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May/June Update

Been a while, hasn't it? Well, after months of work, the game finally runs on Monogame. And it's only kinda broken. Porting to Monogame has been mostly seamless except where it turns out we were using XNA wrong. Porting to Monogame also allowed me to (finally!) switch to 64 bit. What does that mean? Well, now I can release a 64 bit version, obviously, which while being somewhat faster, also means the game isn't bound to the 2gig memory limit of a 32 bit process. This means that the largest world sizes work as-is without having to hope they fit in memory. Unfortunately, a few things are still missing - notably, the sky, and all sound. So once they are working, I'll stick up the 64 bit version on unstable.