Prospect Hollow’s next update gives your town more to chase
In the new-era preview and the follow-up, I talked about where Prospect Hollow is heading: Canopy, Riverlight, new neighbours and a town that’s easier to share. With the release getting close, I want to show you what there is to do when you come back. There’s a new reason to revisit puzzles, something to show for the journey your town has taken, and a few changes that make the later mine feel better to play.
Your town has a story to show
Town Honours is now working in preprod. Your first three-star puzzle, a bonus fusion, TNT collected from the forge, a particularly good score, or protecting your town from trouble can leave a permanent mark. There are longer goals too, from collecting particular gems to mastering mine elements and eventually earning three stars across the whole campaign. These honours belong to the town that earned them.
A notice appears once you are safely back in your village, and you can choose how much fanfare you want from Settings. The collection shows what you have earned and how far you have to go on the next goal. I like that it gives those little moments somewhere to live, without turning every completed puzzle into another demand on your attention.

You can choose three earned honours to display beside your town’s name. Someone visiting can open the gallery and see what you have accomplished; visits from different signed-in players can earn their own hosting honours. The badges are the reward here. They do not change your coins, puzzle moves or building progress.

Here is a short capture from the preprod game, going from a completed puzzle to its honour notice and collection:
A reason to go back into the mine
The museum now helps you pick a goal instead of scrolling through a long list of levels. You can show puzzles below three stars or filter for an honour you are chasing; the level cards point out the elements that count towards it. Once you have completed every current level, Continue mining also takes you to the first one that still needs its third star, provided you can replay it.

The new puzzles have had a useful pass of their own. You can swap a bonus with a pearl or relic when the treasure can still reach its exit, and separate blasts can now break through the layers of a thick crate. Relics get their turn through funnel junctions before ordinary gems refill the space, while completed obstacles clear off the board instead of leaving a faded marker behind. A clever move should look and feel like it did what you expected.
We have also adjusted the three-star targets on eight of the newest levels that had become harsher than intended. That does not flatten every challenge: level 391, for example, keeps its tougher target. Coin prizes from late-game chests now have a cap that grows with the town’s era, so a deep run can still matter when buildings cost more; replaying early levels does not suddenly become a shortcut to those larger payouts.
And yes, keep looking for the helmet
The wandering space suit is no longer just a dog’s outfit. The new capture below follows it between animals after successive puzzles, including the deer, fox, otter, raccoon and hedgehog. If a wild animal has the helmet, it stays in view long enough to find, and visitors see the same wearer you do.

All of this is still being checked in preprod ahead of the release. You can play the current beta in the meantime. I’ll mark the update live when this batch makes it out of testing; until then, I hope the new captures give you a better feel for what is coming.