Release history

Every layer has a history.

Shipped foundations stay part of the record. Explore the game and launcher, from the latest development checkpoints to the work beneath them.

Status reviewed

Beneath and beyond

The game

v0.6.0

In development · 0.6.0-dev

Stable and Development are connected locally. The next gameplay milestone is still ahead.

  • Stable uses the exact official v0.5.0 mod; Development uses committed 0.6.0-dev with native startup in the early NeoForge window and initial resource overlay.
  • Both local channels are assembled and activated. Immutable builds remain separate from persistent profiles; no old saves were imported.
  • The offline build, 52 native state/compositor checks and disposable preservation/reset/rejection fixtures passed. Menu and startup visual acceptance for these exact packages remain PENDING_USER.
  • Smelt, sprint 11.1, is next and unbuilt. Shaders remain disabled.

Locally committed game source, not yet pushed or released as v0.6.0. World loading and later resource reloads remain outside startup scope. Live fault/layout checks and broader QA remain NOT RUN.

Earlier preview and website history
  • The earlier native preview passed 40 state/compositor checks, reached the title screen and completed an isolated server shutdown. Those observations do not qualify the newly assembled packages.
  • The flagship website and its standalone repository shipped.
  • Earlier structured planning records and a disabled publisher passed ten local contract checks. That website renderer is now retired.
  • Current website updates are manually reconciled from committed sources. Automatic synchronization stays disabled.
  • Official combined-client qualification and release promotion remain separate from local development assembly.

v0.5.0

Shipped · Earth foundation

Earth underground. The foundation for everything that comes next.

Minecraft 26.2NeoForge 26.2.0.88Java 25
  • A taller Overworld, currently Y=-352 to Y=319, with five depths, fifteen biomes and solid separator bands.
  • Named minerals, localized heat, Underreach oil pockets and Core-only draconium.
  • Loot rooms, a rare settlement, routes, chambers and springs within the Earth underground.
  • Fifty-two completed iterations across ten phases; accepted limitations and deferred checks remain recorded below.

Explore the 52 iterations

Open a phase, or filter the archive by area.

Showing all 52 v0.5.0 iterations

Phase 1Foundation4 iterations
1.1
The toolchain Minecraft 26.2, NeoForge 26.2.0.88, ModDevGradle 2.0.148, Gradle 9.2.1, and Java 25.
foundation
1.2
The menu The client reaches the main menu.
foundation
1.3
The dedicated server It loads SUBSTELLAR. It does not load Iris or Sodium.
foundation
1.4
The probe Two seeds, a reload, and a recorded chunk time.
foundation
Phase 2The column4 iterations
2.1
The column Y=-352 through Y=319, sea level 63.
foundation
2.2
The familiar surface Seed 1 stays ocean at Y=63. Seed 2 keeps grass or dirt.
foundation
2.3
Saved ground Historical sampled seed-1 worlds matched and survived reload. Fresh same-seed variation is accepted; saved generated states must persist.
foundation
2.4
The other presets large_biomes and amplified keep the taller column and vanilla biomes. Only the normal preset selects the depth biomes.
foundation
Phase 3Strata and bands5 iterations
3.1
Three stones Tuff, then dripstone block, then polished deepslate.
earth
3.2
The light band Calcite, diorite, and andesite, 4 to 8 blocks.
earth
3.3
The dark band Obsidian and crying obsidian, 4 to 8 blocks.
earth
3.4
A warped ceiling A biome can cross a band.
earth
3.5
Empty bands The light band, the dark band, and the magma band have none of the chart.
earth
Phase 4Caves6 iterations
4.1
Tunnels Cracks and tunnels run through every deep band.
earth
4.2
Rooms Shafts, caverns, and one rare large chamber sit on those tunnels.
earth
4.3
Tighter with depth Deepwilds is the most open. The Abyss is the tightest of the three.
earth
4.4
No lava sea Lava is the thin band under Y=-208 and the vent pockets.
earth
4.5
Solid bands The crust shelves are not carved through.
earth
4.6
The surface stays The extra caves start under the strata ceiling.
earth
Phase 5Biomes6 iterations
5.1
Fifteen biomes Three in the Deepwilds, three in the Underreach, three in the Abyss.
earth
5.2
The one grove Vanilla moss, azalea, rooted dirt, spore blossoms, and glow lichen, only there.
earth
5.3
Rivers and lakes Water, and only in those masks.
earth
5.4
Vent pockets Magma vents are pockets, not a layer.
earth
5.5
Two rooms a depth Each of the three depths has two small loot rooms.
earth
5.6
One vanilla accent Each biome keeps one vanilla ore accent.
earth
Phase 6The settlement4 iterations
6.1
Rare, in that stone One place can generate in any of the five depths, in that depth's stone.
earth
6.2
Rooms, a path, a light, one chest The chest is substellar:chests/settlement.
earth
6.3
No new creatures No spawners and no new mobs.
earth
6.4
The small rooms stay The loot rooms are not the settlement.
earth
Phase 7Mantle and Core6 iterations
7.1
Mantle biomes Basalt seams, cinder pockets, and the closed foundry.
earth
7.2
Core biomes Pale galleries, bright cracks, and the still heart.
earth
7.3
The magma band Four to eight blocks around Y=-300.
earth
7.4
Tighter cracks The Mantle is tighter than the Abyss. The Core is tighter than the Mantle.
earth
7.5
Rooms there too Two small rooms each, and the settlement can stand in that stone.
earth
7.6
Draconium in the quartz Only in the Core. The Mantle has none.
earth
Phase 8Materials5 iterations
8.1
The named blocks One block per mineral, generated in that depth's stone.
materials
8.2
Deepwilds and Underreach Tin, zinc, silver, sulfur, apatite, then lead, nickel, bauxite, fluorite, certus quartz, and niter.
materials
8.3
The Abyss three Osmium, uranium, and cinnabar.
materials
8.4
Salt and oil Pockets beside the Underreach lakes. A bucket can pick the oil up. It does not spread.
materials
8.5
No tools No tools, armor, or machines.
materials
Phase 9Visual client4 iterations

