Alpha 0.27.3
October 29, 2026 · Your journey, connected
I've added optional Google sign-in and cloud backups, alongside clearer crafting queues and account controls. Guest play is still available. Thanks for helping me test the journey between devices.
Google accounts and cloud saves
- Sign in with Google from Cloud saves at the top of the browser game. Signing in alone does not upload or replace a journey.
- Review and back up your active journey, including its Star Crystal and achievement records. Other inactive local profiles are not included in that cloud snapshot. Local saves and manual full backups remain available.
- Once enabled, automatic cloud saves run every 60 seconds while the game is open. Continuing a reviewed cloud journey also enables automatic saves for that journey.
- Compare the device and cloud journeys before continuing. Cloud recovery opens a Recovery profile and keeps a full copy of the previous device journey for review. The comparison explains whether the local crystal ledger is kept or restored.
- A newer save from another device pauses automatic uploads for comparison. Changing journeys, signing out or reviewing a manual recovery also pauses uploads. Late replies cannot reconnect a replaced journey to its previous cloud save.
- The account window offers account-data export, sign-out and protected account deletion. Deleting a Starfall cloud account does not delete your Google account or local game files.
- The older recovery-key cloud system is separate from these Google accounts. Existing players should open the correct local journey and export a FULL backup before choosing an account backup.
Ingredient planning and queue goals
- Adding a finite crafting target automatically queues missing ingredients first. The plan uses current inventory and earlier finite queued work, including intermediate crafting.
- Queue missing supplies repairs blocked finite entries without adding another copy of the final target. Existing entry progress and running or paused intent are retained.
- The queue's live goal and blocker panel shows remaining output, missing supplies, repair activities and estimated work.
- Locked sources, unlimited entries and queue-capacity problems explain why a plan cannot proceed. A failed plan leaves the queue unchanged and planning itself grants no resources or XP.
- Estimates use current yield and tools. Supplies are not reserved against crew consumption, so actual completion time can change.
Clearer account and shop controls
- Shop unlocks can be checked against the signed-in account and followed across browsers or devices. Save imports cannot grant account ownership.
- Crystal Shop purchases remain Coming soon. Real-money checkout, public test grants and account-wallet spending are not enabled. Signing in does not move or spend locally earned Star Crystals.
- The public account/shop screens no longer describe normal play as a test build or advertise test crystals. Separate test-shop controls remain restricted to the test site.
- Public chat keeps its existing guest identities. Premium crew splitting and hunting-party contracts remain previews. Splitting is not enabled yet.
Other fixes since V27.2
- Large chat rooms save their message data reliably when storage needs several batches.
- Requirements popups center after their final layout is known, while deliberately moved popups keep their chosen position.
- The Star Crystal display image is smaller, without changing its original artwork or rewards.
- Corrected the Weapon Smithing description for the existing distinct reinforced-ammunition artwork.
Updating safely
No reset or re-import is needed. Export a FULL backup before updating, save and close old game tabs, then reopen the game. Never clear site data to update. Choose the journey you intend to back up before enabling cloud saves. Desktop browser play remains the tested target, and mobile-game compatibility is not guaranteed.
Starfall is still in active alpha development. Features, progression and balance may change, and future updates may need save resets.
Alpha 0.27.2
October 27, 2026 · A clearer path forward
V27.2 makes it easier to find your next goal, understand what a level unlocks, and prepare a saved combat setup. Thanks for helping me refine these screens.
A compact achievement journal
- All 681 milestones are grouped into expandable series instead of hundreds of separate cards. Your earned milestones and Star Crystal rewards are preserved.
- Browse Skills, Combat, Crafting, Exploration, Operations and Milestones, with an All view, search and status filters.
- Collapsed series show completion, their next target and any crystals ready to claim. Almost there highlights up to three unfinished goals at least halfway complete.
- Progress still updates automatically. Clicking an achievement notification expands its series, scrolls to the exact milestone and gives it a gold highlight. Rewards remain manually claimed.
Know what comes next
- The skill header's question-mark button now opens an unlock guide with upcoming tools, activities, recipes and related equipment or settlement upgrades.
- See the remaining levels, previous tools, supplies and prerequisites together. Review links open the relevant activity, tool or upgrade without starting training or spending materials.
- Level-up celebrations offer Review unlocks when you cross a relevant level. Gaining several levels includes each milestone in the crossed range and preserves queued celebrations.
- Undiscovered activities and settlements stay hidden. The guide points you to Relay Network when more discoveries are needed.
- Activity lock messages now show location, level and tool requirements together.
