SUBSTELLAR

Release history

Every layer
has a history.

Shipped foundations stay part of the record. Future refinement does not erase earlier completed work.

Earth foundation

v0.5.0

Earth underground shipped. The current launcher and startup milestone follows; Smelt remains unbuilt.

Historical failed or deferred checks keep their original outcomes.

Completed iterations

sprint-1.1The toolchainshippedHistorical evidence

Minecraft 26.2, NeoForge 26.2.0.88, ModDevGradle 2.0.148, Gradle 9.2.1, and Java 25.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.1
sprint-1.2The menushippedHistorical evidence

The client reaches the main menu.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.2
sprint-1.3The dedicated servershippedHistorical evidence

It loads SUBSTELLAR. It does not load Iris or Sodium.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.3
sprint-1.4The probeshippedHistorical evidence

Two seeds, a reload, and a recorded chunk time.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-1.4
sprint-2.1The columnshippedHistorical evidence

Y=-352 through Y=319, sea level 63.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.1
sprint-2.2The familiar surfaceshippedHistorical evidence

Seed 1 stays ocean at Y=63. Seed 2 keeps grass or dirt.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.2
sprint-2.3Saved groundshippedHistorical evidence

Historical sampled seed-1 worlds matched and survived reload. Fresh same-seed variation is accepted; saved generated states must persist.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.3
sprint-2.4The other presetsshippedHistorical evidence

large_biomes and amplified keep the taller column and vanilla biomes. Only the normal preset selects the depth biomes.

Project / area
game / foundation
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-2.4
sprint-3.1Three stonesshippedHistorical evidence

Tuff, then dripstone block, then polished deepslate.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.1
sprint-3.2The light bandshippedHistorical evidence

Calcite, diorite, and andesite, 4 to 8 blocks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.2
sprint-3.3The dark bandshippedHistorical evidence

Obsidian and crying obsidian, 4 to 8 blocks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.3
sprint-3.4A warped ceilingshippedHistorical evidence

A biome can cross a band.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.4
sprint-3.5Empty bandsshippedHistorical evidence

The light band, the dark band, and the magma band have none of the chart.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-3.5
sprint-4.1TunnelsshippedHistorical evidence

Cracks and tunnels run through every deep band.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.1
sprint-4.2RoomsshippedHistorical evidence

Shafts, caverns, and one rare large chamber sit on those tunnels.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.2
sprint-4.3Tighter with depthshippedHistorical evidence

Deepwilds is the most open. The Abyss is the tightest of the three.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.3
sprint-4.4No lava seashippedHistorical evidence

Lava is the thin band under Y=-208 and the vent pockets.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.4
sprint-4.5Solid bandsshippedHistorical evidence

The crust shelves are not carved through.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.5
sprint-4.6The surface staysshippedHistorical evidence

The extra caves start under the strata ceiling.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-4.6
sprint-5.1Fifteen biomesshippedHistorical evidence

Three in the Deepwilds, three in the Underreach, three in the Abyss.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.1
sprint-5.2The one groveshippedHistorical evidence

Vanilla moss, azalea, rooted dirt, spore blossoms, and glow lichen, only there.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.2
sprint-5.3Rivers and lakesshippedHistorical evidence

Water, and only in those masks.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.3
sprint-5.4Vent pocketsshippedHistorical evidence

Magma vents are pockets, not a layer.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.4
sprint-5.5Two rooms a depthshippedHistorical evidence

Each of the three depths has two small loot rooms.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.5
sprint-5.6One vanilla accentshippedHistorical evidence

Each biome keeps one vanilla ore accent.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-5.6
sprint-6.1Rare, in that stoneshippedHistorical evidence

One place can generate in any of the five depths, in that depth's stone.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.1
sprint-6.2Rooms, a path, a light, one chestshippedHistorical evidence

The chest is substellar:chests/settlement.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.2
sprint-6.3No new creaturesshippedHistorical evidence

No spawners and no new mobs.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.3
sprint-6.4The small rooms stayshippedHistorical evidence

The loot rooms are not the settlement.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-6.4
sprint-7.1Mantle biomesshippedHistorical evidence

Basalt seams, cinder pockets, and the closed foundry.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.1
sprint-7.2Core biomesshippedHistorical evidence

Pale galleries, bright cracks, and the still heart.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.2
sprint-7.3The magma bandshippedHistorical evidence

Four to eight blocks around Y=-300.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.3
sprint-7.4Tighter cracksshippedHistorical evidence

