Release Date 24.08.2026
Dear Cultivators, please find below our latest Patch Notes. The world is growing, and getting fixed and streamlined everyday, hence the nice and juicy amount of information you will find below.
Summer Days Event
Summer is almost over on Earth, but that's not the case on Avesta! Dress your Seedlings for the season, set up a sunny place to relax, and complete all the limited time objectives. There will be a pool ready for you once you complete them.
Includes
11 quests to uncover, with a special reward waiting for those who see them all through.
12 new craftable swimsuit pieces to give your Seedlings a fresh summer look.
New craftable summer props, including beach parasols, beach towels, and more.
New summer activities, including taking a dip, sunbathing, and applying sunscreen.
A new Sunburn injury, with different severities and ways to treat it.
Corn Juice, a new summer drink to craft and enjoy.
New sunbathing outcomes and thoughts, because every summer day doesn't necessarily end perfectly.
Item Recategorization
Item categories have been reorganized and unified across SEED. Items now follow a single shared category system, making it easier to find and manage them across containers, the market, resource pickers, and other parts of the game.
Some categories have also been renamed or adjusted to better reflect their contents. For example, Consumables is now Foods and includes sub-categories of Raw, Meals and Drinks, Farming is now Seeds, and the massive Furniture category has been broken down and distributed into more appropriate categories and sub-categories.
Storage Container Settings
All container settings have been updated to use this shared category system, making it easier to decide which items your containers should accept.
You can now select entire categories or subcategories or individual items, all within the new hierarchy of categories.
Exclusions are introduced, allowing you to specifically exclude individual items from containers. You will need to select a category or subcategory and then individually exclude items. Example: all Drinks (sub-category) excluding Murky Water (specific item). For categories and subcategories, this works the same as before. You can just keep categories unselected and they will be implicitly excluded.
A quick summary will show how many items and categories are accepted. The existing limit of 20 items each for inclusions and exclusions is now exposed as well.
Note: All your existing containers will maintain their existing settings, just showing up under the new categories. It is recommended to check your container settings again to see if you can improve their efficiency with the new options available.
Catalog Improvements
The Catalog has been redesigned to make finding, crafting and understanding objects easier.
Objects now provide a clearer overview of crafting recipes, availability, placement, durability, repair, and freshness.
You can also explore an item's entire crafting chain, from the finished item all the way down to the raw materials needed to make it. The crafting chain opens up in a new large fullscreen layout, allowing you to explore every single ingredient needed to make something, as well as jump around to new ones.
New Filter options which are easier to choose and manage. These use the new Categories and also allow you to filter by required crafting skills and their level thresholds (so you know what you can craft if you’re a specific skill level).
New Sort options, by alphabetical and crafting complexity. We've also made a number of improvements to crafting complexity calculations, giving recipes a more accurate representation of what it takes to produce them.
Seedling Interactions
Seedling interactions options are now shown directly in the context menu and not isolated inside the Interaction Suggestions section. They also show their relationship impact on the other Seedling.
For each interaction option in the menu you can also click the circle icon to cycle through multiple sub-options on what the interaction topic should be about.
Seedlings will first introduce themselves to each other before doing any other kind of relationship actions with each other. Functional actions like treatments or being served still work between strangers.
Seedlings will now explicitly point it out when the other Seedling repeats the same kind of interaction too frequently.
Fix: Reworked interactions rules and content, and grammar to make interactions more coherent.
Fix: Some improvements to make Seedlings describe ordinary facts in plain, everyday words instead of dramatic or poetic phrasing.
Fix: Seedlings no longer autonomously start a conversation that immediately ends with nothing said.
Fix: Asking a Seedling about skills, interests, health, or a role they do not have now gets a specific answer instead of saying they don’t know.
Fix: Fixes to interactions where the topic is another Seedling - When insulting another Seedling, only the relationship of the Seedling being insulted is impacted, not the listener’s relationship with the speaker (unless they are close to the person being insulted).
Fix: Seedling dialogue and memory narration no longer describe objects as people, so no more lines like 'Just finished assembling another person successfully'.
