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VonkelveldNewsThe Raising
Game update

The Raising

Vonkelveld · published 2 Sep 2026, 15:04 UTC

All newsPlayers around this dateRead on Steam

In “The Founding” you arrived early enough to watch the first towns take hold. This update is about what those towns do next — they decide to build something, and the whole street turns out for it.

A town raises its own works, and the street turns out to them. A well or a granary used to accumulate quietly until, one year, it simply existed. Now every work has a raising. When that day comes the plot itself announces it: the four open corner pegs of the surveyor's mark close into a frame, and from that day every household near enough turns out to the site, day after day, until it stands. Nobody arranges this and nobody has to be asked — it is the town's own doing, and if you go down among them you will find them gathered at the plot.

You can watch a work finish. Standing down among your people, a rising work used to complete only after you left and let the years turn — so the one thing the close view exists for happened off-stage. A work you named yourself now finishes while you are watching it: a span of days you can sit through, not a year you have to walk away from. And once it stands, it stands whole, at whatever distance you are looking from.

The progress meter tells the truth. It counted only what had been carried in and stored, never the labour already given — so a work could read nothing done while the entire street was working on it, and it read nothing done for exactly as long as you stood there watching. It counts the banked labour now as well as the material, and the roster keeps up while you are down there instead of freezing the moment you arrive.

Fire is a season, not a resident. Two things were wrong beneath it. A dying blaze was minting value out of nothing — the accounting handed back to the ground whatever it was short, over and over, and across a long world that compounds. And the rule that exists to catch exactly this could not see fire spreading to its neighbours, so it was never going to catch it. Both are fixed. With honest books underneath, fire's catch has been raised a little: a blaze needs marginally more to take hold, and what that buys is fire that comes as a season and passes, instead of settling in as a permanent smoulder.

Standing still is smooth, and the years run faster. Holding the close view over a busy town used to miss its frame budget on roughly eight frames in a hundred; it now misses well under one. Separately, the simulation itself advances about 27% faster — and changes nothing else by it: the same seed and the same deeds still replay to the same world, byte for byte.

For tinkerers. Balanceforge (F8) now shows and moves two more families of knobs, each on a tab of its own: the field-watch bands, and the nano constants — the cost of living, the larder ceiling and both seasonal amplitudes.

About your saved worlds. The world's rules genuinely changed again — a world where a work gathers a street is not the world where it does not — so a save from before this update will be retold from its own history the first time you open it, and a short note will say so, once. Nothing is lost: your seed and your deeds are the save, and the world rebuilds faithfully from them.

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Game update31 Aug 2026The FoundingThis update ships early, and honestly: a save made while zoomed all the way in could fail to load in v0.44 — silently, so it looked like the Continue button did nothing. That is fixed, and it could not wait for the rest of the week's work. A save made up close loads again. If you saved while walking among your people and Continue seemed to ignore you, it was not your save — it was us. Loading n…Game update29 Aug 2026The World LivesThe longest gap between updates ends with the biggest change this world has had: it founds, it burns, and it endures the way it was always meant to. Towns return, for the whole saga. The world used to stop making places after its first century and a half — on The Long Winter the map emptied toward three lonely settlements and stayed there. New towns now rise across the entire age: about ten sta…Community28 Aug 2026The World Went Quiet — and We Found Out WhyIt has been two weeks since the last build went up, and rather longer since the worlds in it started feeling emptier than they should. Those two facts turn out to be the same fact. So instead of a changelog, here is the whole of it: what went wrong, how we found out, what is already back, and why this is taking longer than we said. First, the confession. Vonkelveld's worlds had been getting qui…