Easier combat presets
- Three shortcuts near the Combat header open your existing saved presets. Equipped identifies a matching gear, food and Prayer-choice setup.
- Rename a preset without replacing its saved equipment. Replacing a setup and clearing a slot still have their own confirmations.
- The review lists every saved equipment slot, including empty slots that will unequip items, alongside current-to-preset changes and statistics.
- Supply warnings and blocked conditions appear at the top. Missing food or ammunition never creates supplies. Missing owned equipment or a locked Prayer choice blocks the switch.
- Applying still requires resting. Prayer is turned off after applying, and auto-eat, retreat, retry, offline settings and personal training stay unchanged.
- Fixed a Combat layout cleanup issue exposed by repeated page and preset changes.
Earlier follow-up changes included
- Achievement notifications appear at the top of the screen and queue one at a time with level-up celebrations, keeping them clear of the chat window.
- Player chat has a matching framed gold speech-bubble icon. Its Rules button and privacy link make community guidance easy to find.
- First-time browser play asks for 13+ confirmation. New and returning chat sessions must accept the current community rules.
- Moderator tools support reviewing reports, removing messages, timed mutes, bans and lifting restrictions.
- Automatic hourly cleanup expires chat messages after 30 days, reports after 90 days and moderator history after 180 days. Existing count limits also apply.
These follow-up improvements are included here so the changelog covers the changes made since the original V27.1 announcement.
Existing journeys and shop previews
Your saves, achievements, crystal claims and existing loadouts carry forward. No reset or re-import is required. The Crystal Shop remains Coming soon. Splitting is not enabled yet, and this update adds no premium purchases.
Updating safely
Export a FULL backup, close old game tabs, then reopen the game. Never clear site data to update. Starfall is in active alpha development. Features, progression and balance can change, and future updates may need save resets.
Alpha 0.27.1
October 26, 2026 · Your Warden, your community
V27.1 brings more ways to make your Warden your own, talk with other players, and keep progressing while fighting. Thanks for helping test and refine these changes.
Chat community update · October 26
- Community rules and privacy policy are now linked from the website and chat. First-time browser play asks you to confirm you are 13 or older. Joining or returning to chat requires accepting the community rules.
- The private moderator panel supports report review, message removal, one-hour mutes, bans and lifting restrictions. Network restrictions are optional.
- Chat messages expire after 30 days, reports after 90 days, and moderator action history after 180 days, with hourly cleanup and existing count limits.
- Achievement popups now appear at the top and queue one at a time with level-up notices. Player chat has a matching framed gold speech-bubble icon.
Combat and skill training together
- Run combat alongside personal skill training. Stopping one leaves the other running.
- Combat supplies and separate stop reasons make food, ammunition and interrupted activities easier to follow.
- Offline summaries separate personal and combat XP, crafting, loot and supplies consumed. Existing offline combat rules still apply.
Create your Warden
- Choose a painted male or female portrait with five hairstyles each or a bald option. Male portraits also offer beards, goatees and a soul patch. These starting options are free.
- Preview portrait frames and backgrounds in Owned, Earnable and Crystal Shop collections. Save your portrait when you are happy with it.
- Earn appearance rewards through settlement discoveries and milestones. Eligible existing progress counts, with notifications linking to your new appearances.
- The achievement collection now has 681 entries. Improved gold achievement highlights avoid clipping at the window edge.
Player chat
- Open Player chat from the sidebar. General, Beginner and Help have separate histories, unread counts and drafts.
- Drag the gold handle at the upper-left corner to resize the window. Your preferred size is remembered. Double-click the handle to reset it.
- The minimized Chat button sits above Outpost Log so both remain accessible.
- Mute players locally or report messages. Message limits and send cooldowns help reduce spam.
- Your saved Warden name pre-fills the first join. Chat uses a separate guest identity with a short suffix. Changing your Warden name does not rename an existing chat identity. Guest names are not verified accounts.
Sounds and shop previews
- A more cheerful level-up fanfare joins achievement, crystal reward, settlement, boss-clear and safe-retreat cues.
- Routine skill, attack and button-click sounds are removed. Sound starts enabled for new settings, while existing mute preferences remain respected.
- The Crystal Shop remains Coming soon. Frames and backgrounds can be previewed without spending crystals. Premium purchases are not active. Splitting is not enabled yet.
Updating safely
No reset or re-import is required. Export a FULL backup before updating, close old game tabs, then reopen the game. Never clear site data to update. Starfall is in active alpha development. Features, progression and balance can change, and future updates may need save resets.
