HomeGamesUpdatesPricingMethodology
Steam News31 March 20263mo ago

Demo [patch 5]

This major new patch marks a major evolution of the game and heralds the arrival of EVERDAWN in just 2 days, this Thursday, April 2, 2026!

Full notes

Full EVERDAWN update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions2 changes0 removals
  • Gameplay
  • UI and audio
addedThis major new patch marks a major evolution of the game and heralds the arrival of EVERDAWN in just 2 days, this Thursday, April 2, 2026! 🎉
addedIt introduces numerous improvements, new features, better balancing, as well as many bug fixes and localization updates.
addedFollowing your feedback, several quality-of-life options have been added (including FOV adjustment), 3 new languages have been integrated, and the game has been enriched with new elements such as a brand-new tile and more intuitive interfaces.
changedADDITIONS - Added an option to enable or disable shadows in the Visual options menu. - The "Wall – Curved" tile now has two variants representing a gate, with and without cobblestones. - The "Wall – Straight" tile now has a second variant representing a gate without cobblestones. - A new "Waypost - Other" tile has been added and can now be unlocked in-game instead of the "Wall – Gate" tile in challenge 4. - Pressing "Shift" while hovering over a tile to display more information during the tutorial temporarily hides the tutorial text while the key is held. - A "CTRL" button has been added. It allows players to show or hide the tutorial text for better screen visibility. - "Road - Straight", "Road - Curved", "Road - Junction", and "Road - End" tiles now have a variant with a street lamp. - Added an option to adjust the FOV in the visual options menu. - On the question mark that appears on the UI after 2 completed quests, the following explanation has been added on mouse hover: "Complete your next quest for a chance to obtain a rare or wonder quest." - Addition of three new languages: Russian, Brazilian Portuguese, and simplified Chinese. - Adding a wink for connoisseurs on the tile House - Wonder". - If a secondary biome forms a tile cluster, a text appears in the tile cluster window indicating that there is a bonus gain on secondary biomes. - New feature for secondary biomes. If at least 2 secondary biomes are unlocked and 5 tiles from each of the 2 biomes are present, you can activate a diversity bonus that grants points. The thresholds increase in steps of 5 and become more powerful if you have 3 or 4 secondary biomes. - Added a text about the diversity system in the info menu. - There is now text displaying "Cluster" and "Synergy" in the in-game windows when one is activated. - Added 3 unique bonuses in Adventure mode which are more powerful versions of the 3 base bonuses. - Added 5 standard bonuses for the 3 bonus types in Adventure mode, increasing from 30 active bonuses to 45. - A light ray has been added to the top-right corner of the main menu to enhance the atmosphere. - Added the stats "Michis collected" and "Diversities created" in the main menu within the Quick, Classic and Hard game mode menus, and in the end screen of these 3 modes. CHANGES - The synergy icon has been redesigned to better match the game's universe. - The synergy icon has been slightly enlarged in the tile information window. - The "Wall – Gate" (straight) tile is now a variant of the "Wall – Straight" tile. - The "Wall – Straight" tile variant now features a path with small cobblestones passing under the gate. - The "Pond - Other" tile design has been improved. - If a "House" touches a "Field" (new placement combo), it gives 2 points. - Roads have been improved with additional details. - The street lamp on the "Road - Curved" tile has been removed. - The "Road - Junction" tile has been slightly updated on the existing design (flower and branch repositioned). - The "Road - Junction" reward visual has been updated following these changes. - The common quest requiring a group of 10 is now 5. The rare quest requiring a group of 20 is now 10. The wonder quest requiring a group of 40 is now 20. - In the tile information window, the text related to placements and orientations now adapts to the text size when scrolling horizontally. This prevents large empty spaces depending on the text length. - Control text in the controls options menu has been changed from orange to green (to match the same logic as in Tutorial mode), and the outline has been strengthened to improve readability. - Right-clicking on an "Available tile" would still display placement, cluster and synergy feedback. This is now disabled in this state. - After releasing right-click on an "Available tile", the tile preview sound now plays again. - Some tiles have been replaced and others added to the background of the main menu. - The background indicating the game modes in the register has been enlarged and the text adjusted. - The sliders and checkboxes in the visual, audio, and controls options menus have been shifted to the right. - The size of the texts indicating key bindings in the controls options menu has been reduced by 3. - The rotating selection squares on the buttons in the visual, audio, and controls options menus are now closer to the buttons. - The texts in the visual, audio, and controls options menus are now closer to the left side of the window. - The game mode icon in the pause menu has been shifted to the left. - The game mode text in the pause menu has been shifted to the left, vertically centered relative to the game mode icon, and reduced in size by 8. - The texts in the tile information window that display tile information