As of rev30B, bugs I've encountered: inconsistent ability to select tree stumps for clearing after selection, clearing stumps appears to happen unreliably modules placed in corners during blueprinting may cause finished building to have invisible walls z-fighting between walls of different buildings that share a plane UI buttons sometimes persist, when exiting a game to the save/load/options screen rally beacons for soldiers can only be selected inconsistently, making them difficult to erase upon reloading a saved game, stockpiles are sometimes ignored by the game client sometimes crashes upon completing renovation client sometimes crashes attempting both saving and loading client sometimes crashes for no appreciable reason (possibly related to the graveyard) objects marked for foraging are sometimes permanently ignored selecting workers and moving them around between crews is slow / inconsistent A random list of observations: new players regularly ask why the colony seems to have so many colonists busy being idle, and frequently blame the AI for being stupid; I believe a bit of explanation regarding the Overseer / Work Crew mechanic would go a long way to helping this situation I'm quite impressed by the pace and direction of development I like the aesthetic and I like the tone I'm particularly looking forward to broader resource and production complexity strangely, I'm really looking forward to pipes - they're another layer of complexity, and they'll also help with visual variety same goes for mega-projects A random list of suggestions: passenger pigeons! They went extinct around this time period in the real world, this era was also a saw the early flourishing of the archaeological sciences differentiate the nutritional values of food so that the most convenient ones are also the least satiating (i.e. lingonberry preserves should be better food than stew) some way to capitalise on the shore line? A fishing hut, perhaps, that generates raw fish a proper gentleman of the era would not even consider going out with a hat fruit trees! tubers (potatos, turnips, squash)! corn! silk! think of the production chain, and potential goods! Phew, keep up the good work!