In this update15
Full notes
Full Desolate Frontiers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
- Maps
- Fixes
- Server
Desolate Frontiers changes
Desolate Frontiers - Update v0.5.4
It has been a long five months. This is the first major update since v0.3.16 went up in March, and it is a big one - roughly 230 commits across thirteen development sprints.
The short version: settlements work completely differently, trading was torn down and rebuilt, part installation went from broken to functional, the tutorial was rewritten to match the new game, and the interface was rebuilt to work on whatever screen you are actually playing on.
Highlights
Settlements are now a hub
Rolling into a settlement used to drop you into one big tabbed menu that tried to be everything at once. Now a settlement opens onto an overview: every vendor as its own card, your convoy's fuel/water/food and a Top Up button in one place, and your warehouse right there. Pick a vendor and you get that vendor's screen - not a wall of tabs to hunt through.
Trading, rebuilt
The vendor screen was rebuilt from the ground up. Item rows expand inline instead of hiding behind a tree widget. Stats are shown as readable chips rather than dense text. Vehicle inspectors now match the convoy pages - seats, make and model, color, shape, plus a description popup. Delivery cargo shows your profit both per-unit and for the whole order. Buy and Sell is a single flip button. And when you buy something out, it actually leaves the list.
Cargo space that tells you the truth
This one was subtle and it caused a lot of grief. Your convoy was being modeled as one big pooled container, but cargo has to physically go into individual vehicles and a single item cannot be split across two of them. So "Max" would offer you more than would really fit, and the capacity bar would cheerfully read 96% while the server refused the order outright.
The client now plans the real per-vehicle packing. Max respects it, typed quantities are checked against it as you type, and if an order genuinely will not fit you get a one-tap retry at the quantity that does - rather than an error dialog or a silently shrunken order. On the server side, vehicles are no longer over-filled past their actual capacity.
Mechanics and part installation actually work
Part installation was non-functional. The whole flow was rebuilt: parts install, money comes out immediately, and a cart spanning several vehicles applies in one pass. The vehicle dropdown now shows [N ↑] - how many slots on that vehicle have a compatible upgrade available - swap buttons glow green where an upgrade fits, and the Available Parts list tells you which of your vehicles each part fits, sorted most-compatible first.
A tutorial that matches the game
The tutorial was taught against a UI that no longer exists. It has been rebuilt against the settlement hub over ten rounds of on-device testing, and now plays start to finish in portrait, landscape, and on desktop. Several softlocks are gone, including the one where resuming a level from the map - with no menu open - left you with nothing to press.
An interface that fits your screen
Scaling was reworked project-wide onto a single global content scale, which killed an entire family of bugs where fonts were being scaled twice and menus came out oversized, cramped, or scrolling when they should not have been. Menus now rebuild in place when you rotate your device. The old chrome was replaced with a consistent palette, and each menu got its own layout tuning rather than sharing one set of numbers.
Map and journeys
A gear tab on the map opens an overlay panel for toggling map layers, and your choices persist. Labels no longer clip off the screen edges or hide behind that gear box, and they nudge themselves out of the way of a route you are planning. Your selected convoy's journey line always draws now. The journey menu was revamped, trips over a day show an arrival date, the delivery preview shows only what you are dropping at that stop, and Cancel Journey is always available when you are in transit.
PC and Steam specific
Fixed the launch bug where the entire interface was shoved down and to the right with background art showing through the gap. The safe-area inset was being read as a margin when it is actually an absolute screen rectangle - on a multi-monitor desktop that turned your second display's position into a huge phantom border.
Fixed the related first-launch case where only the background art rendered.
Fullscreen now has a keyboard shortcut: F11 on every platform, Alt+Enter on Windows, Cmd+Ctrl+F on macOS. The settings checkbox stays in sync with it.
Feedback / Report a Bug is now reachable at all times - including before you log in, during the tutorial, and behind modal dialogs. Previously it was blocked in exactly the places bugs are most likely to be found.
The UI Scale and menu-width sliders now show live numeric values and cover a usable, calibrated range. The UI Scale slider was previously discarding most of what you set.
Fixed a significant framerate cost while sitting on the pre-login screen.
DF+ gated purchases now open a proper upgrade prompt instead of dumping a raw server error at you.
Network and connection failures now produce readable messages rather than unexplained failures.
