The Gateworlds Playtest Has Ended... Thank You!
Our latest Gateworlds playtest has officially come to an end!
Over the four-week test we received more than 1,000 individual pieces of feedback and gained over 3,500 new wishlists.
A huge thank you to everyone who played, reported bugs, or simply told us what you liked and what wasn't working. Your feedback has already had a massive impact on the game.
Throughout the playtest we pushed out a steady stream of updates based directly on what we were seeing from players. You can now relocate furniture and structures, fight while carrying backpacks, quickly duplicate buildings with the new Build More option, and reunite with Gatefarers who were accidentally left behind on another world. Plus a ton more.
We also made major improvements to packing and hauling, character task priorities, saving and loading, world generation, notifications, navigation, and dozens of smaller quality-of-life issues. We fixed a mountain of bugs along the way too.
This playtest gave us a much clearer picture of what's working, what's confusing, and what we need to focus on next. We're already taking everything we've learned and putting it towards the next version of Gateworlds.
Thank you again to everyone who took the time to play. It's incredibly exciting watching the game improve with your help, and we can't wait to show you what we're working on next.
See you beyond the next gate!

Also... here's one last set of patch notes:
Added
"Quit to Main Menu" button on the Create Your Faction interface.
Room size is displayed in the tile tooltip (hold ALT and hover over a tile within a room).
Shortcut to relocate the selected structure (bound to 'R' by default).
Starved/dehydrated characters will wake up whilst sleeping and attempt to seek food/water.
Shortcut to select all characters (unbound by default).
Changed
Items spoil faster (but crafting items in rooms is significantly less punishing).
When choosing which group to follow, the presented options are now clearer.
Zooming out no longer hides in-world indicators (e.g., task indicators, item quantities, etc.,).
New save file is automatically created when starting a new game (using the faction name: e.g., "the Gatefarers").
Save file name includes a day counter (e.g., "the Gatefarers - Day 1").
"Build more" button enabled on all structures (not just walls and doors).
Deselect a character via the Character List interface by holding CTRL when clicking.
Packed workstation contains its production queue and in-progress resources.
"Relocate" button is hidden for an unclaimed structure.
Eating and drinking is now higher priority than sleeping.
Armour textures: leather scale, iron chain, and iron plate (for male medium-build characters).
Lightning strikes no longer target an area around the gate; they now target the entire world.
Characters will move items off of an in-progress blueprint or pack footprint when there is no available stockpile.
Fixed
Spoilage of crafted items is properly affected by the room cleanliness property.
Buckets no longer appear in the stockpile filter list.
Pack footprint no longer connects visually with adjacent pack footprints.
Saving no longer causes the user interface to briefly flash.
When relocating a structure, zones at the destination are removed.
Pack footprint blocks placement of other pack footprints.
"Gate Opened" textline notification is no longer specific to Boreal.
Workstations with an active production queue item will no longer block "Relocate" and "Pack Up" tasks.
Characters will no longer supply a need (e.g., workstation) if it is being packed up (or if it is in a room or zone that is being packed up).
Characters will no longer continue hauling to a stockpile that was deleted during transportation.
Characters will no longer drop the item they just crafted before hauling it.
Multiple characters in independent mode can be tasked with going through the gate at the same time.
Characters should no longer appear incorrectly in the Character List interface.
Gate visuals should properly reflect the gate open/close state.
Characters should no longer show as in-battle when they aren't (caused by escaping an ongoing battle through the gate).
