Alpha v0.0.45
2 October 2026
Lantern Hollow alpha v0.0.45. Keep the fire lit and see how long you last - or stay on and make the moor your own.
The one where the moor fights back, and stops stuttering while it does.
Fights that bite back
- Hitting something means facing it. A swing lands in front of you, a little closer in than before, and on touch or a pad you turn to the nearest thing in front.
- A blow no longer stops every bite. Only every second hit staggers, and a bite already coming still lands.
- The axe is a tool, not a weapon: slower and heavier, but it cracks a shardback's plates. The sword is quick and knocks a bite off, but glances off them.
- Mashing the button no longer cuts things down in a second. Every weapon swings at its own pace however fast you press.
- The bow fires where the crosshair points over the shoulder and in first person. In the flat view and on touch it still helps you aim, out to a shorter range, and an arrow loses its bite past a few tiles.
- Something already after you follows you into torchlight. Lampers walk up and put out the torch you're hiding by.
- The fire doesn't mend you mid-fight.
- Spikes are worth going round, and a shardback flattens them.
Creatures that move like animals
- Everything speeds up, slows down and turns like an animal rather than a machine, and the boggart darts instead of flickering.
- They slide round the edge of the firelight instead of bouncing off it.
- Being knocked back is a shove, not a jump. The barghest's spring is a dash you can step out of.
- Bites and blows wind up where you can see them. Lampers draw back before they strike.
- On hills they lean with the ground.
- Playing together, guests see creatures move smoothly over patchy Wi-Fi.
Smarter fights
- The shardback lowers its head, its shards glow, and it charges. Step aside: it smashes walls, spikes and torches in its way, and if it runs into rock it's dazed and open.
- Lampers throw stones from the dark and keep their distance. Keep moving and they miss.
- From the second week of December, sieges come from two sides at once, and one boggart in each wave makes for the log store and the fire.
- Barghests hunt in pairs: one holds you in front while the other works round behind.
- Boggarts press the attack. A blow knocks one back but it comes straight in again, the pack circles close and nips a turned back, and only a badly hurt boggart bolts. A wave breaks when its shardback falls.
- The more of you there are, the bigger the horde.
- Creatures stop getting tougher in the second week of December, so a late fight is quick and dangerous rather than long.
Around camp
- A bush is picked with a tap and pulled up with a hold, from either button. A bare one says so.
- No tree stands where it would hide the chopping block when a world opens.
- Bushcraft only shows on the new world screen once you've seen the year 2000 in.
Smoother
- The random stutters on phones are mostly gone: people's looks, saves, the first sight of new ground and the fire growing are spread over many frames instead of freezing one.
- Much less garbage for the phone to clear up, so fewer hitches from that too.
- A world opens without the long freeze after the opening cards.
- When a phone can't keep up, Auto graphics settles at a steady thirty frames a second instead of stuttering between sixty and thirty, and keeps the picture sharp.
- If the graphics card resets, the game comes back by itself in the view you were in.
- The cloud save after each save no longer catches a frame.