A quick follow-up to yesterday's playtest update. Most of it comes straight from your first-weekend reports: the new inventory gets its shortcuts back, the quest HUD stops piling up old tasks, and the day is half as long so you see more sunsets per session.
NEW INTERFACE
Item slots understand the old shortcuts again: right-click to use or equip, Ctrl + right-click to drop, and hold Shift or Ctrl while dragging to split a stack. Drop a repair kit onto damaged gear to repair it. These were only available in the old UI until now.
Right-clicking equipped gear now works as a quick action instead of behaving like a chest slot.
The interaction prompt names what you are looking at: workbenches and the campfire no longer show a bare [E].
The "Custom Key Bindings" entry has been hidden from the menus until the rebinding screen actually works with the new input system. Every default binding is unchanged.
All main quest items now in the level
QUESTS
Only main quests are tracked on the HUD automatically. Side quests stay in your log until you press Track, so a new side quest no longer pushes the story quest off your screen. When a tracked quest finishes, the next open main quest takes its place.
The HUD and quest log now list only the tasks of your current quest step. Tasks from earlier steps disappear instead of stacking up, and hidden branches stay hidden.
The tutorial quests in the Burning Forest hide the "Protect the Signum!" quest in the new HUD too, so you only see the step you are on.
THE WORLD
The day is now half as long: a full cycle takes 60 minutes (40 day, 20 night) instead of 96. Weather chances were rebalanced to match, so you get more varied days in one session.
Forsaken Cave update: reworked layout, new chests with adjusted loot, a missing map marker added, and regenerated vegetation around Sigimar's Camp and the Sealed Riverside. A few misplaced pickups (crude iron shovel, copper pickaxe) were fixed along the way.
PERFORMANCE
Fixed a slowdown that built up the longer you played: the in-game debug menu re-initialised its widgets on every open, and each time it got a little slower and dragged the frame rate with it. Long sessions should now feel the same at the end as at the start.