have been reduced in size by 3. - The right-side text in the tile information window has been moved slightly to the left to give it more space, same for the placement icon and the star indicating the score associated with it. - In the tile information window, the text "Same type" is now centered. - In the language options menu, the buttons for selecting the language have been enlarged. - The reward title texts in the registry have been reduced in size by 5. - The reward description texts in the registry have been reduced in size by 2. - In the register, the rotating selection squares on buttons are now centered on the selected reward just above, instead of being in the top-right corner. - In the registry, the rotating selection squares on Michis reward buttons are now positioned lower on the button. - The description texts below the game mode titles have been reduced in size by 4. - The description texts below the game mode titles and the registry have been reduced in size by 3. - The game mode button texts are now adaptive in size between 15 and 25. - The text displaying the best score in Rapid, Classic, and Hard game modes is now adaptive in size between 20 and 27. - The text below the button to start a new game in Rapid, Classic, and Hard modes is now adaptive in size between 15 and 22. - The "Yes" and "No" buttons in the Creative mode menu and the text above them were slightly too low compared to the buttons in Rapid and Classic modes. - The "Port - Other" tile has been updated. - The visual for the "Port - Other" reward has been updated following the changes. - The path of the "Port - Other" tile has been slightly adjusted. - The boats have been slightly reduced in size. - The boats turn faster. - The tutorial text has been moved slightly upward. - The timer for Challenge 1 has been increased by 25 seconds. You now need to reach the required score in 3 min 45 instead of 3 min 20. - Night time and transitions are shorter, providing more bright moments than dark ones. - Challenge 4 no longer starts with 20 tiles but with 35. - Challenge 7 no longer starts with 20 tiles but with 80. - The challenge condition text in the Challenge mode menu has been slightly moved up and the text box has been enlarged. - The validation arrows that indicate whether a game mode has been completed in the game mode menu have been slightly shifted to the left of the button. - The validation arrows that indicate whether a game mode has been completed now have a background to resemble checkboxes, similar to the end-of-game screen. - The texts listed in the info menu are now adaptive in size between 15 and 25. - Hard mode no longer consumes 2 tiles per placement, but now does so every 3 placements. - Hard mode now starts with 55 tiles instead of 80. - The achievement thresholds for creating a group of tiles have been increased: the first from 2 to 8, the second from 8 to 25, the third from 20 to 60, and the last from 55 to 100. - The achievement thresholds for reaching a score in Classic mode have been reduced: the first from 5000 to 2500, the second from 25000 to 5000, the third from 75000 to 8000, and the last from 250000 to 12500. - Houses and streetlights now start emitting light earlier when night falls. - If the game is paused after it has ended, the game over message is now also displayed in the pause menu. - The appearance rate of secondary biomes remains at 20%. However, to determine which biome will be featured more prominently among the unlocked biomes, a higher percentage will be assigned to the one that is most present on the board relative to the number of unlocked biomes. If the numbers are equal, the selection will be random. - The flags in the cluster and synergy windows have been slightly shifted to the left. - The cluster and synergy windows are now positioned higher on the screen. - The window shown when a quest is completed is now on the right side of the quest window, and its image and text size have been revised. - The button to destroy tiles is now also present in Hard mode. - The part of the text explaining in the Hard mode conditions that tiles cannot be destroyed has been removed. - Summer biome clusters give 1 tile at the 5-tile threshold, 1 tile at the 10-tile threshold and 2 tiles at the 20-tile threshold, then 2 tiles again at thresholds 40, 60, etc. - Secondary biome clusters give 10 more score for each threshold compared to the summer biome (5: 50 score, 10: 60 score, 20: 90 score). - Secondary biome clusters give, like the summer biome, 1 tile at the 5-tile threshold, 1 tile at the 10-tile threshold but 1 additional tile at thresholds 20, 40, 60, etc., meaning 3 tiles instead of 2. - The backgrounds of the register rewards have now been improved. - The interface and texts of the stats in the main menu within the Quick, Classic and Hard game mode menus, and in the end screen of these 3 modes have been updated to accommodate the addition of the "Michis collected" and "Diversities created" stats. - Standard discoveries in Adventure mode that give tiles now grant 5 instead of 2. - Standard discoveries in Adventure mode that give score now grant 325 instead of 250. - In Adventure mode, unlocking the ice biome now costs 8750 score instead of 12000 (the score icon has been repositioned accordingly), the volcanic biome costs 6500 instead of 8000, and the savanna biome costs 8000 instead of 9500. BUG FIXES - If we display the splash screen during the flash transition between the Unity logo and SOLIDS Studio, the background of the screen where you select the language or where autosaves occur may appear lighter than intended. - In the Visual options