byte for byte.

v0.47.11 — Groundwork: The Amber Door Gets Its Face

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  • GROUNDWORK, NOT A CHANGE YOU CAN FEEL YET. Primal Ascension step three of four: the art. Twenty-eight new hand-drawn icons join the registry — the Amber Door sigil, the Amber Spark, all fifteen perks, the five tier medallions, and the six achievement marks — drawn in the same flat, palette-only style as every other icon in the game.
  • Nothing shows them yet: no page, no shop, no ceremony references a single one of them. They are in place so the final step — the Ascension page itself — arrives as pure wiring instead of a mountain of art and logic in one change.
  • One step remains: the page and the ceremony.

v0.47.10 — Groundwork: The Amber Door Learns Its Prices

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  • GROUNDWORK, NOT A CHANGE YOU CAN FEEL YET. Primal Ascension step two of four: the numbers. The fifteen permanent perks and their Spark prices (40,000 for the full catalog), the five free tier bonuses, the score weights behind every row of the breakdown, and the Trophy Case list — read from the game's own item data, so any future one-of-a-kind effect item joins it automatically.
  • Every perk is now wired into the exact spot in the game where its bonus will apply — action speed outside every cap so every rank always delivers, XP, amber, expedition score, offline hours, injury healing measured separately from Sturdy Bandages, camp and hired-hand pace with its own 20% family cap, and the wanderer gate with its built-in guard. All of it reads exactly zero until someone actually walks through the Door, which is still impossible: the page and the ceremony are step four.
  • The balance report gained a whole section grading the new economy — the catalog total, every speed cap, the honest gap between the catalog and a lifetime of Sparks, and the rising bar's exact ladder — so none of these numbers can drift quietly.

v0.47.9 — Groundwork: The Amber Door Gets Its Hinges

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  • GROUNDWORK, NOT A CHANGE YOU CAN FEEL YET. Primal Ascension — the prestige system where a finished valley can be traded for permanent power — has started building, and this update lays its invisible machinery: the master list that marks every piece of your save as RESETS or STAYS, the score calculator, the payout rule, the refusal logic that names anything still in flight, and the rebuild routine itself. None of it is switched on, nothing is visible, and no save changes shape by a single byte.
  • The master list is checked by the computer: every jar on the save shelf must carry its label or the game refuses to compile, so no future update can ever forget to decide what ascension does to its data. A test also walks a real player save through a full rebuild and proves nothing marked STAYS is ever confiscated.
  • Three more steps follow before anything shows: the numbers (perks, tiers, weights), the art, and finally the Ascension page and the ceremony itself.

v0.47.8 — Nothing Is Handed To You Any More

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  • NO BLUEPRINT OR PIECE OF GEAR IN RIVALS OR OUTPOSTS IS GUARANTEED ANY MORE — every one of them is a 5% roll. Six outposts used to hand over a masterwork pattern the moment you took the fort; they now guard it the same way they guard everything else.
  • The tribe relics join them. The Reaver's Hook, Swampjaw Maw, Obsidian Edge, Frostfang Cloak, Skyplume Mantle, Accord Signet and Mostly Harmless's trio were free on your first victory and a 12–15% re-roll after. They are now a 5% roll on EVERY win, first or hundredth — and the roll still favours whichever one you are missing.
  • That cuts both ways. A relic is no longer a one-and-done, so a tribe you have already beaten is worth raiding for its relic just as much as a fresh one.
  • The Apex Accord's Apexforged Edge pattern was the last blueprint riding an odd rate (15%) — it moves onto the same 5% roll as the rest, and no pattern lost its home in the move.
  • Age catalysts join them. A capture used to hand over 1–5 of them every single time, and that is now a 5% roll as well. A fort still pays its OWN number when the roll lands — the Sundered Bastion is still worth four — so a deep outpost is still worth more than a shallow one. Catalysts also come from the Mark Exchange and from quest rewards, and neither of those changed.
  • One thing did NOT change: a catalyst that gets through is still never eaten by a full bank. Rarer should not also mean losable.
  • Because nothing rare is promised any more, the raid no longer refuses to start over relic bank space; it only asks for room for the stockpile it definitely pays. Every card and tooltip now says exactly this — the scouting sheet quotes the relic chance instead of promising a first-win reward, and an outpost card states its catalysts with their rate instead of as a flat number.

v0.47.7 — Rare Spoils Go To 5%, And The Cards Show What You Get

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  • THE BLUEPRINT AND GEAR ROLLS ADDED IN v0.47.6 GO FROM 0.5% TO 5% (dev note: "lets make it a 5% drop rate"). Ten times more likely on both rolls — about one win in ten now pays something rare instead of one in a hundred. Rivals and outposts both.
  • RIVAL CARDS AND OUTPOST CARDS NOW SHOW WHAT A WIN ACTUALLY PAYS, the way action cards always have: how many of each guaranteed item you get (×12 Hide, ×60 Ginkgo Log) and the drop rate on anything that is not certain. No more guessing what is behind the row of icons.
  • The two rare rolls get their own dashed chips — 📜 for the masterwork blueprint and 🛡️ for the armour or weapon — each showing 5% and naming, on hover, every piece it could pay.
  • Outpost cards had never listed their spoils at all; they now carry the same row, including the masterwork sheet the deeper forts guarantee.
  • The rare chips quote the roll rather than a per-item share, because the roll favours what you have not got yet — so hovering tells you the pool and the real 5%, never a made-up number for one piece.
  • Housekeeping in these notes themselves: entries used to credit changes to a word no reader outside the workshop could place. Every one now reads as a plain dev note, dev call or dev report.

v0.47.6 — Rivals And Outposts Can Drop Blueprints And Gear

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  • Every rival victory and every outpost capture now rolls two long shots. A masterwork blueprint sheet at 0.5%, and a piece of armour or a weapon at 0.5%. Roughly one win in a hundred pays something rare — this is a nice surprise on a raid you were doing anyway, never a sensible way to farm gear.
  • Both prizes match the rung you beat. The Mudfoot Clan and the Briar Den pay Thunderfoot pieces and the Sunpetal Hood pattern; Mostly Harmless and the Sundered Bastion pay Sundered pieces and the Emberheart Plate or Apexforged Edge. A harder fight never pays a softer prize.
  • THE ROLL PREFERS WHAT YOU ARE MISSING — an unstudied pattern over one you already know, a piece you do not own over a duplicate — the same courtesy signature repeat rolls have had since v0.36.7. Once you hold the lot, dupes pay amber as they always did.
  • Gear means armour and weapons: helms, cuirasses, greaves, aegises and spears. Talismans stay a trail find. All twelve blueprint patterns are reachable this way, including the three no guardian carries, and the Field Guide now lists both the raid and the strike on every item they can drop.

