- Work Update - 18 September 2026
Hello everyone! New update. Let's go straight to the content: NPC Improvements: NPC Construction and Improvements: This took as a bit longer than expected but it's now finally implemented and working! NPCs can now build new rooms as well as improvements, making them very useful for building paths and house expansions. Workstations: NPCs can now be given a workplace in the directions menu. Once a workplace is assigned they will go there during the day (not dawn or dusk), and hang out in the area doing any work available. For this to work you should make sure they're not following you of course, as that will override this system. Workstations now makes it possible for them to go on their own and work on gardens or construction projects while you go do something else. :) Improved Psychology: Still a work in progress but NPCs now have a preferred dominance level based on their traits. Which…
- NPC Improvements Update and Main Branch merge! - 28 August 2026
Hello everyone! Update time! First, we wanted to let you know that we have updated the main branch to EA_0.65. This should make all the new tools and features from the quality of life update available to most players. An now, the update. This time we're introducing many NPC improvements. Let's go straight to the content: Blueprint Duties: Partners can now work on blueprints. All you have to do is assign them to them and make sure they have all the right ingredients available, and then they'll work on them until finished. With this partners should be able to help you build roads, fields, cabins, mudhuts and practically almost any blueprint you can do yourself. Of course partner favour and personality will still play a role in how effective and ready to work they are. :) By the way, partners can still not work on embedded blueprints (like looms or crucibles), but they will be able to in a…
- The NPC Update! - 6 August 2026
Hello everyone! The time has finally come to release human NPCs into Card Survival: Fantasy Forest. First of all, be warned, This has been a big update for us, the biggest so far. For all of you brave souls in the beta branch, know that NPCs are big systems and there is only so much Neo and I can test in the limited time we had. There are no major bugs or issues that we could find, but there could always be some that escaped us, and balancing still needs a lot of work. :) We will be pushing lots of hotfixes over the following weeks, both with bug fixes, balance tweaks and some minor missing features. It is also worth pointing that NPCs are complex, and some of their systems will initially appear a bit obscure to most players. We'll be working on making these things clearer and easier to understand. And for now, we'll try to explain things as good as possible in this announcement. Also,…
- NPC Update News - 20 July 2026
Hello everyone! Here's a short announcement to get you up to date in preparation for the NPC Update! :) First, we want to let you know that we're aiming to release on the first week on August (not sure which day yet). As you know, the update will be introducing complex human NPCs to Fantasy Forest. Just so you know, in case it wasn't clear enough, we're taking more of a one-on-one relationship simulator approach rather than a group management simulation approach. So you won't be seeing an NPC town or anything like that, but rather a single NPC that is almost as complex as the player. Someone that has their own likes and dislikes, that can feel grateful or resentful, infatuated, connected, trust you or mistrust you, etc... This NPC can start the adventure with you if you choose the right perks, or be introduced through the trader otherwise. If an NPC dies, your character will suffer prop…
- Quality of Life Update and Main Branch Merge - 18 June 2026
Hello everyone! I hope you're all doing well. Main Branch Merge: First, today we'll be merging all the new features up to 0.64f into the main branch. This should be make the following features available to all players: - Stew improvements and overboiling system. - Firepit, Barrel fermentation, frying, pies. - Container and cooking station changes. - Swamp Areas. - Beavers, leeches, bog myrtle, kingcup, alder and peat. - Bog Iron, Bloomeries, Forges and iron tools. News: Next update is going to be the NPC one. Probably the most important update we've had so far! Plissken is going to be coming here soon and we'll be spending the next month working together at my place so we can get it all ready as fast as possible. We don't have a release date for it yet, but it will take at least a month and should include: - Human NPCs Creator Interface. - The ability to start with Human NPCs or meet th…
- Swamp and Iron Update! - 28 May 2026
Hello everyone! I hope you're all well!! Today we're introducing a lot of new content: Save system optimization: We have changed the way that saves are handled: the game should now use considerably less RAM, the save files will be noticeably smaller in size, and game autosaves should no longer produce the extreme lag spikes they were producing before. The system should properly convert your saves to the new format, but since there is always a risk of something not going as planned we made it so that the game does a backup of all your saves when you'll start it from the new update. If you notice anything strange when loading your old playthroughs, please let us know on Discord, by email or via the in-game bug report system, and once we fix the issue you'll be able to recover your save from the backup. Backups will be saved in C:\Users\YOUR USER NAME\AppData\LocalLow\WinterSpring Games\Ca…
- Future Content News - 15 May 2026
