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Steam News22 July 202623d ago

Idyll Isle 1.0.5.5 Patch Notes

Buildings gain Store to inventory—most structures can be packed into your bag and placed again later, and relocation is now free with no cooldown.

Full notes

Full Idyll Isle update

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

What changed

3 fixes3 additions4 changes2 removals
  • Balance
  • Gameplay
  • Store
  • UI and audio
  • Fixes
removedBuildings gain Store to inventory—most structures can be packed into your bag and placed again later, and relocation is now free with no cooldown. Auto expedition loops now push notifications on abort, stop when power falls below the zone requirement, and auto-replenish gear exhausted on the previous run from the Armory. Also unifies close-window behavior (taskbar close no longer minimizes instead of quitting), and fixes tramcar position lost on load, batch auto-equip only affecting the first character, and bait being silently swapped across types.
addedNew Content
addedBuildings · Store to Inventory : The building right-click menu adds Store , packing the whole building into your inventory for later placement— replacing demolish for most buildings. Farm plots are still the exception —they can only be removed from the Agriculture tab (delete still refunds materials per existing rules). Before storing, resources already deducted from inventory and held inside the building (e.g. ore at the Blacksmith, goods at the Trading Post, ingredients in the Kitchen) are returned to global stock; if the Kitchen still has active cooking chains, they are cancelled and ingredients refunded first.
changedGameplay Improvements
changedBuildings · Relocation : Relocation costs no materials and has no cooldown . You can't relocate a Kitchen while it's in use or the Expedition Tavern while a voyage is underway —the menu explains why.
changedEquipment · Auto-Replace : On expiry or depletion, gear now only renews the same item — no cross-type auto-swap . Bait won't silently switch from one water type to another (that both steals stock and changes fishing zones); work meals behave the same. If renewal fails, the slot is marked missing (red) and auto-fills when you craft the same item again.

Idyll Isle changes

removedBuildings gain Store to inventory—most structures can be packed into your bag and placed again later, and relocation is now free with no cooldown. Auto expedition loops now push notifications on abort, stop when power falls below the zone requirement, and auto-replenish gear exhausted on the previous run from the Armory. Also unifies close-window behavior (taskbar close no longer minimizes instead of quitting), and fixes tramcar position lost on load, batch auto-equip only affecting the first character, and bait being silently swapped across types.
addedNew Content
addedBuildings · Store to Inventory : The building right-click menu adds Store , packing the whole building into your inventory for later placement— replacing demolish for most buildings. Farm plots are still the exception —they can only be removed from the Agriculture tab (delete still refunds materials per existing rules). Before storing, resources already deducted from inventory and held inside the building (e.g. ore at the Blacksmith, goods at the Trading Post, ingredients in the Kitchen) are returned to global stock; if the Kitchen still has active cooking chains, they are cancelled and ingredients refunded first.
changedGameplay Improvements
changedBuildings · Relocation : Relocation costs no materials and has no cooldown . You can't relocate a Kitchen while it's in use or the Expedition Tavern while a voyage is underway —the menu explains why.

Buildings gain Store to inventory—most structures can be packed into your bag and placed again later, and relocation is now free with no cooldown. Auto expedition loops now push notifications on abort, stop when power falls below the zone requirement, and auto-replenish gear exhausted on the previous run from the Armory. Also unifies close-window behavior (taskbar close no longer minimizes instead of quitting), and fixes tramcar position lost on load, batch auto-equip only affecting the first character, and bait being silently swapped across types.

New Content

  • Buildings · Store to InventoryThe building right-click menu adds Store , packing the whole building into your inventory for later placement— replacing demolish for most buildings. Farm plots are still the exception —they can only be removed from the Agriculture tab (delete still refunds materials per existing rules). Before storing, resources already deducted from inventory and held inside the building (e.g. ore at the Blacksmith, goods at the Trading Post, ingredients in the Kitchen) are returned to global stock; if the Kitchen still has active cooking chains, they are cancelled and ingredients refunded first.

Gameplay Improvements

  • Buildings · Relocation: Relocation costs no materials and has no cooldown. You can't relocate a Kitchen while it's in use or the Expedition Tavern while a voyage is underway —the menu explains why.

  • Expedition · Auto Loop · Abort Notifications: When an auto loop stops or pauses (insufficient supplies, power too low, etc.), you get a push notification with the reason; if runs remain unused, it also states how many runs' worth of supplies were refunded —no guessing after AFK.

  • Expedition · Auto Loop · Power Stop-Loss: Unattended chain continuation auto-aborts when power is below the zone requirement, refunding unused runs so a multi-run setup doesn't waste supplies on doomed legs. Manual single launches can still be attempted on a whim—only auto continuation enforces this. Setting multiple runs while under power shows a preview that the loop stops after the first run.

  • Expedition · Auto Loop · Auto-Replenish: Before each continuation, the Armory auto-replenishes gear and consumables exhausted on the previous run same type, no downgrade, picking the lowest-durability match. Only slots emptied last run are filled; empty slots you never equipped stay empty. Replenish hints are saved with your game, so mid-run exits don't break the chain.

  • Equipment · Auto-Replace: On expiry or depletion, gear now only renews the same item no cross-type auto-swap. Bait won't silently switch from one water type to another (that both steals stock and changes fishing zones); work meals behave the same. If renewal fails, the slot is marked missing (red) and auto-fills when you craft the same item again.

  • UI · Material Labels: Material requirement displays in Cooking, Trading Post, passage repair, etc. now refresh incrementally instead of rebuilding the whole panel when only numbers change—snappier response.

Bug Fixes

  • Window · CloseFixed 1.0.5.4 misreading taskbar close / Steam Stop as "Show Desktop" and minimizing instead of letting you quit . Any system close request now autosaves first, then shows the exit confirmation —your choice, not a focus guess.
  • TramcarFixed dragged positions reverting to the default spot after restart—loads now restore the saved world coordinates.
  • Equipment · Batch Auto-EquipFixed batch crafting only auto-equipping the first character while others stayed red despite having stock.
  • Tutorial · Building RelocationMerged relocation tutorial steps (explain + click Relocate in one step ); old saves auto-migrate to the new flow, reducing stalls and duplicate clicks.
  • Quests · Building Count: Some quests (e.g. build a Well) now count only placed buildings on the island—storing to inventory no longer counts as still complete.

  • Achievements · Building Count: Aligned with quests— storing a building re-evaluates"own N at once" achievements so they don't stay lit after you packed one away.

Source

Steam News / 22 July 2026

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