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Archipelago v0.10.0 — The structures release · Jul 12, 2026
The structures release. Beehives, Totemblossoms, Cherryblossoms, and the Harvest Shrine arrive far earlier, get themed menus of their own, earn their currencies from real harvests instead of a background timer, and finally explain what every upgrade does. Two long-standing Harvest Shrine problems are fixed along the way.
- Structures unlock much earlier. Rivers now open at level 6, Beehives at 100, Totemblossoms at 200, and Cherryblossoms at 300 — down from 50, 200, 250, and 330. The free first structure still arrives with each unlock, and the Hive and Totem capacity blessings move to match.
- Every structure menu has its own look. The Beehive opens on amber honeycomb, the Totemblossom on deep teal with drifting soul wisps, the Cherryblossom on plum with falling petals, and the Harvest Shrine on candlelit stone whose carved runes glow while it works. Buttons and upgrade rows now share the game's painted pixel style.
- Spirit and Wishes are earned, not dripped. The Totemblossom gains Spirit each time crops are harvested within its reach, and the Cherryblossom gains Wishes when a Rare, Mythic, or Dreamlike fruit drops nearby — the rarer the fruit, the bigger the wish. A Harvest Shrine working inside their reach feeds them too. Honey is unchanged; bees still make it over time.
- Upgrades say what they do. Every upgrade row shows the concrete change it buys — growth percentages, bucket sizes, runtime windows, covered area — and the reach stat on each menu now reports the true boosted area.
- The shrine says so when your bag is full. When a Harvest Shrine cannot deposit, it calls out Bag full above the statue, notes it in its menu, and raises an alert pill on the farm screen that opens your Items.
- Fixed: shrines stalling after the island grows. A Harvest Shrine could silently stop harvesting and sowing after a level-up grew the island, until the app was restarted. It now works straight through.
- Fixed: max-range Totemblossoms missing their outer ring. A totem at full Reach now boosts and earns from its entire area.
The structures are meant to feel like proper residents of the farm now: placed earlier, dressed for the part, and paid by the harvest. Tell me how the new Spirit and Wish economies feel.
— Dee
Archipelago v0.9.2 — One smooth climb · Jul 9, 2026
The level ladder is rebuilt to climb in one smooth line. Until now the cost of a level zig-zagged: it rose steeply to level 10, fell to a tenth of that at level 11, drifted for a hundred levels, then jumped at every hundredth. Now every level from 7 upward simply asks a little more than the one before, all the way to 910.
- Every level asks a little more than the last. From level 7 the experience needed rises gently and never falls, replacing the old curve's sudden drops and hundred-level jumps.
- A gentler start after the tutorial. Levels 7 through 10 now cost barely more than level 6, where they previously doubled by level 10. The first six levels are unchanged.
- The middle carries more of the climb. Mid-ladder levels ask more than they did, and the full journey to level 910 is a little more than twice as long overall, with the weight shifted toward the top.
- The summit stays the summit. The final step to level 910 asks exactly what it did before; the last levels remain the hardest-won in the game.
- Your level survives the update. Existing farms keep their exact level on first launch, and progress toward the next level carries over proportionally.
This reshapes the spine of the game's pacing, so tell me how the climb feels — especially through the teens and twenties, and anywhere a level suddenly drags.
— Dee
Archipelago v0.9.1 — The side isles catch up · Jul 9, 2026
The side isles catch up, and the home island raises its ceiling. Until now the home island did nearly all the growing while the other isles stayed small, and each isle's crop speciality was easy to miss entirely. This release gives every side isle a growth ladder of its own, doubles the home island's growth pace, brings the uncapped Land Deed into the mid-game, and puts each isle's favoured crops on the map, in the unlock message, in the Field Guide, and on a new reference page.
- Side isles grow as you level. From level 150, every side island gains a ring of land every 60 levels, automatically. The home island keeps its own faster pace; by the top of the ladder the early isles grow from pocket plots into proper second farms.
- Late isles arrive bigger. The Vineyard now appears at 9x9 and the level-900 Homestead at 13x13, so isles unlocked near the top are worth farming the day they arrive.
- The home island grows twice as often. A ring of land now arrives every 10 levels instead of every 20, carrying the island from 89x89 to 177x177 by the top of the ladder before any upgrades.
- The island grows from the first hours. Bonus rings at levels 6, 30, 60, and 90 carry the island to 15x15 by level 90, instead of holding at 7x7 until level 100.
- Land Deeds move into the mid-game. The no-cap Land Deed blessing now unlocks at level 620 instead of 910, so Sigils can keep the home island growing through the whole back half of the game.
- Existing farms catch up on update. The first launch after updating grants every island, home and side isles alike, all the growth its level has already passed. The Orchard deed now also evens out: bought early or late, the isle ends up the same size.
- The map names every isle and its speciality. Each island on the world map now carries a tag with its name, its favoured crops, and the 20 percent growth bonus they enjoy there.
- The isle you are standing on shows its bonus. While farming a themed isle, a tag under your Sigils names it and its favoured crops; arriving on one announces the perk as the clouds part, and tapping the tag opens the Islands reference page.
- Unlock messages explain the perk. Claiming a new isle now tells you which crops grow faster there, instead of just its dimensions.
- The Field Guide points the way. A crop that has a favoured isle now says so on its guide page.
- A new Islands reference page. Tap the info button on the world map for every isle's favoured crops and how island growth works, in one place.
The growth pacing is a first pass — tell me whether the side isles feel worth sailing to now, and where the sizes land oddly.
— Dee
Archipelago v0.9.0 — Music, a menu makeover, Orders on the farm, and a retuned pace · Jul 8, 2026
Archipelago has a soundtrack, and a new look inside every menu. The game's first piece of original music, Harvest Loop, now plays across the game, with a new Audio section in Settings to control it. And the menus have been redrawn in the game's own hand-drawn style, with the Market, Field Guide, and Blessings each getting a character of their own. Underneath it all the pace of the game is retuned: levelling asks more from level 6 up, orders move out of the Market into their own panel on the farm screen and are filled by hand-delivering goods, and the new Crop Orders keep your fields pointed at a goal while you climb.