Future Content News Hello everyone! No update yet, this is a news announcement. We have decided to postpone the swamp update. We were planning to release it in two parts ( part today, part two weeks later) but we have recently come to the conclusion that it would be better to publish one bigger update two weeks from now than two smaller less impactful ones. With that out of the way, I'd like to take this opportunity to update you a bit on our plans for the rest of the year (and the beginnings of the next one)! Swamp Update: What we'll be releasing 2 weeks from now. This update will be increasing the map size considerably (20 new areas) and introducing a new biome (the swamp). The swamp has dam-building beavers, leeches, eels, ducks and some new resources such as bog myrtle, peat, alder and most importantly bog iron. It also has 4 new landmarks with some special mechanics as well as path…
- Main Branch update to 0.62 - 2 May 2026
Hi everyone! Just a small announcement here to let you all know we have just updated the main branch to 0.62f. This should make the following new content and changes available in the main branch: - Metal and Animal Traders - Cows and Chicken - Leather Armor - Primeval Woods Map expansion - Wildman Way - Tree Marking - West Stone - Wandering Oak - Primeval Wolves - And a lot of fixes, including fixes to bear behaviour! That's all for now. :)
- Cooking Improvements Update and Patch Notes #58 - 30 April 2026
Hello everyone! Another update is here. This time dealing with improvements to the cooking systems and some related new content. Mostly quality of life things that we had wanted to implement for a long time! Before going into the details though, we wanted to take this opportunity to announce that we'll be having a price increase soon, so that those of you that want to get game cheaper can do it now. Price Increase: We would like to thank all of our early adopters for supporting our game during this first year of Early Access. It's been quite an adventure and emotional rollercoaster! We're quite happy with all the progress we've managed together in this past year and how the game is maturing and finding its path. This wouldn't have been possible without all of your feedback and without all the bugs you've helped us find (something that simply wouldn't have been possible for a small team…
- Trading Improvements and Cow Update and Patch Notes #57 - 16 April 2026
Trading Improvements and Cow Update and Patch Notes #57 Hello everyone! Time for a new update. Let's go straight to the content: Trading Improvements: We have reworked the price calculations for traders and as a result character stats should make a greater difference when trading. Player trust and social skills should have an effect on trader trust gain, while physical things like size or facial symmetry will have a flat effect on prices. In general, the more socially adept and traditionally good looking you are, the better trader prices will be. Trust is still one of the biggest factors though, so with time, all characters should be able to achieve more reasonable prices one the trader gets to know them. In any case, we will be tweaking prices for a while so please let us know if something feels too expensive or cheap. Prices will be changing quite a bit I'm sure. Commissions: The trad…
- Leather Armor Update, Primeval Woods, Branch merge and Patch Notes #56 - 25 March 2026
Hello everyone! Hope you're all doing well. New update today! First, today we'll be merging the huntsman into the main branch, so the content from the last few updates will now be available to all our players. Now let's get to the content: Leather Armor: Clay Basin: Not really a leather item, but something useful for working leather. Clay basins can now be fired in kilns and used to soak reeds or nettle, to tan or to dye. They are also needed for making leather armor and can collect rain water. Leather Protection: Leather clothes now grant protection based on their quality and hardness. Boiled Leather Armor: The following armor pieces can now be crafted: bracers, greaves, cuirass, and helmet. Leather armor is twice as protective as normal armor clothes, so it should be ideal for players that want to try to take down large animal like bears or the forest beast. Leather Coif: A leather ha…
- Huntsman Update and Patch Notes #55 - 11 March 2026
Hello everyone! Finally the Huntsman is here! We hope you'll enjoy the experience, and please let us know if you find any bugs or issues and we'll fix them as soon as possible. ;) Let's get straight to the content: Pre-Made Characters: The game now has, in addition to custom characters, something we call the Fates and Ways. Fates: Fates are pre-made characters like the Huntsman, which come with their own stories and content, they're the closest to what the premade characters were in Tropical Island. For now, only the huntsman is available, but we'll be releasing at least 3 more (the witch, the tourist and the beast). Fates come with their own quest tree and victory conditions and can be won. Ways: Ways are something between a challenge and a tutorial. Basically they're simpler premade characters that are build around a certain playstyle, such as trapping or farming. They don't really co…
- Pre-Huntsman Update and Patch Notes #54 - 12 February 2026
Hello everyone! Update time! This is the last update before the huntsman. Hopefully this time for real! Next update will be introducing the first pre-made character, as well as a few premade character bases for new players to use and the first batch of some performance improvements we've been working on. We will also be disabling the current quest mode. As many of you know we like experimenting and trying new things. Sometimes these things work, sometimes they don't. We feel that while the quest system has some advantages, it also has many disadvantages, and is costly for us to maintain. So starting from the next update this mode will no longer be available and all quest mode player saves will be converted into research mode ones. We feel the huntsman (which has his own mixed quest tree) and the premade character bases will take the tutorial-like role the quest mode was taking. Now let'…