menu, enabling or disabling anti-aliasing was not being saved. - The synergy icon has been recentered in the tile information window. - The cluster icon in the info window has been aligned with the other icons. - When placing a wall tile next to a road tile facing the wall, the transition between the two tiles (the small cobblestones) did not appear unless the game was reloaded. - The "Field" and "Road" combinations were missing from the tile information window description for "House - Wonder". - When placing a wonder, it removed 1 tile from the tile stock and behaved as if the top tile of the stack had been used, even though these are two separate stocks. - Visually, in the in-game rewards window, the rewards were shifted by one slot, resulting in an incorrect preview of what was earned. - "Challenge" objectives 2 to 8 and the "Grouping" objective were not granting rewards. This has now been fixed. - The "Sky - Wonder" tile did not appear visually in the wonders UI, only the tile icon was visible. - Boats could already move onto the "Water" wonder even if it had not been placed. - When placing a wonder tile, a small flickering visual effect could appear due to the instant disappearance of the spawn effect. The transition is now smoother and fades out progressively. - The shadow of the biome icons (arid, ice, volcanic and savanna) was incorrectly positioned in the tile information window. - When pressing the "Shift" key to display additional information, the synergy text was incorrect for the arid, ice, volcanic, and savanna biome tiles. - In the tile information window, the texts related to placements and orientations wrapped to a new line too early when the text was too long, which caused UI misalignment. Text is no longer wrapped and can extend beyond the text box. - The "-1" indicator did not appear next to the tile stock in Challenge 3. - In french, in the main menu in the Challenge mode, the target score texts for Challenges 2, 3, 4, and 8, as well as in the pause menu, were incorrect. - Fixed an issue where the placement/orientation text in danger zones around biomes in Adventure mode appeared on any tile, it now only appears on available tiles. - In the visual options menu, contrast, saturation, and screen selection settings were changing the option name instead of the value. This is now fixed. - In Creative mode, the synergy window was displayed even though the mode is meant to be very relaxed with minimal UI, so it should not be displayed. - In the visual options menu, the saturation setting was equal to the contrast (even though the slider wasn’t being used and the value wasn’t changing). - The "Water - Wonder" tile was not taken into account by boats, so they would not move onto it. - It was possible that the Michis could not appear on the first pass to be placed on the "Earth - Wonder" tile or on the "Sky - Wonder" tile. - In the tutorial, the tile stock appeared one step too late on the UI. - In the resolution selection of the visual menu, if the default resolution was not changed, there was no space between the numbers and the "x" ("1920 x 1080 (16:9)"). - The rotating selection squares on the buttons in the audio menu (previous and next arrows to choose music, and the checkbox to play only the current game mode’s music) were not appearing. - When making a valid placement that highlighted a "Port - Other", "Water - Straight" (and its variant), or "Water - Curved" tile, the water was not being highlighted. - Boats were not moving on the "Water - Straight" variant tile. - Boats could not move from the port to the different water front-left and front-right tiles (only to the front tile), and they also could not return from those tiles to the port. - Visual transition effects were missing for the water wonder tile when loading a game. - Visual transition effects were missing for the water port tile with another port on part of the tile interacting with ground when loading a game. - Visual transition effects could malfunction between ports. - When boats were reset to the port, the "Water - Wonder" tile would remain in an occupied state if a boat was on it during the reset. - Locked tiles were not appearing in Challenge 2. - When destroying a tile in Challenge 2, it removed some locked tiles and caused available tiles to overlap with other locked tiles. - In Adventure mode, the tsunami used to destroy only standard tiles and not blocked tiles, it now destroys both. - After unlocking all 4 biomes in a single Adventure mode run, the arrow indicating that the mode was completed on the "New" button in the Adventure menu did not appear. - If the tile stock went from 1 to -1, the game would never end unless it reached exactly 0, across all game modes (except Creative mode, which has no tile stock). - The birds, once they had reached the end of their lifespan and no longer showed any responsiveness. - Pausing after the game has ended in Quick, Classic, and Hard modes could cause the end-of-game statistics to overlap with the Options, Log, and Info menu. - Scrolling cloud backgrounds in the menu and pause menu could stop moving because the offsets were never reset to zero, leading to floating-point precision issues. - The number indicating the cluster tier was not properly vertically centered in the cluster window. - The white background in the cluster window where the title is has been reduced because it was not well aligned with the light effect behind it. - The white background in the synergy window where the title is has been reduced because it was not well aligned with the light effect behind it. - If a Michi appeared on the tile "Dried Tree - large," it