Alpha 0.27.0
October 25, 2026 · More milestones, more of the Ashlands
V27 is a bigger step forward. I've been adding more things to earn, two more combat zones, and better ways to plan your equipment and settlement progress. Thanks for all the feedback that's helped shape it.
673 achievements and Star Crystal milestones
- The Achievements menu records skills, first activity completions, tools, crews, enemy victories, equipment, settlement upgrades, contacts and deliveries. Major milestones offer 438 Star Crystals across the full collection.
- Search by name, filter by category or completion, browse Nearly Complete, and review available rewards with Claim All. Existing eligible progress receives credit. Historical production quantities are not invented where old saves lack records.
- Progress updates automatically after completed activity cycles and combat victories, including the final cycle of a finite job. Star Crystals are claimed manually.
- New achievements make the sidebar button glow gold. Opening a notification scrolls to its achievement and gives the card a gold highlight. Reduced motion uses a steady outline.
- Earned and claimed records share the local crystal ledger across profiles. A reset or older journey import cannot repeat a reward already claimed in that ledger.
Ashen Hollow and Shattered Foundry
- Defeat Stormscar Stag to unlock Ashen Hollow. Its five encounters lead through Barkhide Crawler, Cinderfang, Ashwing Stalker and Hollowback Brute to Ruinmaw Matriarch.
- Defeat Ruinmaw to unlock Shattered Foundry. Face Slagmite, Wirefang, Kilnwing and Crucibleback before Furnace Warden. Together with Relay Outskirts, combat now has three zones and fifteen enemies.
- New victory materials, armor, weapons and accessories give each chapter crafting goals. Creatures use natural shells, fur, feathers, hides or scales rather than wearing metal equipment.
- Weapon Smithing adds tempered and induction blades and rail crossbows, with matching bolts. Tempering Forge unlocks at level 16 and Induction Forge at 24. Earn the required materials and buy forges in order.
- Starter armor can be earned before the Reinforced Plate chain. Later armor still uses its intended advanced materials and boss drops. Existing equipment remains owned.
- The ammo browser now includes all eight current ammunition types, including Tempered Bolts and Induction Bolts.
Combat planning, loadouts and feedback
- Combat Journal shows discovered encounters, victory requirements, loot sources and equipment recipes. Pin a first-victory or equipment goal to the shared tracker. Undiscovered routes remain hidden.
- Save three named loadouts per journey with equipment, selected food and Prayer choice. Preview stat and slot changes before applying while resting. Applying never grants items or restores health or Prayer points.
- Equipment comparisons show current and candidate pictures, actual-loadout stat changes, compatibility, removed gear, and matching ammunition. Browsing and comparing do not craft, buy or equip automatically.
- Live messages distinguish outgoing damage, incoming damage, protection, evasion and retreat. Boss cues explain heavy attacks and guarded phases.
- Prayer choices include Steady Guard, Warden's Resolve and Sheltering Oath. Food uses a shared five-second recovery with a visible countdown. Changing food or reloading does not bypass it. Fresh journeys select Roasted Small Game.
- Session summaries show combat time, food and ammunition use, observed XP rates and repeated-retreat warnings. They also estimate loot resale value against replacement supply costs. Credits are earned by selling, not automatically on victory.
Trading Post and merchant equipment
- Buy and sell supplies using journey-specific Relay Credits. Search items, filter merchants and choose bulk quantities. Item locks and keep-minimum reserves protect supplies from selling.
- Settlement contacts reveal merchant introductions. Complete each delivery with its required skills and supplies to open stock and optional merchant equipment.
- Meet the quartermasters at Dusthaven, Stillwater, Greywatch and Silent Foundry. Their equipment includes a Field Mess Kit, Caravan Buckler, Trail Cape and Coilguard Ring.
- Smoked Minnow Meal is the budget store meal, while other foods heal more per use. Common combat-material sale values have been updated. Boss trophy components, Trophy Shards and Relics remain protected from sale.
Settlement supply paths and journal
- Optional follow-up commissions reopen Dusthaven's caravan stores, Stillwater's crossing station, Greywatch's woodland waystation and Silent Foundry's service stores. Deliveries unlock purchases rather than awarding free supplies.
- Settlement Journal brings contacted settlements, introductions, store commissions and equipment goals together, with current missing levels and materials.
- Pin one settlement goal per profile to the shared tracker. It follows earlier introduction requirements and offers links to prepare the missing supplies. Navigation never starts training or spends ingredients automatically.
- Four commission achievements record each store reopening. Complete all four in one journey to earn A dependable supply network, worth 5 Star Crystals when claimed.
