Behind the Horizon

a new story begins..

A small update with two new functions:


The first change concerns the behaviour of the game when an item is transported directly into the chest with an open chest by means of ShiftL + left mouse click on the item in the inventory.
Now the game SCANS all the player's craft chests for stacks of the corresponding item and then puts the item there. Only if no stack is found does the item end up in the open chest as before.
The items do not simply disappear !
Once you get used to this, you will love this function :-) !

Changelog V1.21

Sorting items into chests has been simplified even more. By holding down the shift key, items are now not only sorted into the open chest, but ALL of the player's crafting chests are searched for stacks of the same item and these are then filled up. Only if no other stacks are found in other craft chests will the item be placed in an empty space in the open chest.

In the trade menu you can now directly talk to the NPC by clicking on the speech bubble in the upper left corner (previously this was only possible by pressing the L-Alt key when selecting the NPC).

Since many people had problems with the fact that you can't see where the ground is wet at the beginning of the game, I have now unlocked this function from the beginning and the ground is displayed slightly darker if there is still some water. However, the display in the upper status window to determine the exact water level will still be disabled until you learn the skill.


The rain particles for heavy rain have been lowered.


Since the last update, many NPCs were unable to close the doors of their houses. This has now been fixed.

Changelog V1.2

( Old savegames can still be used )


New quest lines around the new NPC named Wood (lives as a hermit in the northern woods).

A new cave and a new area were added for the quests.

Introduction of the squirrel pet

Introduction of the llama, as a farm animal and as a mount.

Some animals can now occasionally give birth to more young or hatch eggs

Global nature events can now only occur after 60 days to make it easier for the player to get started.



There are 2 new storms and two plagues - something for every season.

There are a total of 8 positive natural events - two for each season.

The events occur randomly 1-2 times in each season, so there is now a lot of variety.

In addition, there are books explaining the natural events (at the merchant and alchemist)



A new rare seed with complex challenging cultivation + instruction book to go with it.

Moss now only grows on the soil types sand, gravel, stones and rock.

Propagation of wild ground cover has been lowered.


Sheep and hares are now bigger when ready for shearing.

Announcement of natural events has now been moved from the player's messages to the info text, where it is easier to read.

Infotexts now have different colours to make them easier to categorise.


Fixed a small bug that occurred when farm animals ate large plants.

Fixed bug that sometimes you got stuck when opening doors and had to close the door again.

Fixed a bug in the calculation of light and heat in the weather.

Fixed a bug in burning (fire spells/fire weapons) of plants (display was wrong)

Projectiles are now also stopped correctly on walls in private houses of NPCs.

Texture error in some spells has been fixed (rounding error when converting to PNG file)

The animation sequence of old dogs and cats has been corrected (after implementation of the different fur colours)

Game Engine:

Framework for loading and integrating AddOns and tranforming savegames from other game versions created.


Simplified the rendering of plants for netbookmode for better performance on very weak systems. I also improved the system of light sources and now more lights are displayed in netbook mode. However, the ambient occlusion remains switched off (this means that light also shines a little through walls).
The goal was to be able to play the game smoothly on an Intel HD netbook.

Changelog 1.15


New menu that allows access to all menus in the game with a single click (access on the far right of the quick bar)

Objects can be placed directly on the quick bar. If the place was occupied, the item will land at the mouse pointer and can either be put back into the inventory or simply dropped on the ground, which will also land in the next free inventory place.


Various groundcover textures were edited or redesigned.


Possibility to steal vegetables and fruits! Up to now it was not allowed to harvest on foreign beds. This is now allowed with the corresponding consequences and it is up to the player to decide whether to use it (Note: NPCs don't like it at all when you steal and it is not good for your consciousness either).


Changelog V1.15b:


All ground cover textures have been redesigned and the graphics engine has been rewritten to make the landscape look more harmonious.

Stone textures have been improved


it is now possible to offer hay and feed the animals that normally eat grass in winter when the snow cover is closed. Previously, you had to either feed them their favourite food (needed for taming) or shovel the snow away. Feeding with hay satisfies the animal for a day and is important for all farm animals that produce something.

On the minimap above the houses it is now shown who lives there. This hopefully helps with orientation in Woodhome (NPCs almost always return home in the evening. Some eat in the restaurant first.)

Changelog V1.14


Fixed bug with standing devil animation


The spell Connect Spirit has undergone some changes: If the spell is cast on a plant that was not planted by the player, it will be given the status "planted by the player" if it is within reach of the crystal. The spell does not work on trees.
If the spell is cast on an empty field, the player will have a temorary connection to all the surrounding plants and trees he has planted and can see if they are suffering from deficiency conditions (graphically marked by animated different coloured symbols on the field. Blue stands for lack of water, brown for lack of nutrients, orange for too much heat, turquoise for too cold, light yellow for too much light and dark grey for too little light.

The Heal spell can now also revive trees in "Overload" mode. They get a part of their life time back, but first they have to grow again until they can bear fruit.

New building plans:

Lightning conductor: prevents lightning from striking an area (lightning destroys all plants and damages trees and injures or kills animals)
Herbal stake: will be needed in the next big content update.
Sandbag: prevents the field from being flooded.

Plant Emote:

the reason why plants are dying is now also shown. It also shows when a tree is wounded.


If you press the "Left Control Button" in the game, the area in which the player is allowed to plant (measured against his consciousness) is displayed brighter. Floor areas that are still too far away are displayed darker.


Shopsign with opening hours of Alfred's farm shop corrected

ChangeLog 1.14b

- The two displays for Life Essence and Energy are now smaller in relation to the rest of the GUI and therefore take up less space in the corners. The whole GUI is still scalable.

- A mouse control of the character was added. If you press the middle mouse button the character always runs in direction of the mouse arrow

Changelog V1.12

(old savegames can still be used)


The appropriate interface size is now determined automatically when the game starts and then saved with the score. Later this can also be set manually and is also saved. However, it is not recommended to make the GUI so large that windows overlap, because then some elements are no longer accessible.

Speech bubbles position at the player optimised

The active tool in the quick bar can now be changed with the scroll wheel of the mouse.

In the Quest Overview and Library, the list can now also be moved using the mouse scroll wheel.


A dollar symbol has been changed into a euro symbol :-) !


New magic that allows to transfer animals from one stable to another or to unbind the connection to a stable.


An event starter has been changed


Texts for the load and save dialog were translated into English.


Error in the calculation of dealer prices (Affection Boni) fixed


Changelog V1.13

(old savegames can still be used)


When the player died, the game went into an endless loop in rare cases. Fixed.


The pain sounds of the player now come much less often and depending on the damage


The autumn colouring of the trees is now less strong