Changelog

StrawberrySunsets

A cozy single‑player farming‑adventure where you dig, complete quests, and unlock new areas and tools.

2026-05-13 13 May 2026

Add a full in-game Wiki accessible from Settings → Wiki

New
  • Add a full in-game Wiki accessible from Settings → Wiki
    Add a player-facing, tabbed Wiki (How to play / Crops / Animals / Pets / Recipes / Workshops / Unlocks / Strawb's story) that is auto-derived from the live game catalogues so reference content stays accurate and discoverable from Settings → Wiki.
  • Add four new workshops and four new craftable items
    Introduce Loom, Butter churn, Lavender still and Smokehouse workshops plus their output items (Yarn, Butter, Lavender oil, Smoked cheese) so you can craft new goods from farm inputs.
  • Add workshop upgrade tiers and a tap-to-inspect workshop sheet
    Allow workshops to be upgraded to levels 2 and 3 (increasing daily output), show L2/L3 badges above upgraded workshops in the world, and let players tap a workshop to open a Workshop sheet that shows current tier, daily output, upgrade cost, and a sell-back option.
  • Grant the new workshop unlocks to older saves
    Back-compat migration now grants the four new workshop unlocks to pre-redesign saves so existing players see the expanded workshop catalogue without manual steps.
🐛Fixes
  • Fix audio being silenced by the iPhone silent switch
    Switch the shared audio session to .playback (still mixing with other apps) and ensure SFX preloading configures the session so music and the very first SFX play even when the phone is on silent.
Improvements
  • Update Strawb's intro copy to explain the hoe and planting
    Change Strawb's opening lines to explicitly tell players that a hoe is in their bag and to tap grass to dig soil, then tap soil to plant a strawberry so new players aren't left confused on a fresh save.
  • Surface a "Tap any grass to dig a field" hint when appropriate
    When nothing else is nearby, the player has a hoe, and the farm has fewer than three plots, surface a bottom-screen dig hint so fresh saves show a clear next action.
  • Prioritise early idle hints that nudge players to dig
    While on the opening strawberry chapter with no plots, Strawb's idle dialogue now more frequently suggests digging so the common stuck state ('I have a hoe but nothing told me to tap grass') is avoided.
  • Show a pulsing highlight on the tile under the player while the dig hint is active
    Draw a soft, pulsing yellow rounded-outline around the tile the player stands on when the dig hint is shown so players can see exactly where a tap will dig; the effect hides on non-diggable tiles and respects Reduce Motion.
  • Present a one-time Strawb nudge immediately after the player's first dig
    After the very first successful dig on a fresh save, Strawb shows a short two-line nudge that points out the fresh soil and tells the player to tap it again to pick a seed, bridging dig → plant in onboarding.
  • Lock rendering to 60 fps and remove the frame-rate picker
    Fix visual jitter between the SwiftUI overlay and the SpriteView by locking the game to 60 fps and removing the in-settings FPS picker so menus and HUD animations render smoothly together.
  • Fix joystick and HUD layout so controls and HUD pills no longer overflow
    Adjust joystick positioning and make the top HUD pill strip horizontally scrollable with shortcut buttons pinned, preventing controls and HUD items from clipping or overflowing on smaller phones.
  • Filter design-mode palette so workshops only appear after unlock
    Keep the decoration palette tidy by hiding workshop placement tiles until the matching workshop unlock has been bought, avoiding confusion when tapping a workshop tile would otherwise do nothing.
  • Show in-world workshop level badges that update immediately after upgrades
    Add small L2/L3 plates above upgraded workshop sprites and refresh them when a workshop is upgraded so the new tier is visible at a glance in the world.
3 internal changes in this release
2026-05-12 12 May 2026