Wildlife, celebrations and clearer guidance
- Added 96 roaming animals across all eleven currently defined hunting species in their map habitats. Models have refined shapes, movement, antlers and connected ram horns. Animals remain scenery and do not grant hunting rewards when clicked.
- Gold sparks celebrate skill levels. Reduced motion keeps still gold accents. Optional crafting, level-up, settlement and first-boss sound cues start off and can be adjusted in Settings.
- The compact goal tracker offers a next action and Another goal, with remembered Hide and Show controls. Mastered skills no longer hide unfinished objectives elsewhere.
- Offline returns separate continuing work, completed jobs and situations needing attention. Detailed item accounting remains available behind Show item details.
- Improved requirement colors, narrow-window layouts and large-text presentation. Removed Start Boosted from the activity briefing. Normal Boost remains available in the training controls.
Full backups and loading improvements
- Export FULL backup includes the active journey and shared crystal ledger, including achievement earned and claimed records. Ordinary profile exports and automatic exports remain journey-only.
- Import reviews a full backup before restoring it into the Recovery journey. An existing used ledger is kept, including current crystals and claims. An unused installation can accept the backed-up ledger. Wallets are not merged.
- Improved browser file selection, backup recovery messages, and save-location reporting. Saves remain local to the browser or installation.
- Reduced package duplication, verified compressed downloads, and separated the scenery download from the core game. Improved loading recovery and update handling.
- Before release, fresh earned melee and ranged routes cleared all three zones. The complete skill and settlement replay earned every current tool tier, all ten projects, merchant commissions and expeditions. Save and reload, achievements and both exported game builds passed their release checks.
Your save and this update
No reset or re-import is needed for existing Godot profiles. Export a FULL backup, then use Save & refresh when notified or save before reloading. Click Play on the home page to continue. Never clear site data to update. Alpha 0.23 forward imports remain available for supported non-combat progress.
Crystal Shop is a preview only. Premium purchases, queue and offline expansions, and crew splitting are not enabled. The buttons remain Coming soon. Splitting is not enabled yet. The current 30-entry queue and eight-hour offline-production cap are unchanged.
Thanks for playing and helping shape Starfall. It is still an alpha. Features, progression and balance can change, and future updates may need save resets. This update does not require one.
Alpha 0.26.1
October 20, 2026 · Loot worth bringing home
I've been building on the first combat release and working through the little things you've been pointing out. This update gives you loot to work toward, more equipment to make, and a cleaner set of menus.
Combat loot and Outskirts equipment
- Relay Outskirts victories now give crafting materials. Scrub Rats give 1 Rough Hide, Pebbleback Beetles give 1 Chitin Plate, Bristlehogs give 2 Rough Hide, and Ashfang Prowlers give 3 Rough Hide. Stormscar Stag gives 2 Rough Hide and 1 Stormscar Antler Tip.
- Use those drops to make full six-piece Outskirts Guard and Scout sets, covering head, chest, legs, hands, feet and off-hand. Coats require Fabrication 8, with the other pieces at Fabrication 6. Each piece has its own painted picture.
- Guard equipment supports melee damage and protection. Scout equipment supports ranged damage and evasion. Pieces are made separately and kept permanently. Your old gear stays owned, and there is no hidden full-set multiplier.
- Material links show which enemies drop an item without starting a fight. Loot is awarded once per victory, live or offline. Retreats give no loot, and earlier victories do not receive retroactive materials.
Weapon Smithing tools and item pictures
- Three bench upgrades now have their own pictures: Field Anvil Bench at level 3, Precision Weapons Jig at level 6, and Reinforced Forge Bench at level 10. Find them under Equipment workshop → Tools → Weapon Smithing.
- Buy the upgrades in order with the listed supplies. They reduce base crafting time by 10%, 18% and 25% respectively. Those reductions do not stack. Recipe access remains tied to its existing skill levels.
- Upgrading preserves the completion fraction of your current craft. Per-craft XP, component yields and ammunition batches are unchanged. Weapon Smithing is still personal training, not a crew operation.
- Starter equipment has painted item pictures across the previously missing slots. Reinforced Shot now has its own banded-steel design. Arrow and bolt shafts and both sword pictures have straightened revisions.
- The Ammo popup lists all six ammunition types even when you have no ranged weapon equipped, with pictures, counts, matching weapons and crafting links.
A tidier workshop and clearer guidance
- Skill Equipment is now called Tools. A separate Equipment tab beside Weapons lets you browse and assemble worn gear.