was outside the tile. - The bonus of the tile "Forest - Wonder" did not work on forest tile variants. - The text in Adventure mode indicating that a tile will be placed in a dangerous area is now centered toward the bottom of the screen, as it was overlapping the wonder information in the tile information window when attempting to place one. - The reward tiers of the "Quest runner" register 1, 2, 3, and 4, where you have to complete quests, were incorrect. - In the main menu, the registry did not take progression into account, so it was always empty and at 0. - When launching a game mode and returning to the menu, it overwrote the match statistics of other modes (if applicable). - The leaderboards were not updating when entering the main menu after the splash screen; they only refreshed after returning from a game mode. LOCALIZATION - In french, there was a spelling mistake in the visual options menu, it displayed "Relacher pour confirmer" instead of "Relâcher pour confirmer". - The french text "tuile bloquée biome" and the English text "Lock tile biome" in the biome tile information window now display "biome" in parentheses, in a smaller size and darker color "(biome)", similar to variant tiles in logic. - The tiles "Available Tile", "Locked Tile", "Locked Tile (biome)", and "Hidden Tile" displayed incorrect group information when pressing Shift to show additional details in the tile information window. Groups do not work with these tiles. - In the tile information window, text changes:
changedIn french, there shouldn’t be an accent on the "a" in "Cette découverte à fait reculer la prochaine catastrophe naturelle de 4/5 turns." - In english, the sentence should not have used the word "groups" but "clusters", "Create 10 groups of tiles in a single game." - In french, there was an extra space between "BIOME" and "DÉBLOQUÉ" in "NOUVEAU BIOME DÉBLOQUÉ !". - In french, there was an extra space between "MICHI" and "DÉBLOQUÉ" in "NOUVEAU MICHI DÉBLOQUÉ !". - In all languages, a consistent convention has been applied for punctuation marks around the word "Other", using formats such as "", « », «», and “” . - In french, in the register, the word "«Autre»" now includes a space between the word and the quotation marks "« Autre »". - In french, the word "condition" appeared twice in the Creative game menu. - In french, the in-game reward "Sol - Merveille" had "Neutral" written instead of "Neutre". - In french, the in-game reward "Ciel - Merveille" had "Été" written instead of "Neutre". - In english, the in-game reward "Sky- Wonder" had "Summer" written instead of "Neutral". - In english, the tile "Ground - Wonder" was renamed to "Earth - Wonder", and in french "Sol - Merveille" to "Terre - Merveille" to avoid ambiguities with the word "Ground" / "Sol", which corresponds to the background. - In english, in the pause menu, the button "MAIN MENU" is now called "MENU". - The texts of the buttons for Quick Mode and Hard Mode were not translated in the main menu in the game mode menu if the language was changed. - In french, in the main menu, within the game modes menu, the ":" were stuck to the selected Michi number, there is now a space. - In english, in the pause menu in Fast mode, if a Michi from 1 to 12 was equipped, the text was incorrect: "placlaided" has been corrected to "laid". - In the climate info text in english and french, the period at the end of "Available tile." is now outside the italic tags. - In english, in the registry of the main menu, colons are now attached to the word "Michi", i.e. "Michi:". - In the reward window, the text "Michi n°" is now attached to the number, and colons have been added, e.g. "Michi n°5:" - The word "Défis" in french and "Challenges" in english in the audio menu for music selection are now in the singular. - The word "Environment" has been renamed to "Biome" in the tile information window. - In french, the words "Biome", "Type", "Détail", and "Point" have a space before the colon ":". - In all languages, in the tile information window, when pressing Shift to get more information, in groups, the biome shown in parentheses is now written like this: "biome : summer" / "biome : été". - In all languages, in the tile information window, when pressing Shift to get more information, in groups, the secondary biomes shown in parentheses are now clearly distinguished from each other. - In french, in the tile information window, for the "Garden - Other" tile, a ":" and a space were missing before the score after "town hall" for correct placement. - The text for Challenge 5 has been updated to indicate that no tiles are regained through orientations. - The text for Challenge 7 has been updated to indicate that no tiles are regained through placements. - In the menu and pause menu, for Challenge 8, it previously said "Tiles cannot form groups." in English, but the correct term is "clusters". - The Hard mode text in the three in-game locations where it appears clearly specifies that one out of every three placements consumes 2 tiles. - The tile group achievement values are now "8", "25", "60", and "100". - The Classic mode score achievement values are now "2500", "5000", "8000", and "12500". - In the following english achievement, "Create a cluster of more than 100 tiles", the word "group" has been renamed to "cluster". - In english and french, a ":" was missing after the word "water" in the tile info window for the "Forest" tiles. - The Adventure mode text in the main menu, in the Adventure mode menu, is no longer written as "other biome" but "secondary biome", and in french "d'autres biomes" is changed to "des biomes secondaires".