Relationships
A new 'Relationship Insights' screen, opened from a relationship's details page in the Social app, shows details of all the actions that contributed to the current state of the relationship.
When a Seedling gives birth, the modal now includes a pre-filled name field so you can name the baby yourself. In the next release, it will be possible to rename the baby at any time during the infant stage.
UX: Relationship list sections in the Social app now sort by strongest feelings
Fix: The 'Friend Circle' goal, which asks you to build 3 friendships, now counts friends of any life stage, not just Young Adult ones
Fix: Made romance increase easier between Seedlings that are only mildly attracted to each other.
Fix: It’s now possible to move cribs around.
UX: Relationship compatibility indicator is removed while we rework that concept.
Seedling Chat
UX: The Seedling Chat window title now shows the Seedling's archetype.
Fix: Asking a Seedling to eat or drink from a storage container now works.
Fix: Asking a Seedling to harvest or gather when several trees, plants, or deposits are nearby now picks a close target and starts the action instead of failing. We are aware that there are still unfixed failure cases - more fixes will follow in upcoming releases.
Seedling Behaviour
The Consume and Serve priority pickers, and autonomous eating, now only cover actual food and drink. Seedlings no longer treat non-food consumables like bandages as something to eat.
Existing Consume and Serve priorities and service adverts that pointed at non-food items have been removed from Seedling schedules, role definitions, and service locations.
Seedlings from AFK players can switch jobs if they find a better opportunity after some time passes.
Fix: Various harvestables such as ripe pumpkins now render on the landscape correctly instead of staying invisible for the rest of the session.
Fix: A Seedling standing still now turns smoothly to face a new direction instead of snapping round instantly.
Fix: Seedlings standing idle next to farm fields that need planting, watering, or harvesting now find and do that work instead of staying idle indefinitely.
Fix: A sleepy Seedling no longer autonomously walks to the bed in a well lit or noisy room, because it will interrupt rest. Light or noise no longer interrupts sleep if rest need has reached a crisis.
Fix: A Seedling that sat down for an activity now stays seated when the next activity starts at the same seat, instead of standing up and immediately sitting back down.
Fix: A Seedling hauling missing materials to a construction site or a partly-stocked production machine no longer carries items out of the delivery container and straight back in. It now fetches from a different container that holds the missing materials.
Fix: Waiters no longer serve a customer whose need is already above the threshold set in that customer's 'Address Need' priority, for example Food set to 80% and already above it.
Fix: A sick Seedling is now drawn to buildings that stock a remedy for its actual ailment. A building offering self-treatment no longer attracts Seedlings whose ailment it can't treat.
Fix: Adding a wild plant such as Flaxa Flora to a Seedling's TODO list now works when the plant stands on accessible land near another society's territory. Previously the list silently stayed at '0/50 - No items yet'.
Fix: When several food stacks in a Seedling's inventory decay into the same resource, such as biomass, the stacks now merge and no longer keep a permanent 'Reserved' marker in the Storage Container panel.
Fix: Seedling dialogue and other LLM-driven responses no longer fail for a player whose Seedling's assigned home was demolished.
Fix: Seedlings that migrated or were banished had a chance to lose autonomous behavior.
Spark
The Spark feed tabs are now 'Following', 'Discover', 'Around me', and 'My profiles'. 'For Me' is renamed 'Following' and 'My Seedlings' is replaced by 'My profiles'.
The new 'Around me' tab shows posts from any society you currently play in, if you follow them or not. Posts from system accounts are excluded.
The new 'My profiles' tab shows every post made under any profile you control. You can filter for Seedlings only to get the previous functionality of ‘My Seedlings’.
You can now filter Spark feeds by post source with 'Human', 'Event', and 'AI' buttons.
Updated the experience of the Spark filter & sort panel.
Spark's 'Suggested follows' widget now shows different suggestions each time it loads, and more relevant profiles. You can dismiss suggestions permanently.
Joining a society now creates a Spark post reading 'just joined <society name>.' with the society name as a clickable mention, replacing the old one-time 'just joined Seed.' post that fired once per account.
