Orders step into the spotlight, the field art gets sharper, and the game grows its first accessibility options. The Orders pill becomes a proper button on the home screen that glows gold when a delivery is worth the trip, every crop now plants its own seed, and Settings gains a whole Accessibility tab.
- Orders move to the front. The Orders pill leaves the top-left stack and becomes a full button in the bottom-left corner, above the Map button, with a live order count and a red dot whenever a new order rolls in.
- Gold means a delivery is ready to go. The Orders button turns golden the moment your bag can fully fill one of the open orders — the same selected gold the action buttons wear — so you know a trip will pay off before you open the panel.
- Tutorial replays move into Settings. The sleeping goose leaves the home screen; rewatch any of Honk's walkthroughs from the new Replay Tutorials row in Settings under Gameplay.
- Highlights are redrawn in pixels. The smooth gold ring that marked whatever Honk points at is replaced by four pixel corner brackets that gently pulse around their target. The same brackets now mark a newly claimed isle on the map.
- The water button waits its turn. Watering unlocks at level 4 alongside the wet clouds that refill it, so until then the button now sits greyed out with a small lock. Tapping it shows the unlock level instead of arming a tool you cannot use yet.
- Honk takes over pointing out the pedestal. The floating Tap the pedestal hint is gone; instead, once you have planted, harvested, and planted again, Honk appears during the wait to point you at the pedestal and everything behind it. Find it on your own first and the goose stays quiet.
- Level 2 arrives a little sooner. The first level-up now costs 10 XP instead of 15, so brand-new players reach their first reward with their opening harvests.
- Every crop plants its own seed. A freshly sown tile now shows that crop's own seed sprite instead of the shared one, so a mixed field reads correctly from the moment you plant it.
- Ripe potatoes are unmistakable. The potato plant gains a new final growth stage that breaks into yellow blossoms, after testers found it hard to tell when a potato was finished. Potato now grows through five stages instead of four.
- New raw potato and rice art. The harvested potato and rice are redrawn everywhere the goods appear, from your bag to the Market.
- Settings gains an Accessibility tab. Field Heatmap, Flying Sigils, and Rare-Event Popups move there from Display, joined by four new options below.
- The heatmap learns colourblind colours. A new toggle repaints the field heatmap in blues and orange instead of red and green, so tile states stay easy to tell apart with red-green colour blindness.
- Text can grow up to double size. A Larger Text setting scales menu and dialog text to Large or Huge, and the game now follows your iPhone's Text Size setting on its own.
- Reduce Motion calms the constant movement. Pulsing tutorial brackets, drifting map fog, bobbing cards, and spinning rarity sparkles all sit still, from the new toggle or automatically when your iPhone's Reduce Motion is on. The clouds keep drifting — catching water depends on it.
- Haptics get an off switch. Every buzz in the game, from tool toggles to wet-cloud catches to camera flights, can now be silenced from one toggle.
- Fixed: the Market title losing its lettering. A crowded header row could push the Market title out of its parchment lettering into plain text. The title now keeps its lettering and the rest of the row makes room.
The corner button is the start of orders playing a bigger role in progression — tell me whether the gold state pulls you into more deliveries, if any of the new seeds are hard to tell apart at tile size, and how the new Accessibility options hold up, especially Larger Text on the busiest menus.
— Dee