Updates

What changed

The main changes in each update, newest first. Your worlds open with everything you built kept, and multiplayer needs everyone on the same version.

0.3.12 and 0.3.1315 October

Hot iron and hanging ceilings

Play

  • The encyclopedia's search finds words inside pages, not only titles.
  • Food is eaten when you hold it in front of your mouth, where you see it, not only low down.
  • Fruit laid on a stove grill or a machine cooks for everyone, and a burning stove lights the ground and the cook before it.
  • Any fire heats an iron sword, a torch too, and a hot blade cools with every blow it lands.
  • A bomb left on a bench catches from nearby flame, and a thrown lit bomb no longer sets off a second one at your feet.
  • Arrows lie still on the ground, and one that snaps as you pull it bursts into splinters.

Building and crafting

  • Wall and flat panels hang from the roof or beam above them, for ceilings and lofts.
  • Glass skylights and glass floors can be laid in a shared world again.
  • Trees no longer grow into your machines, and a tree you fell stays felled instead of growing back through a house.
  • While you place a machine, the room its add-ons need shows in blue, as advice.
  • The sawmill sends out the wood for the next craft as soon as one is done, and materials spilled onto a bench or the sawmill land on its top.
  • A plasma blade's hilt shows its crafting progress, and a cooking stick no longer chops trees like an axe.

Steadier

  • Felled logs, big bases, benches, running smelters and setting-out robot patrols run smoother, above all on Quest 2.
  • Fixed a crash with a bitten piece of food in your pack, and guests see the Hollow Leader's sweeping blows as the host does.
  • Everyone in a multiplayer session needs to be on 0.3.13.

0.3.9 to 0.3.1114 October

A Friends board and a steadier world

Friends and play

  • A new Friends board: your friends, requests and the people you have played with sit on their own tabs, showing who is online and whose world you can join.
  • Other players see everything you hold, your open pack and every arrow stuck in you.
  • Creatures hunt every player, even far from the host, and no longer turn up inside your house or walled yard.
  • The Worlds tab tells you whether you are hosting or a guest.

Crafting and carrying

  • Everything you carry lands in your satchel when you die, however much it is.
  • The recycler comes earlier, and everything made can be recycled: raw materials roll back out.
  • A blow on a bench lays out everything you have for the design, and the materials you are still short of blink.
  • Bomb materials now come from fighting cave creatures, not from hunting peaceful animals.
  • Worn tools and weapons look worn in your hand and holsters too.

The pack's encyclopedia

  • The categories fold, and you can grab the list and pages to scroll them.

Smoother

  • Your hands follow your controllers closely again while you walk, and torches and lamps light far-away bases correctly.
  • New ground builds faster as you explore, and the game uses less memory on the Quest 2.
  • Joining a host far out in the world no longer drops you into rock.

0.3.815 October

One panel for walls, roofs and floors

  • Walls, roofs and floors are one panel now: hold it level for a wall, up for a roof, down for a floor. Window glass works the same way: a window, a skylight or a glass floor.
  • Benches no longer have a hammer of their own. Craft with your fist, or faster with a stone, copper or iron hammer; your materials fly onto the bench when you start.
  • The plasma blade slices on its way back to you too, and a pulled blade no longer gets stuck behind what it cut.
  • Far journeys stay steady: no more jitter or cracks thousands of metres from home.
  • Other players move smoothly even when the connection hiccups, and another player joining no longer makes your view hitch.
  • The world loads in around you much faster while you walk and run, and busy bases and torch-lit caves run smoother.
  • Honeycomb no longer lights up the forest at night, bees settle on their hive, and the pod's solar arm sits in its socket again.

0.3.713 October

Houses keep you safe

Safety and friends

  • Your house protects you: Hollows can no longer sense or hit you through walls or a shut door. One that sees you through a window can still break in.
  • Hosts can kick players from a session and ban them for good.
  • Your Meta friends who play Starworn appear in your friends list, and players you block on Meta cannot join your games. Everything works without Meta too.
  • Your player and settings come back after a reinstall, through Meta's Cloud Backup.