Opening a Spark post now marks its unread comment, reaction, and mention notifications as read. Follow notifications are unaffected.
Fix: You no longer get a notification about a mention in a post you authored yourself, such as your own 'just joined' post mentioning your society.
Fix: A mention notification from a player whose display name has not synced yet now reads 'Someone mentioned ...' instead of showing a placeholder name like 'User-1234'.
Fix: Posts under Spark's 'Suggestion' sort now lose rank as they age. A post that used to hold a top spot for days now falls out of the top ranks after about two days as newer posts overtake it, and sorting by latest is unchanged.
Fix: Spark posts and comments now show at most one blank line between paragraphs instead of a long run of empty space.
Fix: Typing '@' to mention someone in the in-game Spark app now matches names with spaces, up to four words, such as 'Max Emanuel'.
Fix: Trending hashtags are now ranked by how many different people used a tag recently. A tag posted many times by one account no longer outranks a tag used by several different people.
Fix: In Spark, a mention or profile link covered by another panel, like the filter popover, no longer highlights or opens when you hover or click it. The click now goes to the panel on top.
Chat and Notifications
Small restructure of chat header, which now resides in selected chat panel, instead of the window itself.
Contract requests now send notifications.
Fix: Incoming chat messages now land in the conversation they were sent to, so someone's Global Chat messages no longer appear inside your open private conversation with them. Applies on both the desktop client and the mobile app.
Fix: New line breaks render correctly in PAM and other rich text fields.
Scheduler
You can now pick a plot visually on the map in the scheduler slot editor and the society role editor, using a new plots selection button.
A pending invitation whose appointment dissolves because the host or the last other participant leaves is now removed from your schedule.
Fix: In the Scheduler's location search, what you type now stays in the box when the event has no location set yet, instead of resetting to the 'Anywhere' placeholder on every keystroke.
Fix: Single-clicking an empty hour in the Scheduler now creates a 1-hour block, instead of reusing the duration of the last block you dragged out.
Fix: When a schedule priority slot names a specific plot as its location, Seedlings now harvest trees and rocks on that plot instead of treating the plot as having nothing harvestable.
Fix: 'Schedule a visit' in a building's right-click menu now appears only for businesses and other service locations, so it no longer shows on private residences.
Resource Scanning and Deposits
Resource Scanner now includes a prospecting radar that runs in the background while your Seedling does other activities. Each round lasts two minutes and costs one power cell. The radar drops pings on the map to mark possible underground resources, up to ten at a time, and updates as your Seedling moves. Direct your Seedling to a ping and run a scan there to identify the resource.
A deposit's abundance is shown in scans and the atlas now drops as it gets mined, and a fully mined-out vein reads 0% instead of its original scan-time value.
A Resource Extractor's success chance now visibly decreases as the deposit's abundance drops.
Underground deposits (ore, clay, stone, coal, water) now report abundance on a 1 to 10 scale instead of 0 to 9.
Resource extraction cycles take multiple real hours
The Small Mineral Extractor can again extract rare-ore deposits (Bauxite, Rutile, Argentite, Aurite).
After the update, previously placed resource extractors are reset to the new abundance-weighted output, fixing extractors stuck with old fixed output, blocked manual production, or a duplicate harvest process.
Market and Trade
Seed Industries now trades Retted Flaxa instead of Fabric and Wood Poles instead of Sanded Wood, and no longer trades Glass.
Seed Industries' prices for Flour, Synthetic Fabric, and Treated Wood are about 20% lower.
As part of the Recategorization, The Market window's category rail now shows one consistent set of top-level categories and scrolls, replacing ten fixed tabs and a separate popover list that had drifted apart (Books and Seeds appeared in one but not the other).
Fix: Buying from a seller in another society now actually charges the shipment fee shown at checkout. The Express, Basic, and Budget fees (minimum 500, 250, and 150 SeedCoin) were displayed but never deducted.
Fix: When a delivery business handles your market purchase, the delivery fee now comes out of the wallet you chose to pay with instead of the receiving building's business wallet.
