🍯 Lofts · Update notes

Patch Notes

Every update to Lofts, newest first.

Beta 1.0 ✦ Major update

Build a rocket. Explore an alien world.

Build a rocket, fly to a brand-new mining planet, and cash out on a live, breathing market. This is the big one.

The Veil awaits

A whole new world hangs in the dark beyond your launch pad. Fuel up, fit your heat shield, and punch through the atmosphere to mine the Shattered Veil for yourself.

🪐 A new planet ⛏️ Real ore to mine 📈 A live market

Rockets & spaceflight

Spaceflight
  • Build and fly your own rocket: unlock and buy three ships as you progress: a nimble solo rocket, a two-seat Duo, and a full Liner you can walk around inside, complete with a bridge, an observation deck and crew bunks.
  • Fuel up and gear up: load fuel, fit a heat shield and a thruster, then roll out to your own launch pad. Parts and fuel actually wear down and get refitted, so every trip starts with a real preflight.
  • Liftoff: step onto the pad and the hangar doors crack open above you, a countdown runs, and your rocket punches up through the atmosphere.
  • Bring the crew: passengers ride along in the multi-seat ships. Board the big Liner on foot through its airlock and grab a seat before launch.
  • A living cockpit: the Liner has a real working dashboard, a 3D cutaway of your ship with a live fuel gauge, engine and heat-shield readouts, your crew manifest, and a map of the planet below.
  • Your ship remembers: fuel level and part wear travel with the rocket, so a ship you park is exactly how you left it when you come back.

The Shattered Veil

Spaceflight
  • A whole new world: fly to the Shattered Veil, a group of floating crystal islands over a glowing sea, dotted with caves, glowing geodes and tall crystal spires.
  • Mine a real alien world: dig luminite from the surface, voidsteel out of the cave walls, and rare aurorium from deep inside the biggest islands. Break a node and it slowly grows back.
  • Haul it home: your ore rides home in your own inventory, though your rocket can only carry so much weight per trip, so pack smart. Refine the haul back at the loft for a serious payday.
  • Watch your step: there is no ground beneath the islands. Fall off the edge and it is fatal, and dying on the planet drops your haul, so fly prepared.

Economy & the long game

Economy
  • A live market: every item you sell now rides a market that rises and falls through the day, with a daily high around 6pm. Sell at the right moment and you earn more.
  • Read the charts: market screens are proper exchange viewers now: hover for a crosshair, switch between 1H, 6H and 24H views, and spot the HOT movers before you cash out.
  • One place to sell: selling and your KEEP reserve live together on a single Storage screen. One screen to watch prices, one to sell.
  • A real endgame: the whole game is retuned around the space program, so your first rocket is a genuine multi-week goal, and every crop, recipe and research step pays more than the last.
  • Workers earn their keep: wages are cut sharply, so your first hired farmer pays for itself in a couple of hours instead of never, and deep processing chains finally beat dumping raw goods.

Machines, farmers & workers

Farming
  • New Press machine: a dedicated Press refines your ore and crafts rocket parts, while the Refinery goes back to focusing on honey.
  • Rock-solid machines: machines keep their identity through chunk reloads, craft exactly the recipe you picked, and never mysteriously turn into note blocks.
  • Farmers that finish the job: farmers clear even packed fields without getting boxed in, and you can now toggle replanting on or off for each farmer.
  • Beekeepers & refiners grow up: they get their own protected beds and a clear "no bed" warning if one goes missing, just like your farmers.

Your guided first hour

New
  • Learn as you play: new players are walked through the opening steps. The game dims everything but the button you need, drops in coach cards, and even lays a glowing trail to your next stop.
  • Everyone starts ready: you begin with a loft and a free farm room, and your first purchases are cheap so you can find your feet without going broke.
  • A full rockets guide: a twelve-page ROCKETS guide on the guide wall walks you through the whole journey, from your first research to touchdown.

