Every update, documented
Transparency in development. Every change, every fix, every feature, logged here. Tideward is an idle RPG native on every Apple device, iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch, built with community feedback from Discord beta testers.
1.0.6 Clear Decks
19 changes
1.0.6
Clear Decks
- New A Provisions panel on the Gear screen, between your equipment and the set picker, so food and potions can be checked and managed outside a fight. It shows your three food slots and every potion you have equipped, with the charges left in each. A tap on a food tile makes it the active slot, the one auto-eat, the Larder and away fights draw from, and never eats it; the fight bar still switches and eats as it always has. Unequipping a potion you have already drunk from asks first, because the Bank takes only unopened bottles and whatever was left in it would be lost. Asked for by taidragon and kotori.piyo in the same week.
- New Four new Apothecary potions, one for each Tidal Trade. The Wrackline Potion gives Beachcombing a chance to double what you find, the Lampblack Potion saves carving material in Scrimshaw, the Lodestone Potion shortens the plotting round in Chartwork, and the Caulker's Potion saves materials while you mill at the Shipwrighting sawpit. They brew at Apothecary 22, 28, 78 and 95, each from a herb and something the shore or the slipway gives up, in four tiers like the rest of the shelf.
- Improved Kits take gear off the Armory's shelf. A Sea Chest or The Lockers used to look only in the Bank, so gear you had moved into a built Armory was reported missing. Now a kit wears what the Bank holds first and takes the rest from the shelf, and a piece it still cannot use, one above your level or one with no free bank slot to pass through, gets a note saying it is in the Armory. Whatever the kit takes off still goes to the Bank. Asked for by kotori.piyo.
- Improved Screens make room at the larger text sizes and in the longest languages. At the biggest accessibility sizes the Bank's totals stack instead of pushing the grid off the screen, the fight's five chips sit three over two, Settings and Rewards stack their rows, and the keeper picker's plate grows to fit. In German, Russian and French the Bank's Sort, Move and Sell chips and its search field keep their whole names, the tutorial strip wraps a long duty instead of cutting it off, in English too, and the Keeper's Watch rows read in full. In a short window the tutorial card scrolls its words above the choices instead of squeezing them into an ellipsis, and Bell's glow fades out rather than stopping in a hard line.
- Improved iPad, Mac and Vision Pro windows use their width better. A window between 600 and 730 points wide, in Stage Manager or on Vision Pro, gets the two-pane layout instead of the phone's stack. The gathering grids lay out like Woodcutting's, two even columns on an 11-inch iPad in portrait, four on a 13-inch, six on a Mac window 1,380 points wide. Farming lays its patches two to a row once the list is 820 points wide, on a 13-inch iPad, an 11-inch in landscape and a Mac window at its default size, which now shows all three sections on one screen. A narrow Mac window gets the Bank's compact grid, with a tap opening an item's sheet, and on iPhone the Bank's upgrade, the combat equip picker and a Hearth biome open at half height and drag to full. Done, Close and Cancel carry icons, so they read the same in every toolbar and overflow menu.
- Improved Fifteen languages read more like themselves. Arabic reads right to left the way it should: its letters join where the brand's letter-spacing used to pull them apart, its numbers keep to one digit script, a line opens on an Arabic letter, and every carousel opens on its first card with the dots agreeing. Each wood keeps one name across its log, its tree, its bows and its fire, the ten Woodcutting trees are translated at last, a seconds figure prints one way in each language, Spanish writes a decimal with a point, Haitian Creole names its months and its hours, and Hindi, Korean, Chinese and Polish each settle words that had been answering to two names. A handful of labels that shipped in English inside other languages, the equipment stat headings among them, are translated too.
- Improved Text reads on glass in both schemes. The cloud-save control no longer vanishes on light glass, and it, the character menu and the skill headers stand on a solid ground on iOS 26 and 27. The Bank's gold capsules, the secondary buttons, the text fields, the Sea Chests rows and five tinted panels each carry text measured against what sits behind it. On Vision Pro, tinted glass draws its colour under its labels instead of over them, and popovers stand on a solid plate instead of taking their ground from the room.
- Improved All 51 Wayfaring obstacles are redrawn in one style, so none is a tiny figure lost in an empty tile. The darker Bond portraits are brighter, the Bond of the Cyclops has one eye, and each familiar's tablet is its own picture, the Bond's portrait set into a sandstone frame, instead of a copy of the Bond.
- Improved Small things that read better. The Keeper's Watch panel's folds snap open and fade their lines in instead of sliding the card, File Writs opens beside its button and whole instead of squeezed into the toolbar on iPhone, its File buttons read on every trade's colour, Mining's Tide Table chip takes a line of its own where the stat strip would have cut it, a Binding synergy that pays two effects prints them on two lines in every language, the save time on a character slot reads as a date and a clock in your language, and the Diagnostics header says Beta.
- Fixed The Tideward Status widget no longer goes grey, and the Tideward Farming widget no longer freezes, while a countdown runs. Since August, a widget page with a clock in its footer, an action running, the away cap or a growing patch, crashed the widget every time it drew. The large Status page and the Farming register also drop a row rather than clipping their header and footer on smaller phones, and the Mac's Almanac widget fits its large tiles.
- Fixed Coming back after time away no longer leaves the game frozen on the Bank. The card that pays your time away could be turned down by the system when something else opened at the same moment, a Game Center sign-in for one, and the game sat waiting for it with nothing ticking, and that stretch away could go unpaid. The card is now asked for again until it shows.
- Fixed A glance at Control Center or a passing alert no longer counts as leaving. An interruption under two seconds no longer stops the game, fades the music or brings up the time-away card when you come back; anything longer, and every trip to another app, behaves as before.
- Fixed The Cutpurse's Sack can be crafted. Its recipe costs Coin, and the bench counted Coin as a bank item you held none of, so a round never started, even after 1.0.5 fixed how the cost was shown. Reported, then reported again when the first fix fell short, by kotori.piyo.
- Fixed Unequipping the food in your active slot clears it from the fight bar at once, instead of leaving its picture and count behind until you left the screen. Reported by taidragon.
- Fixed Equipping more of the potion you already have equipped adds to the stack instead of replacing it. Before, the equipped bottles went back to the Bank and only the new count stayed on, so a bottle was always left behind, and one you had already drunk from was lost. Switching to a different potion while a bottle is open now asks first, because the Bank takes only unopened bottles, and swapping off a last opened bottle no longer says the Bank is full. Reported by kotori.piyo.
- Fixed On iPad and Mac, the Bank's Sell band shows All but 1 and All in full instead of clipped to a letter or two. The amount field sits above them on every device, as it already did on iPhone, and the pair folds onto two lines where a language needs the room.
- Fixed The Night Watch and Waking Rune profile icons unlock on Mac and Apple TV once you own the ring that grants them, and on iPhone the moment the ring arrives. In Messages, the sticker drawer fills in for a keeper without iCloud and shows its placeholder, not a made-up Adventurer, before your first save, and the share card keeps its title row inside its frame in long languages.
- Fixed The Cloak of the First Keeper names its set partner, the Hat of the First Keeper, instead of an item that never existed, and the Woodcutting mastery line at level 99 is spelled right. Japanese: the Hedger's rake and gloves share one name, 生垣師, so each description points at an item you can find. Reported by kotori.piyo.
- Community kotori.piyo and taidragon asked, in the same week, for one place to see food and potions outside a fight, and the Provisions panel answers both. kotori.piyo also found the Armory gear a kit could not see, the Coin craft that still would not start, the potion that replaced its own stack and the Hedger's set that named items nobody could find, and taidragon found the food slot that kept its picture after it was emptied. Every one of those arrived as a message in Discord.
1.0.5 Tidal Bonds
20 changes
1.0.5
Tidal Bonds
- New Four new familiars, one for each Tidal Trade. The Sandpiper picks over the tide line for Beachcombing, the Narwhal carves beside you in Scrimshaw, the Albatross shortens the plotting round in Chartwork, and the Beaver doubles milled parts at the Shipwrighting sawpit. Each has a Bond to find in its own trade, a tablet to bind at Binding 10, 20, 30 and 40, and seventeen new synergy pairings on the board with the familiars you already keep. The four newest trades had no familiar at all; now every gathering trade has one.
- New Dots under every card carousel on the phone. The furnace and the pot sit to the right of the cooking fire, the trees to the right of the first tree, the constellations to the right of Lyra, and nothing on screen said so; more than one tester thought half their recipes were missing. A row of dots now shows how many cards there are and which one you are on, VoiceOver reads it as Cards, page 1 of 3, and the first carousel you meet shows a one-time note to swipe sideways.
- New Three food slots on the phone's combat bar, so switching food is a tap rather than a menu, with a touch and hold to unequip. A fourth kind of food with nowhere to go says so on a toast instead of vanishing. Asked for by taidragon.
- New A bank tab that carries an icon offers Remove Icon on a long press, or a right-click on the Mac. An icon was the one reason an emptied tab stayed on the strip that you could not see, so a tab iconned for a rare item you have since used up sat there for good. With the icon gone it folds back into the strip.
- Improved Item descriptions read in full on iPhone. The bank's item panel and the Shop's rows used to stop after a few lines with an ellipsis, and at larger text sizes after one, so you could not read what the Venomtide Ring does or what an Auto Eat tier buys before you could afford it. The panel and the rows grow to fit, and the Buy confirmation scrolls instead of pushing its buttons off a small screen. Reported by taidragon.
- Improved A Quarry tier button says what it needs, and a tap on it says why it refused. Before this a tap could do nothing at all: without the full game the unlock screen was meant to open and could not while the Quarry sheet was up, and with it the task was assigned but the menu stayed open and nothing redrew. Now every tier prints the full game, the Quarry level, the gear or the marks it asks, the unlock screen opens from inside the sheet, and a new task shows up where the menu was. The Quarry level is enforced at the roll now, not only printed. Reported by taidragon, with the screenshots that showed the dead menu.
