Well... mostly 😄
One thing we've been wanting to improve for a while has been Addons. The old system made sense logically - since Addons are attached directly to buildings, you placed them in a more contextual way. The problem? For some players, it was just plain confusing:
"Where’s the Workshop?"
"How do I build this thing?"
Fair questions.

Now that First Dwarf has grown and there are more Addons to play with, it was time to clean this up properly. UPDATE #43 introduces a much clearer and more intuitive Addon building flow, with a dedicated category, smarter placement behavior, clearer previews, and much better guidance overall. Less guessing, less confusion, more building cool stuff.

Also, Tritris are no longer just those suspicious little owl-creatures lurking around the islands. You can now tame them, give them a proper nest, and let them roam your settlement like they own the place. Which... they probably will.
On top of that, settlers keep getting more alive - you'll now spot them directly on the map and minimap, they socialize in the Community Hut for extra happiness, greet you when they're in a good mood, and generally feel a bit more like actual tiny neighbors instead of tiny overworked logistics professionals.
And since everything is obviously fine 😄 keep the feedback coming. Seriously, your reports, suggestions, frustrations, and "wait... how does this even work?" moments genuinely help shape First Dwarf into a better game with every update.
Thank you for sticking with us, believing in what First Dwarf is becoming, and helping us build something much bigger than what it was on day one.
We're already preparing the next update, while working in parallel on some of the biggest things many of you are waiting for - the final chapter on Astramos Island, and the long-requested co-op mode with two mechs 👀
So yes... everything is fine.
Mostly 😄
Definitely In Control,
Star Drifters Team 🚀