- Music plays across the game. Harvest Loop fades in when you open the game and loops seamlessly while you farm, travel, and cook.
- A new Audio tab in Settings. Turn music on or off and set its volume with a slider; changes apply while you listen, and your choice is remembered between sessions.
- It stays out of your way. Open the game while listening to your own music or a podcast and the game stays quiet to let yours play. The silent switch mutes it, and it pauses and resumes cleanly around calls and alarms.
- Menus redrawn in the game's art style. Every menu now sits on a hand-painted panel with pixel lettering in warm parchment and gold, painted row strips, and gold selection pills — replacing the flat dark cards and the system controls that had become nearly invisible on them.
- The Market becomes a market stall. A timber frame under a striped awning, coin details in the corners, and proper folder tabs for switching between crops and produce.
- The Field Guide becomes a naturalist's journal. Leather binding with stitched corners and sprout details, and the Master Farmer summary dressed in moss green.
- The Blessings shop goes arcane. A midnight frame with starlight glints to match the mystical side of the shop.
- Achievements is now Trophies. The same menu with a clearer name, matching the trophy card on your island.
- Orders move out of the Market and onto your farm. A new scroll pill at the top-left of the farm screen shows how many orders are live and turns gold the moment one is ready to claim; tap it to open the new Orders panel. The Market menu now gets straight to its prices.
- Orders are filled by delivering. Each task in the Orders panel has a Deliver button that hands goods straight from your bag — selling at the market no longer counts toward orders. Items wanted by an order still show a marker on their market row so you don't sell them by mistake.
- One payout, at claim. Delivering pays nothing up front: every order shows a single reward figure — the goods' value plus a bonus on top — and the whole amount lands when you claim the finished order.
- Delivered goods are committed. Hand goods to an order and they are spent; if the order expires or is skipped they're gone, so deliver what you mean to finish.
- New Crop Orders from level 6. A rolling bulk order — a generous haul, often of several crops at once — paying Sigils and Tilling Points. Claim one and the next arrives straight away, so your fields always have a goal.
- One free order skip per day. If today's Crop Order asks for more than your fields can give, skip it and the replacement rolls easier.
- Crafting Orders open far earlier. The market's product orders now unlock at level 30 alongside the Mill, instead of level 210.
- Levelling is slower from level 6. Each level now asks for roughly twice the experience it did, so new systems arrive at a steadier rhythm and each level-up feels earned. The first five levels are unchanged.
More tracks are on the way — this release lays the foundation. Tell me how Harvest Loop sits after a long session, how the new menus feel in your hands, and whether the new pace feels right.
— Dee
Archipelago v0.8.0 — The Workshops level up · Jul 7, 2026
The Workshops get lives of their own. Each station — the Furnace, Mill, Juicer, and Cauldron — now levels up as you use it, unlocking its recipes, discounts, and perks by cooking rather than by farming, with an open-ended prestige loop past the top. Recipes cost a fraction of what they did, slots are bought with Sigils, and the Blessings shop hands its entire Processing section over to the stations, with every Sigil refunded.
- Stations level up as you cook. Every batch you collect earns that station experience, and each station level unlocks the next reward on its ladder. What a station can make is decided by using it, not by your farm level.
- Every level grants one reward. A new recipe, faster cooking, or cheaper ingredients — plus perks along the way: Bumper Batch gives a chance of bonus output, Thrifty Cook a chance to keep an ingredient, and Auto-Collect gathers finished batches for you. All earned by cooking, none bought.
- The next reward is always visible. The crafting menu now shows the station's level and experience bar with what the next level brings, and locked recipes sit below with the level that opens them.
- Prestige your stations. Finish a station's ladder and the experience keeps flowing: each full bar banks a Prestige pick to spend on Speed, Cost, or Output. Stack one aspect deep or spread across all three — each stack gives slightly less than the last, so every path stays worthwhile.
- Slots are bought with Sigils. Every station starts with one cooking slot, and new ones are purchased directly from the slot grid — no cap, each slot pricier than the last, so a big kitchen is a real investment.
- A new slot grid. Batches show as compact squares whose outline fills as the progress bar, with the countdown inside; a finished square turns green — tap it to collect. Free slots and the next purchasable slot sit in the same grid.
- Hold to cook. Press and hold any cook button to start batch after batch until you release, the slots fill, or the ingredients run out.
- Recipes cost far less, and prices follow. Ingredient quantities are cut to a fraction across every recipe — a jam now takes 40 fruit instead of 400 — and sell prices and contract rewards scale down to match, so production is about running many batches, not saving up for one.
- The Blessings shop slims down. All seventeen station blessings — the entire Processing tab, the Furnace Throughput keystone, and the five Industry path options — are retired, and every Sigil spent on them is refunded in full. Their effects now live on the stations themselves.
- Crafting orders follow your stations. The market's Produce tab and crafting contracts now ask only for products your stations have actually unlocked.
- A fresh start for the Workshops. All stations begin at level 1 for everyone, including long-time testers. Batches already cooking finish and collect normally.
- The achievement card no longer blocks the island. While a reward waited to be claimed, the tarot card floating above the pedestal caught taps across the whole island; now only the card itself is tappable, so you can ignore it and claim from the Trophies menu whenever you like.
- The daily-reward balloon is retired. If you close the daily chest without claiming it, the reward screen simply returns the next time you open the game, rather than a balloon waiting over the pedestal.
This changes how the kitchens feel from the first bake — every station is its own little progression now. Tell me where the pacing drags and where the prices feel off.
— Dee
Archipelago v0.7.0 — Every island is its own place · Jul 7, 2026
Every island is now its own place, and Honk finally points at what he means. This release grew into a large one: the world is restructured around a new map, the goose tutorials can be replayed and now highlight the control they are describing, the kitchens gain ten new recipes, Potato and Rice are filled out to match the other crops, and a performance overhaul underneath keeps even enormous fully-planted islands running smoothly.
- Every island is its own area. The camera now stays with the island you are visiting: pan and zoom around it freely, pinch out to see it whole, and the rest of the world waits on the map. Your farms no longer crowd each other's ocean.