- Improved The Hearth reads in both schemes. The biome sheet's header was cream on parchment in light, the building rows sat over plate art that ran near white under them in dark, and a locked row faded its whole card until nothing on it could be read. The header resolves its text, the rows stand on a solid ground and only a locked building's portrait fades, and every trade label and the workers chip are named for what they grant.
- Improved The Alt Magic picker on the phone opens as a proper sheet with the brand chrome at half height and drags to full for the long alchemy grid, and its item names read on the bench's purple glass in dark on iPad.
- Improved The Harbormaster's reading names the combat style behind a verdict and the armed set that turns it, read from the same simulation that scores the fight, and the forecast chip on every foe row takes a thumb's tap instead of a line of small type.
- Improved Small things that read better. Every cost row says what it spends to VoiceOver instead of a bare number, the glyph beside an enemy's name is that enemy's style rather than a sword, an unbuilt cooking station names itself along with every recipe waiting on it, the bank's Upgrade band prints the level its next tier needs, a tab's icon names its item in your language, the Wayfaring build cost spells out Quarry Marks, the paywall's unlock terms scroll at large text sizes and say that a TestFlight unlock does not carry to the App Store, and the Rope tile draws the icon it meant to.
- Improved The seven Tortoise synergy sentences describe the effects the game pays, and every Binding synergy effect is translated in all fifteen languages.
- Fixed Arrows carried beside a melee weapon are no longer spent. An away report charged an arrow for every axe swing while a quiver was nocked, and the live fight quietly drained them too. Arrows are shot only by a bow or crossbow now, and an away fight charges curse runes only under a magic weapon, as the live fight always did. Reported by taidragon.
- Fixed Alt Magic pickers no longer offer Coin or Quarry Marks. Just Learning and Item Alchemy listed both as if they were bank items and priced them at zero; a coin picked before this fix reads as no pick, and the bench asks you to choose again. Reported by kotori.piyo.
- Fixed A Sailing Order for Headless Bolts, Headless Arrows or Arrow Shafts counts what you make. The order was checking the trade's name while the bank received the item, and for those three the two are spelled differently under the hood, so the leg never filled. An order charted before the fix starts counting the moment you update. Reported by kotori.piyo.
- Fixed Mastery Pool XP from a claimed token has its own toast instead of folding into the skill's XP line, so a Bowcraft keeper making shafts no longer sees a Skill XP figure no shaft could pay, and GP arriving from two places inside a couple of seconds is one line with one icon and one running total. Reported by kotori.piyo.
- Fixed On the watch, a wrist replant no longer earns a second Patch ready beside the iPhone's, any such banner already sitting in the watch's list is cleared when the replant comes back, and the background refresh re-arms every time the app goes to the background or returns, so one missed refresh can no longer leave the watch stuck with old numbers until you press Collect. Reported by kotori.piyo.
- Fixed Multi-Tree pays the second tree at its own cadence rather than the fast tree's, and stacking a tree reprices the round so the timer restarts. Mining's second-ore chance at mastery is a percentage again rather than a step count that paid a certain second ore from mastery 10. Both read as nerfs, and both had been paying more than their copy promised.
- Fixed The potion satchel counts charges rather than sips on the live arm, a refusal raised inside a sheet renders on top of it rather than behind, and the Bank's tab pickers and VoiceOver agree on a tab's number.
- Fixed Japanese: the arrowhead in Headless Arrows and Headless Bolts is 矢じり everywhere, as the Arrowtips already were. Hindi, Haitian Creole and Arabic: the ship's locker chips use each language's own word for Melee and Ranged, the word every other sentence in that language uses.
- Community Most of this pass came straight out of #bug-reports. kotori.piyo, writing in Japanese, found the coin in the Alt Magic picker, the Sailing Order that never counted, the Mastery Pool XP in the wrong toast and the watch's second Patch ready, each with the build number and the steps. taidragon found the arrows an axe was spending, the descriptions that cut off, the Quarry menu that did nothing and the food slots the phone was missing. That is how a build gets better: somebody writes in.
1.0.4 Full Measure
22 changes
1.0.4
Full Measure
- New The fight card now says how likely your next swing is to land. A matchup line under your own bar reads your Chance to Hit, your Maximum Hit and your Evasion against the monster in front of you, and every number on it comes from the same arithmetic the fight itself uses, so what the card promises is what the swing does. Asked for by cindarius, who wanted the attack ring to mean something.
- New A piece of gear tells you what it asks before you tap it. The bank's detail panel and the equip picker list every level a piece requires, in the order the game checks them, and a piece with two gates always names the same shortfall first. Inside a dungeon, where gear stays put until the Shop's swapping upgrade is bought, every Equip control says so instead of doing nothing.
- New A picker spell with nothing picked says so. Quickforge, Item Alchemy, Just Learning and Pawnbreak used to show an empty Produces box and refuse Cast with a toast about runes. The box now reads Choose a bar above, or the item the spell wants, and Cast waits until you have. Item Alchemy's badge also shows the gold it pays, which it never had.
- New Sell for Nothing is a switch in Settings, under Gameplay, off by default and confirmed before it turns on. With it on, every sale from that keeper's bank pays nothing and counts as a discard rather than a sale: no coin, no sold counter, and the Driftwood pledge stays whole, which is the way a keeper who has sworn never to sell empties a slot. Per keeper, so your pledged keeper can have it and your other keeper need not. Asked for by Nonscents in #general.
- Improved An allotment or herb harvest pays its experience per crop, the way the seed table always meant it to. Ten potatoes pay eighty, not eight. Trees pay flat, exactly as before, and still own the road to 99. At the old rate level 5 was a day of half-hour replanting; it is an afternoon now. Raised by taidragon in #general and by cindarius through the in-app form.
- Improved A skill familiar's tablet pays Binding experience when it burns, one tablet for one action, live and away alike, under the same rule a combat familiar's swing has always paid. Half of Binding was missing: a skiller's level 30 cost more than twenty times the shards a fighter's did. The Treant and the Mole and their kin now earn their keep.
- Improved Standing Orders are dealt from the trades you can actually work. The draw asks the paid unlock, your game mode (a Castaway gets nothing on a trade not yet bought back, a Steward nothing filled on the Combat screen), Binding's discovered Bond, and every level a Wayfaring obstacle asks of other skills. A Binding order is priced by its materials with a ten-craft floor, and a Wayfaring order by one lap of the course rather than one obstacle's seconds, so the thousand-round orders are gone. The post-trades picker shows only the trades the draw can name, and a posted trade the gate has since hidden is dropped the next time the picker opens, so the Drawing from line never counts a chip you cannot see.
- Improved The Auto Re-use toggle in the potion menu does what it says. On, the next potion in the stack starts on its own, as it always did. Off, a drained potion hands the rest of the stack back to the bank and empties the slot, so you choose when to drink again. The empty menu also gains a line saying what the toggle is for, instead of standing alone at the top of every screen. Reported by cindarius.
- Improved The Scrimshaw roster reads in level order, Gull to Undertow, instead of the order the charms were carved in. And the two profile icons the Watchfire awards no longer claim to be tester gifts: each locked icon names the ring that earns it.
- Improved A Steward runs the Keeper's Watch without its fights. The ladder drops the kills, the combat levels and the two duties that only set them up, so a Steward's First Watch runs thirteen duties straight from the staff to the away lesson, the Fifth Watch is stepped over whole, and the welcome card, the victory card, the fletcher-smith's purse and the last phase's heading all read the lines written for a run asked no fights. A Keeper's watch is untouched, and the panel's Start button now asks the same three gates every other route in the game does.
- Fixed The Binding outfit pays what its four pieces have always promised. Two percent Binding experience a piece and five more with the set, five percent more mastery with the set, two extra tablets a craft per piece and five more with all four, and a second off every craft with the set. Sixteen and a half million gold of gear had been a costume. The set bonus on all four pieces and their shop rows now names the Binding Outfit rather than a Necromancer set that exists nowhere in the game, and the Stargazing outfit's two percent a piece, promised on each of its four pieces and paid by none of them, is paid too. And the Binding Keeper's Cloak and the 95% checkpoint each pay the ten extra base tablets a craft they have always promised.
- Fixed Switching to a different keeper no longer leaves the previous one's trade running underneath. A new keeper cutting logs was handed six Chaos Runes a round from the save they had just left, and the mastery bar froze after changing the bench's action. Both came from the game holding on to the old keeper; it lets go now, every way off a save. Reported by kotori.piyo, in Japanese, with steps that reproduced three times out of three.
- Fixed Coming back from another app pays the time you were gone. A return passed through a half-second window on the way in and re-sealed the clocks, so the reveal read roughly 0 seconds over an empty list and a trade left running paid nothing, while a cold launch paid in full. The seal happens only on the way out now, the bars restart when the sheet closes, and the reveal survives a second leave.
- Fixed Tilting an iPhone Pro Max into landscape on the Pilfering screen could freeze the game and then crash it. A health bar on a save carrying more health than its maximum grew a hair wider on every pass, on the widest phones only, until the page ran out of width. The bar can no longer feed its own width back into the page.
- Fixed The Second Watch's bank-slot duty was a dead end for a keeper who had already bought one. It claims a Stowage Token now, which is a slot in hand, and only marks itself done when the token has actually landed. Bell keeps the panel open through it. Reported by cindarius.
- Fixed The Farming checkpoints at 50% and 95% do what the popover has always said: five percent more base yield, and ten percent off growth time, on the phone, on the wrist and in the harvest notification alike.
- Fixed The Spend Mastery sheet over Shipwrighting no longer lists the fourteen one-time build projects, and the Completion Log's Mastery row and the Game Center trophy behind it stop counting them, so the Mastery row counts only the six trades you can work forever. Reported by cindarius.
- Fixed A rare find at the Watchfire no longer sticks on the wrist. One ring the hand-over never cleared kept the card reopening and paying nothing, forever. The watch clears exactly what it handed over, and a ring already in your bank is named as such rather than paid as zero gold. Reported by kotori.piyo from #world-chat.
- Fixed A vigil the keeper stopped paying for pays no more Vigil experience. When the points ran out the effect stopped but the experience kept landing on every hit.