Quality of life

Quality of life
  • A cleaner dock: one tidy seven-button bar along the bottom: Home, Missions, Loft, Storage, Market, Jobs and Tech.
  • Missions, reimagined: the old roadmap is now a guided journey with chapters, clear goals and a "what to do next" card front and centre.
  • Storage redesign: a paged grid with Sell 1, 10 or ALL, live prices, and your active contracts pinned right above the sell bar.
  • Your own phone: the phone is now a Loft Phone you buy, with its own look, instead of something you start with.
  • Smoother screens: the in-world wall displays refresh faster and repair themselves after a reload instead of going blank.

Anti-grief & protection

Protection
  • Tighter loft bounds: containment now follows your loft’s exact shape, so unusual room layouts, rocket trips and visits to friends no longer bounce you home.
  • Locked-down gardens: tilling and planting are limited to your own plots, closing the old trick of bringing in dirt to farm the halls. Existing farms are left alone.
  • Watertight money: no more overdrafts, and room purchases can no longer quietly charge you nothing while quoting a price.

More fixes

Fixes
  • Fixed a bug where selling could jam behind a “Please wait” message until the server restarted.
  • Rockets only come up with sneak plus left-click now, so you can’t accidentally break one you’re standing in.
  • Leftover rocket effects no longer linger on the launch pad after take-off.
  • Changing your scenery theme clears the weather for everyone looking at it.
Alpha ✦ Major update

Your loft just got a whole lot more advanced.

A deeper, longer economy, worker crews, automation, prestige, and a long list of fixes.

Prepare for liftoff

Something is being assembled out on the launch pad. We’re not saying what it is yet, but you’ll want your loft ready when the countdown starts.

Major new features

New
  • Prestige: once you hit Rep 150 with all seeds, Oven III and the Refinery, you can prestige a loft. You keep the physical loft (rooms, furniture, farmers) while the economy resets for permanent income and speed multipliers that stack every time.
  • Legacy perk shop (new PRESTIGE tab): spend Legacy tokens from prestiging and trophies on permanent perks that survive every prestige: Headstart (more starting cash), Extra Line (an extra processing queue slot), Swarm Sense (better honey and pollen odds), and Patron (starting contract vouchers).
  • Automation: three new Operations upgrades unlock a hands-off layer:
    • Standing Orders: pin a recipe and the queue auto-crafts it whenever a slot is free and you have ingredients (pin flour and bread and it becomes a self-feeding pipeline).
    • Auto Merchant: auto-sells surplus pantry stock to the market, respecting reserves and anti-dumping.
    • Contract Manager: auto-delivers any active contract the moment you can fill it.
  • Two contracts at once: run two active work orders per loft at the same time. The board now shows a SLOTS n/2 status with per-ticket delivery.
  • Worker crews: Beekeepers and Refiners now have full parity with Farmers: hire, pay, and manage them from the shop, the wall STAFF card, the phone, plus their own roadmap, guide, tour and trophy coverage. Beekeepers auto-collect your hives.
  • Furniture shop: furniture is now claimable per-item (permission or a one-time purchase, ~$1.5k-$6k each) via a two-click buy menu. Quotas are enforced when you acquire an item, with the per-item limit and reset countdown shown right in the item tooltip.
  • Everyone starts with a loft: new players get a base loft (tier 1) by default, ready from minute one.

Farming & workers

Farming
  • Farmers now harvest every crop: sugar cane, cactus, bamboo, melons and pumpkins included, even while you stand watching them (previously they would only reliably pick flat crops).
  • No more stuck farmers: they keep working after you replant, and they no longer permanently blacklist a plot they briefly could not reach.
  • Duplicate farmers cleaned up: strays left by moved beds or re-hires are removed automatically.
  • Smarter pathing: tall crops (melon, pumpkin, cactus) are treated as obstacles and the farmer sweeps the whole field in one visit instead of getting boxed in.
  • Plant info on look: glance at a crop to read its status on your action bar (no more floating nametags cluttering the field).
  • Left-click always clears a plant: swapping or removing crops now works every time.
  • Farmer alerts respect OFF: turning notifications off actually silences them now.