Add unlock-based progression and an Unlocks sheet

New
  • Add unlock-based progression and an Unlocks sheet
    Introduce a purchasable unlock chain (buildings, animals, crops, workshops, tools) and a new UnlocksSheet UI that shows Buy / Save up / Soon states, prerequisites, and costs; purchases rebuild the farm map, spawn starter animals, or deposit starter seed packets as appropriate, and fresh saves start with a small starter pack (30¢, a hoe, seeds, hay) with only the shop counter unlocked.
  • Add HUD shortcuts for Unlocks and Journal
    Add compact HUD icon buttons (hammer → Unlocks, book → Journal) to the top-right of the farm screen so the UnlocksSheet and Journal are directly accessible without digging through Settings.
  • Start auto-saving your farm every 3 minutes
    Begin an automatic background save on session start that runs every 180 seconds; the Save-now button remains in Settings for manual control.
  • Add a player appearance picker in setup and Settings
    Let players choose a character preset (five bundled walk-sheet presets) on new-farm setup or from Settings → How you look, and apply the selection immediately in-scene without restarting.
  • Add an opt-in daily check-in notification
    Add a "Daily nudge" toggle in Settings that requests permission and schedules a single repeating local notification at the chosen hour with gentle, tone-appropriate copy; toggling off cancels scheduled reminders.
  • Add pinch-to-zoom camera controls
    Allow players to pinch to zoom the camera (clamped to a practical range) so they can zoom out to see more of the expanded map or zoom in for detail.
  • Add ambient wildlife (butterflies, bees, fireflies)
    Populate the farm with ambient critters: butterflies and bees during warm daytime near crops, and fireflies at night; a WildlifeSpawner manages populations and resyncs them on phase changes.
  • Add a moon overlay for evening and night
    Add a soft moon disk with layered additive halo and a slow breathing animation that fades in at evening and fuller at night to improve night-time atmosphere.
  • Add new recipes (oven & stove)
    Expand cooking with several new recipes across the café stove and bakery oven (pumpkin pie, carrot cake, lavender shortbread, tomato soup, plus cheese, flour, and strawberry jam), and add matching sell prices so the bakery/café menus have more goals.
  • Add a unified FarmCard UI style for shop/cafe/inventory sheets
    Introduce a shared pink/peach gradient sheet background and soft white FarmCard / FarmPillButton primitives so shop, cafe, oven, inventory and trading screens share a consistent, friendlier visual language.
  • Add subtle twinkles to the title screen
    Add a field of small twinkling sparkles behind the title logo (static when reduce-motion is enabled) to give the title screen a little ambient magic.
  • Reposition returning player after an hour-away
    If the player returns after more than an hour (but less than a full multi-day gap), respawn them on a random walkable spot in the cosy band and surface a short Strawb wander-hello line so long absences feel noticed rather than punitive.
Improvements
  • Convert item/animal/pet UI icons from SF Symbols to glyphs
    Replace confusing SF Symbol stand-ins with per-item and per-species emoji glyphs across the HUD, Journal, Shop, Inventory, Café and Oven so lists are instantly scannable by icon and colour.
  • Enter buildings by walking onto a welcome glow and match collisions to visible walls
    Switch entry to walking onto the door's welcome-glow (taps no longer trigger entry) and widen building collision rectangles to match the visible modular house textures so side walls no longer feel passable when they shouldn't be.
  • Redesign and spread the outdoor map
    Rework the farm layout and expand the world so the farmhouse, café, bakery, pond and crop patch are spread across a larger, more walkable map with reflowed paths and tree/bush placement for clearer landmarks.
  • Make animals roam the whole farm and soften their wander behaviour
    Remove the legacy pen layout so animals free-roam across the walkable map, widen their wander bounds, choose nearby amble targets and pause longer between hops for a calmer pace; included migration scatters stale pen positions to sensible defaults.
  • Large graphical overhaul: modular houses, sprite NPCs, cleaner ground and trees
    Replace procedural building shapes and rectangle NPCs with modular house textures and proper walk-sheet sprites, use a clean tiling grass and dirt path, add crisp trees and rework customers/Wren to animate from sprite sheets for a more polished visual identity.
  • Tile interior floors and walls with proper textures
    Replace flat coloured interior floors and painted seams with tiled floor and wall textures and a matching wall trim so interiors read as real rooms rather than painted slabs.
  • Add weather-aware flavour and a HUD weather pill
    Show today's weather in a new HUD weather pill, add weather-aware Strawb idle lines and append a short weather line to the welcome-back toast on wet/foggy/snowy days so the world feels noticed.
  • Add more Strawb idle hints and journal chapter rows
    Add four new Strawb idle hints that surface pinch-zoom, Decorate, the character picker, and placing workshops, and add two new Journal chapters (decorate the farm, adopt a pet) to the chapter checklist.
  • Polish shop, cafe, oven and inventory sheets with the new FarmCard design
    Rework several UI sheets to use the FarmCard / FarmPillButton styles (so buy/cook/sell buttons and lists read consistently and feel friendlier), and make Inventory/Shop rows show glyphs and clearer affordances.
  • Make UI text Dynamic Type-aware in Strawb dialogue and action hints
    Switch Strawb dialogue, speaker label, tap hint and ActionHintBubble text to system text styles with Dynamic Type clamps so large accessibility text sizes are handled without layout breakage.
️ Breaking Changes
  • Remove Creative mode (free everything) toggle
    Remove the Creative mode toggle and all creative-mode pricing overrides so items and decorations now cost their real prices; the Creative toggle has been removed from Settings and Design/Shop UI, and starter/creative free overrides were deleted.
1 internal change in this release
2026-05-11 11 May 2026