- Fixed Experience past level 99 no longer raises a Level 107 card. The level-up seam reads the capped level now, so the Hearth stays at 99 with its experience still counted. Reported by cindarius.
- Fixed The chest preview in the bank reads in light mode. Its list was written in white on a pale surface, and a long chest name lost its tail to an ellipsis. The Keeper's Watch panel on the menu also keeps its gap above the Shop and Bank pair.
- Community Eleven of cindarius's reports from one weekend are in this release: the attack ring, the fighting UI, the profile icons, the auto re-use toggle, the Shipwright mastery list, the Scrimshaw order, the blank Quickforge box, the bank-slot duty, the missing space, the Hearth level past 99, and the slow trades. And kotori.piyo, writing in Japanese in #world-chat and #bug-reports, found the keeper-switch leak, the frozen mastery bar and the stuck Watchfire ring, each with the detail that made it solvable. That is how a build gets better: somebody writes in.
1.0.3 Dead Reckoning
19 changes
1.0.3
Dead Reckoning
- New Polish joins the book, the sixteenth language Tideward reads in. It arrives complete rather than partial: 7,665 lines across all seven catalogs, the widgets, the watch, the stickers and the Siri phrases included, with its own glossary standing behind the choices. Two things Polish needed that no earlier language did. Magnitudes go in long scale, because a Latin B reads as a million million to a Polish eye and the old suffix was quietly off by a factor of a thousand. And the keeper is never addressed in a way that guesses their gender, because the Polish past tense otherwise insists on one.
- New Background Art is a row in Settings, under Feel. Full keeps every painted plate exactly as it is. Dimmed lays an ink wash over it, set at the depth where the cream lettering clears the contrast bar on the palest art in the game rather than at a number that merely looked right. Off paints the flat brand ground and decodes no plate at all. Suggested by mektigh in #suggestions in June, and nothing moves for a keeper who never opens Settings.
- New The Spend Mastery sheet knows about checkpoints now. A line under the pool says which checkpoint you are holding and how much room sits above it, any row whose spend would drop you under it says so in words and not only in colour, and a Keep checkpoint box spends as many levels as the pool can fund without lapsing. The button never stops working, because a warning is not a gate. Asked for through the in-app form in one sentence: too easy to overspend past a checkpoint.
- New A trade that will not resume says why. An away window that came back with nothing used to print "While you were gone:" over an empty list, then remove the trade with no explanation at all. Now the reveal carries the reason: out of materials and which ones, a full bank, a pilfering stun, or a Slipway build that took its last round while you were gone.
- Improved The Hearth trader's Planks trade spends Planks. It had spent Wood since the trader's first day while its name said Planks in all sixteen languages, so the row and the toast disagreed with each other. Every other trade out of the Hearth spends something refined, planks are in hand long before the trade unlocks, and at the old price it was very nearly a round trip through nothing. Now it is what it always claimed to be.
- Improved A page that fits no longer bounces. The shop sits still when its category is short, keeps its end-of-content give when the list is long, and the category rails across the shop, Handicraft, combat zones and both Binding screens stop sliding sideways when every chip already fits.
- Fixed Pilfering through a long, flawless night could break a save for good. Regeneration in the away loop had no ceiling, so a day at full success landed a hundred-HP keeper somewhere near seven thousand seven hundred, and a health bar asked to draw more than full grows its own track, measures the grown track, and grows again until the app freezes and then falls over. Every load of that save crashed after that. The away loop caps at maximum now, the one write every away window lands through caps as well, and the bar itself can never exceed its track, which is what lets a save already carrying the fault open today.
- Fixed The away reveal and the away payout now read the same clock. The number at the top was measured from your last save while each payout was measured from its own marker, so a marker that moved after you left paid nothing while the sheet printed an honest looking duration over an empty list. One settlement grants one window, the reveal prints that window, and every payout inside it is floored at it, so the promise at the top and what lands in the bank are the same number by construction. Reported by potatogod0, who held the thread open across two builds, and by lus6661, whose forty-eight minutes paid the trades in full and the fight not at all.
- Fixed A kill at the very end of an away window could be paid twice. When the window ran out inside a monster's respawn, the fight came back holding a fallen monster, and the first live swing counted the kill a second time, rolled its loot again and skipped the next monster in a dungeon. The window now stands the next monster up before it hands the fight back.
- Fixed The same fault lived in the Harbormaster's swapping forecast and in the combat simulator's spar, where it was much louder: a measured run paid 393 kills for a fight that made 123, and earned sixteen attack experience where the honest fight earned 984. Both now stand a fallen foe up before the next step, so the forecast you are reading is the fight you would have.
- Fixed An away window that opened on a rock still waiting to come back paid nothing for its whole length and then handed you a full rock it had never waited for. It charges the respawn first and then mines, and a window that ends inside a wait leaves the rock down rather than quietly refilling it. A mining card left open also learns that its countdown finished, instead of holding a spent bar over a rock that is already whole.
- Fixed In German, French, Spanish, Portuguese, Russian and Filipino, every skill screen was wider than the phone. The mastery row pinned two long buttons side by side, a pinned pair wider than the screen drags the whole page out with it, and the page was then centred and cut at both edges: the stat row, the tutorial strip, the category chip, all of it. English was losing six points a side at the default size and the whole thing at the largest. The row folds now, the way the stat row above it already did. Reported by seikobro in #say-hello, who asked whether there was a way to zoom out.
- Fixed The tutorial's Skip pill keeps its whole word. German read "Überspri...", German and Russian at the largest standard size were down to a bare "...", and English on the Forging step had been cut to "S...". The strip measures its three parts itself now and folds the badge over the pill when the label needs the room. Not one translation was shortened to make this fit.
- Fixed The shop could be dragged sideways. Eight Hearth outfit rows measured a third of a point wider than the phone gave them, and a third of a point is enough to make the horizontal axis scrollable, bounce and all. The page now claims exactly the width it is offered and no more. Reported by lus6661 in #help.
- Fixed Menu rows no longer scroll through the badge at the top. The badge was pinned above the list with nothing painted behind it, so every row passed visibly through it on the way up, on the phone, the iPad and the Mac. It sits on its own ground now, a continuation of the same painting on iOS and the sidebar's own material on the Mac, invisible at rest and solid the moment anything scrolls beneath it.
- Fixed Unlocking the game could open two App Store sheets. A second tap in the beat before the first sheet appeared queued a second purchase, which then arrived over an already unlocked game and read like a double charge. Apple never charged twice, but nothing on screen said so. Only one purchase can be in flight now, the unlock button dims and reads Unlocking while it runs, the cosmetic rows read Buying, and Restore is guarded the same way.
- Fixed The in-app privacy summary was wrong in two places and is right in both, in every language. The newsletter card opens Ghost and not Beehiiv, which changed under the app without any build moving, and Tideward is described as offered in the territories on its App Store page rather than the United States only, which stopped being true when the pre-order opened in forty-seven of them.
- Community The pilfering crash above was found and reported by kotori.piyo, in Japanese, with the one detail that made it solvable: that loading the same save from the Watch worked, and that starting a fight from the Watch made the save open normally again. That is the heal clamp on the first tick, and it is what pointed at an impossible health value rather than at a corrupt save.
- Community Almost every line above began with somebody writing in. The two away-window threads, the crash, the shop drag, the skill screen that would not fit, the menu badge, the double purchase sheet, the trade label in Japanese, the mastery overspend, the background art. Nine of the nineteen entries in this release came from #bug-reports, #suggestions, #help, #say-hello and the in-app form.
1.0.2 Ship's Bell
18 changes
1.0.2
Ship's Bell
- New The opening walkthrough is now the Keeper's Watch. Sixteen duties sit in four phases, each phase paying a purse, and inside a phase you finish them in whatever order you like: the watch notices the moment a duty is done, whether or not it was the one being asked for. Past the first watch there are five more, and the Sixth hands you to your first Standing Orders, which is where the game stops teaching and you start running the ship.
- New The Keeper's Watch has a panel, first on the menu while any duty is open. It names the duty to try next with its badge, counts what you have kept, and carries a Start button that takes you to the right screen rather than telling you where it is. Players had asked for a guide by that word.
- New Bell keeps the watch beside you. She is a moon jelly, a soft body of twenty nodes with springs, pressure and real damping, so she wobbles when knocked and the wobble travels and dies the way a jelly's does. She leans toward whatever the duty is pointing at, blinks, squints when glad, goes sleepy while the away window runs, and can be pressed, dragged and flicked. She speaks the watch: a short line after you have done something, eight words or fewer, never before and never at you. Bell's Notes has a switch in Settings, and she holds still entirely under Reduce Motion.
- New The welcome card offers two lanes. Chart the course for me opens the panel and walks you through; I'll chart my own folds it away and leaves you to it. Same duties, same rewards, same skips either way, and Settings carries the switch if you change your mind.
- New The watch can be replayed. There is a row at the head of Help & Resources, another at the foot of the Almanac's Where to Start, and a command in the Help menu on Mac and iPad. Ending the tutorial early now tells you all three exist.
- New Three tips arrive where they are useful and once each: the Almanac when you first meet the menu, Sea Chests on their own popover, and Vigil on the bury sheet. They wait until the First Watch is kept, so nothing competes with the walkthrough.
- New Each later watch opens on a line from an old keeper's margin, drawn from the marginalia already in the book. The Second Watch does not begin with an instruction, it begins with somebody who stood there before you.
- Improved Skip is honest. It used to be one word that could mean two things; it is a choice now. Skip this step grants the shortfall that duty was waiting on and moves you along the normal path, so the phase purse still pays. End the tutorial does what it says and tells you where Replay lives. Keep going closes the question.
- Improved The Mining and Woodcutting carousels open on the rock or the tree the duty is asking for. Step five used to land on Rune Essence with Copper and Tin off screen, on every phone, which reads as the game asking for something it has hidden.