v0.47.5 — The Icons Are 20% Bigger

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  • EVERY ICON IN THE GAME IS NOW 20% LARGER (dev note: they "seem a little small"). Sidebar art, action-card headers, bank tiles, item chips, battle badges — all of it. 20% is the exact point where the art grows and the layout does not: sidebar rows measure the same 44px they always did, so nothing reflows and the same number of entries fit on screen. Pushing on to 35% started making rows taller, so it stops here.
  • On a 320px phone the top bar is the one row with no space to give — the bigger icons pushed it 10px off the edge. That strip alone keeps the old size below 360px; everywhere else, including the rest of that same phone screen, gets the full 20%.

v0.47.4 — The Rest Of The Icons Get The Same Outline

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  • v0.47.3 OUTLINED THE SKILLS AND BIOMES; THIS DOES THE OTHER 937. Every remaining drawing in the game — items, creatures, weapons, potions, crops, fossils, tribe crests, camp buildings, pets, eggs and every UI glyph — now carries the same crisp dark edge around its silhouette. That also closes the seam v0.47.3 opened, where outlined skill icons sat directly above flat ones in the sidebar.
  • The edge lands on silhouettes only, never on the shading inside them: a stone stays one solid rock instead of a cracked one, and a dino's jaw shading does not become a black stripe across its face.
  • Glyphs already drawn as line art (the chevrons, boost arrows, XP graph, drifting mist, fibre strands, sun rays) are deliberately untouched, as is the Mostly Harmless crew's own mark — that one stays exactly the flag they supplied.
  • ON STEAM, THE ACHIEVEMENT BADGES MATCH AGAIN: all 288 achievement icons (144 earned plus their locked grey twins) are re-rendered from the new art, so the badge Steam shows is the same drawing the game does.

v0.47.3 — Skill And Biome Icons Get An Outline Pass

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  • The skill and biome icons pop now. Mining, Logging, Hunting, Smithing, Farming, Foraging, Fishing, Cooking, Crafting, Alchemy, Taming, Expeditions, Delving, and all ten biomes (Grasslands through Skyreach Plateau) now carry a crisp dark outline around every shape, plus a few hand-placed highlights — a bright bowstring, sparks off the anvil, a glint on the pickaxe — so they read as bold stickers instead of flat color blobs, especially at the small sizes the sidebar and action cards actually render them at.
  • This is the first pass on the icon registry's highest-traffic pages — the rest of the set (items, creatures, gear) keeps its current flat style for now.

v0.47.2 — A Frozen Tab Can't Bury Your Save

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  • A PHONE TAB THAT SAT FROZEN FOR A DAY COULD WAKE UP JUST LONG ENOUGH TO SAVE ITS DAY-OLD MEMORY OVER YOUR REAL SAVE (Shae's report, Aug 12) — the next boot then trusted the buried copy, greeted you with "away for over a day", and pushed it to the cloud. Three locks now stop it: the one-tab guard remembers a newer session even after that session has CLOSED, so a thawed old tab freezes instead of writing its goodbye; every save now refuses outright to overwrite a newer one; and boot takes a second opinion — if the cloud copy out-leads this device on progress when it shouldn't, the "which save?" choice opens instead of a silent push.
  • A tab caught behind like this now says so honestly: "This tab fell behind — nothing from this tab was saved", with Play Here reloading from your newest save. No more claiming it saved when it deliberately didn't.
  • The Settings sync journal logs the averted burial as its own event (boot-regressed), so a screenshot shows the guard firing, not a mystery dialog.

v0.47.1 — The Crew Keeps Up With The Real You

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  • v0.47.0 MEASURED THE CREW AGAINST A PLAYER WITH NO TOOLS, NO MASTERY, NO GEAR (beta report, same day): against a real endgame player — who moves ~2× that fast — a maxed camp landed nearer 1.3 players' worth than the promised 2–3. The yardstick is now YOU as you actually play: tiers climb 1 / 1.35 / 1.7 / 2 and Ages ×1.2 → ×2, so a fully built crew lands ~2.7 real players' worth. Roughly double yesterday's rates, still nowhere near the old firehose.
  • GEAR PAST +30 KIT PAYS AGAIN (beta report: "no need to bother beyond bronze"): the hard cap becomes a soft one — +1% pace per point to +30, then +1% per 10 points beyond. A 195-kit worker now works at +46.5% instead of +30%, the deepest kit in the game at +54%. Sentinels still count every point.
  • The tooltip pile shows the soft cap honestly: "kit 195 → +46.5 (soft cap)", and the numbers still multiply to exactly the clock you see.
  • Fresh camps are untouched again — a Stone-Age Novice gathers exactly what they did yesterday and the day before.

v0.47.0 — The Tribe Works For You, Not Instead Of You

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  • YOUR CAMP GATHERED TOO MUCH, TOO FAST (a dev call): a fully built crew was hauling roughly 288 players' worth of goods an hour. The whole workforce now tops out around 2–3 players' worth — camp automation is a strong second pair of hands again, not a replacement for playing.
  • Workers now match each node's own pace. A crew member works at a % of YOUR speed on that exact action — deep, slow nodes take them proportionally longer, exactly like they take you longer. Before, the deepest nodes were bizarrely the cheapest to automate; that inversion is gone.
  • The Tribe page tells the honest story: each worker's tooltip now shows "crew pace X% of yours", every multiplier in the pile, and the exact clock on their current node.
  • GEAR ON GATHERERS IS CAPPED AT +30% pace (it kept its full power for Sentinels on watch): a Primal Warspear made berry-picking four times faster, which was silly. The tooltip shows both numbers — your kit score, and the capped bonus the pace actually uses.
  • Material Ages recut: ×1.1 → ×1.5 across Bronze → Moonstone (was ×1.5 → ×6), tiers 1 / 1.15 / 1.3 / 1.5 (was up to ×3.5). Artisan lines follow the same cut. Fresh Stone-Age camps are UNTOUCHED — a new Novice gathers exactly what they always did.
  • Dino hired hands. The two Drover's Drills now add +0.02/+0.015 (was +0.05 each), so a fully drilled, max-veteran, best-species dino tops out at ~40% of your pace instead of ~49%. Undrilled dinos never moved. Drill prices unchanged.
  • Nothing banked was taken: stockpiles, shelves and everything already collected stay exactly as they were. Only the clocks changed.

v0.45.5 — The Little Steam Mark Is The Real One

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  • THE SMALL STEAM ICON — on the "Linked to Steam" row and the sync-reminder toast — is now Valve's actual mark (the same official art the buttons wear), not our hand-drawn stand-in. One glyph, everywhere, the real one.

v0.45.4 — The Sign-in Screen Speaks One Language

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  • THE STEAM BUTTON IS GONE FROM THE SIGN-IN SCREEN (a dev pass): one flow everywhere — email and password, with signup carrying your Steam purchase invisibly on desktop. Returning desktops still sign in through their link automatically at launch; the button had become a second door to the same room.