- A new world map. Tap the map button in the bottom-left to see your whole archipelago at once. Every island appears at a clear, readable size however large it has grown, so a sprawling home island no longer shrinks the rest to specks. Tap any island to travel there.
- The Workshops. The Furnace, Mill, Juicer, and Cauldron now share one area, arranged as a little industrial cove — and the map shows them as the same cluster, so what you tap is what you arrive at.
- Travel rides a cloud curtain. Opening the map and sailing between islands passes behind rolling clouds instead of a hard cut, and the world changes over while the sky is closed.
- New islands are revealed on the map. Claiming an island now opens the map with the newcomer highlighted, so you see exactly where it sits before sailing over.
- Revisit any tutorial. Tap the sleeping goose in the bottom-left corner to open the new Tutorials menu, which lists every tutorial Honk has walked you through. Tap one to play it again from the start.
- Upcoming tutorials show as previews. Tutorials you have not reached yet appear locked in the same list, so you can see a little of what is still ahead.
- Honk highlights what he is talking about. When a tutorial line mentions a button or a counter, that control now glows with a pulsing gold ring while the line is on screen — and keeps glowing for a few seconds after the dialog closes, so it is always clear what to press next.
- A hand-drawn dialog box for Honk. The goose's tutorial dialog is redrawn as a hand-drawn frame that stretches to fit each line, with dark text on a light box, replacing the plain black panel it used before.
- The hide-interface button has moved. The control that tucks the interface away to show off your islands is now a small pill beneath the menu orb at the bottom of the screen, which frees the corner for the new Tutorials goose.
- Ten new recipes to cook. The kitchens gain a spread of sweets built on sugarcane at last: Sugar Cookies, Dango, Pumpkin Pie, and Blueberry Pie all bake with White Sugar, and a new Toffee simmers Caramel and Brown Sugar into a candy that tops fresh Toffee Popcorn.
- New dishes from crops you already grow. Harvest Stew, Salsa, a Berry Smoothie, and a Jam Tart put corn, potato, carrot, your berries, and even finished jam to work in combinations the Furnace, Juicer, and Cauldron could not make before.
- Potato and Rice can be cooked. Potato fries up at the Furnace and simmers into Potato Soup at the Cauldron, while Rice is milled into Rice Flour that bakes into Rice Cakes — four recipes for the two crops that had none.
- Potato and Rice are filled out to match the rest. Each gains its own crop-speed blessing in the Blessings shop and a five-step harvest achievement chain, the same progression every other crop already had.
- Potato and Rice join the market. Once the market turns dynamic their prices rise and fall, either can become the hot crop, and market events can strike them, where before they always sold at a flat price.
- A major performance overhaul. Very large, fully-planted islands no longer slow the game down: map images draw in the background, saving only rewrites islands that changed, and the stutters after harvesting or levelling up are gone.
This is the biggest update of the beta so far — the world feels different to move through, and the goose is a better teacher for it. Let me know how travelling feels.
— Dee
Archipelago v0.6.7 — Drag to lay paths and fences · Jun 26, 2026
Laying decorations is now a single stroke, and rivers are cheaper and reward grouping. Paths and fences paint by swipe, the same way tilling and watering already do, so a long route or fence line goes down in one drag instead of tap by tap.
- Paths and fences paint by swipe. With Drag to Act enabled, press and drag across the ground to lay a continuous path or fence in one stroke rather than tapping tile by tile; paths autotile into corners and junctions as you go.
- Drag the Erase tool to clear a run. The same swipe works in reverse — drag with the Erase tool armed to lift a whole stretch of path or fence at once, refunded as usual.
- Drag to Harvest is now Drag to Act. The gameplay setting behind swipe tilling, watering, planting, and harvesting now also paints paths and fences, so it has been renamed to match what it does.
- Rivers cost less to place. A river now costs 100 water instead of 500, so irrigating your fields is far cheaper.
- Rivers reward building them together. A river on its own keeps the soil immediately around it watered; lay rivers side by side and each reaches a tile further, watering a noticeably wider band — so connected waterways irrigate much more ground than scattered ones.
- Honk the goose has a new look. Your tutorial guide, Honk, is redrawn with three poses — he leans in from the edge of the screen to greet you when a tutorial begins, settles in to listen through the steps, and gives a wings-out honk on the last one.
A small quality-of-life pass for anyone building out larger islands. Let me know how it feels.
— Dee
Archipelago v0.6.6 — Crop-speed ladders and connecting paths · Jun 24, 2026
Your crop-speed blessings no longer make you wait. Once a crop's speed blessing unlocks, its whole tier ladder is available to buy at once, so you can pour Sigils into faster crops as fast as you can earn them rather than waiting for the next level gate. Paths get a visual upgrade too: they now connect into continuous walkways as you lay them, instead of sitting as separate tiles.
- Crop-speed blessings open all their tiers at once. Once a crop's speed blessing first unlocks, every tier from I through VIII is available to buy right away, so you can climb the whole ladder as fast as your Sigils allow instead of waiting to level up between tiers. Higher tiers still cost more, so the climb is now paced by Sigils rather than by your level.
- Other tiered blessings are unchanged. Building slots, watering, and the rest still arrive one tier at a time as you level — only the per-crop speed blessings open up all at once.
- Paths connect as you lay them. Path tiles now join into continuous walkways — straights run through, corners round off, junctions branch, and the open ends fade into the grass — rather than sitting as separate squares. Every path style connects to every other, so a single route can change material or colour partway and still read as one path.
- Dry tilled soil has a new look. Dry tilled ground is redrawn to share the deeper, earthier tone of watered soil, so dry and wet now read as the same soil — dry simply a lighter shade than wet — rather than the older, more orange dirt.
Crop speed is one of the most satisfying things to invest in, so it felt wrong to drip it out a tier at a time. Let me know how the new pace feels.
— Dee
Archipelago v0.6.5 — Update checks · Jun 23, 2026
Archipelago can now tell you when an update is waiting. On launch the game checks whether a newer version is available and, when one is, points you to it — either a small dismissable notice for an optional update, or a required-update screen when a version is needed to keep playing.