- Improved Every platform takes the watch in its own idiom. Apple TV gets a wide strip and focus that lands on the duty's own menu row, because a chevron means nothing to a remote. Vision Pro's pointer holds still, since motion at the edge of vision pulls the gaze toward it. Mac and iPad take Return for the first lane and put a tooltip on Skip. And the watch refuses a wrist collect while the First Watch is waiting on the phone's away reveal, because collecting would settle the very window the lesson is about, so it says so under Collect before you tap.
- Improved The strip stacks rather than squeezes at the accessibility type sizes. At AX3 the badge rings and the Skip control had crushed the duty line to a character a line; the copy takes the row now and the controls take their own.
- Fixed On an iPad with room to spread out, the ore and tree cards drew over the skill header. Names, vein tags and stat chips landed on the mastery row and progress bars hid under the row beneath. The cards were pinned to a height a locked card wants and an unlocked one does not, and a lazy grid is the one place that pin is honoured. Mining, Woodcutting, Beachcombing and Chartwork all sit right now.
- Fixed On a television the six carousel screens could strand you. Neither paging arrow could take focus, and the roster does not scroll on tvOS, so you were stuck on whichever card your save had restored, unable to mine, chop, comb or chart anything else from that screen. A control laid out beside the scroll view never joins the focus engine at all, which took a measured probe to establish; the arrows sit in a row beneath the card now, the one placement that works. The cards were also being clipped at the glass: a mining card needs 445 points of rigid height at television type scale and had been handed 320, so the mastery row was sliced off. Each screen carries its own measured height now.
- Fixed A Hundred Slots could not be earned by the thing it is named for. The page counted the stored base slots plus anything bought, which the Hold and the mastery pool never write, so a fully built Hold left it untouched and it quietly asked for eighty Stowage Token drops instead. It counts real capacity now.
- Fixed The Keeper's Watch panel vanished for the Second through Sixth Watches, which are the whole hand-off to Standing Orders. It was gated on a fold that only the First Watch uses. Caught by a capture test written to photograph the menu, which is the sort of thing a capture is for.
- Community Hearth build costs name what they ask for. The Basic Hut costs thirty Wood and ten Stone, and the row saying so was a tree glyph, a thirty, a honeycomb glyph and a ten. Four resources share one colour at a time and the glyphs are abstract, so within a family nothing disambiguated anything. The name was already on the row, inside the VoiceOver label, which meant the only player who could read it was the one not looking. Reported by Karma in #general.
- Community The Almanac stops sending you shopping for bank slots. Its bank-habits entry still called slot expansions the standard first coin sink, a year after the Shipwrighting work delisted them from every shop. It names the two real ways now, the Stowage Token you claim and the Hold expansion you finish on the Slipway, which adds twelve slots and a tab for good. The tutorial's parting purse stopped promising the same thing. Reported by Karma in the bug-reports forum.
- Community The first-open reports from the fourth and fifth of September are what set the whole rework going: the carousel landing on the wrong rock, a Skip nobody could read, and no way back into the walkthrough once it was gone. All three are answered above.
1.0.1 Making Way
29 changes
1.0.1
Making Way
- New The almanac carries a launch version now. Tideward went up for pre-order on the App Store on August 28, and the build that carried it went to review as 1.0.0. This is the first entry written since, so it holds three weeks of work.
- New Game Center opens its boards. A Leaderboards button sits beside Challenges on the Keeper selection screen and shows your placing on every board, against everyone or against your Game Center friends, and a tap on a row opens that board in Game Center at the scope you chose. The app had been posting to fourteen boards no player could read.
- New Two boards join the roll. Coins Earned ranks lifetime income rather than the purse, so the keeper who spent their way to a better pick is not outranked by the one who never bought anything. The Sounding Run gains a hardcore category, seconds from creation until the Kingtide, Seventh Wave falls, for a keeper whose vow was still unbroken at the kill.
- New Game controllers are welcome. The app declares extended gamepads and both generations of the Siri Remote, which is itself a controller, and the shoulder buttons step the combat deck on the phone and on the television. Menu and select keep doing what the system already does with them.
- New Two off-hands fill the two widest voids in the trades. The Hullplate Bulwark, a melee shield forged at the Slipway from planks, fittings, tar and rope at Shipwrighting 85, and the Nacrelight Ward, a magic off-hand made only by the new Nacre Warding enchant at Alt Magic 88, from a Nacrite Shield and runes.
- New Squall's Ran Before It entry is live: reach combat level 92 inside a single season. The bar was measured through the real away-combat model rather than guessed, and sits between a half-effort season and one where the keeper never once sat down.
- New The Larder seeds an absence from the bank, the way the Quiver already restocks arrows. Banked food joins the equipped slot for the away window, a refused window costs the bank nothing, and the Larder gains a Settings row beside Auto Eat and the Quiver.
- New A ceiling on the longest chases. The pets whose odds run into the tens of hours now carry quiet bad-luck protection. The natural roll always comes first, nothing on screen counts down, and the ordinary celebration is the only reveal. Boss pets are untouched.
- Improved A Watchfire sitting can end. Guard used to floor every foe's blow at a single point of damage, so a warden at combat 118 needed ten active minutes at the wrist. Guard mitigates in proportion now, with a quarter-hit floor, and the same fight takes about two and a half.
- Improved Fifteen mid-ladder foes were harder than anyone decided. They carried evasion numbers lifted from a reference game against accuracy ceilings a third of its size. Eleven are re-derived to their area's floor and to the answering style each was designed for, and the last three Quarry areas keep a graded descent on purpose.
- Improved The Mac and the television lay out for the screen they are on. Mac cooking draws three station cards instead of one phone card taller than the window, the television takes one thing at a time with two arrows to page, and its crafting grid stops painting recipe cards over each other at television type scale.
- Improved The Vision Pro window is its own size rather than the Mac's, so the second row of zone cards is a row and not a sliver, and the stargazing header draws its chevron instead of a blank white capsule.
- Improved Neap prices an away fight across the phases it actually crossed, the way it already priced skilling, instead of at whatever the tide happened to be the moment you reopened the app.
- Improved The Terms and Privacy pages are reading surfaces now, dark ink on parchment in the light scheme rather than cream on pale glass, and the first screen a new player sees no longer sets cream on white in light mode.
- Improved Quantity controls hold one number. Clearing a field mid-edit no longer snaps the amount to one, the slider moves in whole items, and the bank's +N more line under an item's sources is the button it always read as.
- Improved Four small targets meet the 44 point floor: the legal links on character creation, the clear button on search, and the +N more row, and the mastery bar stops being a silent VoiceOver stop.
- Improved The health regeneration tick answers five questions instead of rebuilding your whole combat sheet every ten seconds, for the life of every session.
- Improved German: the plural of Bond is Bande, not Bänder, on all twenty two familiar marks. They read as ribbons of the Bear before.
- Fixed The Mac app launched into a crash on macOS 26.6, twice in review. A SwiftUI app that never names an AVKit symbol does not link AVKit at all, and 26.6 aborts the first video mount when it is missing. The framework is linked for real now.
- Fixed On Apple TV the full game page was a centred card that clipped its own offer and hid the restore button. It is a full screen now, on the brand scrim, with every line wrapped and readable.
- Fixed On Apple Vision Pro a signed-out launch armed Game Center, whose sign-in sheet arrived ten to twenty seconds later over whatever screen you were on and swallowed every pinch. Sign-in now waits for a tap on the Game Center card.
- Fixed The Mac app is called Tideward in the Finder, the Dock and the menu bar, rather than its codename.
- Fixed Rotating an iPad on the shop took the app down. The shop scrolls like its siblings now instead of living inside a one-row list.
- Fixed A keeper deleted in the same breath as a Kingtide kill, or inside Game Center's five-second evaluation window, could take the app down with them.
- Fixed A keeper running vigils could never roll the Vigil pet in live play, while a keeper running none rolled it on every landed hit. Live matches the away window now.
- Fixed Two panels grew past their containers when the Tide Table gained a second chip: the constellation card clipped its own mastery bar, and the crafting bench's four panels ended at different heights.
- Fixed The tvOS spellbook picker ran past its band and clipped the Auroras segment. It sizes its own segments now.
- Community You were gone for roughly 0 seconds. Switching apps or tapping a notification could stamp the away anchor while the reward sheet was still deciding what you were owed, so the sheet read zero and the whole absence paid nothing. The anchor waits until the window has settled. Reported in the bug-reports forum.
- Community Tapping another vein, or Start on another pond, moves you there. Both used to be refused as a second action, which to a player who had never stopped an action by hand read as every other rock being locked. The one real second action, a second tree with Multi-Tree, is kept. Both came in through the in-app report form.
0.102.0 Hailing Distance
26 changes
0.102.0
Hailing Distance
- New Monsters speak. Creature specific dialogue in combat, voices that belong to a family rather than a stat block, and the wordless ones gesture instead, because a plant has nothing to say in any language. Three hundred and fifty nine lines, all fifteen languages, and each one names its speaker aloud for anyone listening rather than watching.
- New The main theme plays. The score's centrepiece is rendered and mastered, twenty six cues have their place in the running order, and the bed still stands down for whatever you were already listening to.
- New Every achievement has its art. One thousand four hundred and forty images, delivered and verified against the live store, so nothing in the Chronicle stands as a blank plate.
- New The carved charm is a real slot. It sat beside the gear grid as a different class of thing and reached no kit, no wrist and no widget. It is in the grid now, and it travels everywhere the rest of your gear travels.
- Improved The pass that stopped counting labels and started reading them. Every sweep until now asked whether a control has a name; this one asked whether the sentences a blind player hears, in the order they arrive, actually say anything. Nine of them did not.
- Improved The parchment page could not carry a legible skill colour, and no amount of darkening was going to fix it. Fourteen of the twenty two tints sat under the floor on the light skin, so the ground moved instead, and the watch and all three widget families read the same map.
- Improved Contrast, everywhere it was still wrong. Seven modal headings drew cream on a surface that never resolved it, six dark skins let their own artwork decide a tint, forty eight labels picked for glass shipped on an opaque fill, and the death sheet's title was cream on white at 1.17 to 1.
- Improved Voice Control has names a person can finish saying. Ten more controls answered to a live price, a recipe, or whether a cloud save happened to exist, which is fine to hear and unusable to say, so the detail moved to where a listener still gets it.