v0.45.3 — One Door: Your Purchase Is Your Key

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  • THE DESKTOP HAS ONE DOOR NOW (a dev flow pass): Settings → Cloud shows just "Create a Primal Idle account" — no separate Steam button. Clicking it opens the signup form directly, with NO registration code on a Steam desktop: your purchase IS the code.
  • Accounts are born connected. A desktop signup carries your Steam ticket, and the server verifies the purchase, links your Steam, and records the entitlement the moment the account is created — Settings shows "Linked to Steam — Account ID" from the first boot, and it stays through every restart.
  • No more silently-created accounts: "Continue with Steam" now signs in ONLY through an existing link — an unlinked Steam gets plain words ("create your account first") instead of an invisible throwaway account.

v0.45.2 — Once It's Connected, It Stays Connected

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  • "LINKED TO STEAM" NOW SURVIVES A RESTART (dev report): the game asks the server for your link on every boot instead of remembering it only until you closed the window — the linked row, with your Account ID, is there on relaunch and on a fresh install alike, web included.
  • Linking is now one clear ritual. The button says "Link with Steam", and clicking it asks for your Primal Idle email and password right below — the server checks your Steam purchase and your credentials, links, and that's that. The same form serves a brand-new device.
  • Typing the account you're already signed into just verifies your password and links — no surprise "which save?" dialog for a link that changes no save.
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  • FOUND LIVE IN TESTING, FIXED THE SAME HOUR: before launch nobody can pass the "bought it on Steam" check — including dev accounts — so the new link gate refused the very accounts building it. The server now honors an exempt list for the dev and playtest accounts, and every refusal is logged with the exact verdict and Steam ID so the next mystery answers itself.
  • The "Too many attempts" wall is gone for normal play: each Steam action now has its own allowance (30 per 15 minutes instead of 10 shared across sign-in, linking, purchase checks and email attach) — the desktop's own background sign-ins no longer eat the budget your buttons need.

v0.45.0 — Your Steam Finds Its Real Account

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  • CLICKED "CONTINUE WITH STEAM" BEFORE SIGNING IN? No longer a dead end: type your web account's email and password into Settings → Cloud → "Add an email", and when the game says that account already exists it now OFFERS it — one click signs you into your real account and brings your Steam along, purchase and cloud saves included.
  • The same heal works from the sign-in screen: "I already play on the web — sign in", then accept the link offer — it no longer refuses because of the throwaway account your first click created.
  • Nothing lost, nothing guessed: the throwaway's save is filed into your account's "Restore an older cloud copy" list, and when both sides hold real progress the conflict dialog asks YOU which run continues — never a timestamp.
  • Real accounts stay protected: a Steam identity only ever moves off an invisible no-email account. Two accounts on purpose stay two accounts.
  • Linking is for owners. If the Steam account hasn't bought Primal Idle (or only borrows it via Family Sharing or a free weekend), the link buttons now answer "Buy Primal Idle on Steam to link this Steam account" with the store link — and after a successful Steam sign-in or link, a notice reminds you to run a Sync now so Steam gets your latest save.

v0.43.18 — Every Account Button Knows Whose Colors It Wears

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  • "LINK THIS STEAM ACCOUNT" (Settings → Cloud) and "LINK ACCOUNTS" (the first-run link offer) now wear the same official dark Steam dress as the sign-in buttons — white Steam mark, Steam's own dark, no orange and no green (a dev pass, fourth sweep).
  • "ADD EMAIL" on a Steam-born account goes stone-grey with the PI monogram, matching "Create a Primal Idle account" — because that is exactly what it does: it gives your Steam account its Primal Idle side for web & mobile.

v0.43.17 — The Steam Button Goes Full Steam

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  • "CONTINUE WITH STEAM" now wears the real thing (a dev pass, third sweep): the official white Steam lockup on Steam's own dark — no more orange — in Settings → Cloud and on the desktop sign-in screen alike, and the two can no longer drift apart.
  • The account button now carries the PI monogram, goes stone-grey, and stacks under the Steam one — each button explains itself with a line underneath: Steam is one click with no password; a Primal Idle account adds web & mobile cloud saves that stay in sync with your Steam progress — take the valley with you.
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  • "LINK THIS STEAM ACCOUNT" — in Settings and in the first-run link offer — now carries the Steam mark like its sign-in siblings (a dev pass, second sweep).

v0.43.15 — The Cloud Buttons Say What They Mean

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  • SETTINGS → CLOUD, DRESSED PROPERLY (a dev pass): the Steam button wears a truer Steam mark, the account button carries the campfire and says what it is — "Create a Primal Idle account for web/mobile saves" — and once you're signed in through Steam the row shows your Account ID so support questions start with the number on screen.

v0.43.14 — Steam Sign-in Stops Rejecting Its Own Ticket

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  • Under the hood. The server's sanity check on Steam sign-in tickets capped them at half the size Steam actually issues, so every genuine ticket was refused as bad-ticket before Steam was even asked. The cap now fits real tickets with room to spare — and a refused shape gets logged with its length so it can never masquerade as a Steam verdict again.

v0.43.13 — The Desktop Opens Straight Into The Valley

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  • NO MORE LOGIN WALL ON DESKTOP (a dev call): the Steam build now opens directly into the game on your local save — Steam Cloud already roams it. Cloud sign-in and Steam account linking live in Settings → Cloud, including a one-click "Continue with Steam" right there.
  • The sign-in screen got its act together. Choosing "Continue with Steam" no longer shows the email form underneath it, the button wears a proper drawn Steam mark, and on desktop you can always back out with "Keep playing without an account".

v0.43.12 — Steam Sign-in Presents Its Credentials Properly

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  • Under the hood. "Continue with Steam" was refused with bad-ticket — Steam bakes an identity string into each sign-in ticket, and the server has to present the SAME string when verifying. It now does, for sign-in, linking, and the purchase check alike.

v0.43.11 — Steam Sign-in Stops Depending On The Host

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  • Under the hood. The server now talks to Steam via curl instead of PHP URL streams — the shared host shipped allow_url_fopen off in a place no setting of ours could reach, which held every Steam sign-in at "unreachable". No player-visible change beyond Steam sign-in actually working.

v0.43.10 — The Steam Build Knows Who You Are

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  • SIGN IN WITH STEAM (desktop): the first-run screen now leads with "Continue with Steam" — one click and your account exists, no email, no password, no registration wall inside a purchase. Already play on the web? Pick "I already play on the web", sign in as usual, and the game offers — never assumes — to link the two so purchases and cloud saves are shared.
  • A linked machine signs itself in. Launch through Steam and the login screen simply closes itself. And the 90-day password re-entry is gone on desktop — an expired session silently renews through Steam instead of signing you out.
  • Steam-born accounts can go web. Settings → Cloud gains "Add an email to play on the web", upgrading a Steam-created account with a real address and password — same save, same progress, now on any browser.

