Idlestead
idlestead.com
Idlestead
@idlestead.com
Added fishing to the camp pond. Minnows stack to 5, bigger fish don't. Turns out per-item stack limits are simpler than containers.
January 3, 2026 at 12:49 PM
Added a bank drawer to the camp hub - slide down from top to see your stash. Also trimmed the skills menu to the core four: woodcutting, firemaking, fishing, cooking.
January 2, 2026 at 3:35 PM
Thinking a bit about motion... Tried using AI to animate the trees in the background moving and this was the outcome. AI, do less?
January 2, 2026 at 1:01 PM
Built one data structure that handles chopping trees, cooking fish, and planting seeds. Turns out gathering and crafting are the same thing with different inputs.
January 2, 2026 at 5:31 AM
Added a circular XP tracker that fades in when you earn woodcutting XP. Tap it to see progress toward the next level. Also fixed the idle periods - axe now starts swinging immediately.
January 1, 2026 at 5:45 PM
Added a proper toolbar at the bottom of the screen - inventory, stats, and placeholder slots for future buttons. Finally feels like a real game UI.
December 31, 2025 at 10:46 PM
Added a proper inventory system - logs aren't guaranteed anymore, they take up individual slots, and there's a drawer that slides down from the top to show what you've got.
December 31, 2025 at 10:19 PM
Added tappable sparkle bonuses that appear randomly while chopping. Hit them for extra XP and logs. Also: inventory now fills up and needs banking.
December 31, 2025 at 9:23 PM
Set up a system where Claude Code writes devlog entries as we work. End of each session there's a record of what got built, what got tried, and why. Press R to record gameplay, run a script to post to Bluesky with video attached.
December 31, 2025 at 8:24 PM