The moon can be woken. Build the vessel and the monks board a bone ark and climb to her on rib wings. What happens up there is best seen for yourself, but from then on a moonbeam strikes the fossil every 20 seconds, in every orchard. Past her, the pile keeps folding through twenty more tiers, and the vessel sells a Lunar lens, Tidal pull and Silver procession.
Vows. After your first remembering, the memorial offers five of them: silence, the empty road, the lone digger, poverty and the short night. Each is a hard rule for one orchard. Keep it to its goal tier and the reward stays with you. The moon wants three kept.
Wandering spirits drift over the pile now and then. Catch one for a frenzy, a hurry, a windfall of bones or, rarely, a seed.
Time away. The monks keep working while the game is closed, but they tire as the hours pass: an hour away is worth about a quarter of an hour of play. The Night watch at the ossuary keeps them going longer, so a night away is worth nearly an hour. A note tells you what they delivered.
The long-neck is a whole skeleton now. It draws back with its jaw open before it dives onto the fossil.
A night sky with stars and the odd shooting star, a ridge of graves and a ruined chapel, ground fog, and soul motes rising near the fossil.
Building menus show the next upgrades as ??? rows with a hint, and new ones are marked NEW.
Hovering a building or its sign outlines it, and the one whose menu is open stays lit.
The journal keeps going after the opening. It always shows one next goal, tracks the road to the moon, and suggests something to buy while a bar fills.
Five new milestones, for spirits, vows and tier 20.
The second fold used to arrive past half an hour. It now lands 20 to 25 minutes into a first orchard.
Memories come from the bones an orchard delivers, at most one per tier it reaches. Every good orchard pays a handful, so the road to the moon keeps moving instead of stalling at one memory a run. The moon needs 100 of them and three kept vows. In testing, a steady player wakes her after seven or eight hours, and something new turns up every few minutes on the way.
Orchards saved before this update are recounted for the new memories. The memories you already had keep the same strength and the same share of the road to the moon, and the extra ones are free talent picks.
The interface sizes itself to your window, so nothing overlaps on a small screen. You can also pick a size from 1x to 2x in the pause menu.
The Digging and Delivered windows name every source, and the memorial has separate tabs for talents and vows.
The seed balloon is a big stone-hide balloon with a bone grabber, and it flies about twice as fast.
Slingers wear a short cowl and whirl their slings overhead before each throw.
Ravens nest from tier 3, and the bone mill can be rested so the pile can climb to the line.
The fold's flash is a brief light instead of a solid block.
Building signs sit above their buildings and stay readable over everything in front of them.
Prices in building menus stay on one line, and long upgrade names show in full.
An upgrade's details no longer slide off the edge of the screen.
The bottom row of bricks on stone buildings no longer flickers.
The twenty-four milestones now register as achievements on your profile. Anything you had already earned unlocks the first time you load this version, and they still survive remembering.
A run used to reach its last tier around forty-five minutes in and then stop changing. Compressions came seven at a time in the space of a few minutes, and after that nothing moved for hours. Tiers now hold their weight, so an orchard keeps climbing for roughly two hours before it runs out of road.
Getting started is untouched: your first memory still arrives around eight minutes and the first compression around sixteen.
The bell. Ring it and every monk in the orchard works faster for a while.
Twenty-four milestones behind the trophy button. They are kept when you remember.
The journal now explains when and how to remember, and points you to the memorial afterwards.
The first compression now arrives around 15 to 17 minutes.
The fossil end of the pile is beyond the procession's walk, so it builds up. That is what fills the
compression bar, and it gives terracers, ravens, ribcage carriers and the new bone mill work that
only they can reach.
Fourteen new upgrades across the ossuary, the lodge, the hall, the tea house and the observatory.
A and D pan the camera smoothly. Q and E jump between landmarks.
Raking loose bones has a much larger grab area, moves eight at a time, and throws them a long way.
Cloisters are scenery. Everything about housing is bought at the ossuary.
Fixed a crash in the rate ledger when a damage source fell to zero.
Fixed damage stacking between falling stars, the freeze and the sword compounding without limit.
Large numbers no longer run off the screen, and the ledger folds smaller sources into one line.
Pilgrims no longer walk past columns of bones without picking them up.
The REMEMBER tip now appears when you hover the label, not only the edge of the button.
Building names no longer show through open menus and tooltips.
The top bar sits centred on the screen and no longer overlaps the buttons in the corner.
The milestones panel keeps its title and count in place while the list scrolls, and its close
button sits in the corner instead of the middle of the header.
The journal and the side buttons step aside while the milestones panel is open.
A milestone announces itself once instead of twice.
Clearer wording when a memory is ready to claim.