v0.43.9 — Steam Achievements Get A Firm Handshake

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  • STEAM ACHIEVEMENTS COULD SIT OUT A WHOLE SESSION IN SILENCE (dev report, first desktop runs on Windows and Mac). The bridge refused to write until Steam handed over the player's stats — a handshake the current Steam client may never volunteer on its own. The desktop build now asks for those stats itself the moment Steam connects, so the write gate opens every time and the boot sweep can restore your whole earned history.
  • And the sync narrates itself. The desktop console (right-click → Inspect) now reports the bridge coming up, every unlock batch, and both boot sweeps with exact counts — so a missing popup is a five-second read instead of a guessing game.

v0.43.8 — Ten Achievement Tracks Stop Sharing Faces

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  • NINE ACHIEVEMENT TRACKS NO LONGER WEAR THE SAME ART (dev report, from the Steam build-out). Three tracks shared one star, two shared a medal, two a compass, two a basket — and Warband's banner was a twin of Raider's flag. Sage now carries a scroll, Perfect Cast a starmetal blade, Drillmaster the drill whistle, Naturalist a leaf, Delegator the work ledger, Muster the worker quarters, Herdmaster the grand stable and Warband a captured stockade — every one drawn from art the valley already owned. The Log page and the Steam badges both pick it up.
  • THE OUTFITTED TRIAL WEARS A SADDLE instead of borrowing the fleeing runner's boots — equipping gear on a dino finally looks like it.
  • AND A NEW BUILD GUARD makes the whole class of bug impossible: no two tracks can ever share registry art again, and every Trial badge stays one of a kind.

v0.43.7 — Obsidian Greaves — The Smithed Ladder Finally Has Legs At The Top

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  • OBSIDIAN GREAVES CAN NOW BE FORGED (player request). The smithed heavy line runs bronze, then iron, then obsidian — and bronze and iron both finish with greaves, while obsidian gave you a helm, a plate, a bulwark, a spear and a blade and nothing at all for your legs. So the best legs a smith could make were still Iron Greaves, ninety levels in. Not any more.
  • FORGE THEM AT SMITHING 91 IN THE ASHEN PEAKS, from 3 Obsidian, a Skysteel Ore and a Valehide. They give 14 defense — above the Obsidian Helm and Bulwark, below the Plate, which stays the tier's best single piece as the hardest thing in it to make.
  • And skysteel ore finally has something to be made into. Until now the only thing in the valley that wanted it was the last rank of the tool ladder, so a plateau full of it mostly went to the trader. Now it is the frame these greaves are built on.
  • Nothing else moved. No existing piece was retuned, no recipe changed, and the Collector achievement now counts the one new item.

v0.43.6 — Dispatch Tells You What A Mission Brings Back, On Every Screen

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  • THE DISPATCH PICKER NOW SHOWS WHAT THE MISSION BRINGS BACK, ON DESKTOP TOO (tester report). Picking between eleven missions on a wide screen, all you got was a name and a difficulty number — the haul was only ever spelled out on the phone, in the mission sheet. The chosen mission now prints its guaranteed haul, with your squad's multiplier already applied, and it does so on both screens: the phone's sheet closes the moment you pick, so it lost the same information one tap later.
  • The trading post now says why you would ever buy anything. Every line on that page was about selling, which made the Buy buttons on the deep gems look like a mistake — they have no use but trade. They are not a mistake: a price re-rolls inside its own range every market day, so something picked up on a Surplus day and sold back on an In demand day turns a profit, and a stockpile is how a Charter special order gets filled the day it appears.
  • EVERY MARKET CARD NOW PRINTS THE RANGE ITS PRICE MOVES INSIDE, so "Surplus" and "In demand" stop being moods and become numbers you can measure today's quote against. A Deep Sapphire pays between 156 and 312 depending on the day; now you can see that before deciding whether to hold or sell.

v0.43.5 — The Top Bar Stops Squeezing Itself Off The Screen On A Phone

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  • THE TOP BAR NO LONGER GETS CRUSHED BY A BIG AMBER TOTAL (bug report). On a phone, the richer you got the more the bar squeezed everything to the left of your amber count — the Stop button ended up with no room at all and sat on top of the weather chip, and on a small phone the row ran off the edge. The amber count now holds its place and the running-action chip keeps a real width at every phone size.
  • Number notation actually changes when you change it. Switching between Standard and Compact in Settings only ever redrew numbers that happened to be counting up at that moment — your amber total looked right, while prices, bank stacks, gear stats and mastery totals kept the old style until something else moved them. Every number on screen now follows the setting the instant you pick it.
  • PHONES NOW START ON COMPACT, DESKTOP ON STANDARD. Compact ("28.9M") is what keeps the bar readable on a narrow screen, and the long form has plenty of room on a desktop. It is only the starting point — the Settings dropdown still wins, and each device remembers its own answer, so your phone and your computer can differ.
  • The narrowest phones also drop the sword monogram and the weather countdown from the bar rather than let the row overflow. Both still live one tap away in the weather panel.

v0.43.4 — A Clearer Message When Something Else Answers For The Server

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  • Cloud errors no longer show a raw programming error. If something other than the game server answered — a wifi sign-in page on a cafe or hotel network, or a maintenance page — the cloud panel showed "TypeError: Cannot read properties of null (reading 'rev')", which told you the name of a property and nothing else. It now says the reply could not be read, and what usually causes that.
  • This affected signing in, creating an account, loading your cloud save, uploading it and listing older cloud copies — all of them showed the same unhelpful line, or failed in an odd way, when a page pretending to be the server got in the way.
  • Nothing about your save changes. This is only what you are told when the connection is being intercepted: the game already refused to trust the reply, it just described it badly.

v0.43.3 — Big Saves Stopped Uploading When You Closed The Tab

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  • THE LAST SAVE BEFORE YOU CLOSE THE TAB NOW UPLOADS ON A BIG SAVE TOO (bug report). Once a save grew past a certain size, the goodbye upload — the one sent as the page closes or you switch away — was refused by the browser before it ever left, and the game reported it as a connection problem. The ordinary upload that runs every minute was never affected, which is why saving by hand always looked fine.
  • Nothing was lost: the every-minute upload still ran, so the most a big save could ever be behind was the last minute of play. Now the goodbye upload is sent as an ordinary one when it is too big to send the fast way, so that last minute goes up as well.
  • THE ERROR MESSAGE STOPPED BLAMING YOUR CONNECTION for things that were never your connection, and the sync journal in Settings now records failed uploads with what went wrong — including the case where the browser refused to send at all.