- The game checks for updates on launch. When you open Archipelago it quietly checks whether a newer version is out, so you hear about it from inside the game rather than coming across it later. If the check cannot reach the network, you carry on playing as normal.
- Optional updates show a dismissable notice. When a newer version is available but not required, a small update-available card appears that you can act on or dismiss; once dismissed it stays out of the way until the next version.
- Required updates ask you to update before continuing. When a version is needed to keep playing, an update screen points you straight to the new build. This is groundwork for keeping everyone on a compatible version as the beta moves quickly.
This one is mostly behind the scenes; it matters most later, when an update needs to reach everyone at once. Let me know if a notice ever gets in your way.
Archipelago v0.6.4 — Tilled soil that matches its island · Jun 23, 2026
Tilled soil now belongs to the island it sits on, and your tools reach every island. Freshly tilled ground takes on the colour of the island around it instead of one shared look, tilling, watering, and planting now work on any island rather than only the one you started on, and a processing island's menu opens with a tool still in hand.
- Tilled soil matches its island. When you till, the soil now sits over your island's own ground, so its edges blend into the Meadow's green, the Marsh's olive, or the Sunfield's gold rather than a fixed border. Your home island looks the same as before.
- Your tools reach every island. With a tool in hand, tapping another island now travels there and keeps the tool selected, so you can till, water, and plant on any island without the tap clearing your tool on the way. Tapping open water still puts the tool away.
- Processing islands open with a tool in hand. With a seed or tool selected, tapping a furnace, juicer, mill, or cauldron now opens its menu right away and keeps your tool selected, rather than clearing the tool on the first tap and making you tap again.
- A few labels still said coins. A blessing, an achievement, and a tutorial tip still named the currency by its old word; all three now read Sigils to match the rest of the game.
Spreading onto a new island should feel like settling in, so it was worth making the ground match underfoot and letting your tools follow you across. Let me know how it feels.
— Dee
Archipelago v0.6.3 — A Blessings overhaul, and menu polish · Jun 22, 2026
A reworking of how blessings are bought, with two refinements to the pedestal menu alongside. The Blessings shop now leans on one-time purchases you can clear off a list, a small set of upgrades that arrive in numbered tiers across the game, and a long-overdue pass over upgrade prices. The pedestal menu cards also float free of their panel, and the trophy marker above your pedestal is now a card you can tap.
- Blessings are now mostly one-time. Most blessings are bought once and then leave the shop, so the Blessings tab fills with what you have left to buy and empties as you clear it, rather than holding rows you pour Sigils into forever.
- Some blessings arrive in numbered tiers. Crop speeds, production-building slots, watering, and a handful of others now unlock one tier at a time as you level — Wheat Speed I, then II, then III — appearing when you reach them and returning later for the next step, instead of handing over their full strength at once.
- Early upgrades no longer front-load their power. Strong early buys like the furnace and mill speed-ups now build across several tiers, so the opening hours stay paced rather than spiking.
- Blessing prices are retuned across the board. Late-game blessings were quietly charging far more than their listed cost; prices now match what you see, and the whole shop has been recosted onto a single consistent curve.
- Bigger bags for the automation age. Inventory slots and stack sizes now climb much higher than before, so shrines and stations do not overflow your bag as quickly.
- The menu cards now float free. Opening the menu no longer frames the cards inside a panel — they float over a dimmed screen, and every card fits at once with no scrolling. Tap a card to open it, or tap the space around them to close the menu.
- The trophy marker is now a card you can tap. When you have trophies waiting to claim, the marker that floats above your pedestal is now your Trophies card. Tap it to go straight to your trophies instead of opening the menu to find them, and it gives a gentle bounce to catch your eye.
The Blessings shop is where most of what you earn gets spent, so it was worth making it something you can finish rather than pour into forever. The numbers are fresh and will keep moving as the beta goes on — let me know how the new pacing and prices feel.
— Dee
Archipelago v0.6.2 — A reworked pedestal menu, and more · Jun 21, 2026
A reworked pedestal menu, more character for the early islands, and a calmer sky. The ring of cards that fanned around the pedestal is now a clean grid you open from an orb that stays at the bottom of the screen, and your cards tell you when there is something new inside them. The early islands each get their own ground and shoreline, and the cloud cover overhead is thinner.
- The pedestal menu is now a grid. Tapping the orb opens a large grid of menu cards instead of a ring fanned around the screen, so every option sits upright and is easy to read at a glance. The menus you reach for most sit along the bottom row, within easy thumb reach.
- The menu orb is always within reach. The button that opens your menus now stays at the bottom of the screen wherever you are — zoomed in, zoomed out, or away on another island — so you no longer have to find the pedestal to open your shops, blessings, and the rest. Tap it again to close.
- Reopening returns you to the pedestal. When you close and reopen the game, the view now opens on your home island with the centre pedestal framed, rather than on whichever island you last had on screen. Your shops and menus are right where you left them.
- Cards tell you what is new. When a new blessing, crop, structure, decoration, or market contract becomes available, its card shows a small red dot until you open that menu. The Items card flags when your bag is full. A matching dot on the orb means something, somewhere, is worth a look.
- Each early island has its own ground. The Meadow is a lush spring green, the Marsh a muddy olive, and the Sunfield a dry sunbaked gold, each with its own scattering of detail — wildflowers, boggy patches, sun-bleached tufts. Your home island keeps its familiar look.
- Shorelines match their island. Every island's beach now takes on the colour of its ground where the two meet, so the new grounds sit naturally against the sand rather than against a single shared edge. The water is unchanged.
- Thinner clouds overhead. The decorative cloud layers drift past about half as often, so the sky reads calmer and less busy above your islands.
- Water clouds are unchanged. The tappable clouds that grant Water Points still arrive at the same rate, so there is just as much water to catch.
The pedestal is how you touch nearly everything in the game, so it was worth making it quicker to reach and quicker to read. Let me know how the new layout and the new-content dots feel.