Bees & processing

Bees
  • Collect honey by hand: right-click a honey or honeycomb block to harvest it. This now works with the phone in either hand.
  • Hives keep their upgrades: break and replace a hive and it keeps its bee count and level. A plain vanilla beehive can no longer be turned into a free working box.
  • Bees feel alive: they flee to the hive when you get close and return once you back off.
  • Slower, steadier bees: spawn cadence rebalanced (a new bee roughly every two minutes instead of one) and honeycomb yield tuned. Raw honeycomb, honey and pollen are now feedstock for crafting and contracts rather than raw sale items, so you cash out through the refinery chain.
  • Processing that pays: each machine adds real value (Mixer, Oven and Refinery markups compound through long chains), so deep recipes beat selling raw crops.
  • Craft times unified: in-world machines and the pantry queue now share one timing system (trivial items ~40s up to ~8-10 min for premium bakes).
  • A second queue row: the Queue upgrade lets each machine load a second job that starts automatically the moment the first finishes.
  • Machines behave: they craft the recipe you actually selected (wax included, no more same-ingredient mix-ups), taking finished output no longer restarts the job, and hand-crafting now counts toward milestones, dailies and achievements.

Economy & balance

Economy
  • Real grow times: the hidden speed multiplier is gone. Crops now grow in exactly the seconds shown on the timer, and the maturity bar matches.
  • Retuned crop ladder: fast starters (wheat ~90s) ramping to idle-friendly premium crops (nether wart, torchflower, pitcher plant), with prices holding a real hourly floor.
  • Honest contracts: the accept screen now shows what you will actually be paid (rush, streak and daily bonuses folded in), advanced processed, bakery and honey orders surface more often, and selling to contracts now beats dumping on the market.
  • Market anti-dumping: bulk-selling one item now tanks its price temporarily (recovers over ~30 min), so spamming the market punishes itself.
  • Daily streaks: daily reward cash scales with your streak (up to +50%), and you now earn a streak-freeze every 7 days (max 3) that covers a missed day so your run survives.
  • Reputation reworked: Rep is earned from contracts (trophies now pay money and Legacy tokens instead), retuned toward Rep 150 in ~3 weeks of committed play.
  • Tech & seeds: research costs rebalanced across machines, seeds and operations. Seed unlocks now come from research only.
  • The long game: the whole spine is retuned so a committed player reaches the endgame over ~2-4 weeks, not a weekend, with session, daily, contract, weekly and prestige loops to keep pulling you back.

UI & quality of life

Quality of life
  • Everything is native to the wall UI: every new screen (prestige, automation, workers, contracts) is drawn right into the in-world map display.
  • Market terminal & recipe book: the Market and Recipes tabs are redesigned as a proper trading terminal and a master/detail recipe book with working CRAFT (and PIN ORDER) buttons.
  • Guided tour & help: a cinematic walkthrough plus an interactive in-game HELP page for new players.
  • Resize your screen: trim your wall display by 0/1/2 rows to fit your space. Resizing is per-player, so it never changes anyone else’s view.
  • Self-healing screens: wall tiles that used to go permanently blank after a chunk or entity reload now repair themselves, and empty item frames are accepted as screens.
  • Theme options and refreshed icons across the board.

Anti-grief & protection

Protection
  • Stay in your garden: planting, tilling and farmland placement are now gated to your garden. No more farming out in the halls or repurposing apiary dirt.
  • Lofts stay sealed: boats can no longer escape the walls, stray falling blocks are frozen, and players who slip outside are teleported back in.
  • Sturdier builds: block protection now also covers the timed-break animation, so the exterior shell can’t be chipped away.

More fixes

Fixes
  • Sweet-berry bushes can no longer be planted in the block you are standing in (no more getting trapped).
  • Changing your scenery theme now clears the weather (Rainy Meadow rain no longer sticks around).
  • The process room no longer appears missing or ghosted after you unlock it.
  • OptiFine players: custom textures and menus now load correctly (fixed a resource-pack model that could fail to parse).
  • Returning coal to storage, smoker research prerequisites, and progress-board flicker all sorted.