v0.43.2 — Forged Saddles And Bardings Show Up On Your Dinos

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  • FORGED DINO GEAR IS VISIBLE IN THE STABLE AGAIN (bug report). A saddle or barding you forged from a blueprint never appeared in the Stable — not in the slot picker, and not on the dino after you fitted it. The stall just showed an empty slot.
  • Nothing was lost and nothing needs re-forging: the piece WAS equipped the whole time and its power and guard were counting towards that dino in every fight, hunt and dispatch. Only the page failed to say so. Your gear locker was never touched.
  • Forged pieces now sit alongside crafted ones in the saddle and barding pickers, with their ★ rolls shown, and unequipping works on either kind.

v0.43.1 — The Bank Gets A Farming Shelf, And Sorts By Type

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  • Seeds and compost have their own shelf now. A new Farming tab in the bank holds everything you put into a plot, instead of it being lost among the berries and mushrooms on the Foraging tab. The crops you grow stay where they were — they are still food.
  • Sort. TYPE NOW WORKS ON THE ALL TAB, grouping your whole bank shelf by shelf in the same order the tabs run in, alphabetically within each. Handy when you want to see everything at once but not in the order you happened to pick it up.
  • There is also an Expedition tab now. Trail spoils, rift finds, artifacts and depths hauls — 82 items — had no tab of their own and could only be found by scrolling All or searching by name.

v0.43.0 — New Accounts Can Ask For A Registration Code

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  • Creating an account on the web can now ask for a registration code. The sign-up form has a new box for one, and when the code is switched on, a new account needs it. Primal Idle is heading for Steam, and this is simply the front door being on the latch for a while — it comes off again when the web version opens up.
  • IF YOU ALREADY PLAY, NOTHING CHANGES. Signing in is untouched, your save is untouched, and you will never be asked for a code — it is only ever asked when a brand-new account is being made. The box on the sign-up form is optional and can be left empty whenever the door is open, which is how it ships.
  • Turned away without a code, the form now points you at the Steam page and the studio site instead of just going red.

v0.42.1 — The Campfire Tells You What They Are Good At

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  • THE WANDERER AT THE FIRE NOW TELLS YOU WHAT THEY ARE GOOD AT BEFORE YOU DECIDE (player request). Every villager is born with a knack for one job, and until now you only found out after welcoming them in — so Welcome/Turn away was a coin flip you could not read. The fire says it plainly now: "a knack for Mining, +5% pace on that work". Same wanderer, same knack, same everything; you just get to see it while the choice is still yours.
  • Nothing is rerolled behind the scenes, and nothing can be: a knack has always been worked out from who the person IS rather than rolled when they join, so the fire is only reading out what was already true. Turn someone away and the next arrival is a different person, exactly as before.

v0.42.0 — Rivals Are Real Fights Now

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  • RIVALS ARE FOUGHT NOW, NOT COUNTED. Every rival in every tribe has real armour and a real health bar, and a duel plays out against them the way a hunt or an expedition does: your blow has to get through their guard, their bar falls by what you actually hit them for, and the next one steps up whole. Raids were the last corner of the game where a fight was a number ticking down.
  • A RIVAL YOUR BLOW CANNOT GET THROUGH NEVER FALLS — and the card says so plainly instead of quoting you a number. Come properly armed and nothing has changed: every duel is exactly the length it always was, and the loot, the cooldowns and the Apex track are untouched. Come under-armed and you will feel it, in time and in blood.
  • The rivals board and the scouting sheet now quote the duel you would actually fight, armour and all, instead of an estimate from your war score alone.

v0.39.8 — Rivals Fight Back Properly Now

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  • A rival you cannot hurt no longer falls eventually. Duels used to end after a fixed number of bouts decided by your war score — which meant any raid could be ground out if you were patient enough, no matter what you were carrying. Rivals now have real armour, and your blow has to get through it: land a strike that their guard turns aside completely and they simply never go down, while every bout still costs you blood. It is the same rule hunts and expeditions have followed since the gear wall arrived; raids were the last place you could win by waiting.
  • AND THE FIGHT NOW ANSWERS TO YOUR WEAPON, NOT JUST YOUR SCORE. A rival's bar falls by what you actually hit them for, so a sharper blade genuinely shortens the duel and a heavily armoured rival genuinely lengthens it. Come to a raid at the gear the ladder expects and NOTHING has changed — every duel is exactly the length it always was. Turn up under-armed and you will feel it in time and in blood, which is the point.
  • The rivals board and the scouting sheet quote the duel you would actually fight, armour and all — not the old score-only estimate.

v0.39.7 — The Rival Health Bar Is Real Now

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  • THE HEALTH BAR ABOVE A RIVAL IS A REAL BAR NOW, not a picture of the bout counter. It used to be drawn by working backwards from how many bouts you had left, over a health number invented purely for the drawing. The fight itself owns it now: the rival steps up with their own health, it falls as you land bouts on them, and the next one steps up whole. Nothing about how long a duel takes has changed by a single bout — this is the same fight, told truthfully.

v0.39.6 — Groundwork: Rivals Get Their Stat Blocks

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  • GROUNDWORK, NOT A CHANGE YOU CAN FEEL YET. Every rival fighter in the game now has a real combat block — health to drain, guard your blow has to get through, and a swiftness they slip with — 90 of them across all 16 tribes. Nothing reads those numbers yet, so duels play exactly as they did today; this is the first of four steps towards rivals being fought the same way hunts and expeditions are, rather than counted out.

v0.39.5 — The Two Sides Of The Fight Line Up Again

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  • Ticking auto-eat no longer shunts your half of the screen downwards. The battle view is meant to read as two matched columns — you on the left, the beast on the right, their cards starting on the same line. Turning Auto-eat on added the "next bite" bar to your side only, which pushed your Food card and everything under it 22 pixels below the enemy card, so the whole screen sat slightly crooked for anyone playing with Auto-eat on — which is most people. Both sides now hold the same line whether Auto-eat is on or off.

v0.39.4 — The War Party Stops Quoting Nonsense

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  • A siege you cannot win no longer quotes you a number with seventeen digits in it. Every bout of a siege costs your war party blood, and a wounded member swings for nothing — so if the fort wounds your whole team, the team's strike drops to zero and the defender can never be felled. The card said that out loud in the worst way available: "falls in 9007199254740991 bouts". It now says the defender NEVER falls, and that this team has no strike left in it — which is your cue to withdraw and rest them rather than feed the fort more blood.
  • AND THE OUTPOST LIST WARNS YOU BEFORE YOU MARCH, not after. Pick a strike team who are all still nursing wounds and the fort's line now reads "never falls" instead of quoting the same enormous number as a plan. Hovering says why: every member of this team is wounded, so it lands nothing — rest them, or pick others.
  • The rivals board and the scouting sheet learned the same manners for raid duels. Nothing there can reach the bad number today — your bare fists still count for something — but the guard is in place so a future balance pass cannot quietly turn it back on.