- Improved The Mac could not read its own fight. The battle station re laid itself out forever, so VoiceOver could not reach the window, or even the menu bar, and three controls a player operates had no name at all.
- Improved A television reads properly from a couch. Text runs to twice and a tenth, the focus engine reaches the fight readings, Run sits beside eat rather than behind every button in between, and three pickers that could never open are buttons now.
- Improved Four Tidal Trades were exact colour twins of their neighbours, on the watch and in every widget.
- Improved The sidebar stopped breaking words mid syllable at the largest text sizes.
- Improved What Tideward supports is written down, at tideward.app/accessibility, so it is something you can read before you buy rather than after.
- Fixed A full bank destroyed the loot it promised to keep. The hold was meant to catch a haul the bank has no room for, and the code that would have moved it could only run on rounds with nothing to move.
- Fixed A full bank also stopped a pot cooking into a stockpile the bank does not own, and briefly hid the food the combat hold was already holding.
- Fixed The wrist and the phone counted the same haul twice.
- Fixed Three trophies never reached the wrist, because the list that carries them still spelled them the way the rebrand used to.
- Fixed Two surfaces on one Lock Screen named different next events, because each worked out "next" for itself.
- Fixed A bind that was already running still offered to create one.
- Fixed A bonfire buzzed your wrist about a drop you were watching land.
- Fixed Settings could overflow the stack and take the app down, on real hardware only, where every simulator absorbed it quietly.
- Fixed The offline return read a save off the main thread, and being read only was never a defence.
- Fixed The away cap footnote measured an absence the autosave had already erased.
- Fixed One preserve chance was a recycling emoji at two decimals on one bench, and the game's own art at one decimal on the next.
- Fixed Fourteen screens each kept their own copy of the same refusal, and two of them had quietly stopped agreeing.
- Fixed Six languages' monster remarks shipped as mojibake, and the Arabic almanac called a spell a ruqyah twice.
0.101.0 Sea Room
19 changes
0.101.0
Sea Room
- New The Long Watch, a television you can leave running. No chrome, nothing to aim at, one idea at a time held long enough to read, cycling slowly so the panel never sits on a still frame. It is an Apple TV exclusive, and it is the one thing an idle almanac can do that a game you have to watch cannot.
- New A search field over the whole almanac. Two thousand entries, the items and trades and skill actions and foes and places and pages, answering the two questions the genre is made of: where do I get this, and what is this for. The answers were always derived, and until now only the thing that held them could show them.
- New The Keeper's Log, the Almanac's tenth topic. Thirteen counters have been written on every swing since the wiring pass and no player could open one of them. They have a page now, nine Chronicle entries behind them, and a card you can take out of the app when the log says something worth saying.
- New The cold open describes itself. Tideward's one film carries a described audio track in fourteen of its fifteen languages, so the opening can be heard rather than watched.
- New The wrist earns a cold open of its own, a few silent seconds of brand plate the first time a watch opens the app.
- New Binding synergies begin to fire. Six pairings carry a real effect where all ninety three were data before, and the screen says plainly which are live rather than promising a future update.
- New Voice Control has names it can say. The controls whose written labels were a mouthful now answer to a phrase a person would actually speak.
- Improved The television reads from a couch. Text is sized for ten feet rather than ten inches, focus lands where the screen's structure says it should instead of wherever pixel distance decided, and Settings stopped offering nine notification controls an Apple TV can never fire.
- Improved Text can double and the app still holds together. The sidebar, the offline ledger, the split panes, the Stargazing header and the pills all give way properly at the largest text sizes, and four watch pages that could not scroll can scroll.
- Improved VoiceOver stops reading filenames. Three combat grids told it their asset names, a grid of well labeled cards owed it a name of its own, and the watch announced its wallpaper on every page.
- Improved Four Mac sheets say how to leave them.
- Improved The in-app Terms name all seven purchases, the full version and the six cosmetics, and say which of them Family Sharing carries.
- Fixed The Attack Interval delta called a slower weapon an improvement. Lower is better for the one stat where it is, and the arrow points the right way now.
- Fixed A minus sign read as bad news. Cost and interval modifiers are buffs when they fall, and a player reading shape rather than colour saw every one of them backwards.
- Fixed The Bank's Sell chip was red text on its own red wash.
- Fixed The monster floated in an empty card on a television, because the art is sized from height and a television has plenty of it.
- Fixed A card with nothing to say rendered as an empty frame instead of being skipped.
- Fixed A label picked to sit on glass shipped on an opaque fill.
- Community The Hold now spaces across the build. All five expansions used to chain behind the last, a hundred and forty eight rounds of building before the first extra slot arrived, so the skill that fixes a full bank was the skill a full bank blocked. The rewards are spread through the work now, and a full bank names the way out wherever it stops you. That one came in from the suggestions forum.
0.100.0 Full Complement
28 changes
0.100.0
Full Complement
- New The modes compose instead of excluding one another. A run can carry more than one discipline at once now, and the Runs tab keeps twenty one feats across the five modes, so a self imposed rule is something you build rather than something you pick from a list.
- New Eight combat skills gained a mastery layer. The hours spent at arms finally accrue somewhere, on the same footing as every gathering trade.
- New The Almanac writes itself as you keep it. Ninety four lines fill in from what you actually do, earned rather than handed out by a quest engine.
- New The Quiver keeps an emptied ammunition slot topped up from the bank, at the bench and away alike, so a long ranged watch no longer ends on the arrow you forgot to carry.
- New The Rune Pouch refills a spent set from the bank's other set, and an unpaid aurora keeps its place while it waits.
- New The Larder refills an emptied food slot from the bank, earned at Vitality 50.
- New Bulk study spends a whole constellation in one action, where it used to ask for a tap at every tier.
- New Mining remembers the rock you left. Returning to the skill resumes it instead of sending you back to the list.
- New The storm reaches the fight, and the wrecks it leaves give up twenty six relics.
- New Tool upgrades are earned rather than bought, with specimen plates, the Hearthworks and the charting capstone standing where a coin price used to.
- New Game Center Challenges are reachable at last, and the two completion systems finally meet.
- New The score has an engine behind it, and the bed stands down for your own podcast rather than talking over it.
- Improved Offline time is reckoned from the most conservative clock aboard. A device wound forward no longer pays out, and an honest keeper never notices the difference.
- Improved The bank full stop names the earn path, and surfaces the two relief systems that were doing their work invisibly.
- Improved Combat gives a real decision between gear upgrades, and death costs less to recover from than two taps of penance.
- Improved Wrist fights fill Standing Orders, and the watch finally says so.
- Improved The empty state card stops waiting on the cloud, and the launch screen gives up after four seconds rather than holding you there.
- Improved The sidebar stops building six lists it throws away, which it was doing on every pass to ask for one percent.
- Fixed A potion's save key was its display name in disguise, so a rename or a change of language re-keyed the bank and the stock read as lost. Keys are frozen now, and anything orphaned comes back on first open.
- Fixed A dead gem slot wrote a null into every player's equipment on every save.
- Fixed Keeper of the Almanac divided by twenty eight skills when only twenty can be mastered, which put the capstone permanently out of reach.
- Fixed Alt Magic and nine Bonfires sat in the Mastery tab with no mastery behind them, which made the cape unbuyable for everyone.
- Fixed Eleven Bowcraft recipes the screen drew and no skill could actually execute.
- Fixed Live combat showed a gold toast and banked nothing, while idling paid correctly the whole time.
- Fixed Fifteen persisted counters had no writer behind them. Every one of them moves now.
- Fixed One tap at 480 of 500 destroyed the stack, and the lifetime tally it fed was never drawn.
- Community Two reports from the forum: the readout row that left with the monster, and the AFK sheet that could never stop loading. Both are fixed.
- Community A vigil could never be lit, because the tap wrote through a key nobody seeds. That one came in from a player too.
0.99.0 All Hands
19 changes
0.99.0
All Hands
- New Tideward speaks now. Every skill screen, the combat menus, the location cards and the zone chips answer under VoiceOver with real names and honest values, so the whole almanac can be worked by ear.
- New A speech budget keeps the telling polite. Live numbers wait in a rotor until you ask for them, and only a few moments, a finished run among them, have earned the right to interrupt you at all.
- New One press brings the haul in. A full bank on the Tide's Call now performs the errand it advertises when you tap it, and the haul control answers the Action button, so the app opens, the haul collects, and your wrist confirms it.
- Improved The largest text sizes get their room. Labels that truncated at the top of the Larger Text ladder learned to fit, Mining's stat row among them, and nothing clips where it can wrap.
- Improved Smart Invert leaves the art alone. Two hundred and twenty four pieces of game art keep their true colors now instead of rendering as negatives.
- Improved Ink that reads in every light. Maxed skills no longer print green on green, eight card titles that sat white on a bright tint carry proper contrast, and the Fortune card's text wins against its own background.
- Improved The widgets found their words. They say what their numbers count rather than bare figures, and they say it in your own language, on iPhone and Mac alike.
- Improved Beachcombing stands with the free trades, where the plan always had it.
- Improved Every achievement reads in your own language, and carries a picture. All ninety four now have their names and descriptions in every language the game speaks, where sixty five had none at all, and every one has art in Game Center for the first time.
- Fixed Tapping a notification no longer aborts the app, and a full bank says so instead of stopping the run in silence.
- Fixed The return ledger stopped repeating itself. One greeting for the whole homecoming, one heading where two had printed, and the escape hatch shows only when there is something to escape, with a label that fits.
- Fixed On the Mac, a save that ran mid-frame could abort the app. It saves cleanly now.
- Fixed Fallen gear goes by its right name in the death ledger, not by its art file's.
- Fixed The endgame's measure of a ready Keeper was holding an iron battleaxe. It arms itself properly before it judges you now.
- Fixed Explore closes again. Opening it scrolled its own Close button up under the toolbar, so on a compact iPhone the panel could not be dismissed at all.