This major new patch marks a major evolution of the game and heralds the arrival of EVERDAWN in just 2 days, this Thursday, April 2, 2026! 🎉

It introduces numerous improvements, new features, better balancing, as well as many bug fixes and localization updates.

Following your feedback, several quality-of-life options have been added (including FOV adjustment), 3 new languages have been integrated, and the game has been enriched with new elements such as a brand-new tile and more intuitive interfaces.

Thanks again everyone for the support, and see you soon on EVERDAWN! ❤️

ADDITIONS - Added an option to enable or disable shadows in the Visual options menu. - The "Wall – Curved" tile now has two variants representing a gate, with and without cobblestones. - The "Wall – Straight" tile now has a second variant representing a gate without cobblestones. - A new "Waypost - Other" tile has been added and can now be unlocked in-game instead of the "Wall – Gate" tile in challenge 4. - Pressing "Shift" while hovering over a tile to display more information during the tutorial temporarily hides the tutorial text while the key is held. - A "CTRL" button has been added. It allows players to show or hide the tutorial text for better screen visibility. - "Road - Straight", "Road - Curved", "Road - Junction", and "Road - End" tiles now have a variant with a street lamp. - Added an option to adjust the FOV in the visual options menu. - On the question mark that appears on the UI after 2 completed quests, the following explanation has been added on mouse hover: "Complete your next quest for a chance to obtain a rare or wonder quest." - Addition of three new languages: Russian, Brazilian Portuguese, and simplified Chinese. - Adding a wink for connoisseurs on the tile House - Wonder". - If a secondary biome forms a tile cluster, a text appears in the tile cluster window indicating that there is a bonus gain on secondary biomes. - New feature for secondary biomes. If at least 2 secondary biomes are unlocked and 5 tiles from each of the 2 biomes are present, you can activate a diversity bonus that grants points. The thresholds increase in steps of 5 and become more powerful if you have 3 or 4 secondary biomes. - Added a text about the diversity system in the info menu. - There is now text displaying "Cluster" and "Synergy" in the in-game windows when one is activated. - Added 3 unique bonuses in Adventure mode which are more powerful versions of the 3 base bonuses. - Added 5 standard bonuses for the 3 bonus types in Adventure mode, increasing from 30 active bonuses to 45. - A light ray has been added to the top-right corner of the main menu to enhance the atmosphere. - Added the stats "Michis collected" and "Diversities created" in the main menu within the Quick, Classic and Hard game mode menus, and in the end screen of these 3 modes. CHANGES - The synergy icon has been redesigned to better match the game's universe. - The synergy icon has been slightly enlarged in the tile information window. - The "Wall – Gate" (straight) tile is now a variant of the "Wall – Straight" tile. - The "Wall – Straight" tile variant now features a path with small cobblestones passing under the gate. - The "Pond - Other" tile design has been improved. - If a "House" touches a "Field" (new placement combo), it gives 2 points. - Roads have been improved with additional details. - The street lamp on the "Road - Curved" tile has been removed. - The "Road - Junction" tile has been slightly updated on the existing design (flower and branch repositioned). - The "Road - Junction" reward visual has been updated following these changes. - The common quest requiring a group of 10 is now 5. The rare quest requiring a group of 20 is now 10. The wonder quest requiring a group of 40 is now 20. - In the tile information window, the text related to placements and orientations now adapts to the text size when scrolling horizontally. This prevents large empty spaces depending on the text length. - Control text in the controls options menu has been changed from orange to green (to match the same logic as in Tutorial mode), and the outline has been strengthened to improve readability. - Right-clicking on an "Available tile" would still display placement, cluster and synergy feedback. This is now disabled in this state. - After releasing right-click on an "Available tile", the tile preview sound now plays again. - Some tiles have been replaced and others added to the background of the main menu. - The background indicating the game modes in the register has been enlarged and the text adjusted. - The sliders and checkboxes in the visual, audio, and controls options menus have been shifted to the right. - The size of the texts indicating key bindings in the controls options menu has been reduced by 3. - The rotating selection squares on the buttons in the visual, audio, and controls options menus are now closer to the buttons. - The texts in the visual, audio, and controls options menus are now closer to the left side of the window. - The game mode icon in the pause menu has been shifted to the left. - The game mode text in the pause menu has been shifted to the left, vertically centered relative to the game mode icon, and reduced in size by 8. - The texts in the tile information window that display tile information have been reduced in size by 3. - The right-side text in the tile information window has been moved slightly to the left to give it more space, same for the placement icon and the star indicating the score associated with it. - In the tile information window, the text "Same type" is now centered. - In the language options menu, the buttons for selecting the language have been enlarged. - The reward title texts in the registry have been reduced in size by 5. - The reward description texts in the registry have been reduced in size by 2. - In the register, the rotating selection squares on buttons are now centered on the selected reward just above, instead of being in the top-right corner. - In the