Allumeria Patch Notes
The changes that still affect how you play.
This is a player-facing digest, not a dump of every itch hotfix. Official words live on Steam news for Allumeria and Unobtainable Melon’s itch.devlogs. Use it when an old video tells you to bomb a wall that no longer yields.
0.15.10 — Small Fixes (5 September 2026)
Hotfix addressing issues introduced by the 0.15.9 crafting adjustment. 0.15.9 had reverted a crafting fix because it caused other problems. The 0.15.10 build (25135075) addresses the remaining fallout from that sequence. If something broke after you updated around 1 September, this patch is the reason it was fixed.
0.15.9 — Crafting Revert (early September 2026)
Build 25049178. This patch reverted a crafting fix from 0.15.8 because the fix itself introduced new problems. Players who updated during that window may have seen some recipes behave unexpectedly. 0.15.10 addressed the remaining issues.
0.15.8 — Crafting Fix (September 2026)
An initial crafting adjustment that introduced regressions. Reverted in 0.15.9. The underlying crafting menu mechanics in 0.15 remain proximity-based: stand near a Workbench or Furnace, or have a chest open, and the recipe panel auto-detects available ingredients.
0.15.3 — Invisible Farmland Fix (31 August 2026)
Build 25042920. Fixed a bug where farmland blocks could render as invisible while still functioning as valid soil. Farmed areas affected by this bug before the fix may still need re-planting.
0.15.1 — NPC and Housing Fixes (late August 2026)
Build 25012535. Fixed world-load NPC data wipe that caused duplicate NPCs to appear in towns. Before this fix, players reported NPCs vanishing or duplicating after closing and reopening a world. After updating, the NPC system should remember housing assignments correctly.
0.15 — Steam Early Access (28 August 2026)
Paid Steam branch. Developer snapshot: ~500 unique items, 3 bosses, 3 dungeons, 3 major biomes. Price listed at $12 with a two-week 20% launch discount ($9.60). NPCs and housing shipped: comfort scoring, NPC Sign, four town NPCs including Builder (crafting stations, sells beds that you cannot craft) and Farmer (greenhouse sunlight, seeds and fishing). Forest 0.15 adds a mossy rock monster, Crazed Miner, Miner’s Pickaxe (boomerang), thorns from Undergrowth and Forest Dungeon enemies, and Forest Ingots that take thorns instead of gold. Undergrowth is a 3D biome with fog; lava at the bottom throws thick red fog. See NPC housing and Early Access 0.15.
0.14.x — Terrain, assets, stamina UI
0.14 rebuilt worldgen with 3D noise, cliffs, and overhangs, and ran through Steam Next Fest. 0.14.3 overhauled textures and added Asset Packs. Later 0.14.x patches added a stamina bar UI, made Gecko Gloves consume stamina on climb, made the glider consume stamina, and tweaked incoming damage. If your muscle memory is “climb forever,” it is outdated. Controls and trinkets assume the stamina tax.
0.13 — Forest Dungeon rework
Two dungeons per world, tree-trunk entrances, Forest Keys, Forest Hammer anti-cheese, Forest Jelly plus Jelly Spoon, Unstable Dungeon Bricks, locked doors, Mushroomers and Forest Fuzzies, central-chamber Forest Pickaxe. FPS cap raised toward 1000. Flaming arrows more expensive. Undergrowth Rock no longer explodes. Returning Potions more common. Dungeon trinkets can roll in normal underground chests. This is the patch that invalidates the most guides. Trust the Forest Dungeon walkthrough.
0.12 — Multiplayer and demo
Steam P2P hosting from the pause menu, Join Game, layered skins (Amber, Clay, Jasper, Ruby), visual identity pass on common blocks, painted lights tint emission, first wiring pass. Demo is forest-only. Dedicated servers explicitly not ready. Multiplayer guide and demo vs full game start here.
0.9 — Snow Big Deal
Snow biome dungeon, cobalt, permafrost, icycles, yeti, ice fuzzy, snow wizard, mint, ice torches, Evil Tophat and giant snowball ritual for the snow boss. Mineshaft rework. World edge ocean. Language tab and translation folder in 0.9.5, plus Latin and Cyrillic font coverage. Community mod-loader experiments appear in notes; they are not Steam Workshop.
Older alphas (context only)
0.8 trailers sold building identity. 0.7 crops and HUD talk. 0.6 early trailers. 0.5 introduced the first Forest Dungeon. 0.4 biome beginnings, bows, crafting shortcuts (shift-click, hold right-click), cactus swords, slingshot. First public itch build: 9 February 2025, mining and building without enemies.
Playing after a patch
- Read the Steam news post.
- Back up worlds.
- Check whether your pickaxe still opens what you think (tools progression).
- Check whether your favourite trinket moved to crate loot.
- Only then spend a Forest Key.
If a creator’s video predates 0.13, watch it for vibe and ignore the bomb trick. If it predates 0.12, ignore “no multiplayer.” If it predates 0.9, ignore “forest is the whole game.” The Updates Hub exists so you can place any video on that timeline in ten seconds.
Patch-day checklist
Write down your current pickaxe, key count, and trinket loadout before you update. After the patch, walk a test cave before you spend a Forest Key. If housing NPCs stop trading, the comfort system probably tightened; rebuild light and size instead of assuming a save is corrupt. If multiplayer guests cannot join, test Steam overlay before you roll back. Keep one zipped world from the previous version until you sleep once in the new build. That single habit saves more runs than any weapons tier list ranking.
Frequently Asked Questions
Quick answers to the most common questions.
What was the biggest gameplay patch before Early Access?
0.13's Forest Dungeon rework and 0.12's multiplayer. 0.14's terrain and stamina changes are close behind.
Can I still bomb Undergrowth Rock?
No. 0.13 removed that. Use the Forest Pickaxe from the dungeon chest.
When was multiplayer added?
Version 0.12, with the Steam demo. Hosting steps are in the multiplayer guide.
Where are official notes posted?
Steam news for app 3516590 and itch.devlogs. We link them from the links page.