The benches by the path outside Felix's farm gate are real benches now: sit down, take a photo or daydream, like any other bench in the valley.
The townsfolk on the lanes walk properly now: full steps with their feet planted, instead of gliding along.
0.1.0 · build 18
The open country under the valley's rim has life now: birds, butterflies and hares across the far meadows, and three small places to find out there: an old milestone with a picnic south of the Orchard, an old farmstead with a well and beehives north-west of the Signal tower, and the haymakers' rest in the east fields behind the Farm.
Townsfolk now stroll the lanes: Hal on the way to the Farm, Rosa past the orchard, Wren by Ethan's fish house, a scavenger on the Slag road, a climber below Craggy and two more out of town. They step aside for you, and stop to wave and say hello as you pass.
On iPhone and iPad, the conversation panel grows with the words as they appear, instead of leaving an empty space under a line that is still typing.
The "talk to" prompt no longer stays on screen under a conversation.
On iPhone and iPad, the Refactory's options no longer carry keyboard numbers, no "close interaction" prompt shows behind it, and Settings no longer offers the keyboard-only "Show HUD shortcuts (F9)".
0.1.0 · build 17
Walking into a place before its story is ready (like Ace's ring course before you've seen Ethan) no longer shows a goal you can't do yet: the goal line says where to go first instead.
0.1.0 · build 16
Birds, butterflies and hares now live between the places: flocks take off as you run in and settle again, butterflies drift over the meadows by day, and hares bound away.
New small places to find off the paths: an abandoned camp and a tree house lookout in the Rewilderness forest (climb it and look around), a rowboat on the lake shore, picnic spots by the signal tower and under the windmills, a climbers' camp below Craggy, a well and beehives by the orchard, and a scavenger's lean-to past the Junkyard.
The big grey patch on the hillside behind Ethan's lake is gone: the slope behind the water is grass now.
In look mode, place names have a dark outline and a soft shadow, so they read against sky, haze and grass.
Climb to the top of a tree and press L (Y on a controller, Look on a phone) to look around in first person: the names of places you can see fade in with how far they are.
A tall heron mast with a lantern now stands over Ethan's fish house by the lake, and Felix tells you about the old oak by the crop rows, where you can see the whole valley.
Every part of the valley has its own music now: a warm Town theme, rusty rhythms in the Junkyard, airy harp and flute by the lake, open wind-swept bells on Craggy, glassy echoes in the Bloom Cave and a light travelling tune on the roads between, each with its own sounds around it. Walking from one to the next crossfades on the beat, and the music never stops.
The long walks out of town have things on the way now: a new road from the Farm to the Junkyard's slag cut, lakeside benches, bloom patches, signposts and plaques, an old cart and a flood gauge to dig up with the Sensor and Digger, and three tins up high to come back for once you have the Charged Jump.
Long messages (like the substation tag in the Junkyard) wrap onto a few lines instead of running off the screen.
The pause menu has Back to title: it saves and returns to the title, where Continue picks up where you were. On iPhone and iPad it's the way out of the game.
On iPhone and iPad, scrolling Settings past the sound sliders no longer changes the music volume by accident.
The music no longer drops out on the way between areas (like from the Town to the Junkyard): if it ever stops, it comes back within a second.
A compass at the top of the screen shows north, east, south and west as you turn, so directions like "south-east over the river" are easy to follow. Turn it off in Settings > Show the compass.
On iPhone and iPad there is no Quit button any more: swipe up to leave, as with any iPhone app.
On iPhone and iPad: the Refactory has a Close button (or tap outside it), menus scroll with a drag without toggling options, and holding Jump while gliding into the Town no longer drops you out of the sky.
On iPhone and iPad, benches work: Daydream, Photo and Stand up buttons, and photo mode with a shutter, style, hide and back, drag to frame and pinch to zoom.
On iPhone and iPad, conversations show at the top of the screen, and Skip no longer covers the panel or the Talk button.
On a controller, any push of the stick now runs at full speed, the same as the keyboard.
At lookouts (like the Refactory yard and the footbridge) the wide view no longer swings back when you turn it: your turn and zoom stay where you leave them, on the phone too.
On iPhone and iPad: on-screen controls. Walk with your left thumb, drag to look around and pinch to zoom, with Jump, Interact, Journal and Pause buttons; tap to read on in conversations. A connected controller hides them.
On iPhone and iPad, the whole interface is bigger and easier to read, keeps clear of the rounded corners and the notch, and the on-screen buttons match the rest of the game.
On iPhone and iPad, your goal now sits in a thin strip at the bottom of the screen under the action bar instead of in the top corner.
The black bars in the opening fly-over now reach all the way to the screen's edges.
0.1.0 · build 15
Where the Bloom River leaves the valley, it now runs out through green valleys instead of sheer grey slots cut into the hills.
Zoomed far out, floors and the ground under them no longer flash as the view moves.