— Dee
Archipelago v0.6.1 — Early islands, new crops, and fences · Jun 20, 2026
A pass over the early game, a step toward the islands the name has always promised, and the first fences for your farm. Extra islands now arrive in the first stretch of play instead of waiting for the back half of the game, two new crops fill the long gap that used to sit between Carrot and Corn, every island now leans toward particular crops, and you can fence your fields from the Decorations menu.
- Two new crops join the early game. Potato unlocks at Level 15 and Rice at Level 40, filling the run of levels that used to hold only Wheat and Carrot before Corn arrived. Both mature quickly and harvest two at a time, so there is something new to plant well before the mid game.
- Three new islands arrive early. A Meadow at Level 15, a Marsh at Level 40, and a Sunfield at Level 90 now join your archipelago in the early game, rather than the first extra island waiting until much later. They are small, settled plots to spread onto, reached the same way you have always travelled between islands.
- Islands favour their own crops. Every island now leans toward particular crops, which grow noticeably faster on it. The Meadow speeds grains and roots, the Marsh suits rice and sugarcane, the Sunfield pushes corn and pumpkins, and the later islands lean to berries and vine fruit. You can still plant anything anywhere — matching a crop to its island is a bonus, not a rule.
- A new trophy for spreading out. Farming four islands at once now earns the Archipelago trophy, a marker on the way to claiming every island.
- Fences come to the Decorations menu. You can now fence your farm with Lightwood Fences, laid one tile at a time like paths. Set them next to each other and they connect on their own — straights, corners, T-junctions, and four-way crossings, all chosen automatically as you build.
- Style a lone fence. Tap a single fence with no neighbours to cycle how it stands — a front-facing panel, a side-on panel, or a simple post. Fences carry a small Sigil cost per tile, refunded in full when you erase them, and unlock at Level 50.
- The pedestal gift opens again. The daily-chest gift that floats above your pedestal did nothing when tapped, so the only way to open the chest was to restart the game. Tapping it now opens the daily chest as intended.
The early game is the first thing a new player meets, and it has felt thin between the opening levels and the deeper systems further in. This is a first pass at giving it more to do — new ground to settle and new crops to grow — and a first decoration to shape your land with. Let me know how the new crops and the island leanings feel, and what you build with the fences.
— Dee
Archipelago v0.6.0 — The Harvest Shrine · Jun 20, 2026
Mass Sowing and Mass Reaping are retired this release. In their place is a new structure, the Harvest Shrine, that automates a patch of your island instead of the whole thing at once — so you can hand off the grind on part of your farm and keep the rest to tend by hand.
- The Harvest Shrine arrives. Reach Mastery 50 on a crop and you can raise a shrine for it from the Structures menu. It takes a 2×2 plot and keeps the tilled tiles around it sown with that crop, so a corner of your farm tends itself while the rest stays yours.
- Watch it work. A new shrine only sows at first — you still harvest by hand. Make an offering of its crop to awaken it, and it harvests each ripe crop for real: the crop flies to the shrine and straight into your bag, rolling its full rarity tiers.
- Offerings keep it running. Each offering keeps the shrine active for a stretch of time, then it goes dormant until you feed it again. Because it runs on a timer, the faster a crop grows the more the shrine gathers per offering — so speeding your crops up pays off here too.
- Upgrade with rare harvests. A shrine's run time and reach are paid in ever-rarer drops of its crop — uncommon, then rare, then mythic, with the long reach track climbing all the way to dreamlike. Each step of reach also unlocks at a higher crop mastery, so widening a shrine rewards mastering its crop, not just hoarding rares.
- Mass Sowing and Mass Reaping are gone. The whole-island plant and harvest casts have been removed, along with their spots on the favourites pill, the Till button, and the command wheel. Mastery 50 now makes a crop eligible for a Harvest Shrine instead.
The idea is to make automation a place on your island rather than a button — and something you can actually see happening. Let me know how the balance feels.
— Dee
Archipelago v0.5.2 — Tap to untill, plus fixes · Jun 18, 2026
A small quality-of-life change to tilling, alongside a few fixes. You can now revert a tilled tile by tapping it again, which retires the separate Undo button that used to sit beside the Till tool.
- Tap a tilled tile to untill it. With the Till tool active, tapping a patch of soil you have already tilled turns it back to grass and refunds the Tilling Point you spent on it. It works one tile at a time, so you can fix a single misplaced till directly where it happened.
- Crops are protected. Only empty soil can be reverted this way — a tile with a crop growing on it is left untouched, so a stray tap cannot wipe out something you are waiting on.
- The Undo button is gone. Reverting a till no longer relies on the separate Undo button that appeared next to the Till tool; tapping the tile itself replaces it.
- The field heatmap shows again. The Field Heatmap option under Settings, Display had stopped tinting the ground after the island renderer changed. It once more shades every tilled tile by its state — red for empty, orange for a growing crop, green for one ready to harvest.
- Tapping off your field clears the held crop. With a crop selected to plant, tapping open water, another island, or a patch of grass it cannot go on used to leave the crop held and the tap doing nothing. Such a tap now clears the selection, so it no longer feels dead and the next tap can pan the view or travel to another island.
- The welcome-back summary lines line up. On the recap that greets you after time away, the lines counting ready crops, finished batches, and waiting trophies sat flush to the left while the rest of the card was centred; they are now centred to match.
A small one, but tilling should feel a little more direct now.
— Dee
Archipelago v0.5.1 — Interactive status pills and a grass pass · Jun 17, 2026
Two threads in this release: the status pills under the level bar all become interactive — the crops indicator flies you to your crops and flags what needs attention, the streak counter opens a panel of streak detail, and the production indicator opens your stations and reads more clearly — and a follow-up to 0.5.0's grass work brings more variety to the ground and fixes the repeating pattern the tiles could fall into.
- The crops indicator now flies you to your crops. The status pill beneath the level bar — the one that counts what is ready or shows the next crop's timer — is now a button. Tap it and the camera glides to the crop that ripened first and frames the ground around it, so you can act without hunting across the island.
- The crops indicator no longer disappears. When nothing is growing it shows a quiet Plant crops prompt in place of vanishing, so its spot in the layout holds steady. It sits directly beneath the streak counter, above the production indicator.