- Fixed Eighty three more lines learned your language. Some had been handed to a label as a built up string, which quietly ships English whatever you chose, and some had never reached a catalog at all. The Watchfire's embers, the bank's move menu and the Control Center buttons all speak now, and a check catches the next one before it ships rather than after.
- Fixed French speaks to you as a friend again. Twenty three lines had slipped into the formal register, the character select screen among them, and a colon now takes the no break space French typography asks for.
- Fixed Level is Level again in German on the wrist, the Hindi monster sheet uses the word its own label uses, and five languages that had read the Quarry as a stone pit now name the skill.
- Community The notification crash and the silent full bank both came in as player reports, one through the channel and one through the in-app form. The fastest fixes still start there.
0.98.1 First Light
9 changes
0.98.1
First Light
- New The Watchfire burns on your wrist, and it asks nothing of your phone. Tend it out of range, in airplane mode, or with the phone in another room, and four foes come to it in turn, from a Rune Wisp up to the Ashen Warden. Nothing there can cost you a character or a coin, and what you earn follows you back.
- New Two rings hang at the end of that chase. The Sentinel's Band answers with guard, and the Waking Signet gives up accuracy for strength in every style at once, which makes it a good thing to carry while you are still deciding what you are.
- New Five profile icons come to the shop, and a sixth is earned rather than bought. Whichever one you wear rides along on the card you share.
- New The Crew opens in the Almanac, a page for the players whose reports and ideas are in the game you are playing. Only what shipped earns a line.
- Improved Tideward finishes learning its own vocabulary. A hundred and forty nine items, sixty one foes, and a whole set of zones and areas now carry names off this coast rather than borrowed ones, in all fourteen languages.
- Improved The game no longer sends diagnostics to the cloud at all, and the privacy summary in Settings reads in your own language instead of English.
- Fixed Two garnish rows pay what they promise, and a whiff band that had quietly drifted sits where it belongs again.
- Fixed The glossary gate could not read Chinese, Japanese, or Korean, so most of the bans written for those languages were never enforced. It reads them now, and eight Chinese values and one Arabic word that had been naming two different systems have been put right.
- Community Everyone who played Tideward before it reached the App Store carries the Founder's Mark. It is banked while you are still on TestFlight, so it survives the move to the shop.
0.98.0 Every screen you own Standing Watch
15 changes
0.98.0 Every screen you own
Standing Watch
- New Tideward comes to the wrist as a place to play, not a readout. Collect a haul, take a quarry task, and fight a real fight with both swing timers, your familiar beside you, and the heal on the button. Whatever you do there lands on your phone exactly once when you pick it back up.
- New The almanac reaches your home screen on iPhone, iPad, and Mac. Every widget size is covered, seven skins to choose between, and a glance tells you what is running and how long it has left.
- New Tideward can tell you when a run finishes, a crop ripens, the reward bank fills, or a sailing leg meets its mark, and you decide which of those it may say at all. Quiet hours hold anything that comes due and deliver it when they end, so nothing is lost and nothing arrives at three in the morning.
- New The deep water gets its own arc. The Foundering, The Kingtide, and The Tolling replace what stood at the end of the ladder, each one clearable rather than merely survivable, and The Tolling's entry card says plainly what the next clear is worth.
- New The Storm Glass reads the tide ahead, and the forecast now reaches Fishing, so the water you are about to work is something you can plan around. Sailing Orders chart from the phone and work the tide on every leg, and you can advance them from wherever you happen to be.
- New Every hour under way pays the Wake now, combat seconds included, so time at sea counts the same whichever way you spend it. A hardcore run that ends no longer ends the keeper: the run closes, the character lives on.
- New The Taproom keeps the book. Releases are an in-world ledger in the Almanac now, dated and newest first, marking where your own watch began.
- New Settings gains a report form. Send a bug or ask for a feature without leaving the game, and it opens a thread in our Discord, publicly, so you can follow what happens to it. Your diagnostics ride along only if you leave that switch on.
- Improved Settings gains an audio pane, and the toggles that had been living nowhere found a home. The four new trades start paying back into the older ones, and Mastery Unlocks opens a real page for each of them instead of a blank one.
- Improved Auto-eat now reads a fight the way the fight actually lands, damage reduction included, so whether a bout can run unattended is an honest answer rather than an optimistic one. Familiars fight on their own cadence instead of borrowing yours.
- Improved Fourteen languages, complete again. A hundred and eighty two strings were reaching players in English whatever language they had chosen, and the gate meant to catch that could not see its own gap. Both are mended.
- Fixed The carousel no longer crashes the app at the scroll edge, the Slipway runs live rounds with the bar and the toasts it always promised, and Help finds its rows again.
- Fixed Farming's 25% checkpoint stops crops dying, as it has always claimed it would.
- Fixed The character select music obeys your audio settings, a familiar's charge count stops counting in the plural when there is only one, and one settings preference that never survived a restore from iCloud now does.
- Community The bug channel drove the carousel crash, the Slipway's dead rounds, and Farming's checkpoint, all three found and fixed within two days of being reported. That thread is still the fastest way to get something mended, and from this tide you can start one without leaving the game.
0.97.0 Twenty-eight trades Tidal Trades
12 changes
0.97.0 Twenty-eight trades
Tidal Trades
- New Four coastal trades open along the waterline, and they finish the almanac at twenty-eight. Beachcombing walks the tideline for what the sea left overnight, Scrimshaw carves bone and shell into charms worth wearing, Chartwork reads the water ahead and turns fragments into passages, and Shipwrighting puts a hull under all of it.
- New The Hold is where bank space comes from now. Every expansion you finish on the Slipway adds twelve slots and a tab, permanently, so growing your shelves is something you build toward instead of something you buy. Nothing already in your bank is lost, and every slot or tab you bought before stays counted.
- New The Armory takes your gear off the shelves. Kit lives there instead of competing with your haul for bank slots, and the ship's lockers keep a saved rig for every trade, so switching what you are working on can switch what you are wearing with it.
- New A cold open greets a new keeper before the first choice is made, the loading screen became somewhere worth arriving, and the almanac now marks plainly which trades come with the full game.
- New Every trade carries its own achievements now, bosses are counted one at a time rather than in a lump, and the long ladders end somewhere worth reaching instead of somewhere you pass in the first ten minutes.
- Improved Combat on a phone rests where your thumb does. Eating, running, and swapping your kit are one tap along the bottom edge, vigils and spells are one tap above that, and the fight no longer scrolls away mid swing. The gear button tells you which set you are wearing without opening anything.
- Improved Fourteen languages, complete. Over a thousand strings closed this tide, and the tooling that was quietly hiding a whole language from its own gap report has been fixed, so a missing language cannot pass unnoticed again.
- Improved Screens stopped hiding their own last row behind the floating controls, and panels that open in a sheet no longer draw a second pane inside the first.
- Fixed Older keepers open cleanly on the new trades, where before their levels and experience read as an error. The tally of what you own can no longer double count itself through the Armory or the lockers.
- Fixed Daylight legibility holds across the brass and the bright glass. The warm tones that carried well at night were washing out by day, and they now shift to a tier that reads in both.
- Fixed From the bug channel: cloud saves are landing again, the play streak counts by a fixed clock instead of drifting with your travels, idle mining no longer stalls, and a wedged rock respawns as it should.
- Community The bug channel drove a good share of this list, and one report there caught a cloud save failure that had been silent since 0.94. That thread remains the fastest way to get something mended.
0.96.0 Dry Dock
14 changes
0.96.0
Dry Dock
- New The Combat Simulator opens its practice yard. Rig any loadout from gear your account has ever owned, meet any foe your account has ever felled, and read the outcome before a single real hit lands, expected haul, gold per hour, survival odds, even dungeon clear times priced with the restocking your supplies would need. Watch the whole bout play out in the yard if you like, nobody stays down, and coverage grows as you play, discovery is the unlock.
- New The Almanac takes its place on the main menu, an in-game guide that answers what a wiki would. How each trade works, what feeds what, and where to go next now live in the book instead of a browser tab, and the tutorial hands it to you on the way out.
- New Every item tells its whole story now. Hundreds of new descriptions across the gathering trades, food, and coin, and a bank detail lists where a thing is found and, new this tide, what it is used for, every recipe it feeds and the upgrade it becomes.
- New The combat triangle is taught where you stand. The Damage Reduction row explains it, the tutorial's victory card teaches it, and a long press in the combat menus tells you what your Vigil and spell choices are doing.
- Improved The opening walkthrough paces itself now, rewards escalate step by step, the grind is half what it was, and the finale teaches the idle rhythm the whole game rests on.
- Improved The bank settles into one calm scroll with a detail sheet and a quick dock, and the whole almanac holds its legibility in daylight, text on bright glass now follows one set of brand rules instead of luck.
- Improved The painted set grows brighter and more even, every familiar tablet, log, ore, gem, and fish rendered fresh in one unified style.
- Improved Away fighting and Auto Eat gained their own switches, and auto-eat tends an idle Keeper by the same rules as a present one, so the Harbormaster's forecasts stopped underselling your nights.
- Improved A full bank destroys nothing now. Gathered loot the bank cannot take is salvaged into your hold while there is room, the same shelter combat drops have always had, and the action still pauses so you know to tidy up.
- Improved The Hearth keeps the same promise as every other trade, up to a full day of offline progress, counted fairly and never stretched further.
- Fixed Two-handed weapons honestly occupy both hands now, the shadowed Inscription rune tiers unlock at their true levels, Saki can be found again, and the combat triangle's defense reductions sit with the right styles.
- Fixed The Quarry's heal areas do what their tiles say and say what they do, each area's combat penalty reads on its selection tile, and the ten percent mastery checkpoint no longer pays out twice.
- Fixed From the bug channel: forging gear now masters under its own families, an equipment swap can never quietly drop an item, and the bank header no longer sticks in place after a long scroll.
- Community Half this list began as your reports in Discord's bug channel. Keep them coming, that thread remains the fastest way to get something mended.
