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