- Crops light up when you arrive. Once the camera settles, every crop that needs attention in view pulses twice to draw the eye — yellow for crops ready to harvest, blue for crops paused and waiting on water.
- The streak counter is now a button too. The day-streak pill has been pared back to just the day count, and tapping it opens a panel with the full breakdown: your current bonus to Sigil sales and how it grows each day, the Day 7, 30, and 100 milestones and their rewards, the rule for keeping your streak alive, and what today's chest holds.
- The production indicator reads clearly and opens stations. It now shows how many batches are ready or a live countdown to the next one, and tapping it opens the most relevant station straight away — the one with batches to collect, else one with a free slot to fill, else whichever finishes soonest.
- More grass-tile variety. The set of ground tiles that paves every island has grown from five variants to seven, all of them refreshed, so the ground beneath your crops repeats less and reads as more natural.
- Grass no longer tiles in diagonal lines. The variant for each patch of ground was chosen by a formula that lined the tiles up into repeating diagonal stripes. They are now scattered evenly, so the banding is gone. The change is cosmetic only.
- Grass leans on a main texture. Rather than spreading all seven ground tiles in equal measure, the island favours one dominant grass tile, with two more as a common second layer and the remaining four as occasional accents.
- The daily chest no longer awards Storm Points. Its rewards are now Tilling Points, Water Points, and Sigils only, including the Day 7, Day 30, and Day 100 streak bonuses.
- The daily chest gives fewer Tilling Points. The seven-day cycle was handing out more Tilling Points than fit the rest of the game's economy, so its Tilling Point payout is cut substantially. Water Points, Sigils, and the streak bonuses are unchanged.
— Dee
Archipelago v0.5.0 — Sugarcane, a sugar chain, and a daily chest · Jun 15, 2026
A new crop joins the islands — sugarcane — and brings a whole sugar-refining chain with it, from raw cane to caramel and BBQ sauce. This release also adds a reason to check in each day, with a daily chest, a welcome-back recap, and streak rewards, plus a motion-and-readout pass and a fresh coat on the ground itself.
- A new crop: sugarcane. A luxury crop that grows only while its soil is wet — the countdown pauses the moment the ground dries out and resumes once you water it again, so it does best on river-fed land. It takes a full two days to mature, and planting it costs ten water on top of a steep Sigil price.
- A sugar-refining chain. Harvested cane refines into White Sugar and Brown Sugar at the Mill, which in turn become two premium goods: Caramel at the Furnace and BBQ Sauce at the Cauldron. Every step is a long, deliberate cook, in keeping with sugarcane's luxury feel.
- A daily chest at your pedestal. A free reward now waits each day. It opens on its own the first time you play on a new day, and its contents climb across a seven-day cycle that ends in a weekly jackpot — Sigils, Tilling Points, and Water Points that scale with your level so they stay worthwhile. Dismiss it and a gift balloon stays on the pedestal to open it again. The chest arrives at Level 6.
- A welcome-back summary. Return after a while away and a short recap greets you, counting the crops ready to harvest, the batches your stations finished, the trophies waiting to claim, and any market event under way, alongside your current streak.
- Streak milestones. Keeping your daily streak alive now pays off in bursts. Reaching a seven-, thirty-, or hundred-day streak drops a much larger bonus into that day's chest, on top of the steady per-day bonus your streak already adds to every Sigil sale.
- An optional daily reminder. A new notification can nudge you back for the day's chest and streak. It only fires while you are away and is cancelled the moment you return; turn it on or off under Settings, Notifications.
- Popups settle in place. The bubble that shows what you collected from a tile, and the all-crops picker that opens from the favourites pill, used to slide all the way up from the bottom of the screen. They now appear right where they belong with a short rise and a fade, so the motion is calmer and quicker to read.
- The swipe-harvest tally is back. Dragging across ripe crops once again shows a running total of what you have gathered. It now sits just beneath the crops-ready indicator in the top-left rather than over the middle of the island, and fades away shortly after you lift your finger.
- Redrawn grass tiles. The five grass-tile variants that pave every island have been redrawn, refreshing the look of the ground beneath your crops.
A brand-new crop with a mechanic all its own, a sugar pantry to build out, a daily rhythm to come back to, and a calmer, freshly painted field underfoot — let me know how sugarcane, its slow sugar chain, and the daily chest feel.
— Dee
Archipelago v0.4.1 — Build Paths, rivers, and islands that keep growing · Jun 8, 2026
A substantial follow-up to v0.4.0 on three fronts: your main island now grows without limit and at a steadier pace, a new river system lets you shape and water your land, and the reworked upgrade path now has real build identity — you choose a Path and grow into it.
- The island never stops growing. The main island used to reach a fixed maximum partway through the game and stay there; it now keeps gaining land all the way to the top of the curve, reaching roughly 89×89, with no size cap.
- Gentler expansion pace. Island growth now arrives once every 20 levels instead of every 10, adding a full ring of land on all sides each time, so each expansion is a clear step up rather than a frequent small nudge.
- Land Deeds grow without limit. The endgame Land Deed and the Plot Extension upgrades now keep enlarging your island indefinitely, making them a genuine endless gold sink.
- Rivers you can place. A new river tool in the Structures menu lays flowing water that connects itself into straights, bends, junctions, and ponds as you place it. Rivers unlock at level 50 and cost 500 water per tile, fully refunded when you erase one.
- Rivers water nearby soil. Any tilled tile touching a river stays watered on its own, so crops along a riverbank keep growing without hand-watering.
- Redrawn wet soil. Watered ground now reads as a natural damp brown with its furrows and texture intact, replacing the older flat, dark tile.
- Choose your Path. Building on the reworked upgrade path, your blessings now form a build you steer. At your first major branch you commit to a Path — Harvest, Merchant, or Wild — and your upgrades pull toward that identity, so two players can grow very differently.
- Path bonuses reward commitment. Your Path grants an ongoing bonus — faster growth, higher sell prices, or better rare drops — that strengthens the more blessings you buy along it, so investing deep in one direction beats spreading thin.
