Skyline
1.6.0
4 August 2026
🎁 Added
  • Caves. Your world grows real cave systems now: tunnels that climb and dip, more than one mouth opening onto the hillside, walled in stone instead of bare terrain. Boulders mark the entrances so you can spot one from a distance, and the same seed always grows the same caves.
  • Bring a lantern down there. It lights the space around you now instead of washing out the whole tunnel, so the dark actually feels dark.
  • Where you find caves depends on the country. Alpine worlds are riddled with them, and gentle meadows grow smaller, rarer ones. Head for the mountains if you want to go spelunking.
  • A share of every tile's loot moved underground, including a few of the one-of-a-kind finds. The world is not richer, only deeper: there are no more crates than there were before.
  • Caves are where tools get better. Crates you find underground can pay a tool upgrade, which surface crates never do, and the level-4 upgrades at the top of every ladder sit in caves whenever your world grows one big enough to hold them. If you want your kit maxed, go down.
  • An upgrade crate never wastes your find. One with nothing left for a maxed tool pays your points instead of handing you a hat.
  • Tool upgrades are live. Start a Journey world and your tools begin at level 1, climbing as you find upgrades for them, so a tool you have carried all game keeps getting better. Sandbox is untouched: tools there run at max level.
  • Twelve indigo upgrade crates are seeded across your world. Open one and it pays the next rung for that tool, wherever your ladder currently stands. Find an upgrade for a tool you have not turned up yet and it banks, waiting for the tool to arrive.
  • The Stash: a new tab on your Journey world. One page for everything you are carrying and everything you have found, battery and points across the top, then your tools, toys and build parts, what you are wearing, and the last thing you found. Anything you have not found yet still holds its place, so you can see what is left to go looking for.
  • Re-order your hotbar. Open the Stash, hit re-order, click a slot to pick it up and click where you want it to land. Your layout follows you into every world and both modes.
  • Cave entrances grade from daylight at the mouth down to dark at depth, instead of opening onto a black box. Walking in feels like walking in.
  • Loot crates in caves no longer glow. You find them by your own lamp, the way you find everything else down there.
  • Start your collection over whenever you like. A Reset Journey button on the Stash clears what you have found, behind a confirm that names exactly what it forgets.
🧼 Improved
  • Dive the glider and trade height for speed. Point the nose down, build airspeed, and the speed you earned carries you out of the pull-up instead of vanishing the moment you level off. An ordinary cruise still glides exactly as it always did; only a steep line pays.
  • The dive tells you how fast you are going. The camera rattles, the view stretches, and the wind picks up, all keyed to the same speed reading. If you would rather not have the shake, wb_cam_shake 0 turns it off everywhere in the game.
  • The Stash shows how good each of your tools is. The Tools lane carries a level chip per tool, and MAX once a ladder is finished, so you can see at a glance what is still worth upgrading.
  • Picking something up flashes its hotbar slot. Topping up something you already have flashes softer with a plus one, and an upgrade find shows the new level.
  • Mountain ranges get a skyline instead of a ceiling. Peaks vary across a range instead of hitting the same flat top, the ledges stop lining up across the whole world, and summits sit higher than before.
  • Safe spawn altitude moved up to match the taller peaks.
  • Your grapple starts at full power. Level 1 is exactly the strength the grapple has always had, and upgrades only ever add dial range on top, instead of a fresh Journey tool arriving weaker than the one you remember.
  • Standing crates pay a dynamite top-up, not a war chest: a field or cave crate hands you 8 sticks instead of 24. A box you dug up still pays the full 24, since that one funded the digging.
  • New worlds only, for both the caves and the mountain retune: an existing save keeps the terrain it already has, and a new world on an old seed will look different from the one you remember.
  • The Stash's re-order button looks like a button again: grip dots and its own CUSTOM badge, instead of one long outlined pill.
🪛 Fixed
  • A friend's name no longer stacks one letter per line on the dashboard player list while they are loading in.
  • Bridges, structures and placed decorations no longer follow you out of a hosted world, the same fix already applied to animals.
  • Re-hosting a world shows guests its animals and decorations again. Before this, stopping a world and hosting the same one again looked empty to anyone who joined.
  • Leaving a world you hosted no longer drags its animals into the next one you join. That bug could hand a friend's world about a hundred and fifty animals from yours.
  • Joining a friend's world lands you in their world, every time. A leftover session was behind assorted first-join oddities; joins now always lock onto the host's world.
  • Your grapple strength setting is remembered between sessions.
  • Guests can see the world boss now. Before this, a joining player's world rebuild could destroy the host's boar and never bring it back, so anyone who joined spent the rest of the session unable to see the animal the world is built around.
  • Joining a friend's world no longer flashes. Tiles used to build fully, vanish, then animate up from nothing; they now stay hidden until their rise begins.
  • Dedicated test servers hand joiners a character properly now, so a join can no longer leave you with no body and no way into play mode.
  • The grapple rope is finally tied to the hook. It draws taut from the launcher to the hook's tip in both camera views, instead of floating near your hand, and it leaves the launcher right at the muzzle.
  • You can walk into caves now. A mouth whose floor sat a step above the ground outside used to read as a wall, so entrances that looked walkable needed a jump. Any lip you could climb on open ground, you can climb into a cave.
  • The Journey Complete banner stays gone once your journey is done. It used to come back on every respawn and regenerate; for now it is retired entirely.
⚠️ Known Issues
  • A lit lantern inside a hill can still glow the hill from outside. Lantern shadows are off by default to save memory, so the light leaks through solid rock. The lantern change in this update shrinks how far that leak reaches, but does not remove it.