Added
Settlement overview hub - vendor cards, convoy resources with Top Up, and warehouse access on one screen
Single-vendor menus, replacing the tabbed settlement mega-menu
Map overlay settings panel on a gear tab, with per-layer toggles that persist between sessions
Always-available Feedback / Report a Bug overlay
Fullscreen keyboard shortcut (F11 / Alt+Enter / Cmd+Ctrl+F)
Numeric readouts on the UI Scale and menu-width sliders
[N ↑] upgrade counts on the mechanics vehicle dropdown, plus a green glow on swap buttons where an upgrade is available
"Fits:" compatibility preview on Available Parts, sorted most-compatible first
Vehicle description popup in the vendor inspector
Profit shown on delivery cargo, per-unit and whole-order
Delivery preview button in the vendor menu
One-tap retry at the quantity that fits when a purchase is too large
Sign in with Google
Startup loading bar
Menu persistence - reopening a menu returns you to where you left it
Consistent navigation bars across convoy submenus
Settlement label toggle on the map
Changed
All interface scaling unified onto one global content scale factor; per-node font scaling removed entirely
Portrait layouts for every menu, and live re-layout when you rotate
New consistent color palette replacing the old chrome
Per-menu layout ratios instead of one shared set of numbers
Journey menu revamped
Warehouse menu rebuilt as a full-width bottom sheet in portrait; landscape dead space removed
Vendor list uses inline expanding rows instead of a tree widget
Buy/Sell segmented control replaced with a single flip button
The map overlay hides itself while you are planning a journey, so the route stays readable
Your selected convoy's journey line always draws; the "Delivery Targets" toggle now only controls the destination arcs
On touch, settlement labels reveal on an explicit tap rather than flashing under your finger as you pan
The map can be panned and zoomed while a menu is open
Fixed
Trading
"Max" over-buying by treating the convoy as one pooled container instead of individual vehicles
The capacity bar reporting a comfortable fit for orders the server would refuse
The server silently over-filling vehicles past their cargo capacity
Buy button stuck on "Processing…" after a failed purchase
Vendor stock not decrementing until you left and re-entered the vendor
Sold-out cargo, resources, and vehicles lingering in the list - and bought vehicles reappearing about a second after being removed
Buying an item clearing your selection, so buying it twice required re-selecting it
The vendor panel being destroyed and rebuilt constantly, including mid-transaction
The vendor menu blanking or crashing after a purchase
A crash when re-entering a vendor menu
Vendor vehicle stats showing blanks, and fuel efficiency always reading 0
Part prices showing $0 in the footer and in row labels
Bare cargo not being classified as parts
Mechanics
Part installs doing nothing at all - the wrong identifier was being sent to the server
A crash when applying part swaps
Multi-vehicle carts only applying to the selected vehicle
Cart slot conflicts when re-picking a slot
Purchase cost using an item's intrinsic value rather than the vendor's price
Incompatible slots (a turbo on an ICE, for instance) appearing on every vehicle
Money not updating until the next background refresh
Non-removable inventory parts being offered in the swap chooser, where they could never be accepted
Journeys and the map
Journey ETA showing no date at all on trips longer than a day
The delivery preview listing your entire manifest instead of that stop's deliveries
Cancel Journey going missing when the convoy data omitted the journey id
Map labels clipping off the screen edges and hiding behind the gear box
Labels sitting on top of a planned route line
The camera panning to a convoy's old position after the tutorial relocates it
Camera limiting and mode-switching bugs
Route fitting and endpoint handling
A black screen on the map under certain conditions
Interface and layout
Fonts double-scaling in modals, popups, receipts, and tip dialogs
Five menus that never re-laid out when the device rotated
The top bar forcing every menu beneath it past the edge of a portrait screen
The warehouse menu cramping and clipping off both edges
Landscape navigation buttons squeezed into the middle by a notch inset that did not apply in landscape
Login screen status text nearly filling the screen
The connected-accounts page overflowing on high-DPI displays
Button-mashing between menus leaving the interface in a stuck state
The settings menu showing stale values after logging out and back in - which is why the pan-direction toggle appeared to flip on its own
Vendor cards clipping under the navigation bar in landscape
The settlement name being clipped in the top bar
The new-convoy dialog being a fixed size, hiding behind the top bar, and colliding with the on-screen keyboard
Tutorial
A softlock when resuming a level from the map with no menu open
Confirm Journey not being clickable through the tutorial overlay
The back button never highlighting, making the return path impossible to find
The Top Up highlight blending into the button it was highlighting
Highlights firing before menu cards had settled into place
The supply step not registering Water Jerry Cans
The tutorial text box flashing to near-full-screen for a frame, and overlapping the vendor menu in landscape
Accounts, errors, and performance
The new-convoy dialog running in an endless loop for an account with no convoys
The delivery receipt listing consumed fuel, water, and installed parts as if they were deliveries
An idle-login bug
Node leaks and general performance work
Thank you for sticking with us through a quiet few months. Nearly everything above came out of play-testing and bug reports - the Feedback button is now reachable from anywhere in the game, and we read every one of them.
Source
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