0.95.0 Weather Eye
9 changes
0.95.0
Weather Eye
- New The Harbormaster reads the horizon before you commit to a fight. Each encounter now shows its forecast, whether you will hold the line or fall, the haul of loot and coin an idle stretch should bring, and how long the climb to your next combat level will run. Every figure is drawn from the pace you actually keep, so the outlook refreshes the moment you change your gear.
- New Nothing is lost at sea. Falling in battle no longer swallows the gear you were carrying, it is salvaged and set aside for you to reclaim, so a hard loss costs you the round and not your equipment.
- New Your sea chest keeps loadouts now. Save a full set of gear as a named preset, rename it whenever you like, and swap your whole kit in a single tap when the next fight calls for a different approach.
- New Every item in the bank tells you where it comes from. Open its detail and you will find what drops it and at what odds, the recipe or trade that yields it, and the shop that stocks it, so tracking down the next piece is no longer guesswork.
- Improved An honest clock rides the action screens now. Whatever you are working toward, your next goal, a mastery mark, or the next level, carries the time remaining beside it, read from measured rates rather than a rough guess.
- Improved Bank, Combat, and Shop each took a design pass. Toolbars gathered onto a single calm capsule, truer names, real prices and stats in place of placeholders, and panels that stay readable in daylight instead of washing out on the bright glass.
- Improved More of your milestones land with a flourish, a mastery pool reaching its cap now among them, each arriving with its own small moment.
- Fixed Idle combat returns settle up cleanly now. The coins you earned are counted once rather than twice, your slayer task keeps the exact progress you made instead of rounding itself complete, and a rare stumble that could unsettle the app on the way back into a fight is put to rest.
- Community A report in Discord's bug channel caught cloud saves quietly clinging to an old copy of your familiar tablets, so a fresh change could be passed over. Mended, and thank you, that thread stays the fastest way to get something fixed.
0.94.0 Trades complete Full Bloom
12 changes
0.94.0 Trades complete
Full Bloom
- New Three of the newest trades come fully to life. Farming treats its soil and keeps honest growing times, Wayfaring pays out its coin and shortens the road as you travel it, and Binding's familiars finally do what they promise while their tablets spend real charges. The eleven combat-born companions each have a way home now too, earned from the very monster they belong to.
- New More of your milestones land with a flourish. A boss's first fall, a new pet, your first familiar tablet off the bench, a mastery pool reaching its cap, and finishing a Completion Log category each arrive with their own small ceremony now.
- Improved Coming back from an idle stretch is its own moment now. The reward ledger counts up to its totals under a gentle run of haptics, the bursts you earned are there to see, and the whole reveal settles onto a steady anchor instead of jostling as it fills.
- Improved The almanac carries more life in motion. The wordmark catches a candle-glow on launch as the sections cascade in, screens dissolve into one another instead of hard-cutting, every trade answers your first tap with a signature flourish, and a soft glint marks a task ready to claim or a mastery pool sitting full, so the app feels awake wherever you are.
- Improved The opening walkthrough tells the truth now. The welcome and closing cards describe the real fourteen steps ahead, no step can strand you partway, the last card teaches the idle rhythm the whole game rests on, and a Replay Tutorial row waits in Settings whenever you want to walk it again.
- Improved Another careful pass across all fourteen languages, thousands of small refinements to wording, tone, and register, with more of the app now reading numbers the way each region does.
- Improved Polish in the quieter places, a run of light-mode legibility fixes so the brighter glass surfaces stop washing out, and steadier scrolling in the busy screens as the header counters quiet down and the toast layer lightens while a list is in flight.
- Fixed Manual almanac uploads to the cloud no longer stop after the first save, every later save is stored the way it should be.
- Fixed Returning from an idle session no longer clears the food you had equipped.
- Fixed Buying bank slots in bulk now grants every slot you paid for, not just the first.
- Fixed Hearth no longer dead-ends at level three, its resource economy has a proper way forward again.
- Community Those four fixes came straight from your reports in Discord's bug channel, so keep them coming, that thread is the fastest way to get something mended. Native localization proofreading carries on as well, so if a line still reads stiff in your language, tell us and we will tend to it.
0.93.0 Steady Hands
9 changes
0.93.0
Steady Hands
- Improved The four newest trades, Farming, Hearth, Wayfaring, and Binding, got a careful legibility and layout pass. Clearer headers, kinder text wrapping, a tidied modifiers popover, and room to breathe at level 99, so the freshest corners of the almanac read as cleanly as the older ones.
- Improved Apple TV and Vision Pro now hold the roomier big-screen layout across the bank, equipment, sidebar, and character select, so every surface fills the larger canvas instead of sitting iPhone-sized.
- Improved Mastery now reads as your progress through the current level rather than a raw experience threshold, an easier number to take in at a glance.
- Improved The last two English-only corners, the Mac desktop widget and the iMessage sticker pack, now speak every language the rest of the app does, so nothing on screen stays in English when you switch.
- Improved The Binding familiar once called the Devil is now Tannin, in its name and its recipes alike.
- New The save-overwrite confirmation carries a short guide now to what replacing a slot means, on device versus in the cloud, so it is clear what you are about to do before you do it.
- Fixed Idle rewards come home whole now. The stone left in a mined node, your health and the food eaten through a stretch of idle pilfering, the exact spot each timer paused, and a fair shot at a new companion all return with you, where a few had been quietly slipping away. The gathering itself was tidied onto one orderly pass too, so a rare hitch can no longer unsettle a session's spoils as they arrive.
- Fixed Steadied the almanac against the odd unresolvable entry, so a stray item can no longer halt the app where it once could, a quieter and more dependable run across every device.
- Fixed Numbered save slots show their number again instead of a raw placeholder, a tapped menu row on iPhone no longer keeps a lingering highlight after the sidebar tucks away, save-slot tags wrap instead of clipping mid-word on narrow phones, and a stray NaN% is gone from the mastery pool.
0.92.0 Fourteen languages Twelve Tongues
5 changes
0.92.0 Fourteen languages
Twelve Tongues
- New Twelve more languages join the almanac, on top of English and Spanish. Tideward now reads in Simplified and Traditional Chinese, French, German, Portuguese, Russian, Korean, Vietnamese, Arabic, Hindi, Filipino, and Haitian Creole. Set your device language and the whole game follows, menus, trades, items, combat, the tutorial, and notifications, with your save and progress untouched.
- New Arabic reads right to left, and the layout mirrors to match, so carousels, sliders, and titles all flow the proper direction.
- Improved Numbers, coin counts, dates, and timers now read in each region's own conventions, so the almanac feels native wherever you open it.
- Improved Because the app pulls every line from a translation catalog now, a new language is a translation pass and not a rewrite. That groundwork from the Spanish update is what let a dozen arrive together.
- Community Every new language is a careful first pass, with native proofreading still to come. If a term lands wrong or a line reads stiff in your language, tell us in Discord and we will mend it.
0.91.0 Even Keel
4 changes
0.91.0
Even Keel
- Improved Smoother frames in the thick of it. We chased down the small hitches that could surface when a toast slid in or a turn resolved mid-combat, so the moment-to-moment action holds steady on every device.
- Improved The notification plumbing under the hood was rebuilt so a single toast no longer asks the whole screen to recompute. Less work each tick leaves more headroom for the celebration flourishes to land clean.
- Improved Collecting loot no longer re-tallies your entire bank on every drop, so long AFK hauls and fast combat stay light.
- Improved Background bookkeeping like Game Center progress tallies quietly now instead of nudging the screen as it updates, keeping it out of the render path.
0.90.0 First new language En Español
8 changes
0.90.0 First new language
En Español
- New Tideward speaks Spanish now. The whole game, menus, trades, items, combat, the tutorial, and notifications, reads in neutral, pan-regional Spanish. Set your device language to Spanish and the almanac follows, your save and progress untouched.
- New tideward.app reads in Spanish too, mirrored under /es/ with a one-tap EN and ES switch, so the path from the website to the app holds a single language end to end.
- New Leveling up lands with a small ceremony now, streamers, a glow, and floating feedback that drifts off the action, seventeen kinds of celebration in all.
- Improved The app was rebuilt to pull every line of on-screen text from a translation catalog instead of hard-coded words. Spanish is the first language through that door, and the next one becomes a translation pass, not a rewrite.
- Improved Apple TV holds the roomier regular-width layout on every screen now, and the Cooking grid sits the way it should on the big screen.
- Improved Privacy and Terms inside the app are short, plain summaries now, with the full text one tap away on tideward.app, so the canonical copy lives in one place and stays current.
- Fixed Cooking shows a proper empty state before you pick a recipe instead of a bare placeholder.
- Community Spanish is a careful first pass with a native proofreading round still to come. If a line reads stiff or a term lands wrong, tell us in Discord and we will mend it.
0.89.0 Gilded Pages
4 changes
0.89.0
Gilded Pages
- New The full-version unlock is wired all the way through now, a single $9.99 that opens every trade and the whole almanac. One time, no subscription, and Universal Purchase carries it across iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch without ever asking twice.
- Community Still free for every alpha tester. You are never gated and never charged while testing runs, the storefront simply reads "free during testing" wherever it would normally ask. We wanted the launch-day machinery in place and proven long before launch day.
- New An optional cosmetics shelf takes shape, a profile crest for your Keeper and a gold "Fortune" backing for your shareable Feature Card. Cosmetics only, they never touch XP, drops, or progress, and any future paid extra will be a look, never an advantage.
- Improved The unlock state now reaches the quieter corners cleanly, the Apple Watch shows a gentle "unlock on iPhone" note instead of a dead end, and the iMessage sticker pack opens up the moment you own the full version.
0.88.0 Calling Cards
11 changes
0.88.0
Calling Cards
- New Tideward iMessage stickers, a pack of item, food, weapon, and cape art you unlock by actually playing. Drop a fresh-caught fish or a Dragon Claw into any conversation.
- New Shareable Feature Card, a one-tap keepsake of your Keeper, your build title, top skills, deeds, and a QR back to the almanac. Send it from inside the app or straight from Messages.
- New Live Activity and Dynamic Island, your active skill or AFK timer counts down live on the Lock Screen and in the Dynamic Island. Opt-in, and it clears itself when the timer is done.