registry, the rotating selection squares on Michis reward buttons are now positioned lower on the button. - The description texts below the game mode titles have been reduced in size by 4. - The description texts below the game mode titles and the registry have been reduced in size by 3. - The game mode button texts are now adaptive in size between 15 and 25. - The text displaying the best score in Rapid, Classic, and Hard game modes is now adaptive in size between 20 and 27. - The text below the button to start a new game in Rapid, Classic, and Hard modes is now adaptive in size between 15 and 22. - The "Yes" and "No" buttons in the Creative mode menu and the text above them were slightly too low compared to the buttons in Rapid and Classic modes. - The "Port - Other" tile has been updated. - The visual for the "Port - Other" reward has been updated following the changes. - The path of the "Port - Other" tile has been slightly adjusted. - The boats have been slightly reduced in size. - The boats turn faster. - The tutorial text has been moved slightly upward. - The timer for Challenge 1 has been increased by 25 seconds. You now need to reach the required score in 3 min 45 instead of 3 min 20. - Night time and transitions are shorter, providing more bright moments than dark ones. - Challenge 4 no longer starts with 20 tiles but with 35. - Challenge 7 no longer starts with 20 tiles but with 80. - The challenge condition text in the Challenge mode menu has been slightly moved up and the text box has been enlarged. - The validation arrows that indicate whether a game mode has been completed in the game mode menu have been slightly shifted to the left of the button. - The validation arrows that indicate whether a game mode has been completed now have a background to resemble checkboxes, similar to the end-of-game screen. - The texts listed in the info menu are now adaptive in size between 15 and 25. - Hard mode no longer consumes 2 tiles per placement, but now does so every 3 placements. - Hard mode now starts with 55 tiles instead of 80. - The achievement thresholds for creating a group of tiles have been increased: the first from 2 to 8, the second from 8 to 25, the third from 20 to 60, and the last from 55 to 100. - The achievement thresholds for reaching a score in Classic mode have been reduced: the first from 5000 to 2500, the second from 25000 to 5000, the third from 75000 to 8000, and the last from 250000 to 12500. - Houses and streetlights now start emitting light earlier when night falls. - If the game is paused after it has ended, the game over message is now also displayed in the pause menu. - The appearance rate of secondary biomes remains at 20%. However, to determine which biome will be featured more prominently among the unlocked biomes, a higher percentage will be assigned to the one that is most present on the board relative to the number of unlocked biomes. If the numbers are equal, the selection will be random. - The flags in the cluster and synergy windows have been slightly shifted to the left. - The cluster and synergy windows are now positioned higher on the screen. - The window shown when a quest is completed is now on the right side of the quest window, and its image and text size have been revised. - The button to destroy tiles is now also present in Hard mode. - The part of the text explaining in the Hard mode conditions that tiles cannot be destroyed has been removed. - Summer biome clusters give 1 tile at the 5-tile threshold, 1 tile at the 10-tile threshold and 2 tiles at the 20-tile threshold, then 2 tiles again at thresholds 40, 60, etc. - Secondary biome clusters give 10 more score for each threshold compared to the summer biome (5: 50 score, 10: 60 score, 20: 90 score). - Secondary biome clusters give, like the summer biome, 1 tile at the 5-tile threshold, 1 tile at the 10-tile threshold but 1 additional tile at thresholds 20, 40, 60, etc., meaning 3 tiles instead of 2. - The backgrounds of the register rewards have now been improved. - The interface and texts of the stats in the main menu within the Quick, Classic and Hard game mode menus, and in the end screen of these 3 modes have been updated to accommodate the addition of the "Michis collected" and "Diversities created" stats. - Standard discoveries in Adventure mode that give tiles now grant 5 instead of 2. - Standard discoveries in Adventure mode that give score now grant 325 instead of 250. - In Adventure mode, unlocking the ice biome now costs 8750 score instead of 12000 (the score icon has been repositioned accordingly), the volcanic biome costs 6500 instead of 8000, and the savanna biome costs 8000 instead of 9500. BUG FIXES - If we display the splash screen during the flash transition between the Unity logo and SOLIDS Studio, the background of the screen where you select the language or where autosaves occur may appear lighter than intended. - In the Visual options menu, enabling or disabling anti-aliasing was not being saved. - The synergy icon has been recentered in the tile information window. - The cluster icon in the info window has been aligned with the other icons. - When placing a wall tile next to a road tile facing the wall, the transition between the two tiles (the small cobblestones) did not appear unless the game was reloaded. - The "Field" and "Road" combinations were missing from the tile information window description for "House - Wonder". - When placing a wonder, it removed 1 tile from the tile stock and behaved as if the top tile of the stack had been used, even though these are two separate stocks. - Visually, in the in-game rewards window, the rewards were shifted by one slot, resulting in an incorrect preview of what was earned. - "Challenge" objectives 2 to 8 and the "Grouping" objective were not granting rewards. This has now been fixed. - The "Sky - Wonder" tile did not appear visually in the wonders UI, only the tile icon was visible. - Boats could already move onto the "Water" wonder even if it had not been placed. - When placing a wonder