Diod v0.1.0.10 — Closer at a glance Pre-alpha | 21 October 2026 Changes since v0.1.0.9 - The four-arm pickup crosshair is now always visible during gameplay, with focus and capacity colors retained. - Nearby pickups and usable objects display floating names and distances within 12 m. Labels avoid overlap and walls; up to eight appear onscreen. - More forgiving selection near the crosshair helps you interact without exact aiming. Existing hand reach and wall checks remain enforced. - Esc now opens Overview: health, food, stamina, XP, load, time, a clickable map, your equipped character, inventory summary, quick crafting and a roadmap link. Detailed tabs remain available with I, K, M and P. - Six quick recipes use real crafting requirements and atomic saves. Missing ingredients open the exact Craft detail; successful crafts consume and save the proper supplies. - The same drag-and-zoom map now extends beyond explored ground in gray, refining local terrain and regional Earth relief as you zoom. Explored surveys remain colored. Whole Earth and My position connect global and local views. - The bunker console uses the same continuous map, retaining charted archive coordinates. Map viewing does not mark ground explored, reveal resources or generate distant 3D chunks. Controls: Esc opens Overview. Click its map, inventory, Craft or roadmap controls to open the matching detail tab. I Inventory, K Craft, M Map and P Roadmap remain. Drag the character preview to rotate. Quick crafting offers cordage, stone flakes, sling bag, tinder, hand drill and storage basket when their recipes are known. Nearby labels show names and distances within 12 m, up to eight labels at once. A slightly off-axis object can be selected within the normal 3.2 m hand reach; E still uses or picks up a single selected target. Walls block labels and interactions. Map: gray is unvisited, color is explored. Drag/scroll controls remain, Whole Earth zooms out, and My position returns to local detail. Native regional Earth data replaces an enlarged static atlas image at closer regional zoom; near the starting area the gray relief uses actual generated terrain. Source resolution varies by scale and is not uniform over the globe. Architecture, bounded background work and actual limits: docs/NAVIGATION_EXPERIENCE.md. Test saves are isolated; owner/local GPU testing is the visual acceptance loop. Validation linux: 31 focused actual-export physical awareness/overview/map checks, 85 progression checks and 32 movement/item experience checks passed. Small software-rendered overview, local map and whole-Earth fixtures reviewed. No full-world GPU playtest. Actual exported content/Earth/legacy-save path identity passed. No full-world GPU playtest. windows: Sequential export, native icon groups/sizes and four-part version checked. Native Windows GPU playtest pending. macos: Universal bundle identity/version and x86_64/arm64 verified. Fresh Developer ID signed, Apple notarized and stapled. Native Mac GPU playtest and fresh Gatekeeper assessment pending owner/local testing. Known issues - Native Mac/Windows GPU gameplay testing and fresh Mac Gatekeeper assessment await owner/local testing. - Earth-wide detail is limited by the bundled source data: native regional elevation/water is one arc minute, while nearby generated terrain and visited surveys have finer detail. This is not globally surveyed metre-scale terrain. - Gray map tiles may briefly load or refine while panning/zooming. Whole-Earth charts remain flat; polar precision and longitude wrapping need further refinement. - Labels are deliberately limited to the nearest visible objects to control clutter.