Add a forest perimeter and daytime butterflies to the map

New
  • Add a forest perimeter and daytime butterflies to the map
    The outdoor map now has a dense ring of trees around the edges (a mix of large and small trees with gentle jitter and a southern spawn gap) and seven pastel butterflies that drift and flap during daytime, making the farm feel like a clearing inside a wood.
  • Add a name-and-farm setup sheet when creating a new farm
    Starting a new farm now opens a full-screen setup where you enter your player name and farm name (with a dice button to shuffle cosy suggested names); both fields are validated before the farm is created.
  • Add enterable farmhouse and café interiors with two NPCs
    Tappable doors now open dedicated indoor scenes: a farmhouse interior (with a fireplace, bed, dresser and Marmalade the cat) and a café interior (with counter, stove and Ivy the baker); you can walk into and interact inside these rooms.
  • Add Wren, a wandering outdoor villager you can tap to chat
    A small new villager (Wren) wanders a short east–west loop south of the crops and offers one of several warm lines when tapped.
  • Add a four-card intro and Strawb chapters with XP and level-up celebration
    Introduce a skippable four-card intro (Grandad's farm → welcome) and Strawb chapters that award XP; level-ups now show a full-screen celebration card and Strawb can queue chapter completion lines.
  • Add three save slots with naming, previews and soft delete
    Support up to three parallel farm saves with per-slot preview cards on the title screen, a naming sheet for new farms, and a cosy delete confirmation; existing single-slot saves continue to work as slot 1.
  • Add a Bakery oven and new oven recipes (strawberry tart and scone)
    Add a bakery oven entity, an oven-only Bakery sheet, and two new recipes (strawberry tart and strawberry scone) that can be baked and sold from the bakery.
  • Add till (hoe) mode to dig new fields anywhere
    Introduce a bottom‑right Till toggle (HoeToggleButton); when active, tapping a nearby empty grass tile digs a new soil plot so you can plant anywhere (protected areas remain untillable).
  • Add Design Mode with decoration placement and movable buildings
    Add a Design Mode palette and bar so players can place decorative items (paths, benches, lamps, workshops), move the farmhouse/café/bakery, and place production workshops that run while away.
  • Add adoptable pets (cats & sheepdogs) that wander and can be petted
    Players can adopt cats and sheepdogs from the shop; pets wander the farm, show happiness, and produce a small pet effect + Strawb dialogue when petted, with a soft cap of 5 per species.
  • Add Trading sheet to swap items with neighbour farms
    Add a Trading UI where three fictional neighbour farms offer swap deals (give/get bundles); accepting a trade swaps inventory items and rerolls that offer.
  • Add a Journal with rotating missions and claimable coin+XP rewards
    Add a Journal sheet with three rotating missions (plant/water/harvest/sell/feed/cook/bake/dig/pet), progress bars, and claim buttons for coins and XP; missions persist in the save and reroll when claimed.
Improvements
  • Show weekday plus phase in the day pill (for example, “Tue · Evening”)
    The HUD's day/phase pill now uses the device's real local weekday together with the in‑game phase so it reads like "Tue · Evening", keeping the HUD compact while surfacing the weekday.
  • Grey out out-of-season seeds and show a "next: <Mon>" hint in Inventory
    Seed rows for crops that can't be planted this month are dimmed, disabled and show a small hint such as “Out of season — next: Aug”, so you can see when a seed will become plantable again.
  • Play a small bounce and surface a friendly line when tapping a tended animal
    Tapping an animal that is already fed and has no produce now triggers a small bounce effect and shows a one-line, species-specific greeting (for example a goat, cow or chicken line) instead of doing nothing.
  • Revamp title & settings with painted-card style and improved controls
    The title/settings sheets were reworked to a painted-card aesthetic (sunset gradient, cream cards, peach borders) and the title screen now opens the setup flow for new farms; the title settings sheet also exposes music controls and credits in the new visual style.
  • Add background music plumbing and play menu/farm tracks when available
    A new AudioService cross-fades and loops title / phase (morning/afternoon/evening/night) tracks and exposes a volume control; tracks will play if matching audio files are bundled in the app bundle.
  • Replace the blank launch screen with a soft pink strawberry launch background
    The app's UILaunchScreen now uses a named LaunchBackground colour (soft strawberry-pink) so the first frame matches the game's cosy palette.
  • Add gentle haptic feedback for common actions