Historical visual experiments — superseded. These four records preserve earlier work. Shaders, Iris and active shader packs are disabled in current development and releases; Sodium may remain.

9.1
A separate client Iris 1.11.4 and Sodium 0.9.2 live in run-look.
visual
9.2
The picture stays up Complementary Reimagined r5.9.3 stays in a world. The dev draw check is off.
visual
9.3
Two profiles A playable profile and a heavier reference profile, on the same world.
visual
9.4
The server stays plain The dedicated server does not load Iris or Sodium. The picture is accepted for now.
visual
Phase 10Refinement8 iterations
10.1
Ledges in uncut ground A rare horizontal shelf in ordinary stone. Bands and the surface stay. The excavate pit is only the window.
earth
10.2
Vertical routes Sparse wandering routes beside ledges in the three upper depths; bounded collision and native checks passed. Aligned approaches preserve solid bands for mining. No lava sea.
earth
10.3
Chambers, arches, and pillars Supported forms in each upper depth, narrow basalt fault ledges and ribs in the Mantle, and rare compact quartz galleries and buttresses in the Core.
earth
10.4
Springs and basins Shared upper-depth source, channel, fall and basin masks passed the fresh check and user inspection with accepted limitations.
earth
10.5
Wet stone Bounded existing ore-compatible materials beside intended rivers, lakes and springs. Automated fresh check passed; manual inspection deferred.
earth
10.6
A change of place Strata that read as geology across a band, not a recolor. Regional and detail patches passed the automated fresh check.
earth
10.7
Mineral clustering Smaller attempt counts and larger configured deposits passed the automated check. The chart and the depths stay.
earth
10.8
The look on that ground Existing mineral colors embedded in stone-faced cube models. Quartz and draconium do not emit light.
earth

Known limitations in v0.5.0

  • The first inspected spring bank was not walkable; steep basin walls and broad stepped water sheets need local refinement.
  • Fluid containment, settling, unsupported boundaries and bucket edge cases remain follow-up work.
  • Geology and cluster measurements cover one nine-chunk sample, not a representative global yield envelope.
  • Ore-face models passed static checks, but final in-game appearance, shading seams and rendering cost remain unverified.
  • Shaders are disabled in development and releases until explicitly re-enabled. Sodium may remain.
  • New terrain appears in fresh worlds or ungenerated chunks, not by rewriting saved chunks.
A way into the world

The launcher

0.2.0-dev

Development

One Launcher. Separate Stable and Development profiles, with a fixed place to play.

  • Stable and Development have separate persistent profiles, with safe preference resets that preserve worlds and identity.
  • Responsive Home, full release notes, remembered window geometry and copyable build details.
  • Checked local staging, activation and rollback use immutable builds. Client memory is capped at 8 GiB.
  • The development app is packaged, checked and deployed locally on the recorded development PC. All 24 native tests, three Node tests and 12 preflight cases passed.
  • Packaged checks and focused native UI verification passed. The later game snapshot records both local channels activated, with menu and final Development startup visual acceptance still pending.

Committed development branch, not merged or publicly released. Verification is scoped to the recorded development PC. Clean-machine, broader UI and gameplay QA remain NOT RUN.

Launcher release notes →

0.1.0

Draft

The first portable launcher. Implementation and draft packaging are complete; the integration candidate remains a draft.

  • Portable Windows x64 application with Home, Settings, Logs and local offline profiles.
  • Verified bundled-Java launch, fixed WebView2, bounded redacted diagnostics and tray supervision.
  • Native executable and SUBSTELLAR emblem, with an optional desktop shortcut.
  • Exact release-package checks passed. Earlier gameplay observations belong to a preliminary development build; clean-machine, broader UI and final-game acceptance remain unverified.

Pending package evidence and acceptance gates require review before publication. The website’s 0.1.0 downloads are empty demonstrations.

Launcher release notes →

Work status is not a verification claim. Each record retains its own evidence and limits. Visual scenes set creative direction; terrain and runtime behavior are recorded separately. See what comes next →