tile, a small flickering visual effect could appear due to the instant disappearance of the spawn effect. The transition is now smoother and fades out progressively. - The shadow of the biome icons (arid, ice, volcanic and savanna) was incorrectly positioned in the tile information window. - When pressing the "Shift" key to display additional information, the synergy text was incorrect for the arid, ice, volcanic, and savanna biome tiles. - In the tile information window, the texts related to placements and orientations wrapped to a new line too early when the text was too long, which caused UI misalignment. Text is no longer wrapped and can extend beyond the text box. - The "-1" indicator did not appear next to the tile stock in Challenge 3. - In french, in the main menu in the Challenge mode, the target score texts for Challenges 2, 3, 4, and 8, as well as in the pause menu, were incorrect. - Fixed an issue where the placement/orientation text in danger zones around biomes in Adventure mode appeared on any tile, it now only appears on available tiles. - In the visual options menu, contrast, saturation, and screen selection settings were changing the option name instead of the value. This is now fixed. - In Creative mode, the synergy window was displayed even though the mode is meant to be very relaxed with minimal UI, so it should not be displayed. - In the visual options menu, the saturation setting was equal to the contrast (even though the slider wasn’t being used and the value wasn’t changing). - The "Water - Wonder" tile was not taken into account by boats, so they would not move onto it. - It was possible that the Michis could not appear on the first pass to be placed on the "Earth - Wonder" tile or on the "Sky - Wonder" tile. - In the tutorial, the tile stock appeared one step too late on the UI. - In the resolution selection of the visual menu, if the default resolution was not changed, there was no space between the numbers and the "x" ("1920 x 1080 (16:9)"). - The rotating selection squares on the buttons in the audio menu (previous and next arrows to choose music, and the checkbox to play only the current game mode’s music) were not appearing. - When making a valid placement that highlighted a "Port - Other", "Water - Straight" (and its variant), or "Water - Curved" tile, the water was not being highlighted. - Boats were not moving on the "Water - Straight" variant tile. - Boats could not move from the port to the different water front-left and front-right tiles (only to the front tile), and they also could not return from those tiles to the port. - Visual transition effects were missing for the water wonder tile when loading a game. - Visual transition effects were missing for the water port tile with another port on part of the tile interacting with ground when loading a game. - Visual transition effects could malfunction between ports. - When boats were reset to the port, the "Water - Wonder" tile would remain in an occupied state if a boat was on it during the reset. - Locked tiles were not appearing in Challenge 2. - When destroying a tile in Challenge 2, it removed some locked tiles and caused available tiles to overlap with other locked tiles. - In Adventure mode, the tsunami used to destroy only standard tiles and not blocked tiles, it now destroys both. - After unlocking all 4 biomes in a single Adventure mode run, the arrow indicating that the mode was completed on the "New" button in the Adventure menu did not appear. - If the tile stock went from 1 to -1, the game would never end unless it reached exactly 0, across all game modes (except Creative mode, which has no tile stock). - The birds, once they had reached the end of their lifespan and no longer showed any responsiveness. - Pausing after the game has ended in Quick, Classic, and Hard modes could cause the end-of-game statistics to overlap with the Options, Log, and Info menu. - Scrolling cloud backgrounds in the menu and pause menu could stop moving because the offsets were never reset to zero, leading to floating-point precision issues. - The number indicating the cluster tier was not properly vertically centered in the cluster window. - The white background in the cluster window where the title is has been reduced because it was not well aligned with the light effect behind it. - The white background in the synergy window where the title is has been reduced because it was not well aligned with the light effect behind it. - If a Michi appeared on the tile "Dried Tree - large," it was outside the tile. - The bonus of the tile "Forest - Wonder" did not work on forest tile variants. - The text in Adventure mode indicating that a tile will be placed in a dangerous area is now centered toward the bottom of the screen, as it was overlapping the wonder information in the tile information window when attempting to place one. - The reward tiers of the "Quest runner" register 1, 2, 3, and 4, where you have to complete quests, were incorrect. - In the main menu, the registry did not take progression into account, so it was always empty and at 0. - When launching a game mode and returning to the menu, it overwrote the match statistics of other modes (if applicable). - The leaderboards were not updating when entering the main menu after the splash screen; they only refreshed after returning from a game mode. LOCALIZATION - In french, there was a spelling mistake in the visual options menu, it displayed "Relacher pour confirmer" instead of "Relâcher pour confirmer". - The french text "tuile bloquée biome" and the English text "Lock tile biome" in the biome tile information window now display "biome" in parentheses, in a smaller size and darker color "(biome)", similar to variant tiles in logic. - The tiles "Available Tile", "Locked Tile", "Locked Tile (biome)", and "Hidden Tile" displayed incorrect group information when pressing Shift to show additional details in the tile information window. Groups do not work with these tiles. - In the tile information window, text changes:

