Full notes
Full Rural update
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Repeated intro
Hello everyone 👋
What changed
- UI and audio
- Gameplay
Rural changes
This update focuses on improving animal feeding mechanics and making the world feel more alive through sound.
Trough System & Feeding 🪵
A new Trough System has been added, along with an “Inspect Trough” action, allowing you to check what quantity of grains/hay is currently inside.
Livestock is now divided into two categories based on diet:
Chickens & Rabbits eat grains
Cows, Sheep & Pigs eat hay
The trough can hold either grains or hay, but they cannot be mixed. If a trough contains one type, you’ll need to wait until it’s empty before adding the other.
You can now place:
Corn, Wheat, and Sunflower into the trough, which are converted into grains (for chickens and rabbits)
Hay into the trough to feed cows, sheep, and pigs
This adds a bit more planning to how you manage and feed your animals.
Proximity Sound System 🔊
I’ve also introduced a Proximity Sound Manager along with a proximity sound component.
Sounds are now tied to objects in the world and change based on your distance from them. This has been implemented across multiple elements, including:
Animal livestock
Forest areas
Sea and rivers
Market zones
Additionally, I’ve added a schedule activator to activate sound emitters for non-permanent sound sources like the market fair which takes place only on Sundays.
These changes help make the environment feel more dynamic and responsive as you move through the world.
More updates coming soon!
❤️ If you’d like to support the project and follow development, please consider adding Rural to your wishlist — it helps the game grow more than you might think.
Source
Changelog.gg summarizes and formats this update. How we read updates.