World and play

  • New window glass from the sawmill: set it into a wall like a wall piece, and panes side by side join into one sheet.
  • A new Collisions setting under Comfort chooses whether held items clash with everyone's, only with others', or not at all.
  • Eating starts when you hold food at your mouth for a moment, so sweeping food past your face no longer takes a bite.
  • Punches hit harder: a hard one can knock a Hollow down.
  • Sloped roofs go where you hold them, and building cubes now go up to a full metre across.
  • The encyclopedia button on the pack is now a question mark.
  • New sounds for Puffneck and Vaultmaw spit and for acid.

Smoother

  • Dark caves on Quest 2 run close to their old frame rate again, busy bases draw with far fewer triangles, and worlds full of players run smoother for the host.

0.3.612 October

Solid blades and calmer settings

  • Blades are solid: enemy swords and bare hands clash with yours, and a dead Hollow's sword falls.
  • Fires and torches no longer shine through walls and doors, and caves run much faster on Quest 2.
  • Calm animals let you walk up, climb on and ride them; only shy ones run.
  • The Vaultmaw is back in the caves, and sharks are tougher.
  • The sawmill's power-feed kit saws faster and unlocks big wall, roof and window pieces.
  • Walls hold each other up, and a cut-off piece falls whole.
  • Settings are simpler: a View tab for near, middle and far detail, and a Hits tab for hit cubes and numbers.
  • The research station is gone; research you had already funded became blueprints.
  • The host can switch player damage off, and players' hits work like hits on creatures.
  • A world with a damaged record in its save opens instead of crashing, and a copy of the file is kept aside.

0.3.511 October

Every item is itself

  • What you take from your pack, hold, store in a chest or hand to another player is always the same item, with its own material, wear and state. No more swords swapping, doubling or turning to stone.
  • Voices fade naturally with distance and are muffled through walls, doors and rock.
  • Creatures no longer strike through shut doors and walls. At night, cave lairs send hunters up through the cave mouths nearest you, and you hear the den call first.
  • Ceiling Stalkers are back in the caves.
  • Benches and machines snap to the grid like walls, and B or Y toggles the grid.
  • Doors whose frame breaks fall with their full weight and shatter into planks.
  • Hand tracking draws your hands as voxel gloves, and guns fire on a pinch.
  • A Darkness setting under Comfort makes nights pitch black, dim or visible.
  • Many fixes for rare crashes and for items going missing in multiplayer.

0.3.0 to 0.3.48 to 10 October

Weapons, benches and the deep

Weapons and combat

  • The plasma blade, a metre of glowing blade in a random colour. Call it and it flies back spinning to your hand; flick your wrist to curve it around enemies.
  • The plasma rifle, the copper storm sword that calls lightning, a forge-hot iron sword that glows, the blast hammer, bombs and venom arrows.
  • Block and riposte, shove enemies off ledges, swat arrows out of the air and hold two weapons at once.
  • Weapons are solid: they never pass through creatures, trees, rock or walls.

Crafting and building

  • New benches: a sword bench, an explosives bench, a bow table and a gun table, plus an alchemist's table, a camp stove and drawing boards.
  • Workbench add-ons unlock the later machines in order. Benches show the next design as a hologram, and take-all brings everything back to you with one press.
  • Wall and roof pieces by the half metre, snapped to a grid and mended with more pieces.

Enemies and the world

  • Hollows climb after you, Hollow Leaders smash, and robot patrols march out of their keep.
  • Deep in the caves: Dripwings, the blind Earwight, Pitcoils and Veilgrip. Caves refill, and animals have tempers.
  • Adventure tunnels, a deep cave level, named worlds that are Survival, Peaceful or Sandbox, export and import of worlds, and moonlit nights.
  • A death satchel keeps everything you carried, and your pod has a hidden stash drawer.

Comfort and multiplayer

  • Left-handed play and the first version of hand tracking.
  • Voices carry further, and a world that crashes on opening gives way to a fresh one instead of locking you out.
  • Much steadier fights and faster loading, above all on Quest 2.

0.2.0 and 0.2.13 October

Holsters, hammers and pod fixes

  • Reaching behind your back only ever reaches your holsters; open the pack with the menu button or by pulling your hands apart.
  • Hammers last longer, and felling a huge snowy tree no longer freezes the game.
  • Felling a crafting machine no longer crashes the game, and joining a friend's world no longer drops a second pod into your own.
  • Terrain draws much lighter on Quest 2, and Quest 3 is smoother.

Looking for how things work? The encyclopedia explains the game as it is today.