- Settlement upgrades have All, Ready, Need supplies, Locked and Installed filters. Tools have skill filters and Current + Next or All tiers controls.
- The activity strip can now collapse on every main page, not only the map. Expand turns gold while it is collapsed. The redundant Change Activity button has been removed.
- Skill inventory panels have a Show / Hide toggle that remembers your choice. The separate Open Inventory button has been removed from those panels. The main Inventory sidebar tab stays available.
- A question-mark button beside each main page heading opens more detailed contextual help. General explanatory text has moved into those guides, while costs, requirements and warnings remain where you need them.
- Locked activities no longer look unlocked in the activity chooser. Total levels now count levels earned above the starting level of 1, so a new Warden starts at zero total levels without reducing any actual skill.
- The crew equipment popup no longer has a redundant Equipment requirements button beneath the requirements already shown. A Discord button in the left sidebar opens the community invite without leaving your game.
Crews and the Crystal Shop preview
- Each operation crew can now hire up to 1,000 workers. Single hires, bulk hires and Max respect the same cap. Existing saves already above it keep those workers but cannot hire more for that crew.
- Crystal Shop is now a sidebar tab showing your earned Star Crystal balance and previews for queue expansions, offline capacity and Crew Activity Split.
- These are previews only. Prices and purchase rules are not finalized, the buttons say Coming soon, and nothing spends crystals or accepts real money. The current 30-entry queue and eight-hour offline-production cap are unchanged.
- Crew Activity Split is planned as a premium unlock for assigning one crew to two activities. Both assignments would share the same worker pool and 1,000-worker limit. Splitting is not enabled yet, and whether one purchase covers one crew or all crews is still undecided.
Your save and this update
No reset or re-import is needed for existing Godot profiles. Purchased equipment, inventory, skills and progress carry on. New tools and gear must still be earned and crafted normally.
Export a backup, then use Save & refresh when notified or save before reloading. Click Play on the home page to continue. Never clear site data to update. The normal ten-second autosave is unchanged. Star Crystals remain in a separate local ledger outside ordinary profile exports.
Thanks for the feedback and for trying things as they take shape. This is still an alpha. Features, progression and balance can change, and future updates may need save resets. This update does not require one.
Alpha 0.26.0
October 18, 2026 · A first trip into the Outskirts
This is a bigger update. I've been putting the first combat zone together, making the equipment easier to use, and giving Weapon Smithing a proper starting point. Here's what you can try.
Relay Outskirts
- Combat is back as a new Godot system, with separate Melee, Ranged, Strength, Defense, Hitpoints and Prayer skills. Choose your training focus; victories give focus XP and supporting XP, while Steady Guard earns Prayer XP when used.
- Start with Scrub Rat, then work through Pebbleback Beetle, Bristlehog and Ashfang Prowler. Defeating a Prowler unlocks the first zone boss, Stormscar Stag. Boss victories remain repeatable after the first clear.
- The Stag is a longer fight, not a quick regular enemy. A prepared early loadout takes roughly two minutes, but your weapon, skills, food and armor all matter. This is one starting zone, not a finished combat progression.
- Combat uses your personal activity slot. Your hired crews keep working while you fight.
A clearer battle screen
- Choose a target in a popup, then return to a focused Warden-versus-enemy view. There's one Warden health bar, a red enemy health bar, attack timers and a button for the enemy's stats.
- Equipment opens from the Warden card. Pick a body slot to see its items rather than scrolling a long equipment list. Target, equipment and stat popups center on the combat display.
- Starter equipment is available for all eleven slots, including melee/ranged headgear, chest, legs, hands and feet, plus off-hand support and shared accessories. Gear must be crafted; new saves aren't handed a full set.
- Armor gives matching melee or ranged damage bonuses. Scout armor adds ranged evasion; switching weapon styles removes incompatible gear without losing the items.
- Combat XP sits under the Combat navigation button. Its built-in arrow hides or shows the smaller skill bars, and has a gold hover highlight. Combat skill icons now match the rest of the set.
Food and safety
- Choose food and set custom auto-eat and retreat percentages from 1–99%. Each field has a Reset button; defaults are 45% for eating and 25% for retreat. Food is checked before retreat.
- Keep trying after automatic retreat is optional. Your Warden rests, recovers and tries the same target again instead of ending the session.
- Continue combat while offline is a separate opt-in switch, off by default. It includes recovery and retry, simulates real supply costs and rewards, and uses the existing eight-hour offline cap. With it disabled, loading the game pauses combat.