Fix: When only part of a cross-society order leaves the seller's spaceport, you are now charged, and the seller paid, for the units that actually arrive instead of the full matched amount.
Fix: After a partial cross-society delivery, your order shows as partially fulfilled and the undelivered units return to your resting buy order.
Fix: An order served by an employee, like a waiter, now counts against your Seedling's daily spending budget. Seedlings could previously keep buying past their budget in a single visit.
Fix: Heal service revenue no longer lists zero-coin 'served' entries caused by unrelated social activities, like a prank, fistbump, or dance, performed near a sick visitor.
Fix: A sold-out heal advert no longer hides unrelated social activities that used to falsely count against its daily limit.
Fix: A cross-society purchase whose goods get stuck at the seller's spaceport now fails and refunds you right away, instead of leaving your payment held for about eight hours.
Fix: A cross-society purchase that can no longer be shipped now refunds you right away instead of leaving the order stuck for hours.
Fix: A resting buy order whose delivery building was demolished is now cancelled and refunded instead of retrying.
Fix: Buy Now is now greyed out, with the reason shown, when the destination you picked has no room for the purchase. This covers direct buys within your society and across societies.
Fix: When a delivery fails, a sell offer now puts back only the units that actually stayed with the seller, so an offer no longer advertises stock that does not exist.
Fix: The Auto-Restock panel and PAM's manual now state that Auto-Restock buys only from your own society and Seed Industries, never from the Global Market. The panel previously said it placed orders "on the global market".
Money, Territory and Property
Claiming a territory tile through the Harberger system now costs a flat 2,000,000 SeedCoin up front instead of 5,000,000. The ongoing 0.5% daily tax and the suggested declared value are unchanged.
Fix: The Buy button on a territory purchase now shows a loading state while the purchase is processing instead of staying clickable.
Fix: Clicking Confirm rapidly on the territory purchase dialog can no longer send the purchase request more than once.
Fix: Buying a neutral territory zone now holds the payment until the zone is actually delivered to your society. If the zone is lost before delivery, the full amount is refunded automatically.
Fix: Claimable plots no longer offer 'Change Owner' or 'Sell' actions.
Fix: Placement on a plot owned by a business, a group, or another Seedling now checks the Seedling's permission over that actual owner, not society.
Fix: The Frontier Tent and the spaceport's delivery Inbox, delivery Outbox, and market staging container can no longer be moved while they still hold items. They must be emptied first, which closes a way to teleport stored resources across a society's territory.
Fix: Claimable plots can no longer be listed for sale or bought on the location market, and a listed or rented zone can no longer be marked claimable.
Fix: When a group head leaves, or a business or Seedling changes owner, the plots and buildings under them now name the new owner on every screen. One screen could previously still show the previous owner.
Fix: The owner picker for transferring a plot now lists every member of your society, so a housing manager who seized a plot can hand it back. It previously offered only your own Seedlings, businesses and groups.
Production and Crafting
The Iron Extractor perk's +20% bonus now applies when manually working the Mineral Separator's raw-iron recipe: 28 raw iron instead of 24 per successful craft, matching the Metalworking Bench recipe.
The Nail Maker perk's +20% bonus now applies when manually crafting iron nails at a Basic Anvil: 14 nails instead of 12 per successful craft, matching the Metalworking Bench recipe
Repairing a 'Crude Wood Single Bed' or 'Crude Wood Double Bed' now costs 1 wood plank and 1 wood peg instead of 6 of each, in line with the current, much cheaper crafting recipe.
The 'Rooted Health' perk now actually grants its +1 Resilience when granted. Seedlings who already held the perk are not retroactively fixed for now.
Producing Steel Ingot now counts toward the Metalcraft interest.
PAM's game manual now states that a year on Avesta is 24 in-game days, fixing her answers about Seedling life expectancy in real-world time.
Fix: A production machine whose finished output is never hauled away no longer stalls forever. The Unload step now times out after 1 sim hour, the machine resumes producing, and the vanished Production task returns to the job tasklist.
