Development
Devlog
Development updates from SpringFall — colony survival in a fractured world. Written as we build it — what changed, what broke, and what it took to fix.
-
Every feature in SpringFall, graded and published
SpringFall now has a public progress tracker: 23 systems, 114 features, each graded from planned to shipped. It is the same table used privately, with the internal notes stripped out and the percentages left alone.
-
Work, eat, or fight: how a colonist decides
Every colonist runs the same short priority check each tick — combat, hunger and sleep, whatever they were already doing, then whatever's queued. Here's the order, and the two rules that keep a colonist from starving mid-swordfight or bolting the second a fight turns.
-
From a flat plane to a terraced, eroding world
Terrain generation started as a flat Unity plane with a NavMesh baked over it. It's grown into a nine-stage pipeline of noise, erosion and real rivers, and just this week learned to terrace the whole map into defensible highlands instead of scattering plateaus at random.
-
The healer who wouldn't heal
A colonist assigned as Healer would walk to a bleeding patient and stand there. Two stacked bugs, and the first one hid the second. Any colonist can now hold any job — skill decides how well the work goes, not whether it is allowed.
-
Rebuilding the tree generator from measurements
SpringFall's trees are procedurally generated, and they looked wrong next to hand-modelled ones. Measuring the reference models found five structural errors — starting with a branch distribution that ran upside down.
-
What SpringFall is, and where it's got to
A colony sim where the most interesting thing in your settlement is a person, and the second most interesting thing is what's underneath it. Here's the pitch, the systems that already run, and an honest account of how far along it actually is.