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We Build CabinsNews⚙️ Devlog #2 - Settings That Actually Close
Community

⚙️ Devlog #2 - Settings That Actually Close

We Build Cabins · published 16 Sep 2026, 11:55 UTC

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Hey, builders!

Nobody has ever made a trailer out of a settings menu. But you notice one every single time it gets in your way, and ours was getting in the way a lot.

We reworked it during the playtest, so some of you already ran into the new version. Here's what changed 👇

🗑️ The old menu was clunky

Too much space for too few options, a layout that didn't match anything else in the game, and a bug that turned closing the menu into a negotiation. You'd press the button, nothing happened, you'd press it again. A few of you had to click three times just to get back to your cabin. That part is fixed ✅

✨ The new one looks like it belongs

Settings now use the same visual language as the rest of the game's interfaces: same panels, same logic, same everything. It should finally feel like part of We Build Cabins instead of a window that wandered in from another project.

🎛️ More knobs, on purpose

We want you to be able to bend the game around your own habits, so we're adding finer options as we go.

First one in: you can now flip the direction your inventory slots scroll on the mouse wheel 🖱️ The default feels right to plenty of people and completely wrong to everybody else. This is the inverted-Y-axis argument of cabin games, and we're not going to settle it for you — now you just pick your side and move on.

💬 So what's missing?

This is the part where we need you. Which settings do you actually want in there? Controls, audio, interface, accessibility, quality-of-life toggles — the more specific you get, the better. What goes into the menu next comes straight out of your answers.

See you in Devlog #3 ⚙️

Project Zima team

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