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Patch notes

v0.2.1: The World Market

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