- New Opt-in "come back" reminders, a gentle notification when an AFK session wraps or a slayer task finishes, with per-event preferences so you choose exactly what pings you.
- Improved Widgets reworked across iPhone, iPad, and Mac, native live countdowns, fuller Lock Screen coverage, Smart Stack relevance, a Control Center control, and deep links that drop you on the right screen. The Farm circular complication reads clearly in its ready state again.
- New Game Center deepened, seasonal leaderboards that reset for a fresh-start race, hidden surprise achievements plus a completion capstone, an opt-in Access Point badge, Challenges, and Activities deep-linking.
- New Subscribe to The Assembly Line, our idle-games newsletter, from inside the app. No email handling on our side, no tracking, just a clean handoff to the signup.
- Improved Combat dungeons now gate behind their real requirements, and clearing one reveals its Completion Log entries instead of leaving them blank.
- Fixed Sidebar skill names like Mining no longer truncate in the menu, and the mobile profile glyph matches the menu icon's brightness.
- Fixed Apple TV pass, Game Center sign-in fills the screen instead of clipping, the create-Keeper button reads clearly, the tutorial card holds remote focus instead of letting it wander behind, and Pilfering target cards stop wrapping one letter per line.
- Fixed macOS save-slot Delete button no longer clips to "Delete Lo…", and the Completion Log's top scroll-edge shadow no longer clips the first row.
0.87.1 Patch Cooking Iron
4 changes
0.87.1 Patch
Cooking Iron
- Fixed Cooking recipe selection card now draws a brass-toned highlight ring instead of the pale outline that vanished against the bright Cooking skill background.
- Improved Cooking Active and Passive Cook buttons get a touch more breathing room above the iPhone home indicator on every portrait width.
- Fixed Settings → About "What's New" now jumps straight to tideward.app/changelog/ in Safari instead of routing through the in-app share sheet first.
- Improved Loading-state ellipsis on slow-network startup pulses at a calmer cadence so the first second of a launch feels less anxious.
0.87.0 Glass & Breath
9 changes
0.87.0
Glass & Breath
- New Character-selection "First Page" reveal, when you have no Keeper yet, the screen shows all 24 arts as inscribed chips with a rotating featured art and a one-line invocation. The almanac introducing itself.
- New 20-character Keeper name cap, silently clamps as you type, fits cleanly across every device's header.
- Improved Liquid Glass typography pass, eyebrow text, brand text, and stat labels now ground against the frosted background with a subtle dark drop shadow on every sheet, popover, and glass-tinted card. The "NEW KEEPER" and "BEGIN HERE" labels you couldn't quite read on the bright skill art are readable now.
- Improved iPhone header, the character pill becomes a small profile icon, and the cloud-save status capsule becomes a single icloud icon that opens a popover. Reclaimed an entire row of safe-area chrome on every screen, fewer taps to get between actions across a session.
- Improved Mastery Unlocks popover, level numbers brass-toned (was pale cream, washed out on every device), title column claims the rest of the row so long descriptions like Cooking lvl 1 wrap inside the popover instead of crashing into the edge. Narrower number column on iPhone for a touch more wrap budget.
- Improved Action-stat chip art (the XP, Mastery, Timer circles), light-mode Liquid Glass now applies a soft ink wash behind the chip so the clock icon in particular reads against the bright skill backgrounds. Dark mode renders pixel-identical to before.
- Fixed Cooking screen on iPhone, the Active and Passive Cook buttons were drawing below the visible card on every iPhone in portrait once a recipe was selected. The card now reserves enough height for the full content; the buttons land on-screen.
- Fixed App-extension version-string match across all five ship targets (parent app + widgets + Mac widgets + Watch + Watch widgets), Apple's ITMS-90473 warning is gone.
- Fixed Satellite-target embed filters, the macOS widget extension no longer tries to embed itself into iPhone / iPad / Apple TV / Vision Pro builds.
0.86.0 Six-platform alpha All Six Sail
7 changes
0.86.0 Six-platform alpha
All Six Sail
- New External TestFlight builds now live on all six Apple platforms simultaneously, iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch. The full Apple fleet, in one TestFlight invite.
- Improved Universal Purchase handshake confirmed end-to-end on every target, the future $9.99 unlock will follow your Apple ID across all six devices without a second prompt.
- New Apple Watch complication slots, six configurations covering active skill, AFK timer, slayer task, XP ring, gold count, and the Almanac dial. Pick one per face.
- Improved Vision Pro window detents, the game now opens at a centered-mid window size and remembers your last manual resize per Persona.
- Improved Cross-platform CloudKit save resolution now handles the rare case where two devices write within the same second, last-write-wins is replaced by per-skill merge for the conflict window.
- Fixed Mac menu bar item could go missing after a single-window-close-without-quit sequence, comes back reliably now.
- Fixed Watch complication preview crash when no Keeper had been created yet, falls through to a clean placeholder dial.
0.85.0 The Compass Rose
6 changes
0.85.0
The Compass Rose
- New Skill Threshold Map, a new Almanac back-cover view showing each skill's next three level milestones at a glance, taps through to the unlock detail.
- Improved AFK summary popover sums coins, slayer drops, and rare item finds in one currency line plus a small drops list, faster to read after a long away session.
- New Confetti-free 99 ceremony, when you cap a skill the screen darkens and the cape unfurls instead of celebrating with particles. Calmer, more permanent.
- Improved Combat zone select scroll now snaps to zone groups (Hearth, Wilderness, Sea, Tideward Coast) so finding the next slayer target is one swipe and a tap.
- Fixed Bowcraft chip stack could render under the action button on the iPhone mini-class widths in landscape, separated again.
- Improved Wayfaring obstacle list now shows your fastest clean lap next to each course, a small ledger of personal bests.
0.84.0 Lantern Light
5 changes
0.84.0
Lantern Light
- Improved Inscription tablet glyph icons sharpened across all 21 marks, previously soft on 1x displays, now crisp at every zoom level on iPhone and iPad.
- New Long-press a skill tile in the Almanac to surface its three most-recent unlocks without leaving the grid, the page no longer scrolls out from under you.
- Improved Cooking ingredient tooltip now lists alternative recipes that use the ingredient, a two-tap shortcut to a pivot dish.
- Fixed Quarry slayer task counter could tick twice on the very first kill of a session, the double-count is gone.
- Fixed Vigil prayer-cost ribbon could overflow its bracket on long-form prayer names ("Augury of the Tide"), wraps and centers correctly now.
0.83.0 Provisioning
7 changes
0.83.0
Provisioning
- Improved Final wave of painterly monster art, every boss and most memorable mid-game monsters now match the new style (58 in this round).
- Improved Hearth biomes are now actually visible, biome detail screens use the full painterly plate as the background, building rows show painterly thumbnails, season row gets a painterly stamp.
- Improved Text styling brand pass across ~60 screens, serif headings, mono eyebrows, the website's typography ramp now matches the app.
- Improved Warmer-craft copy in a few places: "You fell." instead of "You Died!", "The shelves are full." when the bank's full, the under-construction screen now reads like an almanac note instead of construction tape.
- Improved Changelog screen in the app now opens the full release log on the website, instead of dev-status placeholder copy.
- Fixed Four cape icons that had been rendering blank since the rebrand, Stargazing, Kindling, Inscription, and Pilfering Keeper's Cloaks now show their painterly art again.
- New "What's New" link in Settings → About, opens this changelog in Safari.
0.82.0 The Painterly Pass
8 changes
0.82.0
The Painterly Pass
- New Farming growth stages, your plants visibly mature in the patch instead of teleporting from sprout to ready.
- Improved Hearth gets 9 hand-painted biome plates and 38 building + season stamps.
- Improved Binding gets 21 mark portraits and 21 tablet icons, repainted on-brand.
- Improved Wayfaring gets 51 obstacle illustrations + 3 pillar plates (and post-mythic-coast names to match).
- Improved Farming herbs plus an actual Apple Tree, repainted.
- Improved New main and menu backgrounds, painterly, calmer, more almanac.
- Improved Liquid Glass overlays on the Completion Log so the gold actually reads.
- New Dev tools: Simulate Offline plus a much faster Unlock All for stress-testing.
0.81.0 Sea Trials
8 changes
0.81.0
Sea Trials
- Fixed Cross-device save bug that dropped Agility, Farming, and your active combat zone between devices, your harvests are safe now.
- Fixed Quarry now respects level + equipment requirements at every entry path (Fight button, Jump-to-Enemy, slayer auto-update). Locked zones show a lock badge.
- Fixed Bank crash when tapping a single-stack item.
- Fixed Combination Runes toggle now repaints immediately instead of waiting for a tab switch.
- Improved Combat menu overhaul, weapon swap, spell costs, prayer locks, side-by-side commerce.
- Improved Compact combat HUD reordered for at-a-glance priority on smaller screens.
- Improved AFK reward popover surfaces coins, slayer tasks, level-ups, and a survival snapshot in one glance.
- Improved Tutorial polish, staff step, ammo gate, sidebar resume, popover race fix.
0.80.0 Tideward rebrand First Voyage
10 changes
0.80.0 Tideward rebrand
First Voyage
- New Apple Watch companion, complications, AFK and slayer-completion alerts on your wrist.
- New Widgets for iPhone, iPad, and Mac, active skill, XP ring, AFK timer, slayer task, live farming patches.
- New Township, biomes, buildings, traders, and tick-driven tasks.
- New Summoning, familiars, marks, and synergies.
- New Completion Log, every skill, pet, upgrade, cape, monster, and dungeon tracked toward 100% (and the Cape of Completion at the end of it).
- New Apple TV and Vision Pro support, full focus-engine + glass surfaces.
- New Game Center, achievements + leaderboards across the catalog, including Township and Summoning milestones.
- New First-run tutorial, gather, process, fight, in seven friendly steps.
- Improved Accessibility pass, VoiceOver labels on icon buttons, grouped skill rows, decorative imagery hidden.
- Improved Tideward rebrand, new identity, in-app Privacy + Terms sheets, Liquid Glass character creation.