Fix: The crafting UI for a machine run personally by a character now shows learned schematics instead of listing everything as 'Not learned', and checks skill requirements (like the Advanced Workbench's Engineering 10) against your own Seedlings.
Fix: If the server rejects creating or updating a crafting task, you now see a 'Create Task Failed' or 'Update Task Failed' dialog instead of the request silently failing.
Fix: When a Seedling fails its production activity, the machine now stops producing right away instead of staying stuck at 'Producing / Blocked' with frozen progress for up to 12 sim hours.
Fix: A Seedling is no longer offered a production process whose required inputs sit in a building or room on the plot that it cannot enter.
Fix: Placing an object that ended up in a Seedling's inventory after pack-only disassembly now works instead of silently failing with no feedback.
Fix: Skill XP is now based on an activity's full work duration instead of only its final short wait. Farming XP gain speed was largely increased.
Societies, Organizations and Governance
The default society roles Citizen, Subject, Anarchist, Minor, and Criminal now appear in the Roles tab instead of being hidden.
A society tier change no longer cancels a running election on a role the change does not touch.
Fix: An organization role with a shift schedule now grants its permissions only while the shift is active. Outside shift hours an employee no longer has workplace access and resolves like any other visitor.
Town officials can now seize a privately owned building, just like a plot.
All Seedlings can start and vote for player banishments in the Settlement and Town tier.
New Judge role is added in the City tier. Up to 5 Seedlings can be elected. From this tier only Leaders and Judges can start and vote for player banishments.
New Judge role, can assign the Criminal role on a seedling.
A banishment can only be proposed when at least three different players in the society hold the banish permission.
Fix: The Camp tier's 'First Structure' goal now reads 'Construct your first Building with 7 or more Blocks' instead of '10 or more Blocks', matching the actual requirement.
Fix: The Settlement and City tier goals to craft furniture now read 'requires skill level 10 or higher' (20 for the City tier) instead of 'requires a crafting skill of level 10 or higher', since the skill can be Carpentry, Tailoring, or Masonry.
Fix: In the Voting window, the ballot detail card now sizes to its content (up to 200px) instead of filling half the panel, leaving more room for the Your Votes and Nominees row below.
Fix: The plot panel's 'Change Owner' popover now shows a note: 'Buildings on this plot keep their current owner and must be transferred separately.'
Buildings and Construction
Fix: Placing an outdoor voxel against a wall that has a door or window no longer deletes that door or window.
Fix: A light set to 'Day Only' no longer keeps the room lit for the simulation at night, so Seedlings will now sleep after dark in a room whose only lights are day-only. The same applies to 'Night Only' lights during the day.
Fix: The Campfire no longer adds any light to a room. It still adds its aesthetic score as before.
Fix: The Campfire's 'Light Mode' menu is removed.
Caretaking and Health
A brand-new Seedling's first thought after landing is now always a strongly positive one.
When a Seedling dies, the resources it carried are now teleported to your Orbital Storage instead of being deleted. The death popup shows a 'Belongings' section confirming it.
A callout on the Properties / Orbital Storage panel counts the items that recently arrived.
Fix: When a doctor treats another Seedling with a remedy the patient could also apply themselves, such as bandages or painkillers, the treatment's skill XP now goes to the doctor instead of the patient.
Fix: In the mobile companion app, tapping an injured body part now shows the available remedies instead of always showing 'No treatment available'.
Fix: Seedlings in the childhood and adolescence life stages no longer fall unconscious from needs or ailments.
Character Creation and Onboarding
Clicking Continue on the character creator's Stats screen with unspent stat points now asks 'Assign stats first?' with 'Assign Stats' and 'Continue Anyway' buttons instead of silently advancing.
The Creativity stat's tooltip now correctly mentions its purpose and reads: 'Ability to produce handcrafted goods; influences carpentry, sculpting, and tailoring.'
If your Seedling's name is rejected at creation, you now see a 'Can't create your Seedling' dialog and return to the Character Creator with your appearance, stats, traits and clothing preserved, so only the name needs changing.
New players now create their character first and pick a society afterwards.