- Branching Keystones. At key milestones you pick one of three Keystones to suit your Path, and the others lock until you change direction. New options include Verdant Surge for faster crops, Wild Intuition and Prospector's Boon for better rare drops, and Bountiful Season for an extra fruit on every harvest.
- Reflect to rethink your build. Reflecting refunds your Path choices so you can take a different direction without starting over, and the Blessings shop now shows your active Path, its current bonus, and a recommended next purchase.
Bigger farms to grow into, rivers to shape them, and a build path to call your own. Tell me how the new pace feels, what you build with the water, and which Path you take.
— Dee
Archipelago v0.4.0 — Performance & a new upgrade path · Jun 5, 2026
This release pairs a performance overhaul with a reworked upgrade path. Large farms that once grew slow or unresponsive now stay smooth no matter how big they get, and the upgrades you work toward are reorganised into a clearer, better-paced climb.
- Smooth on the largest farms. The lag and freezing that crept in as islands grew are gone; panning, zooming, and farming stay fluid at any size.
- An instant map view. Zooming out no longer pauses — your farm appears as a clean colour map, with each crop, path, and structure readable at a glance, and snaps back to full detail as you zoom in.
- No more once-a-second hitch. Growth, watering, and beehives no longer stutter the game on large fields; crops keep advancing accurately in the background.
- Faster, sturdier saving. Saves are smaller and quicker, and very large farms now save reliably where before they could be lost.
- A reworked upgrade path. Upgrades now follow a spine of major Keystone unlocks — each a meaningful power spike that opens the next — with cheaper utility and background upgrades to pick up in between, so there is always a clear next goal to save toward.
- New Keystone upgrades. Standout buys join the path, including Furnace Throughput (more furnace slots and faster baking), per-crop Greenhouse upgrades that permanently speed a crop, tiered sell boosts, Cloudburst for more growth from each watering, Sage for more XP from harvests, and Second Harvest for an extra fruit on every crop harvest.
- Retuned upgrade costs and pacing. Prices and unlock levels were rebalanced across the tree so the smaller upgrades stay affordable relative to the Keystone you are working toward.
- Grand Bounty contracts. A new late-game order asks for a varied basket of crops across several rarities — only ones you have unlocked — and rewards a generous batch of Tilling Points for filling it. Each Bounty runs for five days, and completing one early brings the next the following day.
- Redrawn beach edges. The sandy shore ringing each island has new edge and corner tiles for a cleaner meeting of land and water.
Tell me how the new pacing feels, and how the game runs on your biggest farm.
— Dee
Archipelago v0.3.1 — The Store · Jun 3, 2026
This release adds the Store — an optional way to top up your resources or pick up a permanent boost. Everything it offers can still be earned by playing; it is there for a faster start when you want one. It also reworks the Blessings shop so it points you toward what is worth buying next.
- A Store in the command wheel. A new shop sits in the inner ring beside Settings, holding optional purchases kept separate from the things you earn through play.
- Resource bundles. Buy Water on its own, or combined Gold and Tilling Point bundles, in a range of sizes.
- Monsoon Blessing, a one-time boost. A permanent upgrade that doubles four things at once: how often rain clouds appear, the Water each cloud gives, how fast crops grow on wet soil, and the instant growth a crop receives each time it is watered.
- Restore Purchases. A restore option brings back anything you have bought if you reinstall the game or move to a new device.
- A Recommended tab for Blessings. The Blessings menu now opens to a short, ordered list of what is worth buying next, so it is clear where to spend rather than facing every option at once. Buy one and the next suggestion appears; tap Show all to browse everything you have unlocked, or use the category tabs to plan ahead.
- A gentler early unlock pace. Early Blessings now arrive a few at a time as you level instead of all at once, so the shop no longer floods with choices the moment it opens.
- Return to your island from the map. From the zoomed-out overview, tapping the island you were just on now flies you back into it, the same as any other island. Before, that one island alone would not respond.
- A steadier camera. Flying to an island, or back out to the overview, now eases to a stop cleanly, without the slight bounce it had at the end of the move.
The Store is entirely optional — Archipelago is built to be played from start to finish without spending anything, and nothing there is required to progress. It is simply there if you would like a leg up or to support the game while it grows. As always, tell me how it feels.
— Dee
Archipelago v0.3.0 — Move around freely · Jun 2, 2026
This release rebuilds how you move around your islands, gives the world a fresh look to match, and adds new ways to make each island your own. Getting around used to feel stiff; now you grab the world and move it — drag to pan, pinch to zoom, and tap an island to dive in. The command wheel has been reorganized so your tools are easy to find, and a new Decorations menu lets you lay down paths to organize and beautify your land.
- Drag to pan, pinch to zoom. Move freely around an island by dragging anywhere, and pinch to zoom to any level you like, with no fixed steps or snapping back. A drag is a drag and a tap is a tap, so getting around never fights with working your tiles.
- The whole archipelago at a glance. Zoom all the way out to see every island laid out on the ocean, then tap one to fly straight to it. A map button returns you to the overview at any time.
- A dedicated Harvest tool. Pick up the Harvest tool to tap or swipe across ripe crops and gather them in one motion. Tapping a single ripe crop still works as before.
- Islands grow from the centre. Expansions now add a ring of land on every side at once, so your established plots stay in the middle as the island grows outward, and islands keep a tidy square shape.
- Beach shores. Islands are now ringed by a sandy beach edge meeting the water, so they read as land sitting in the ocean rather than a floating slab.
- A living sky. Clouds drift across the whole ocean in layered depth — high and thin when zoomed out, lower and larger as you zoom in — so the sky feels like real weather seen from above. Tappable rain clouds (for Water Points) stay easy to reach while you farm.
- Tidier heads-up display. The production status pill moved out of the middle of the screen into the top-left status column, clearing the view of your island.
- Smoother on large islands. The island view was rebuilt to draw far more efficiently, so big, fully-planted islands stay fluid where they used to stutter. Island size also tops out at a generous but sensible maximum so growth never outpaces a smooth frame rate.
