Diod 0.1.0.59 — Single-player towns and businesses - Third-person single-player business gameplay with character appearance settings, named map-visible settlements, local trade and reserved town land. - Settlement stocks, demand, development and nearby NPC presentation run from saved simulation data; distant businesses do not need rendered NPCs. - Nine basic Craft recipes; weight-based carrying and bags. Buy gravel roads, complete mining sites, shelters with beds and town centres with food/water fittings using coins. - Start alone, earn capital by gathering and selling, then hire workers with a job, sheltered bed, food and water. Mine output includes stone, coal and processed metal. - Road-connected hired carriers move goods and sell to towns. Wages, supplies, need breaks, cargo and receipts persist; transport supplies can be reassigned. - Updated roadmap and facility previews; removed player teleportation, bridge/boat crafting, construction signs and legacy generic Inspect. Start a new journey. Existing saves are not deleted or migrated. Local acceptance: finite gathering/crafting/selling funds purchased infrastructure; paid facilities, supplied miners and road carriers produce and deliver goods with save/reload checks. Controller menu input, wage accounting, failed-save rollback and supply reassignment checked. Native fixtures use controlled positions/time; integrated worker fixture seeds capital and supplies. Platform acceptance: Linux 39 targeted checks passed. Windows version and six icon sizes verified. Mac Developer ID signing, Apple notarization/stapling, strict signature and quarantined Gatekeeper passed; exact Apple M4 build passed 42 identity/hiring/delivery checks. Native delivery fixture uses seeded capital/supplies and controlled time/positions. Physical controller and Windows/Linux GPU playtesting remain owner testing. Known limits: - Basic settlement and facility models; later building upgrade tiers, vehicles and boat shipping are not included. - Economy balance and route usability are experimental. Large-scale worker performance is not established. - Existing startup and terrain-rebuild delays remain. No new universal frame-rate or graphics-quality guarantee. - Controller checks use injected input; physical DualSense hardware and Windows/Linux GPU playtesting remain owner testing.