Add a full in-game Wiki accessible from Settings → Wiki
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Add a full in-game Wiki accessible from Settings → WikiAdd 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.
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Add four new workshops and four new craftable itemsIntroduce 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.
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Add workshop upgrade tiers and a tap-to-inspect workshop sheetAllow 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.
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Grant the new workshop unlocks to older savesBack-compat migration now grants the four new workshop unlocks to pre-redesign saves so existing players see the expanded workshop catalogue without manual steps.
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Fix audio being silenced by the iPhone silent switchSwitch 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.
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Update Strawb's intro copy to explain the hoe and plantingChange 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.
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Surface a "Tap any grass to dig a field" hint when appropriateWhen 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.
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Prioritise early idle hints that nudge players to digWhile 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.
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Show a pulsing highlight on the tile under the player while the dig hint is activeDraw 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.
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Present a one-time Strawb nudge immediately after the player's first digAfter 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.
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Lock rendering to 60 fps and remove the frame-rate pickerFix 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.
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Fix joystick and HUD layout so controls and HUD pills no longer overflowAdjust 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.
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Filter design-mode palette so workshops only appear after unlockKeep 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.
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Show in-world workshop level badges that update immediately after upgradesAdd 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