    Introduce a HapticService and play soft/gentle/notification haptics for watering, planting, feeding, buying/selling and successful actions (harvest/collect/cook/level-up), respecting reduce-motion as a proxy for quieter feedback.
  • Populate the map: pond, bench and drifting clouds
    Add a decorative pond with pulsing ripple and lily pads, a wooden bench near the path, and three drifting cloud silhouettes across the sky to make the farm feel richer.
  • Show a Day N HUD pill and respect Reduce Motion across animations
    Add a farm Day counter in the HUD (real calendar days since farm creation, with graceful migration for old saves) and make several idle/pulse animations (Strawb sway, stove/oven pulse, pond ripple, drifting clouds) skip when the user has Reduce Motion enabled.
  • Enrich welcome-back messaging and grant a small daily bonus
    Welcome-back toast now lists what progressed while the player was away (how many crops advanced, which animals produced) and grants a small +5 coin daily bonus on first open of a new calendar day.
  • Make returning feel less repetitive by nudging player position on long absences
    When returning after >= 1 real day, the player drops at one of several cosy spots around the farmhouse door so the start location varies between sessions.
  • Add ambient music files and rotate phase tracks
    Bundle alternate music tracks per phase (morning/afternoon/evening/night) and rotate between the two variants per phase so farm music alternates instead of repeating the same loop.
  • Add a creative-mode toggle and FPS picker in Settings
    Add a creative mode toggle (free placement / bypass buy checks) and a preferred FPS picker (15/30/60) exposed in Settings to control render smoothness and enable a free design mode.
  • Add decoration garden features around the bakery and more ground props
    Add bright flower clusters next to the bakery, scattered mushrooms and fallen logs, a garden gnome near the farmhouse, a bench north of the pond, a small plank bridge, and a lantern post so the world reads as more lived-in.
  • Add NPC customers who visit buildings and walk off again
    Spawn occasional visiting customers from the south that walk to a building door, pause, and leave — capped at a few concurrent visitors so the farm feels gently visited.
  • Add pick-up sound effects and a tiny SFX service
    Introduce short SFX for water, harvest, tap, chapter chime and coins, and play them on the corresponding actions (watering, harvesting/collecting, chapter/dialogue, and selling).
  • Make crops visually easier to spot when ripe
    Mature crops now have a gentle scale pulse and occasional additive sparkles so harvestable plots stand out across the farm.
  • Add subtle player & entity ground shadows and footstep dust
    Add soft elliptical shadows under the player, animals and Strawb and emit small dust puffs while walking to ground characters visually in the scene.
  • Play through doors automatically when near a door
    Transition into interior scenes when the player walks close to a building door (still tappable to enter), making building entry feel seamless.
  • Add a brief scripted walk-in animation on farm load
    On first scene mount the player drifts north for ~1.8s so arrival reads as a gentle 'you just arrived' moment.
  • Add a small pond frog (Pip) and other friendly NPC lines
    Place a tappable pond frog that has short, dignified lines and add cross-referenced idle/tap lines across NPCs so the village reads socially connected.
  • Show a small "Saved" indicator and add a Save Now control
    HUD flashes a brief ✓ Saved pill on successful saves, Settings gets a Save Now capsule in the farm context that calls save and briefly shows a Saved state; saves also set a persistent failure flag surfaced as a toast if write fails.
  • Add an in-game season glyph and Strawb hat ribbon that follows season
    HUD shows a small seasonal glyph (🌸/☀️/🍂/❄️) and Strawb's hat ribbon colour changes by real-world season for extra seasonal atmosphere.
🐛Fixes
  • Fix player walk-frame mapping so the sprite faces the correct direction
    Corrected the walk-sheet row mapping so the player sprite now faces the expected direction when moving left/right/up/down (fixes mis‑facing during movement).
  • Rebuild the joystick as a fixed bottom-left control so taps elsewhere register and multi‑touch works
    The joystick was reworked to a fixed 112pt circular control in the bottom-left with a circular hit area so the rest of the screen receives taps and you can walk with one finger while tapping with another.
  • Prevent accidental tilling of built or reserved tiles
    Tilling now checks for reserved/building tiles and existing plots so the player cannot create new plots on pen, coop, café, farmhouse footprints or on Strawb's tile.
  • Ensure older saves show Day 1 rather than a broken day counter
    GameState decodes a new startedAt field with a fallback to lastSeenAt for older saves so the HUD day counter migrates gracefully without requiring a schema version bump.
4 internal changes in this release
2026-05-10 10 May 2026