v0.39.3 — The Trail Stops Lying Too

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  • A TRAIL RUN YOU CANNOT WIN NOW SAYS SO, INSTEAD OF SHOWING YOU NONSENSE. Last version taught a hopeless HUNT to stop pretending; expeditions and delves never got the same lesson, and they were in worse shape. Walk into a run whose guard your strike cannot get through and the beast's health read "NaN", its bar drew as a broken sliver, and the line under your health promised the Triceratops "falls in NaNs". Every one of those now reads the plain truth: the beast sits at its full health, the bar is full, and the line says it NEVER falls — nothing gets through.
  • And the pantry clock came back from infinity. On those same runs the Food card said your food lasts "Infinityd" — which read like good news and was the exact opposite, since a run with no end is precisely where you want to know how long you can stand there being bitten. It now gives you the real number: on a hopeless Grasslands patrol, 1h 47m against a 20h away cap, with the warning that you can die before you get back. That is the number that decides whether it is safe to close the tab.
  • THE HEALTH BAR ON A TRAIL RUN IS NOW THE ENGINE'S OWN, not a second copy drawn from the clock. It used to work out how far along the fight was by multiplying your progress by the number of exchanges — fine on a run that ends, meaningless on one that does not, which is exactly where the NaN came from. The view now reads the same bar the fight is emptying, so what you watch and what is happening cannot drift apart. Hunts were fixed this way last version; the trail has caught up.

v0.39.2 — A Hunt You Cannot Win Stops Pretending

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  • A hunt you cannot win no longer looks like one you are winning. If your strike could not get through a creature's hide, the card still put on the whole show: the beast's health bar slammed from full to EMPTY once every interval, the words "next Woolly Bison winds up" slid past underneath, and a fresh one stepped up — over and over, exactly like a kill on a loop. Nothing was dying. That empty bar was the wind-up animation blanking it, not damage; the creature was standing at full health the entire time. The wind-up is a between-KILLS flourish, so a hunt with no kill in it now plays none at all: the card sits there, dead still, showing the beast at full health, which is the truth and always was.
  • And the clock stopped promising a kill it could not deliver. The line under your health read "9.0s per kill" on a creature that was never going to fall — not a glitchy number you would question, just the beast's ordinary rate sitting there looking like a promise. It reads "never falls — nothing gets through" now. Between those two, the game was quietly telling you the truth in two small grey stat rows while showing you a kill in the two biggest moving things on the screen; both of those now say the same thing as the footnotes.