  • In french: "Cette tuile ne peut pas créer de synergie." to "Ne peut pas créer de synergie." In english: "This tile can't create a synergy." to "Can't create a synergy."

  • In French: "Cette tuile peut créer une synergie avec deux tuiles." to "Peut créer une synergie avec deux tuiles." In English: "This tile can create a synergy with two tiles." to "Can create a synergy with two tiles."

  • In french: "Cette tuile ne peut pas former un groupe." to "Ne peut pas former un groupe." In english: "This tile can't form a cluster." to "Can't form a cluster."

  • In french: "Cette tuile fera apparaitre une rangée de tuiles autour après la pose." to "Fera apparaitre une rangée de tuiles autour après la pose." In english: "This tile will create one row of tiles around it when placed." to "Create one row of tiles around it when placed."

  • In french: "Cette tuile fera apparaitre deux rangées de tuiles autour après la pose." to "Fera apparaitre deux rangées de tuiles autour après la pose." In english: "This tile will create two rows of tiles around it when placed." to "Create two rows of tiles around it when placed."

  • In french: "Cette tuile ne fera pas apparaitre une rangée de tuiles autour après la pose." → "Ne fera pas apparaitre une rangée de tuiles autour après la pose." In english: "This tile will not create rows of tiles around it when placed." to "Not create rows of tiles around it when placed."

  • In french, there shouldn’t be an accent on the "a" in "Cette découverte à fait reculer la prochaine catastrophe naturelle de 4/5 turns." - In english, the sentence should not have used the word "groups" but "clusters", "Create 10 groups of tiles in a single game." - In french, there was an extra space between "BIOME" and "DÉBLOQUÉ" in "NOUVEAU BIOME DÉBLOQUÉ !". - In french, there was an extra space between "MICHI" and "DÉBLOQUÉ" in "NOUVEAU MICHI DÉBLOQUÉ !". - In all languages, a consistent convention has been applied for punctuation marks around the word "Other", using formats such as "", « », «», and “” . - In french, in the register, the word "«Autre»" now includes a space between the word and the quotation marks "« Autre »". - In french, the word "condition" appeared twice in the Creative game menu. - In french, the in-game reward "Sol - Merveille" had "Neutral" written instead of "Neutre". - In french, the in-game reward "Ciel - Merveille" had "Été" written instead of "Neutre". - In english, the in-game reward "Sky- Wonder" had "Summer" written instead of "Neutral". - In english, the tile "Ground - Wonder" was renamed to "Earth - Wonder", and in french "Sol - Merveille" to "Terre - Merveille" to avoid ambiguities with the word "Ground" / "Sol", which corresponds to the background. - In english, in the pause menu, the button "MAIN MENU" is now called "MENU". - The texts of the buttons for Quick Mode and Hard Mode were not translated in the main menu in the game mode menu if the language was changed. - In french, in the main menu, within the game modes menu, the ":" were stuck to the selected Michi number, there is now a space. - In english, in the pause menu in Fast mode, if a Michi from 1 to 12 was equipped, the text was incorrect: "placlaided" has been corrected to "laid". - In the climate info text in english and french, the period at the end of "Available tile." is now outside the italic tags. - In english, in the registry of the main menu, colons are now attached to the word "Michi", i.e. "Michi:". - In the reward window, the text "Michi n°" is now attached to the number, and colons have been added, e.g. "Michi n°5:" - The word "Défis" in french and "Challenges" in english in the audio menu for music selection are now in the singular. - The word "Environment" has been renamed to "Biome" in the tile information window. - In french, the words "Biome", "Type", "Détail", and "Point" have a space before the colon ":". - In all languages, in the tile information window, when pressing Shift to get more information, in groups, the biome shown in parentheses is now written like this: "biome : summer" / "biome : été". - In all languages, in the tile information window, when pressing Shift to get more information, in groups, the secondary biomes shown in parentheses are now clearly distinguished from each other. - In french, in the tile information window, for the "Garden - Other" tile, a ":" and a space were missing before the score after "town hall" for correct placement. - The text for Challenge 5 has been updated to indicate that no tiles are regained through orientations. - The text for Challenge 7 has been updated to indicate that no tiles are regained through placements. - In the menu and pause menu, for Challenge 8, it previously said "Tiles cannot form groups." in English, but the correct term is "clusters". - The Hard mode text in the three in-game locations where it appears clearly specifies that one out of every three placements consumes 2 tiles. - The tile group achievement values are now "8", "25", "60", and "100". - The Classic mode score achievement values are now "2500", "5000", "8000", and "12500". - In the following english achievement, "Create a cluster of more than 100 tiles", the word "group" has been renamed to "cluster". - In english and french, a ":" was missing after the word "water" in the tile info window for the "Forest" tiles. - The Adventure mode text in the main menu, in the Adventure mode menu, is no longer written as "other biome" but "secondary biome", and in french "d'autres biomes" is changed to "des biomes secondaires".

Source

Steam News / 31 March 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.