Digging in Broodgarden pays now. Every chamber finished or tunnel broken through rolls a find, and the deeper the ground, the more often it pays. Go deep enough and a cut can also flood the chamber, or open into a burrow that's still occupied.
Broodgarden's rivals were numbers until this week. Now each one is a real colony on the same rules as yours: its ants scout, find food, carry it home a load at a time, and strip the patches you were walking to. A far patch feeds them less, and nobody had to write that rule.
Bunker 407: stand still too long in the thicket or the mire and things start crawling on you. Different places, different pests — you can pick them off, burn them off, or wash them off. Other survivors will help clean you up back home too.
Broodgarden's nest used to sound synthesised. This week it got real audio: licensed music, actual park birdsong by day, crickets at night, a muffled bed of park-and-drips under the nest. The colony finally sounds like somewhere.
Havermill now has thirteen wild animals living their own days - deer going down to the river to drink, foxes, badgers, otters, hares. Started as a handful of circling pen strokes. Still rough in places, but it's starting to feel like a place.
A place is a stage, not a menu.
Everything you can do stands somewhere in the picture, people included. You walk over to them.
Artwork, not a screenshot.
The Havermill Common demo ends when the first year closes.
Not a sixty-minute timer — a season boundary. You get a whole year, and you stop at the point the game changes subject.
Pinned every term No Cure, No Pay quotes at the player — ATTENTION, the DORMANT to HUNTING ladder, STAB, HAUL, CUT, FIRE.
They are the words a translation could quietly change while the guide still said the old ones.
Every picture we post of Shirewalk is a real board now.
The screenshot tool asks the game which cells are legal and places through the same function a tap goes through — so the score and the tile count are ones the game agrees are reachable.
The dial has no green zone, no marked middle, no percentage.
Each machine has its own fair norm — 72% back on a pusher, 12% on a claw — which patrons judge against and you never get to see.