v0.39.1 — Four Fights On The Trail

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  • The four trail battles are real now. An expedition or delve is no longer one health pool wearing four costumes — the Approach, Skirmish, Clash and Showdown are four separate enemies, each with its OWN health, attack, guard, swiftness and difficulty, escalating every time: the opener is the easy one, the Showdown is the fight. Guardian and rift-boss runs cast the boss itself as the Showdown; arenas are a single champion duel, as a pit fight should be.
  • EVERY STAT DOES A JOB, AND NONE OF THEM ROLLS DICE. The enemy's attack is its hit each exchange. Its health is the bar you drain. Its GUARD blunts your strike — half its guard comes off every blow you land, so a shelled enemy takes more exchanges. Its SWIFTNESS is a dodge percent, priced in deterministically: a 12%-dodge enemy slips exactly that share of your blows on a fixed cadence you can watch — the bar stalls when it dodges — and the card's "wins in N" stays exact arithmetic, because v0.39.0's no-dice rule stands.
  • The fight card itemizes the whole run. Four lines, one per enemy — its bar over your effective strike against it, how many exchanges it takes, what it hits back for — above the same run totals as before. The enemy card shows the one you are fighting RIGHT NOW: its real hit range, guard, dodge and bar, with "falls in N exchanges". The countdown under the run bar now names the current creature and counts to ITS kill, then the next one steps up.
  • The stage pills stopped lying. They used to advance on even quarters of the clock; now each stage owns exactly its share of the fight — a 2-exchange Showdown holds the last third of a 6-exchange run, and the pill flips exactly when its enemy falls.
  • Your costs at the intended gear did not move. The stage stats ship tuned so a keeper at the gear line for the content fights a 6-exchange run ([1, 1, 2, 2] across the four enemies) for exactly the old food bill and exactly the listed run time — the difficulty number on the card still means what it meant, and every stage's difficulty sums to it. Come in UNDER the line and the new stats bite harder than the old model did: guard and dodge punish a weak strike twice.
  • Every one of the ~180 stage enemies is ordinary game data (a new stages file), generated once from each biome's real creature roster — the same species the trail has always named, now with the stats to back it — and hand-tunable per action from here on. The trail's cosmetic per-run enemy rotation retires; each run's cast is now fixed and real.
  • No gear now means no kills. Your blow used to be floored at one point of damage no matter what — so bare hands against a Giganotosaurus behind 57 guard still chipped it down, and given enough food and patience a keeper in nothing at all could walk the Sundered Vale and win. The floor is gone: a strike that cannot get through the guard deals NOTHING. The bar does not move, the fight has no end, and you stand there eating while the enemy works on you. Nothing tells you off and nothing stops you — the stalled health bar and the draining pantry are the lesson.
  • THE FIGHT IS A FIGHT NOW, NOT A TIMER. Blows land as the clock runs instead of the whole battle resolving in one instant when the timer filled. The enemy's health is real, it drains as you swing, and the run ends when the last one falls rather than when a clock says so. At the gear the content expects, every number is exactly what it was yesterday — same length, same damage, same loot. What changed is that you can watch it happen, and that a fight you cannot win simply never finishes.
  • And the things that should happen before a fight now do. A cave torch or an arena tribute is spent when you SET OUT — win, lose or die in there, you paid to get in — and a full bank turns you back at the door instead of after a fight it could not pay you for.
  • Excavations moved up the delving page. It now sits directly under the Mastery Pool, above the delve view, instead of jumping to the bottom of the page whenever no dig was running — so the maps, the ground counters and the Start-a-dig slots are in the same place every time you open Delving, mid-dig or not.
  • Rival duels bite back too. Raids had the same hole expeditions did: an outmatched raider paid in MORE bouts, never in harder hits — so a keeper in no gear could grind through the first nine rival tribes with zero risk, just time. Past the four-bout fair line every blow now lands harder on the same curve as expeditions, and armour blunts it the same way. Fighting rivals near your strength is unchanged; punching five tiers up is now the gamble it always claimed to be.
  • The fight you commit to is the fight you get. The battle plan is now frozen the moment each run starts: a weather change, gear swap, heat shift or party reshuffle mid-run lands on the NEXT run instead of silently retiling the current one at the finish line. The card you read before starting is the fight that resolves — exactly, every time.
  • Hunt cards stopped over-warning. The hunt damage range now shows the hit AFTER your Guards' shielding and the pack's soak — the same mitigation the fight actually runs — instead of the raw worst case. Raid duels got this honesty fix back in v0.36.64; hunts finally match.
  • A raid resolves the same no matter how you watch it. Regeneration and buff timers now tick BETWEEN bouts exactly as they do between action completions, so a gauntlet fought in a background tab returns the identical outcome to one fought at the wheel.
  • GEAR MATTERS AGAIN — YOU CAN LOSE THE HARD ONES NOW. Being under-geared used to multiply how MANY blows you took and never how hard, and since auto-eat holds you above half health, a small hit could never kill you no matter how many landed: a keeper in no gear at all could walk the Sundered Vale and win, just slowly. Now overshooting a trail's intended length makes every exchange land harder — on plan is unchanged, twice the intended length hits ×1.4, four times hits ×2 — so wildly out-of-depth runs end in a flee or a grave instead of a long stroll. ARMOUR IS WHAT BUYS THE RIGHT TO PUNCH ABOVE YOUR WEIGHT: defence blunts that penalty (and only that penalty), so for the first time a heavy loadout is what lets you attempt content above your tier. Fighting the content you are geared for costs exactly what it cost yesterday.
  • Guardian heat works again. Stacking heat on a biome has been raising the difficulty number on the card while the four stage enemies quietly ignored it — the authored blocks were fixed, so a red-hot guardian fought exactly like a cold one. Heat now scales every enemy on the trail: more health, harder hits, and the per-stage difficulties still add up to the number the card shows.
  • The scouting report was under-quoting the bill. On a four-fight trail it multiplied the whole run by the SOFTEST enemy's hit — so it quoted the price of the easiest fight four times over. It now adds the four fights up. The battle view's enemy bar had the same class of error: it drew a slightly different drain than the engine was actually doing, and now falls by the exact number the fight uses.
  • The verdict caught up with the trail. The stat sheet's "The fight" row was still grading runs against the old single-fight yardstick, so a four-fight trail at EXACTLY the intended gear — a 6-exchange run, on plan — read "A grind — bring food". It now grades against the run's own plan: at or under the plan is a fair fight, past it is the grind, past double is ruinous (duels and arenas keep their old grading — their yardstick never moved). The row also explains itself on hover: the count is exchanges — blows traded across all four fights — not the number of enemies.
  • AND HUNTING IS A FIGHT NOW TOO — THE LAST PLACE GEAR DIDN'T MATTER. A hunt granted the kill on the timer no matter what you were carrying: the creature's health was never a number the game read, so your weapon changed how the bar was DRAWN and nothing else, and a keeper in nothing at all could bring down a Woolly Bison by simply waiting. Your strike now has to get through the creature's hide. Bare hands still take everything up to the Deinosuchus in Murkwater Swamp and NOTHING from the Cave Crocodile onward; from there a weapon is the price of entry — the Dire Mammoth asks for the cheapest stone blade you can make, the Vale Colossus for a real one. Below the line the hunt still bites you and you can still stand there auto-eating: you just never kill anything, exactly as on the trail. Carry any weapon at all and your kills, XP and loot per hour are to the second what they were yesterday.
  • And the hunt sheet stopped lying to match. The health bar used to drain on your raw attack with a floor under it, ignoring the hide entirely — so bare-handed you watched a bar empty while nothing died. It now falls by the exact strike the hunt itself uses, so a strike that cannot get through leaves it sitting precisely where it started. Two readouts that were quietly false went with it: the hunt sheet swore every hunt was "always winnable" and told you the creature "falls every 10.4s" — it now shows YOUR STRIKE against the hide, reads "nothing gets through" when it does not, and says the thing falls "never". The scouting report on the card says the same before you commit. Nothing blocks you and nothing scolds you: the bar that will not move and the pantry that keeps draining are the lesson.
  • AND NOTHING SAYS "INFINITY×" AT YOU ANY MORE. A fight your strike cannot get through has no exchange count, and the surfaces were printing that fact as the literal word: the badge on an action card read "Infinity×", the fight row read "wins in Infinity", and a raid you brought no war score to promised to fall "in 9007199254740991 bouts". Every count now reads ∞, and the lines around it say what they mean — "never wins", "never falls", "nothing gets through" — with the scouting report and the fight card explaining that your strike is not getting through the guard and that the only thing the run spends is food.
  • AND A HUNT IS PRICED LIKE A TRAIL NOW, NOT A DELIVERY. Your weapon used to decide only WHETHER a creature could die, never how fast: a keeper scraping one point past a Woolly Bison's hide killed it exactly as quickly as one who could halve it in a blow, because the kill landed on a timer either way. The creature's health is real now and your strike takes it down swing by swing, so the kill takes as long as the fight actually takes. COME PROPERLY ARMED AND NOTHING MOVES — four swings is the line every hunt is tuned to, and any weapon the biome hands you is comfortably over it, so every hunting rate in the game is exactly what it was. Come under-armed and you pay in time: a stone blade at the Woolly Bison drags each kill from 9 seconds to 23. Come with nothing and it never falls at all. The Falls-in row on the card tells you the swing count before you commit, and the health bar you watch is now literally the bar the hunt is emptying — not a drawing of one.
  • And the free ride ends earlier than it did. The hide every wild creature wears got twice as thick (dev call, after seeing the first pass): bare hands can still fell the Compy, Titanis, Gallimimus and Pachy — the whole starting ladder — and stop dead at the Wild Raptor instead of carrying you all the way to the Cave Crocodile. They are slower at it than they were, mind: past the Compy a bare-handed kill drags, and the first stone blade you knap puts every one of those four back on its listed time. "Bring a weapon" is a lesson you now learn at level 40 rather than level 60, and it keeps mattering: a stone blade will no longer scratch a Dire Mammoth at all, where before it managed a very slow kill. As ever this only touches keepers who turned up under-equipped — the weapons each biome hands you clear its own hunts with room to spare, and nothing about a properly armed keeper's rate has moved by a single point.

