The garden grows in, the daily chest earns its name, and Honk picks up a clipboard. Hedges arrive as a whole new decoration family with a wrought-iron Metal Fence alongside, the daily reward screen is rebuilt from scratch around a ladder that never resets, and a pinned goose todo box now walks new players from their first till to their first orders — with the goose serving the first three orders himself.
- Hedges arrive in Decorations. Three hand-drawn styles — Light Leaf, Dark Leaf, and Flowering, dotted with pink blossoms — place per tile like fences from level 50, at 20 Sigils a tile refunded on erase.
- Hedges grow walls one way and bushes the other. Up-and-down runs connect into a continuous hedge wall with rounded end caps, corners, junctions, and crossings; hedges laid side by side each stay their own bush with a small gap between them, like a garden border planted bush by bush.
- The Metal Fence joins the Lightwood. A wrought-iron fence of arched lattice panels, unlocking at level 75 for 40 Sigils a tile. The two fence styles do not weld together — metal connects to metal and wood to wood, so a change of material reads as two fences meeting.
- The Decorations menu grows categories. One long list becomes four pages — Path Materials, Path Colours, Fences, and Hedges — each opened from a front page that keeps the Erase tool a single tap away and shows how many styles in each category you have unlocked, or the level where the first arrives.
- The Structures menu gets sections too. Rivers keep the top spot, with the four production stations grouped under a Production header and the Beehive, Totemblossom, Cherryblossom, and Harvest Shrine under Garden.
- Storm Points retire. The rare storm currency never appeared on screen and could not be spent before level 190, so it is gone. Every top-tier achievement that granted Storm Points now grants Water Points instead — a river's worth, 100 WP, for each former point.
- Storms retire with them. The level 190 every-tile watering power is removed; rivers do that job from level 6 and keep soil wet for good rather than for one tap. The level 190 reward keeps its Sigils.
- One painted card for the daily return. The separate welcome-back and chest cards merge into a single panel in the game's painted chrome — parchment lettering, the away summary, your streak, and the chest all in one place.
- An actual chest to open. New pixel chest art replaces the gift icon. Tap the chest itself, or the claim button, to pop it open — with a golden chest on jackpot and milestone days.
- The seven-day ladder never resets. Each claim moves you exactly one step along the strip, and missed days never move it backwards. It used to follow the streak, so a lapse could shuffle your place mid-week; now Day 7 always lands on your seventh claim, and existing players keep their current spot.
- Every day pays. Day 1 used to grant nothing. Now every step gives Water Points and Sigils, Day 4 adds a Tilling Point, and Day 7 stays the weekly jackpot with two more.
- The strip previews the week. Upcoming days show their Sigil payout at your current level, Day 4 flags its Tilling Point, Day 7 wears a small gold chest, and days already claimed this week tick off behind checkmarks.
- Payouts follow real income now. Chest Sigils scale by a payout curve derived from measured farm income in each hundred-level band, replacing a flat curve that fell hopelessly behind — by level 600 the old jackpot was worth under a minute of farming. A normal day now lands around 4 to 10 percent of a day's income, and the Day 7 jackpot about half a day's.
- Milestones reach past Day 100. Day 250 and Day 500 join the streak milestone ladder, and milestone Sigils now scale with your level like the chest's.
- Decay news moves into the card. The streak-decay drop-down banner is gone; if your streak fell while you were away, the welcome-back card reports the drop and reminds you that the chest ladder is untouched.
- The streak popover matches. The tap-the-flame streak breakdown is rebuilt on the painted panel with the full milestone ladder, level-scaled bonuses, and today's chest at your ladder position.
- Honk keeps a todo list. After each early lesson the goose pins a small progress box at the top of the screen — till a tile, plant a seed, harvest your crops, water three tiles, open the pedestal — counting each action live and celebrating as the goal lands. It never blocks a tap; the field stays fully playable underneath.
- Level 2 becomes a guided goal. The first level-up costs 15 XP again, and after the first harvest the goose asks for two more — three wheat in all, with the level-up landing exactly as the task completes, so the opening pace reads as a goal you finish rather than a wait.
- The first orders come from the goose. Before the market's random orders begin, Honk serves three quick Goose Orders of his own — two, then four, then six wheat, one at a time, with the todo box tracking deliveries and a bonus on each claim. Claim all three and the regular order board opens.
Hedges are the first decoration drawn for gardens rather than walkways, so tell me how the bush-by-bush gaps feel next to the connecting paths and whether the Metal Fence feels worth its price — and on the chest, whether the payout sizes feel right at your level and the week preview pulls you toward Day 7. And if you start a fresh save, tell me whether the goose's todo list makes the opening minutes feel guided rather than slowed.
— Dee