Diod v0.1.0.24 — Kungsholmen, on foot - Restored third-person gameplay: direct WASD movement, mouse look, physical tool use and the existing survival HUD. The v23 overhead gameplay default is removed. - New games start on an authored Kungsholmen island around Fleminggatan 109 and the nearby Stadshagen bunker. The OSM-derived footprint measures about 3.88 km², approximately 3.45 × 1.80 km. - Only Kungsholmen remains land. Surrounding mainland and islands are replaced by water, including the distant horizon. The current map has a bounded offshore water margin. - Saved two-metre terrain fields combine the retained elevation base with authored ridge adjustments, woodland, meadows and walking trails. Terrain, collision, water and the map use the same fields. - Curated clay and hematite deposits support the existing technology path. Three feral horses and eight roe deer use normal finite saved animal records. Existing stone, fibre, timber, food, farming and resource rules remain. - The existing 100-result starter catalogue, staged construction, horse care/riding/cargo, needs, settlement management and iron-gated Mara unlock are retained. No inventory or extra people are granted at the start. - Removed Terrain playground and previous-world options. The bunker chart and console now show the island. Old global and Stockholm regional map datasets are excluded from the installers. - This is a clean build with a fresh Diod save directory. Old maps and saves are not supported or migrated; their files are left untouched. CONTROLS WASD move; mouse look; wheel shoulder-camera distance; Shift sprint; Space jump; E interact; left mouse tool; I Bag; K Craft; M Map; P Roadmap; Esc Manage. UPDATING Close Diod and replace the complete application/folder. This clean build starts a new Kungsholmen game in the Diod user-data directory (on Mac: ~/Library/Application Support/Godot/app_userdata/Diod/). Old From Stone to Steel maps/saves are not supported or imported. Existing files are left untouched. New games contain one awake human, an empty inventory and the same starting archive knowledge. KNOWN LIMITS - This is the first curated island build. Native Mac/Windows GPU appearance, performance, riding routes and longer ordinary-player progression need local testing. - The elevation base is a filtered surface DEM with authored corrections. Two-metre grid spacing is not survey accuracy. Modern buildings/bridges are omitted; surrounding real geography is intentionally replaced by water. Water depths and resource habitats are modeled/authored. - Only Kungsholmen is playable. Other cities, expedition travel, the next distant bunker and passenger rescue are future work. - The existing animal artwork is retained. The population is finite; harvesting/taming does not create replacement animals. VALIDATION linux: Actual Linux-export checks: authored island 48, third-person gameplay 18, camera/physical reach 10, paid staged projects 39 and settlement 50 (165 total); release identity passed. Tests verify finite island resources/population, mining clay/iron, shared terrain/collision/water/map, startup/controls/doors/craft/save, fresh Diod user data, removed playground and absence of old map datasets. Numeric authoring map reviewed. One limited software terrain preview stopped at 50 seconds without an image; no native/full-world GPU appearance, performance or full ordinary-player balance acceptance is claimed. windows: Export and native icon groups/sizes/four-part version checked. Shared gameplay verified in Linux export. Native Windows GPU acceptance and publisher signing remain pending. macos: Universal identity/version checked; Developer ID signed, Apple accepted notarization and stapling completed. Shared gameplay verified in Linux export. Native Mac GPU visuals/performance and fresh Gatekeeper assessment remain owner/local testing.