v0.39.0 — Attrition — The Coin Flip Is Gone

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  • The coin flip is gone. A fight is no longer a hidden dice roll dressed up as a battle — it is attrition. The enemy has a real health bar (difficulty × 6), your gear and party land a real strike each exchange, and the fight takes exactly as many exchanges as the arithmetic says: bar ÷ strike, rounded up. Whether you win was decided by your stats when the run began; watching a fight go badly and losing anyway to a dice roll cannot happen any more, because there is no dice roll.
  • The card tells you the whole fight before you start. "wins in 4 exchanges · take ~62". Strike vs bar, the exchange count, the expected damage bill, and the food math — all computed by the same function the fight itself runs, so the preview and the outcome cannot disagree. The old win% is gone from every card, sheet and scout view; a fight has a SIZE now, not odds.
  • UNDER-POWERED RUNS STILL WIN — they just cost more. Come in below the intended gear and the fight runs long: more exchanges, more damage, more food, and the run itself takes proportionally longer on the clock (a 8-exchange grind takes twice the listed time). Master the content and the fight shortens to a single exchange — the run then takes its listed time, never less. Losing a run outright no longer exists.
  • The only ways out early are the pack or the grave. If the pantry runs dry mid-fight and the next exchange would end you, your party tries to drag you clear — the swiftness escape roll, now the one deliberate roll left in a run, because surviving your own provisioning should not be a certainty. No party, no food, no luck: the death rules from v0.38.29 apply unchanged.
  • Getting hurt moved to where the hurt is. Party injuries no longer ride lost runs (there are none) — they ride STRUGGLING wins: grind a fight out past the 4-exchange anchor and every member risks the same injury the old losses carried. Win inside the anchor and the pack walks out clean. Cave wounds still fester at double time, and Stalker's Greaves still stop that.
  • Hunts show the real kill. The creature's actual health — the same number its ecology card has always listed — now drains in strikes sized by your attack, so a better weapon visibly lands fewer, bigger hits. The hunt's pace, loot and XP are untouched: the interval is still the clock, and your rates are byte-identical to before.
  • Rival duels and sieges count bouts now. A rival fighter or outpost defender falls after a fixed number of bouts — at the anchor score one bout, at parity two, at half strength four — and the Rivals page and outpost picker print exactly that ("falls in 3 bouts") instead of a percentage. Every bout a defender still stands costs siege blood, so a weak war party still routs; a strong one sweeps.
  • Dispatch missions never fail any more. An under-strength squad comes back LATE — up to three times the printed clock — and hurt, with the weakest members carrying the injuries, but they always bring the full haul home. The picker prices all of it before you send: the real return time, the lateness multiplier, and exactly how many will come home hurt.
  • The Pearlscale Vest's old "half damage on cave losses" now halves the bill in cave fights that run past the anchor — the fights that replaced losses. The Riftbound Trinket's +6% win chance is now +6% strike, worth the same push. The battle log's third number is the fight's length in exchanges instead of odds that no longer exist.
  • If a run turns hopeless mid-fight with no food and no escape, the protective stop still catches you exactly as it always has (with death rules active, death is death — v0.38.29 stands).
  • The line under the run bar now says what actually ends the run: "Terror Bird falls in 12s", counting down live to the killing blow, instead of "run resolves in 12s" — the run was always over when the creature died; now the clock says so.

v0.38.29 — Auto Eat

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  • Auto eat is two numbers you own now. Instead of one hidden rule, the Food card carries two dials: EAT AT — the health you start eating at — and HEAL TO — the health you stop at. Both open at 50%, exactly where the old hidden rule sat, so nothing about your keeper changes until you move them. A hit that would knock you out is still always answered, whatever the dials say. Hunting, taming, delving, expeditions and raids all read the same two numbers.
  • A BITE BAR under your health tells you when the next mouthful is coming. It drains as damage lands and empties exactly when auto-eat fires, reading "at worst 2 hits · 24s" off the real damage range and the real fight clock — worst case, always, so it is a floor the fight can beat but never break. Your health bar gains two marks to match: the bite line, and the wounded line.
  • BELOW A QUARTER HEALTH YOU FIGHT WOUNDED — your defense counts for half until you climb back over the line. Health finally protects something, which is what makes a higher heal-to worth paying for: set it high enough that heal-to minus one bad hit stays clear of the line, or you fight every swing with half a guard. The damage range and win chance on screen move the moment you cross it, because they read the same number the fight rolls.
  • IRON STOMACH, a new Amber Exchange upgrade, raises both ceilings — +5% eat-at and +10% heal-to per rank, five ranks, up to 75% / 100%. At rank 0 both dials sit at the free 50% you already had.
  • You can now die while you are away. Until now the game quietly refused to kill you offline: the pantry ran dry, your action stopped, and the rest of the night was simply lost. Now an away window plays by the same rules as being at the keyboard — run out of food or meet a fight you cannot match and you die, losing one equipped piece and waking at full health. It can only happen ONCE per away session, because dying stops the action. Raids and sieges still never run while you are away, so they can never kill you there.
  • The welcome-back screen leads with it: what killed you, how far into the night, which piece fell, and how many wins in that biome bring it home. There is a BUY IT BACK button right there — priced higher than a death at the keyboard, because you were not there to fight for it. Winning the piece back in its biome costs exactly what it always did.
  • A FOOD CLOCK in the Food card says how long your pantry lasts against the away cap — "food lasts 4h 12m · away cap 18h" — and turns red when you would die before you got back. Provisioning is now a decision you make with open eyes before you leave.
  • Fixed: the death screen claimed a flat "win 3 expeditions" to reclaim your gear. Reclaim has scaled with the depth of the biome that killed you since v0.36.7 — up to 12 in the deepest rift — so the screen now says the real number.
  • The two Auto Eat sliders are gone — the numbers just follow Iron Stomach now. Picking them was busywork: the best setting was always the highest one you could reach, so the Food card states what you eat at and heal to, and shows how far up the Iron Stomach ladder you are. Buy a rank, both numbers rise. Nothing to fiddle with, nothing to forget.
  • Regeneration is listed in active effects now. You have always healed slowly on your own — that is why your health climbs with auto-eat switched off — but no screen had ever said so, which made the checkbox look broken. It sits with your potions now, reading "Regeneration · always · +1 HP every 4s", and the number is your real one: Stone House levels and any regen brew are already in it. The Active Effects list also shows up even when you have no potions running, since regeneration is always one of them.
  • Dying now shows you dying. The death screen leads with your health bar emptied to 0 before it tells you what it cost — you still wake at full health when you dismiss it, exactly as before, but the moment reads as a death instead of a number that blinked.
  • Every area now has a jump button on the skill pages, including the ones you have not reached yet. The Expeditions page was drawing sections for the Sundered Vale and all three rift zones while its jump bar quietly skipped them, so the shortcut row disagreed with the page under it. Locked areas sit in the row dimmed with a padlock — the jump still works, and takes you to what waits there.
  • Heal your whole pack without leaving the fight. Sagebind Salve has always patched up every dino marching with you, but the only button for it lived on the Stable page — so mid-hunt you had to walk away from the fight to use it. There is now a "Heal the pack" button in the pack box on the battle screen and on the Player page, showing how many of your dinos are hurt right now. If you have no salve banked the button greys out instead of disappearing, and hovering it (or tapping it on a phone) tells you what to brew and at what level.
  • Fixed: hovering the "Heal the pack" button drew two info bubbles on top of each other, both saying the same thing. One now.

v0.38.28 — The Game Fills The Window

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • "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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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 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

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  • 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

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  • 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\'s 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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.