You can now change an owned Seedling's hair style, hair colour and facial hair after character creation. Under 'Customization' (prev. known as 'Clothes & Equipment') tab in Focus Mode you will find a new 'Hair' tab next to 'Clothes.
Seed Store
An info icon in the Seed Store now has a 'Default Payment Method' tooltip. It explains that purchases are charged to your default payment method, and you can change or manage your saved payment methods in the Web Store.
The Seed Store now shows the payment card you chose as your default on the website, when you have set one, instead of the most recently used card.
Fix: Opening the web store checkout from a buy offer in the Seed Store now closes the offer window right away, instead of leaving it open behind the checkout.
Interface and Controls
Controls and settings
Quick dismiss: You can now middle-click (or Ctrl+left-click) the header of most windows, popups, and toasts to close them, the same as clicking the X button. This also applies to the activity queue. This behavior can be disabled in Settings > Controls.
Fix: Camera keyboard controls like WASD panning now keep working while your cursor is over UI panels, as long as no text field has keyboard focus.
Fix: You can now scroll through the Cultivator Level track with the mouse wheel
Fix: In Settings > Controls, 'Camera Controls' is now 'Camera & Mouse' with a new 'Mouse' group for the context menu toggle and Edge Panning.
Windows, Menus, and Apps
Link to Patch Notes webpage added in the ‘pause’ menu. Maybe that’s how you found these, who knows!
The context menu's three-dots button now only appears when its panel actually has content, instead of sometimes opening an empty panel.
Fix: Typing into a bounded number field, like the society Population Cap, now keeps the digits you type. The value only clamps to the field's limits when you press Enter or leave the field.
Fix: Cancelling subway or spaceport station placement now cancels cleanly instead of throwing an error and leaving the panel broken.
Fix: Hovering a context menu item with a long action name now wraps the tooltip text across multiple lines instead of cutting it off.
Fix: Fixed menu labels to no longer show a doubled label like 'Cuddle baby Cuddle baby'
Fix: Opening 'Create Business Account' with only one eligible Seedling now auto-selects it as owner instead of wrongly showing 'Not enough balance' with a disabled Pay button.
Fix: With multiple eligible Seedlings, the Business Owner dropdown now prompts 'Select a Seedling', and the funds warning only appears after you pick an owner.
Fix: The Business app's 'create a branch' screen now shows one consistent layout, with the buildings you can assign listed in a single outlined panel, instead of two unrelated screens depending on whether you own assignable buildings.
Fix: When no Seedling can own a business, the Business app now explains why: 'Adult Seedlings can create businesses from Society Tier 3 (Settlement)'.
Fix: In the Groups app's Members screen, a long group name is now truncated with an ellipsis so the member counter and the Invite button stay visible.
HUD and overlays
The Seedling switcher rail now scrolls within its frame instead of spilling past the '+' button, and the selected Seedling shows a solid blue fill instead of an outline.
Seedlings in other societies now open in a side popover with a 'Jump to Seedling' button instead of an inline expansion that could grow off-screen.
Improved the design of the "world health" and "maintenance" banners to be consistent with the rest of our interface.
Improved the "maintenance" banner to provide a clearer visual and textual countdown to downtime.
Fix: The tick marks under the day/night timeline now line up exactly with each hour.
Fix: Clicking the empty strip between the dock and the mode navigation bar now reaches the game world, so an open context menu closes as expected.
Fix: Pin capacity is now tracked per society, so pinned items in one society no longer block pinning in another.
Fix: A pinned item whose data fails to load now shows a placeholder row you can expand and unpin, instead of invisibly using up a pin slot.
Client stability
Fix: Switching between Seedlings in different societies no longer risks getting permanently stuck on the loading screen.
Improved performance when dragging resources in societies with lots of storage and when transfer route arcs are shown.
Fix: The client had a chance to freeze for a long time
Other fixes
Seedlings no longer lose items from their own inventory when goods of the same kind expire while they are hauling them.
Rare harvestables such as 'Web Fungus' mushrooms that were set up to spawn dynamically now actually appear in the world near where players are active.