Add a proper title screen with strawberry logo

New
  • Add a proper title screen with strawberry logo
    Introduce a SpriteKit title screen that puts a new strawberry-on-sunset logo front-and-centre and repositions the game title and subtitle beneath it, replacing the placeholder layout players previously saw on launch.
  • Add New Farm / Continue flow from the title screen
    Boot players to a title screen with Continue (disabled when no save exists) and New Farm buttons, including a gentle confirmation dialog when starting a new farm over an existing save.
  • Add persistent save/load and a New Farm workflow
    Introduce a JSON-backed GameState, a SaveService to load/save the active slot, and an AppRouter/FarmSession flow so players can create, continue, and persist their farm across launches.
  • Add a welcome-back toast summarising what happened while you were away
    Show a small, tappable toast on farm load that gives one warm line plus a concise summary of recent events (for example, crops that grew or produce made) when the player returns after a day or more.
  • Add a Settings sheet and an in-game Pause button
    Provide a pause button in the HUD that opens a Settings sheet where players can rename their farm, adjust music volume, and view in-game credits.
  • Add a 1024×1024 app icon
    Ship a new strawberry-on-sunset 1024×1024 App Icon that will be used for the app and App Store tooling instead of the prior placeholder.
  • Add a floating virtual joystick for touch movement
    Introduce a floating joystick control that appears in the lower half of the screen for comfortable touch movement on iPhone devices.
Improvements
  • Increase camera zoom and scale up the player for a cozier viewport
    Adjust the in-game camera zoom to show a wider, cozier area and render the player sprite at a larger scale so the character remains visually prominent.
  • Replace the player walk art with a single 4×4 walk sheet
    Switch to a single master walk sprite sheet for the player and update the animation loader to slice the 4×4 image into directional frames, changing the visible player art and animation behaviour.
  • Add time-of-day tinting and smooth cross-fades between phases
    Apply a full-screen tint that changes with morning/afternoon/evening/night and cross-fades smoothly when the device's real-time phase changes to give the farm a richer lighting atmosphere.
  • Clamp the camera so the viewport never shows beyond the map edges
    Keep the camera constrained to the world bounds so players no longer see empty space beyond the farm when panning or moving near the edges of the map.
3 internal changes in this release