- A two-ring command wheel. The pedestal's wheel is now split into two rings. The inner ring holds the menus you have from the start — Field Guide, Market, Items, Blessings, Settings, and Trophies. The outer ring holds the actions you unlock as you progress, so your everyday tools and your longer-term goals no longer sit jumbled together.
- Locked features stay in view. Outer-ring actions you have not unlocked yet remain visible with their requirement shown, so you can see Structures, Storms, the bulk Sow and Reap actions, and Decorations coming before you earn them.
- Structures has its own menu. The Field Guide now focuses on crops, and your placeable structures — beehives, totemblossoms, and cherryblossoms — live in a dedicated Structures menu on the outer ring.
- A new Decorations menu. The outer ring also gains a Decorations menu, which unlocks at Level 15. It is home to paths for now, with more decorations to come.
- Decorative paths. Lay paths to organize and beautify your islands — pick a material or colour, then tap tiles to place it. Paths are decorative ground, so erase one to return the tile to grass.
- Materials and colours that unlock over time. Three path materials — cobble, gravel, and wood — arrive at Levels 15, 30, and 50, followed by a full sixteen-colour palette for pixel art that unlocks as you climb, finishing with white and black.
- A small cost to place, free to erase. Each tile placed costs a little gold, and erasing a path reverts it to grass at no charge.
Moving around is the thing you do most, so it was worth getting right — and now there is plenty to build and decorate once you arrive. Have a roam around your islands, lay down a path or two, and tell me how it all feels.
— Dee
Archipelago v0.2.2 — Early-game pacing · May 31, 2026
This update is all about pacing the early game. Levelling climbs more gradually at the start, and the features that used to land all at once now arrive one at a time — so there's room to learn each new system before the next one shows up. The second island also becomes something you claim, rather than something that simply appears.
- Early levelling slowed. The XP curve is steeper from Level 6 onward, easing back to its normal pace by Level 120. Levels 1–5 are untouched. The earliest levels now cost about twice the XP, giving the opening hours more breathing room.
- Feature unlocks spread out. The Juicer moves to Level 80, Weekly Contracts to 100, Storms to 190, Crafting Orders to 210, and Cherryblossoms to 330. Market Events now begin at Level 140, filling the quiet stretch after the World Market opens at 100.
- The second island is now earned. Instead of appearing automatically at Level 200, it is claimed with a one-time Second Island Deed in the shop at Level 230 for 30,000 gold — a goal to save toward. The Beehive still unlocks at Level 200.
The goal is to make the first few hours feel like a steady climb instead of a firehose, with one new thing to learn at a time. Tell me how the new pacing feels.
— Dee
Archipelago v0.2.1 — The World Market · May 30, 2026
This release lays the groundwork for a connected, shared marketplace and refines the early-game economy. It also turns crafting into a real crop sink and sharpens new-player onboarding.
- The World Market. At Level 100 the market becomes global — every player sees the same prices, the same hot crop, and the same events at the same time, regardless of timezone.
- Solo phase (Lv 1–99). The early game now runs on a static economy: all crops sell at base price while you learn the ropes, with no price drift, hot crop, or events. The market becomes dynamic at Level 100.
- Market status indicator. A pill at the top of the Market view shows the current mode — Solo, Live, or Offline — and tapping it explains what each means.
- Hot crop opens with the World Market at Level 100 (previously 110), and rotates at midnight UTC so everyone changes over at the same moment.
- Crafting rebalanced into a real crop sink. Recipes take far more ingredients and crafted goods sell for far more, so a crop surplus becomes a well-paid crafting loop instead of sitting unused.
- Onboarding polish. A guided market tutorial, contracts framed as missions, "Tilling Points" spelled out in full, tutorial text always at the top of the screen, and consistent timers everywhere.
Under the hood, this sets up live curated events and other shared moments down the line. Play at your own pace, and keep the feedback coming.
— Dee
Archipelago v0.1.2 — Early fixes · May 29, 2026
Two early-beta fixes:
- Wheat growth stages restored — wheat shows each stage from seedling to ripe again, instead of skipping frames.
- Portrait orientation enforced — the app no longer rotates into landscape.
Keep the bug reports coming — they shape the next iteration.
— Dee
Archipelago v0.1.1 — First Beta 🎉 · May 29, 2026
Welcome to the very first Archipelago beta! I'm Dee, and Archipelago is the first game from Dee's Games — which means you're among the first people ever to play it. Thank you for that. 🪿
What is Archipelago? A cozy little farming game spread across a chain of islands. Till the soil, plant, harvest, and sell — then pour the gold back into more crops, more land, and more islands. Dip in for two minutes, or lose a whole afternoon to it.
Here's what's in your hands:
- 🌱 8 crops to grow, from 30-second wheat to slow-and-steady blueberries — each with its own rhythm (and a random real-world fun fact, because why not).
- 💧 Tap the clouds for water, soak your soil, and watch crops shoot up. Level up far enough and you'll unlock storms that water a whole patch at once.
- 📈 Play the market — prices swing on their own, a different "hot crop" sells for triple each rotation, and events like shortages and crashes keep you on your toes.
- 📋 Take on contracts — hourly, daily, and weekly orders that pay bonus gold. Keep a daily streak going for extra rewards.
- 🔥 Craft your harvest — bake bread, mill flour, press juice, and simmer jam across four processing stations. Crafted goods sell for far more than raw crops.
- 🐝 Build little helpers — beehives, totems, and cherry blossoms that sit on your land making honey, spirit, and wishes while quietly boosting nearby crops.
- 🏝️ Grow your archipelago — start on one small island and spread across several as you level up. There's a lot of land to claim.
- ⭐ Chase rarity & mastery — every harvest can roll all the way up to Dreamlike rarity for huge payouts, and every crop levels its own mastery track. Plus ~150 achievements and a deep upgrade shop for the min-maxers.
And Honk the goose will pop in to show you the ropes whenever something new unlocks.
This is an early beta, so expect a few rough edges — and please tell me when you hit one. Bug reports, save weirdness, and "wouldn't it be cool if…" ideas genuinely shape where the game goes next.
Now go grow something. 🌾
— Dee