Diod v0.1.0.23 — Direct the first survivor - Play Diod now uses an angled overhead camera. Select the first survivor and issue movement or context orders with the mouse; WASD pans the camera. - Orders cover gathering, using objects, tree cutting, excavation, plots, hunting, carried crafting, station work and paid construction. Shift adds orders; Stop cancels them. Carried food is eaten when hungry. - The bunker starts in cutaway view, with one awake human and the same archive knowledge. The real forged-pry-bar and chamber sequence still unlocks Mara, who can then be selected and assigned work. - Crafting is queued as real human work. Placed building plans receive deliveries and labour through their existing paid stages. Materials, tools, reach, carrying capacity and stamina still apply. - Terrain collision and resources remain around active humans while the camera pans. Smaller terrain chunks, priority for physical ground, worker-local geography caches and a bounded overhead view reduce unnecessary rendering work. - New worlds keep the restored global Earth metadata generator. Existing geography and gameplay progress are retained, and first-survivor orders persist in the normal save. The flying terrain playground remains available. - Fixed a pause-menu initialization error encountered during fresh gameplay startup. CONTROLS Left-click selects a human/object. Right-click gives a context order; Shift queues. WASD / middle-drag pan; wheel zoom; Shift-middle-drag orbits; Home follows the selected human; Space pauses; Delete stops. K Craft, I Bag, M Map, P Roadmap, Esc Manage. Place a building plan with left-click; right-click cancels placement and R rotates. UPDATING AND SAVES Close Diod and replace the complete app/folder. Play Diod opens overhead strategy controls in your current run; no reset is needed. Existing inventories, structures, settlements, XP and terrain profiles remain. Settings → New global Earth world creates a separate fresh run with one survivor and the global generator. Old v21 regional worlds keep their bounded geography. Keep complete save folders; use v0.1.0.23 or newer for saved strategy orders. KNOWN LIMITS - This is the first overhead gameplay release. Native Mac/Windows GPU appearance, frame rate and longer ordinary-player balance/routing remain owner/local testing. - Global Earth elevation remains coarse ETOPO data with generated detail, GSHHG shores, generalized rivers, climate and geology. No new detailed global elevation or OSM coverage was integrated, and terrain accuracy is not claimed fixed. - Navigation uses conservative local physical routes, avoids open water and waits for loaded ground. Trees and pickups stream around humans; the overhead camera has bounded detailed draw distance. - Recovered settlers retain their existing shared-store, needs and local work-area rules. Their continuous gathering/timber/crop/build/haul/craft assignments differ from the first survivor’s finer action queue. - The 100-result starter catalogue is retained. The second distant bunker, two additional recruits, passenger rescue and progression through the modern era remain future content. - The earlier reported geometry spire remains unconfirmed. Existing regional saves are not automatically converted to different geography. VALIDATION linux: Actual packaged strategy end-to-end checks passed: overhead startup, one human, movement, camera-independent simulation, pickup, finite queued crafting/save, pause/Stop, entry transitions, paid staged building, iron-gated Mara awakening and worker orders. Cached/uncached geography at Stockholm/Norway/Sydney, legacy metadata, preserved regional terrain/collision/saves, staged projects, settlement rules and release identity passed. Command UI layout reviewed at 1280x800 with all 3D rendering disabled. Full-world/native GPU appearance and ordinary-player balance remain owner testing. windows: Export, native icon groups/sizes and four-part version checked. Shared strategy/gameplay checked in Linux export; native Windows GPU acceptance and publisher signing remain pending. macos: Universal bundle identity/version checked; fresh Developer ID signing, Apple notarization acceptance and stapling completed. Shared strategy/gameplay checked in Linux export. Native Mac GPU appearance, performance and fresh Gatekeeper assessment remain owner/local testing.