Time for announcements!
- The game will first launch on Windows (Hopefully with Mac versions following suit).
- English language on release (We're also working on Polish language as we speak).
- Controller support.
- Steam achievements.
- $6.99.
See you soon near the bunker!
PB
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Review Reminder: If you enjoyed Infinity Islets, a review would mean a lot. Thank you so much for your support!
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Artifacts: a plant with fruit hanging
Sounds: rain
Pumpkins and other haunted artifacts are now in many different colors as intended
Various small fixes and improvements.
Greetings settlers and fellow enthusiasts of Everstead: Origins! 🌿
After a lot of internal testing, design reflection, and community feedback, we’ve made the decision to slightly adjust the foundational systems behind Everstead’s simulation – all with one goal in mind: to create a smoother, more enjoyable and scalable experience for both players and developers alike.
One of the most exciting changes: you will now directly decide where and when buildings are placed in your growing settlement!
Rather than relying on a background simulation to decide what gets built and where, the player will now take full control over the settlement’s growth. Think of it as a relaxed version of systems known from games like Anno or The Settlers – all within the cozy, low-fantasy world of Everstead.
We believe this change opens up:
More creative freedom in shaping your settlement
Improved visual storytelling, as each player's village becomes truly unique
Fewer placement errors or odd behavior from automated systems
And a development structure that allows us to focus more energy on what really matters: the settlers themselves.
To ensure the game remains stable and flexible long-term, we’re also streamlining certain internal systems – while keeping the charm and immersion intact.
Here’s what’s changing under the hood:
Tool usage (like hammers or axes) will be visualized and animated, but no longer represented as actual game items with durability or inventory states. Instead, settlers will eventually seek out a new tool when the time is right – no micromanagement or cluttered inventories.
Warehouses and storage will act as logical hubs. You’ll see settlers storing and retrieving resources, but the inside of the building won’t need to physically display or stack every item. This allows us to simulate larger settlements more efficiently.
Only a limited number of building sites will be allowed at once (typically 3), to keep the early game focused and balanced.
Tents, however, remain free to place based on your settler count – offering housing flexibility from day one.
The internal building system, while still tracking structures and their status, will no longer autonomously trigger construction. Instead, it will support and report to the player, with occasional smart suggestions like:
“Your settlers are longing for a fresh meal. Maybe it’s time to build a fishing hut?”
As a result of these changes – and some recent shifts in real-life priorities on our end – we’ve decided to push back the originally planned Early Access release date slightly. Our new immediate focus is on completing a new Demo version that fully reflects these gameplay changes. Once that’s in the hands of players, we’ll build the Early Access version from that improved foundation – and deliver it as soon as possible, without compromising our vision.
None of these changes are about removing the soul of Everstead. Quite the opposite. We’re focusing the simulation on where it really matters: settler personalities, needs, tasks, and social structures. The systems behind those interactions remain as detailed as ever – and continue to evolve.
What we’re removing is invisible complexity that made development heavier than needed, while offering very little in return for players. By embracing this refined model, we’re keeping Everstead: Origins immersive, dynamic, and ready to grow into something truly special – without overextending behind the scenes.
Thanks for being on this journey with us. As always, your support and feedback help shape every corner of Everstead.
Stay cozy
đź‘» QOL Update
Collision Adjustments – Added Collisions to the tunnel rooms to keep bolt cutters from getting lost.
Wording Edits – Changed the wording for a few tasks to give more clarity.
Hi all!
As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!
However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.
No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).
Take care,
Les