The hills behind the Junkyard no longer show a huge grey ring: the old slag workings on the rim slope down gently instead of ending in a sheer cliff.
The Sky spire stands dark over the Town until its power comes back, and its glide lanterns no longer float over the valley from the start: they appear when the lift opens.
People notice what you've already done: IRIS won't send you to a supply cache you took, and Ethan, Ace, Oscar, Thomas and the rest stop asking for things you finished. The Mayor points out the Sky spire, dark since the power went.
0.1.0 · build 14
A new line on the title screen: "A valley town is running out of light."
The Bloomlight City website now shows character portraits painted in the same style as the game's conversations.
The website walks through the whole valley up to Chapter 3, with its places, the people you meet and the things you can do.
Areas like the Junkyard, the lake, fishing and the cave now have their own pictures on the website.
A short hero clip on the website's front page shows the game in motion.
The website has a new strip showing the latest build.
The website's pitch now leads with the story, under the heading "Everyone has a reason to stay".
0.1.0 · build 13
Finishing a chapter no longer stops the game with a card: a banner shows over play and the next chapter starts right away.
After a chapter ends, the goal line tells you where to head next instead of repeating the step you just finished.
Character portraits in conversations now sit neatly inside their round frames and are painted in the same style as the world.
You can no longer fish from a cliff top high over the water (like the edge of Crash Hill); banks, docks and bridges still work.
Chapter 1 and later chapters now flow on: a banner appears when a phase ends and play continues with the next one.
The goal line now always shows a short objective for each chapter, and never lists a finished step as current.
Each chapter-complete banner plays the win fanfare over the next chapter's title.
Conversation portraits are cut cleanly to their circles and painted in the same brushed style as the world.
Fishing is no longer offered from high cliffs and hilltops, such as the edge of Crash Hill.
0.1.0 · build 12
Dialogue now waits for you: each line stays until you press Next. Prefer the old pace? Turn on Settings > Advance dialogue automatically.
Your current goal stays at the top left, dimmed, so you can always see what to do next. Turn it off in Settings > Show the goal line.
From a distance the Sky spire, its glide lanterns, the pylons, windmills and the tall town houses now look like themselves instead of blocks.
Far-off landmarks now keep their real shape: the Sky spire, its glide lanterns, windmills and pylons no longer pop in as blocks.
Fixed supply tins and caches that sat slightly sunk into, or floating above, their ledges and decks.
The Relay box, its mast and the Rim ledge cache now sit snugly on their stacks and ledges.
0.1.0 · build 11
Chapter 4 begins: Keep playing after the Peak geyser and head back to the Refactory, where the old power core has woken unstable.
Fix the core with Asami: sense the fault, dig out the floor conduit and relink it, then race to vent three relief valves when IRIS crashes.
Oscar knows a capped vent on the Junkyard rim: climb its Charged Jump + Double Jump bands and wake the fourth geyser.
The Geyser Link: carry each geyser's link home to the plaza, by a long glide, a Charged Jump + Double Jump, or a Sensor stair, and watch the crowds gather.
With all four links lit, Bloomlight current refills your energy near the geysers and slowly everywhere, and the Sky spire's lift opens for the legendary glide over the town.
The ending: a celebration in the plaza, a call from home, the Mayor's offer to stay, then the credits. Your save is kept and Continue takes you back to explore.
About 19 M of new Materials in tins and caches across the Chapter 4 climbs and link routes.
Meet Maya Chen and Grandpa Spark as glowing holograms, with their own portraits and voices, in the ending scenes.
Some conversations now offer choices: pick an option with keys, number keys, mouse or pad, and the story follows your answer.
Pick a stay-or-go-home choice at the end, each with its own closing lines.
The Refactory's core now looks the part: it flickers unstable, then calms as you vent it. Floor conduits and relief valves have new looks.
New Junkyard rim: slag ledges, rusted pipe stacks and a vent cap to climb, with a glide back down to the Junkyard.
Geyser Link relay pylons stand dormant or glowing, and carrying a link shows on your screen.
The Sky spire towers over the Town Center's southeast corner as the town's highest point, with glide lanterns marking your flight.
0.1.0 · build 10
Chapter 3 begins: climb Craggy Mountain's switchbacks to Lower Craggy, where mine ruins and Thomas Volt's old turbine await repair.
Thomas Volt's Power Puzzler side quest sends you to light four substations, each needing a different tool loadout.
The Charged Jump now rises about 6 m, shows a charge bar on your energy pips, and tells you when you're short.
Craggy's ledge climb adds timed gust vents the Sensor can read, a Digger rockfall and a hidden ledge.
Find the Bloom Cave high in the Grotto cliff: meet Luna and Dr. Elena Thyme, and uncover the Blooms-energy secret.
Reach the Craggy summit and wake the Peak geyser to finish Chapter 3.
