Devlog
The small systems nobody asked for
Every release note leads with the large systems. The game is also made of a lot of small ones, and they are where a settlement starts to feel lived in.
This is a short tour with the details left out on purpose.
Things that roll
Moving goods by hand does not scale. A settlement can now build something with wheels that carries more than a colonist can, and it behaves like an object in the world: it leans with the ground, it follows whoever is pulling it, and its wheels turn the right way.
Things that fly
There are birds in the game that are more than scenery. They can be won over, they perch where you put them, and they can carry word between places without anyone walking there. Messages sent this way go through the same diplomacy rules as every other message, so a bird is a faster route, not a loophole.
Things that swim, and things that grow
Food has more than one source now, and not all of them involve a field. Some of the sources are quieter, slower and more dependent on the season than farming.
Things that change colour
Cloth can be dyed. The visible result is a settlement where people are not all wearing the same three colours. How far that goes is not being said yet.
Things that live by themselves


Animals in the world have routines whether or not they are being watched, and a herd that has been kept for a while starts to behave like a herd. A fenced animal and a wild one react to predators differently. That difference got a long testing pass of its own, and a few species were corrected along the way.
Why mention them at all
None of these is a headline. Together they are the difference between a settlement that is a spreadsheet with houses and one with something moving in every corner of it.
More on each when there is something worth showing.
Follow the build
SpringFall is a colony sim built by one person, and these posts go out as the work lands. The SpringFall Discord gets builds and questions first; @SpringFallGame on X gets the short version of everything here.