- Please check your supplies before leaving a fight running. Retries can keep spending food, ammunition and time without winning. Running out of food doesn't cancel retries; empty ranged ammunition or a manual stop ends them. Offline-enabled retry stays gold so the included behavior is clearer.
Weapon Smithing
- Weapon Smithing is a new personal crafting skill, with its own XP, queue support and offline crafting. Make useful weapon components and ammunition repeatedly; assemble finished weapons once in Equipment Workshop.
- The starter families are knives, slings, hammers, blades, bows and crossbows. Starter recipes unlock through level 6, with reinforced components, matching ammunition and six upgraded weapons at level 10 using higher-level materials.
- The workshop has tabs for each weapon family and Ammo, alongside the existing All/Melee/Ranged filters. Ingredient links take you to the source without crafting or equipping anything.
- Ranged attacks use one matching Shot, Arrow or Bolt from shared inventory. Starter and reinforced weapons use separate ammunition tiers. Ammo is made in batches of 100; running out stops fighting safely, and restocking doesn't silently restart it.
- All twelve weapons now have distinct painted item pictures. The components and starter ammunition have their own pictures too. Starter gear looks simpler than the reinforced tier, with the corrected bow strings, tips and crossbow bolt guides carried through.
Crew equipment
- Hiring stays directly on the crew card, with the hire-amount selector. Crew equipment upgrades now open their own popup instead of mixing hiring details into the upgrade list.
- The popup shows the current and next equipment, skill requirement, live supply counts, source links and what production the upgrade unlocks. It also explains any remaining personal training/completion requirements.
- Upgrading keeps the window open and refreshes the next tier. The popup grows to fit its text and supply rows; scrolling is only a fallback when screen space runs out.
Your save and this update
No reset or re-import is needed for existing Godot profiles. Your existing non-combat progression stays, and the new skills and equipment slots are added safely. Alpha 0.23 imports still transfer supported non-combat progression, not old combat records. This is a fresh combat system, not a restoration of the old browser combat save.
Export a backup before updating. Use Save & refresh when notified, or save before reloading, then click Play. Never clear site data to update. The normal ten-second autosave and optional file backup remain unchanged; the separate Star Crystals/contracts ledger is still outside ordinary profile exports.
Thanks for trying it and telling me what feels awkward. Starfall is still in alpha: features, progression and balance may change, and future updates may need save resets. This update does not require one. Audio, the premium shop, additional combat zones and hunting-party contracts are not included yet.
Alpha 0.24.5
October 16, 2026 · A little less clicking, a little more Ashland
I've been working through the rough edges you've been finding, especially the queue and the pages you spend time on. This update gives Ashland a bit more life, too. Here's what's changed.
Making the queue less fiddly
- Click a queued item's picture or text to reopen its activity popup and edit its amount. Save changes updates that entry instead of adding another one. The amount is its total target, including what you've already made.
- Editing, moving or removing entries no longer pauses a running queue. Completed amounts and partial cycles are kept. If you deliberately paused it, it stays paused; Save & run lets you start it again.
- Cancel leaves the amount alone. If an entry finishes while you're editing it, saving won't accidentally change the next one. Missing supplies still make the first entry wait.
Ashland feels more like home
- Overview has a cleaner layout, a smaller skill grid and better spacing around your Warden and next objective.
- Ashland now has six stage pictures that change with your progress on Overview and Relay Network. The tower itself grows, with blue storm technology in the later pictures. Click the picture to open a larger view while your training carries on.
- Next-stage requirements now sit beneath the Overview picture. Click an upgrade to see its requirements and supply links, or jump to contracts and Relay Network. Checking a requirement doesn't buy anything or change your training.
- Newly earned stages get a short notification with their picture and a little explanation. Loading an old save won't replay all your previous unlocks.
- Relay Network has clearer tower upgrades, known signals, and current/next stage cards. Show all stages is there if you want the longer list. Undiscovered settlement names still stay hidden.
- Storm clearance is shown in miles now: 1,100 map units reads as 1.1 miles. This is just a display change; the map hasn't shrunk.
Giving each settlement stage its moment
Thriving Relay was being skipped as soon as the restored tower made contact. I've separated those milestones so each stage has a chance to matter.
- The stages now follow one another. Stabilized needs the Copper Multitool and Relay Seed Bank; Rebuilding adds the River Smokehouse and Field Infirmary; Thriving Relay adds Relay Restoration and the Clockwork Crew Retrofit.
- Reconnected needs outside contact and a successful supply delivery after reaching Thriving Relay.