The Mantle is tighter than the Abyss. The Core is tighter than the Mantle.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.4
sprint-7.5Rooms there tooshippedHistorical evidence

Two small rooms each, and the settlement can stand in that stone.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.5
sprint-7.6Draconium in the quartzshippedHistorical evidence

Only in the Core. The Mantle has none.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-7.6
sprint-8.1The named blocksshippedHistorical evidence

One block per mineral, generated in that depth's stone.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.1
sprint-8.2Deepwilds and UnderreachshippedHistorical evidence

Tin, zinc, silver, sulfur, apatite, then lead, nickel, bauxite, fluorite, certus quartz, and niter.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.2
sprint-8.3The Abyss threeshippedHistorical evidence

Osmium, uranium, and cinnabar.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.3
sprint-8.4Salt and oilshippedHistorical evidence

Pockets beside the Underreach lakes. A bucket can pick the oil up. It does not spread.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.4
sprint-8.5No toolsshippedHistorical evidence

No tools, armor, or machines.

Project / area
game / materials
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-8.5
sprint-9.1A separate clientshippedHistorical evidence

Iris 1.11.4 and Sodium 0.9.2 live in run-look.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.1
sprint-9.2The picture stays upshippedHistorical evidence

Complementary Reimagined r5.9.3 stays in a world. The dev draw check is off.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.2
sprint-9.3Two profilesshippedHistorical evidence

A playable profile and a heavier reference profile, on the same world.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.3
sprint-9.4The server stays plainshippedHistorical evidence

The dedicated server does not load Iris or Sodium. The picture is accepted for now.

Project / area
game / visual
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-9.4
sprint-10.1Ledges in uncut groundshippedHistorical evidence

A rare horizontal shelf in ordinary stone. Bands and the surface stay. The excavate pit is only the window.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.1
sprint-10.2Vertical routesshippedHistorical evidence

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. Expanded QA is deferred.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.2
sprint-10.3Chambers, arches, and pillarsshippedHistorical evidence

Supported forms in each upper depth, narrow basalt fault ledges/ribs in the Mantle, and rare compact quartz galleries/buttresses in the Core. A Core contour repair passed local fresh functional and native checks; Final automated package gates are tracked separately.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.3
sprint-10.4Springs and basinsshippedHistorical evidence

Shared upper-depth source/channel/fall/basin masks passed the fresh check and user inspection with accepted limitations. First-bank walkability, steep basin walls and broad water sheets are follow-up work in PHASE10_BACKLOG.md.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.4
sprint-10.5Wet stoneshippedHistorical evidence

Automated fresh check passed; manual inspection deferred. Bounded existing ore-compatible materials beside intended rivers, lakes and springs.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.5
sprint-10.6A change of placeshippedHistorical evidence

Regional/detail patches passed the automated fresh check; manual appearance inspection deferred. Strata that read as geology across a band, not a recolor.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.6
sprint-10.7Mineral clusteringshippedHistorical evidence

Smaller attempt counts and larger configured deposits passed the automated check; wider balance/appearance QA deferred. A picture of the chart. The chart and the depths stay.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.7
sprint-10.8The look on that groundshippedHistorical evidence

Existing mineral colors are embedded in stone-faced cube models; static checks passed, runtime visual inspection deferred. Shader-off terrain/readability and targeted custom-ore appearance. Shader tuning, Complementary-based ambient cave visibility and dedicated oil sprites are backlogged. No shader-on/profile comparison or new custom lighting is required. Quartz and draconium do not emit light.

Project / area
game / earth
Iteration
v0.5.0
Priority
3
Dependencies
None
Next action
Retain shipped iteration; plan further refinement separately.
Evidence
docs/ROADMAP.md#sprint-10.8
portable-010Launcher 0.1.0 draft kitshippedHistorical evidence

Exact source 2ed79f12913fc79e2d4f0fd539ead4bca90f1a2b and kit hash are recorded in RELEASE-0.1.0.md. Draft delivery is not full combined-game qualification.

Project / area
launcher / launcher
Iteration
0.1.0
Priority
1
Dependencies
None
Next action
Preserve pinned draft bytes and historical evidence.
Evidence
docs/RELEASE-0.1.0.md

Work status is not a verification claim

Each record carries its own evidence and verification status. Visual scenes set creative direction; terrain and runtime behavior are recorded separately.

See the complete release timeline ↗