- Mining, System Improvements, Main Branch Update and Patch Notes #53 - 28 January 2026
Hello everyone! Time to update the main branch and release a new update for the beta one. Animal agents should now be available for all players, as well as all the latest features such as farming and garden improvements and the lake area overhaul. Now, to the new update: Mining: You can now build mines in some caves. With the type of mine dependent on the types of vein you can find there. These mines consist of tunnels that can be further expanded and contain their own veins. In the future these will be improved further. At the moment the 3 available types of mines are Flint Mines, Witchstone Mines and of course: Copper Mines. So you'll no longer have to spend hours clearing the rapids for greenstone if you don't want to. :) Copper veins have been added to bear cave and the cave in the Pine slopes. A new cave with flint has also been added to the river pass area. Leatherworking Improvem…
- Pine Woods Improvements and Patch Notes #52 - 8 January 2026
Hello everyone! First update of the year. This time we're improving the pine woods at the northern areas of the map. Here's a list of the new content: Pine Roots: Pine roots can now be obtained from Pine trees and used for making low quality twine. This method is considerably less efficient than using nettle but gives you a reliable option for players starting in the pine woods (also it doesn't cause a rash!). Juniper: Juniper berries can now be found in pine clearings during the second half of autumn and the first half of Winter. These berries are considerably less nutritious than the other two, and don't really work for making syrup or wine. They are however longer lasting and easy to dry (in which case they last quite a bit) and are one of the few food items that can be foraged during winter. They can also be used to season food in their crushed form (which also has a minor preservat…
- Animal and Farm Improvements, Branch Merge and Update #51 - 21 December 2025
Hello everyone! Time for a new update. First. Today we're updating the main branch to the latest version before we introduced the new animal system. We will be merging the new system a bit later, once it has become more stable and balanced. This will be the last update before the holidays, so we would like to take the opportunity to wish you all a merry Christmas and a Happy New Year! :) Now, to the new content: Animal Improvements:We've made many improvements to animals and there are still more coming. We will be tweaking all these new features over the following weeks. So let us know if you have any feedback or find any bugs we may have missed! :) Navigation:Animals can finally no longer magically climb cliffs. Not even when fleeing! Traps:The old trap system is no longer active for the animal npcs. Animals will now fully interact with traps on their own and will have a chance to trig…
- Animal Update and Patch Notes #50 - 3 December 2025
Disclaimer: This announcement was translated using machine translation. Apologies if some of the terms are incorrect. Animal Update and Patch Notes #50 Hello everyone! I hope you are all well. Today we're releasing an important update. One that was quite needed and was a necessary stepping tone for the future introduction of human NPCs. :) Here's the content: General Changes: Moon Phases: The game now features moon phases. For now it is mostly only used for some magic and for the purpose of night light calculations but it will later also have additional effects. New Areas: The map has been expanded again in preparation for the Huntman update. These areas are in the northwest of the map and introduce a new shrine, a couple caves, a new windy area and a water stream that is not always available. These areas add more pine woods as well as some oak ones. They will also be receiving some ext…
- Winter Update and Patch Notes #49 - 16 November 2025
Hello everyone! Hope you're all well. Time for another update! This one is themed around winter. A season that definitely needed some extra love and activities! Here's a list of all the new content: Elevation: Locations now have elevation. This will have some effects to speed and stamina usage during travel. I.e.: Going uphill is harder than going downhill and has some fun interaction with some of the other new features we've added. :) Skis: A new tool for fast downhill travel and entertainment, provided there's enough snow. Sledges: A new winter-only contraption for carrying heavy loads like the travois. It moves faster across snow, especially when going downhill and can also be used for entertainment. Ice Skates: A tool for entertainment and for moving across frozen river areas faster and more efficiently. Cold Distillation: Alcoholic drinks can now be made stronger through cold disti…
- Tools Update, Branch Merge and Patch Notes #48 - 29 October 2025
Hello everyone! Hope you're doing well. Today we're updating the main branch and releasing a new update on the beta one! New Tools: For this update we have retired the old crafting bonus and replaced it with many new tools and equipment that should help make many tasks easier. Many of these tools are not necessary, but can replace knives on some tasks, granting quality and speed bonus when they're used. Here's a full list of all the new additions and Improvements: Drawknife: A specialised knife that is great at shaving and working wood and can also be used to flesh skins faster. Chisel: A tool for carving wood faster and better, ideal for carving figurines or more detailed woodwork. Spoon Auger: A specialised tool for drilling holes more precisely and efficiently. Butchering Knife: A specialised knife for butchering animals with greater efficiency and precision. Skinning Knife: A specia…
- Fixing a Unity vulnerability - 9 October 2025
We are uploading a small patch to fix a recently discovered vulnerability affecting all Unity-made games.