- Regional Hub needs the Starcore Relay Grid, two restored links, and a further delivery after Reconnected. You can make that delivery before installing the grid; the stage waits until everything is ready.
- Earlier contracts still pay their normal rewards; they just don't count toward a later settlement milestone. Existing saves keep the stage they've already reached, without losing upgrades or being asked to start again.
A few smaller fixes
- Help & first steps is now a popup like Settings, with one dropdown for skill help instead of a long wall of buttons. The tutorial controls are still there.
- Clicking an activity's item picture puts its floating boost text above that picture. Using the top-bar Boost button still puts the text there.
- Game downloads now check for incomplete files and retry interrupted transfers. If loading fails, you'll get a readable error and Retry loading rather than an endless wait. First launch is still a large download, so please give it time.
Your save and this update
No reset or re-import is needed for existing Alpha 0.24 profiles. Your reached settlement stage is kept, and Alpha 0.23 save imports are still supported. Use Save & refresh when the update notice appears, or save before reloading, then click Play on the home page. Never clear site data to update. Keeping an exported backup is always a good idea.
The normal ten-second internal autosave and optional five-minute file backup are unchanged. The game still saves locally; the old cloud-sync service is not connected to Godot, and the separate Star Crystals/contracts ledger is not part of ordinary profile exports.
Thanks for playing and letting me know what needs work. Starfall is still in alpha: features, progression and balance may change, and future updates may need save resets. This update doesn't require one. Combat, audio, the premium shop and hunting-party contracts aren't included yet.
Alpha 0.24.4
October 15, 2026 · A fresh look, clearer guidance, and easier navigation
Welcome back to Ashland
- A redesigned landing page uses the new Ashland Relay artwork, clearer Play and changelog links, update cards, responsive layouts, and expandable Alpha 0.23 save-transfer instructions.
- First visits, direct game bookmarks, and refreshing the game return to the landing page so you can see the latest update notes. Click Play to continue. Save before refreshing; the normal ten-second internal autosave is unchanged.
- A short scrolling story now appears before First Steps on new journeys, with pause/resume, restart, skip, manual reading, and reduced-motion support. Existing profiles are not forced through it; Settings → Replay Starfall story reopens it without changing progress.
- Overview, Story, and the introduction now share artwork based on the actual in-game relay building and its forest clearing.
Find your next step
- Known resource names in Next Objective are clickable links to their discovered gathering or crafting source. Quantities keep their live red/mint requirement colors.
- Following a resource link highlights its activity without starting training or spending supplies. Undiscovered resources stay unnamed and non-interactive.
- The arrows beside the skill dropdown are now Back and Forward controls for visited in-game pages, rather than adjacent-skill selectors. Directions disable when unavailable and tooltips show the destination.
- New navigation after Back clears the Forward branch. Popups and redraws do not clutter history; the session-only history resets with a new journey/profile.
- Active-session cycle, item, and XP totals are centered consistently across the map and other tabs.
No balance or save-format changes. Existing Alpha 0.24 profiles continue without a reset or re-import; Alpha 0.23 forward import remains supported. Use Save & refresh when notified. Never clear site data to update. The separate Star Crystals/contracts ledger remains excluded from ordinary profile exports.
Alpha 0.24.3
October 15, 2026 · Optional backups and operation browsing
Optional automatic export
- Off by default. Open Save backups & transfer and choose one external JSON backup file to enable it for your current profile.
- After the first export, the same file is updated about every five minutes while the game is running. It does not create a growing folder of numbered downloads or keep exporting while the game is closed.
- The existing ten-second internal autosave is unchanged. Automatic exports are an additional backup, not cloud sync.
- Supported browsers remember your file choice but may ask you to reconnect access after reopening. Unsupported browsers retain manual export. The timer never opens permission prompts.
- Disable it at any time. Lost file access pauses automatic exports without stopping the normal internal save.
- Like manual profile exports, these backups do not include the separate Star Crystals/contracts ledger.
Operation picker and tier controls
- The Operations page has a gold operation picker matching the Skills menu, with skill icons, levels, and gathering/crafting groups.
- Select a skill to show only its operation, or All operations to restore the full list. The existing All, Unlocked, and Active crew filters and hire-amount controls remain available.
- The Show All Tiers / Show Current + Next activity button now stays above the scrolling activity list, so it is always easy to collapse.
- Equipment tier dropdowns have been replaced with matching buttons on skill pages and in the equipment workshop.
- Equipment expansion keeps the activity column stable, including at larger text sizes.
No balance or save-format changes. Existing Alpha 0.24 profiles continue without resetting or re-importing. Use Save & refresh when notified, or save and reload. Never clear site data to update.
