Call Me Human™ is now filed as an EU trademark, plus un-digging holes and a house in the snow
A small big day for us
Today was one of those days that just feels different. We filed "Call Me Human" as a trademark in the European Union. From now on our name comes with a little sign: Call Me Human™.
In the game, nothing changes for you. For us, it does. When we started this project, Call Me Human was a working title in a note. Now it's a name we want to protect, because we know we're going to build this game all the way. If you're curious what a filing like this means, Wikipedia has the basics under European Union trade mark. Registration takes a few more months, and until then we write ™.
Details are on our trademark page Trademark.
Digging holes and filling them back in, now with music
You might know this from farming games: you dig in the wrong spot by accident, and the hole stays there forever. Not in our game. With the hoe you can dig a hole almost anywhere, and when you don't need it anymore, you just fill it back in. Then even the grass grows back, as if nothing ever happened.
Today we turned that into our very first short video. Everything in it is real gameplay, recorded straight from the game, with Marko's own music track "Chill" and the same sounds you hear while playing.

Yes, we know: being able to un-dig a hole isn't exactly the most spectacular feature of a sci-fi game. But it's exactly these little things that decide whether a world feels good. We want you to try things out without being afraid of breaking something.
A house on your own plot
Our second topic today was house building. At some point on the planet you set up your own plot, with four glowing posts marking the corners. That's where you build your house, and it now sits exactly where it should: at the top edge of the plot, so there's room in front of it for your garden and everything else.
We tested it today in the middle of the snow, on one of our test maps full of rocks. Since there's hardly any open ground there, we built an extra small plot just for this, only three by three tiles. That way we can quickly see how a house looks in a tight spot in the landscape. The cover image at the top shows exactly that moment.
What's next
Right now we're polishing the look of the snowy landscape, so it feels as cold and wide as we imagine it. That will take a few more rounds, but we'll show you the result as soon as it's ready.
You can read more about the world of Call Me Human™ on our story page. And if you want to be there at launch, join the waitlist on call-me-human.com. That way you'll be the first to know when it starts.
See you soon,