Max Energy is capped at 8 until you build the Charged Jump, and the Refactory explains why.
The Footbridge and the other bridge now meet their banks, so you can walk onto them every time.
0.1.0 · build 9
Meet Ethan Sylvan at the end of the Rewild lane: bring him fish for his census, watch them fill the wall of his fish house, and earn his lucky rod (bites come sooner and wait longer for you).
Chapter 2 begins: after the Mayor's lead-in, head to the Junkyard and meet Oscar Salvage for his Treasure Hunt.
The Junkyard sits on a sheer slag terrace: cross Sensor stepping stones, then dig through the scrap blockage with the Digger.
Oscar's vertical junk maze: climb ledges and a Sensor-raised stack up to the Double Jump schematic.
New side quests: Windmill ridge with Mayor Marcus, and Pylon line salvage with Asami.
Lower Rewilderness: Ethan's scene, then race Ace Stratus around the lake's east shore for a 1 M prize.
Wake the Rewilderness lake geyser to win Chapter 2; old Chapter 1 saves carry over.
Double Jump now costs 3 energy and repeats in the air; Charged Jump costs 5. Tool slots 3 and 4 cost 5 M.
The farm windmill deck can be climbed by ladder, and Luna's staff no longer swings wide when you run.
0.1.0 · build 8
Climbing: up on the stick now always climbs and down always climbs down, from any side of the tree.
Fishing: face deep water and press interact to cast, then press again when the bobber dips. Every catch goes in your journal with its best size.
Two docks to fish from: one at the Farm lake and the Rewild pier at the Rewilderness lake, each with fish of its own.
Day and night: the sun sets, the moon rises, and the music and ambience turn quiet after dark.
Fireflies glow in a few spots at night. Walk into them to catch them in your jar.
Felix and the Mayor have new things to say about the lake and the trees.
Trees you plant in groves no longer reshuffle when others are added, moved or removed, so groves keep their look.
Fishing: a cast turns the camera toward the water if the bobber would land well off to the side.
Rewild pier is longer, with a moored rowboat, tackle crate, bench and a Biggest catches sign.
Two new fish live at the Rewild pier: Bramble Bream and Moon Gar.
Music no longer cuts out or stops when you cross from one region into another.
Scrolling, pinching or dragging over menus and panels no longer zooms or turns the camera.
Fishing controls now show in the prompt row, so they no longer cover messages like "It got away."
Teleporting now puts you somewhere you can stand, never under a roof, in water or on a railing.
0.1.0 · build 7
Saving world edits now runs in the background with live progress, and browsing objects has a name filter.
0.1.0 · build 6
Trees can now be climbed: walk or jump into a trunk, climb and circle it, perch on the crown, then leap off into a glide.
Climbable trunks are set up on broadleaf, orchard and pine trees.
Standing on a roof or tree crown no longer makes it fade, so you're never left standing on air.
Foliage looks more varied, with trees getting a fresh mix of stretch and lean while colours stay the same.
0.1.0 · build 5
The title screen's Settings card now scrolls, so every option stays reachable on any screen height.
Fixed the Journal jumping back to the top when you scroll it.
The pause menu's Journal and Settings tabs now have clear names.
0.1.0 · build 4
The pause menu now organizes your settings into clear sections, and your gameplay preferences are remembered between sessions.
New themed confirmation and alert pop-ups give prompts a consistent look across the game.
Scrolling menus and lists now have comfortable padding, so text no longer crowds the edges.
The playtest note shortcut now lives in the on-screen HUD, and whether it's shown is remembered.
Tooltips have been polished and look cleaner.
Bloomlight City itself has been edited, with updated places and layout to explore.
Buildings and objects in the world can now appear at different sizes.
0.1.0 · build 3
The What's New screen has a new look: builds are listed newest-first, 8 per page, tagged full or patch.
A dot marks the build you're currently running, and newer builds you haven't installed yet are labeled not installed.
Pick any build to see its notes on the right side of the screen.
Navigate with arrow keys, gamepad bumpers, or mouse, and back out with Esc or B.
Applying an update now shows a small fading confirmation message.
0.1.0 · build 2
The bloomlightcity.com site is live, with in-game screenshots, downloads, a world map, and devlogs.
Dev builds now check for updates automatically every 30 minutes while you play.
An update found mid-play waits until you hit the title or pause screen, so it won't interrupt what you're doing.
Hitting Later turns off automatic checks for that build.
A build that's already downloading or ready won't be offered to you again.
0.1.0 · build 1
Dev builds: F8 notes you can send to the team, and updates from inside the game.
Dev builds now show a build number and a "What's new" changelog for the version you're running.
Dev builds check for updates and can install new patches automatically.
Check for updates, What's new, and Send notes are now grouped under a new Playtest submenu.
Playtest submenu opens and closes like Settings, with Esc/B backing out and focus returning correctly.