Alpha 0.24.1
October 14, 2026 · Supply shortcuts and clearer requirements
Crafting supplies
- The Need supplies button is now clickable across crafting skills and opens the same requirements popup used by tool upgrades.
- See Have, Need, and Missing amounts for one crafting cycle, with shortages in red.
- Click an ingredient to visit its discovered gathering or crafting activity. Inspecting requirements or following a link does not stop or replace your active training.
- The activity briefing uses the same requirements popup. Existing skill, tool, and discovery gates still apply.
Tool requirement colors
- Each material and skill-level requirement is now colored independently on tool cards.
- Only unmet requirements show red. Requirements you already meet show mint, even if another ingredient or your skill level is missing.
- Colors update as your inventory and skill levels change. Previously purchased tools do not become red after their materials are spent.
No balance or save-format changes in this patch. Existing Alpha 0.24 profiles continue normally; no reset or re-import is required. Use Save & refresh when notified, or save and reload. Never clear site data to update.
Alpha 0.23 → Alpha 0.24
October 14, 2026 · The Godot rebuild
A living Ashlands
- The game now runs in Godot, with a 3D world map prepared at launch.
- Ashland grows as upgrades are installed, with residents, routines, day/night lighting, and slowly drifting storm clouds.
- The storm conceals undiscovered content. Upgrade Ashland to uncover the secrets beyond it. Regional activities and expeditions stay hidden until discovered.
- The map shares the full training header, with map controls and a centered collapse/expand tab.
Plan your progression
- Queue gathering and crafting back to back. Adding the first runnable activity to an idle queue starts it automatically.
- Activity popups have additive +10/+100/+1000 amounts, a custom quantity, craftable Max, infinity, time estimates, and ingredient planning.
- Queue entries can wait for supplies. Infinity appears in the amount field and continuously trains, so later entries wait until it is stopped.
- Personal training earns mastery; crews independently supply materials. Twelve skills include Hunting, with matching item art and practical uses for its outputs in Cooking, Fieldcraft, Medicine, and workshop costs.
- New game-meat meals supply repeatable expeditions. Relics feed Deep-Field Expedition Kits for Lost Relay expeditions.
Contracts and rewards
- Supply contracts unlock only after actual relay contact, with a short highlighted tutorial.
- Three requests ask for accessible gathered or crafted supplies. Confirmed deliveries award renown and 1–3 Star Crystals.
- Requests do not expire. Completed or declined slots can refill after eight hours.
- Star Crystals use the new vertical-glow crystal artwork. They are earned only at present; the premium shop and paid purchases are not implemented.
Clearer guidance and interface
- A refined fifteen-step First Steps tutorial highlights each required click while dimming unrelated controls, with breathing gold borders and reduced-motion support.
- Optional Next objective guidance tracks requirements and points to prerequisite activities after the tutorial.
- Live skill level-ups show non-blocking notifications. Offline gains use the welcome-back summary.
- Every tab shares skill selection, XP, active-session totals, queue/tool information, and boost/stop controls. Missing requirements are red.
- Save, Settings, resource search, and activity logs use popups. Requirements windows and infinity controls have been refined.
- Save/reset/session bookkeeping, queue handling, discovery gating, and save-conflict safeguards have been corrected and covered by regressions.
- Future Web releases can show an update notice with Save & refresh or Later; there is no forced reload.
Important changes and save migration
Combat is temporarily removed from this rebuild and is planned for a later update. Audio, hunting-party contracts, the premium shop, and paid queue/offline upgrades are not included. The current queue cap remains 30 and offline production is capped at eight hours; planned premium limits are not live.
Alpha 0.23 schema-9 / XP-curve-2 JSON exports can be imported through Save backups & transfer → Import a save copy…. Supported skills, materials, equipment, crews, and training progress transfer. Missing Hunting starts fresh; combat-only data and unsupported old workshop projects are excluded. Keep your original export.
The Godot edition saves locally, separately from the old browser save and cloud service. It does not automatically read your old save or sync with the old cloud account. Export backups for device transfers; Godot saves do not import back into Alpha 0.23. The old browser game remains available for exporting or recovering the old save.
Close old tabs and reopen to get the new site. Do not clear site data. First launch is a large download and map preparation can take time. Desktop Chromium/WebGL 2 is the tested target; this is an alpha, not a mobile/Safari compatibility guarantee.
Star Crystals are currently stored in a separate local ledger and are not included in ordinary profile exports.
Play Alpha 0.27.3 · Open Alpha 0.23 · Discord