Hi. Latticefall has always carried one idea underneath it: when everything is collapsing, there isn't enough attention to go around. Until now that was just a mood in the background. Now it's the ground under one of the biggest changes I've made.
In 0.25.0 I reworked how people in the colony come to have names. I also fixed a few long-standing annoyances and made some things easier to see.
👤 A Name Is Attention
Named residents used to arrive in a batch at the start of a run. Now the roster begins empty. The colony is just people — a faceless population.
A person gets a name only when someone notices them. And they get noticed for doing something: fixing what everyone else had given up on, sharing their last ration, calming the frightened. If your colony has a deputy serving as Governor, he's the one who reports that person — in his own words.
There aren't many of them. Roughly one per ten colonists, and never more than eight at once. Until the colony grows past ten people, nobody is named at all — with only a handful around, there's nobody to single out. And the more people you've already noticed, the rarer a new name becomes.
📋 Ordinary People, and What They Bring
An extraordinary person is rare. Most of the ones you notice have no special gift and no vice. Just a person who now has a name. Losing one of them feels like an event again, not a line in a casualty list.
The effects residents give the colony are visible now. But not all of them in one place. The icon in the top bar lists only the effects that reach the whole colony: overall mood, say, or build speed.
What one particular person contributes shows up where they work. Their tile's card spells out how much a craftsman sped the work up, how much a guardian stiffened the defense, how much someone's vice let the infection run. The roster carries the same line under each resident. These effects deliberately stay out of the balance check: the economy is tuned without them, so that people stay a story and not a hidden multiplier in a spreadsheet.
🚪 The Front Door
The title screen got simpler. On launch you walk in through the front door: your most recent run is already selected and continues with one click. If you're new and have no saves, it's just one big Play button. Language and quit live here too.
Under the hood I closed some old holes in the start screen. Hotkeys no longer leak through it, switching language doesn't drop you into an empty interface, and starting a new game can't quietly overwrite someone else's save. Steadier, and harder to break.

🔧 What's Next
Work on the game goes on. Next up: going deeper into what you can do with the residents you already know, and new systems that open up once the colony finally has time for something other than survival.
Thanks for reading. If you'd like to follow where Latticefall goes, the best support you can give is a wishlist on Steam. It really does help.
