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Changelog

Built Day by Day

New places. Better fights. Fewer things going sideways. Daily highlights collected from development history, starting August 1, 2026.

A little holy intervention

  • Integrated Cleric development effects and multiplayer resurrection.
  • Fixed cast cleanup and revive feedback.
  • Integrated the Cleric and Berserker skill icons, plus replicated placeholder Cleric casting.

Fight on the edge

  • Integrated Berserker class progression and passive Arc hotbar behavior.
  • Added server-swept Leap and collision-safe Careless pull.
  • Fixed Berserker healing and Rage catch-up ordering.

Farming reaches all three islands

  • Completed three-island farming resources and contextual rake motion.
  • Fixed dungeon loot, night exposure, solo skeleton scaling and crypt pose culling.
  • Connected the Berserker core to combat and equipment authority.

From wild seed to planter

  • Added saved wild-crop discovery and gathering.
  • Integrated planter placement with building-support protection.
  • Connected farming care to gathering equipment, inventory water and crop resources.

The first beds

  • Added spatial planter presentation.
  • Connected farming inventory, the crop catalogue and textiles.
  • Added farming persistence through character and map transactions.

Follow the swing

  • Integrated the special melee trails.
  • Included quest-objective outline materials in packaged builds.
  • Enabled Nanite on stone assets and compared castle lighting.

Keep the journal close

  • Added a gated quest catalogue, Pacific-time dailies and journal walkthrough.
  • Integrated lasting consumable effects and independent weapon coatings.
  • Added Steel and Mithral ammunition gameplay.

A better first adventure

  • Integrated tutorial quests and combat-safe prompts.
  • Added adventure music rotations with combat and boss transitions.
  • Added saved quest-tip controls.

Loot the place

  • Integrated third-island dungeon lifecycle and navigation into the game.
  • Made dungeon barrels, crates and tombs lootable.
  • Added adjustable extra reach for two-handed melee.

Hits where it counts

  • Restored creature melee hit capsules.
  • Integrated two-handed carry without sliding after placement.
  • Gave construction collision stable multiplayer movement-base identities.

Weapons with weight

  • Integrated fitted weapon models and corrected the battleaxe replacement.
  • Aligned weapon balance, attack cadence and presentation timing.
  • Improved two-handed diagonal movement blending.

Catch it. Clean it. Cook it.

  • Added Fishing and Butchering professions, plus fish processing.
  • Extended fully charged fishing casts.
  • Added Norse triangle construction and stair families.

Gone fishing

  • Added fishing rods, bait and fish to the item catalogue.
  • Added rod, float and fish actors.
  • Added fishing water zones and audio.

The fight looks the part

  • Integrated Vanguard skill effects for multiplayer.
  • Integrated Ranger skill effects while preserving archery behavior.
  • Added useful boss rings and level-gated silk from spider carcasses.

Pick your arrows back up

  • Added corpse-arrow recovery, quieter proficiency awards and a menu pointer fix.
  • Connected third-island resources to harvesting.
  • Moved harvestable Thrymgard rocks clear of roads and water.

Seams and silhouettes

  • Integrated Viking cosmetics with more precise seams and detail levels.
  • Added red, green and black short-robe variants.

A wardrobe that fits

  • Connected modular armor presentation to inventory while preserving attachment sockets.
  • Separated cloth outfits into reusable equipment pieces.

Deeper into Thrymgard

  • Built out dungeon architecture, materials and environmental storytelling.
  • Built Thrymgard navigation data.
  • Added isolated third-island encounter work.

A berth on the far shore

  • Brought the dock and ship to Thrymgard.
  • Extended the pier to clear the grounded ship.
  • Added the hunting-trap prop.

Thrymgard fills out

  • Placed Thrymgard settlements using the palisade kit.
  • Expanded the island reagent and ore resources.
  • Fixed a crash when dropping crafting fuel.

Practice pays

  • Implemented character proficiency progression.
  • Named the third island Thrymgard.
  • Carved roads and cuttings into the new island terrain.

Richer ground

  • Added gold and mithral ore nodes and fixed grey imported materials.
  • Restored silver ore materials.
  • Restored the intended physical arrow trajectory.

Make the next shot count

  • Implemented Ranger abilities that empower the next shot.
  • Added local arrow-release prediction.
  • Enforced ownership when demolishing structures.

Keep your belongings yours

  • Separated castle vault storage by account.
  • Allowed wall torches on owned structures.
  • Repaired the shared archery projectile flow.

Bring a friend

  • Implemented multiplayer parties.
  • Added multiplayer trading with server-held escrow.
  • Added consensual, non-lethal player duels.

Your character, where you left it

  • Added server-authoritative character entry checks.
  • Corrected character placement in the world.
  • Connected the control-rebinding menu and added character class and level to the menus.

Spellbooks and crypt echoes

  • Redesigned the class spellbook.
  • Built the proficiency taxonomy screen.
  • Added Church Crypt audio.
  • Implemented Church Mage spell gameplay.

Under the church

  • Added the Graskarn map.
  • Built out Church Crypt encounters.

Hear it coming

  • Added combat-ability sound effects.
  • Reduced repetitive character vocals.
  • Improved menu and harvesting audio timing.

Read the fight

  • Added ammunition and selected-spell information to the HUD.
  • Added surface-aware footsteps.
  • Added caster offhands.

A clearer picture

  • Integrated new game icons.
  • Added bear runtime assets.
  • Adjusted poison and bleed to tick once per second.

Animation homework

  • Refined the animation research notes and source references.

Light it up

  • Integrated the first Pyromancer gameplay slice.
  • Improved skill-tree layout and alternative prerequisite gates.
  • Stopped repeated fire damage from retriggering Pack Tactics.

Build a class your way

  • Integrated authored skill trees.
  • Added Chitin gear and ammunition.
  • Added armor-set effects.

Beyond the first shore

  • Expanded Graskarn populations and travel.
  • Added weapon critical hits.
  • Removed tin and increased silver resources.

Better tools. Better spoils.

  • Added Standard crafting stations.
  • Integrated loot and public chests.
  • Added regional bow damage.

Keep your distance

  • Integrated the first Ranger class.
  • Added shared ground targeting.
  • Added the dock ship and mine entrance.

Hold the line

  • Integrated the first Vanguard class.
  • Brought Hero Cave into the playable journey.

Mind the gap

  • Rebuilt the boss cavern.
  • Repaired collision on the approach to the vault.
  • Fixed a ramp collision trap.

The descent takes shape

  • Built the four-act Hero Cave layout.
  • Added class leveling and attributes.

Something under the mountain

  • Built out the Hero Cave construction tools.
  • Integrated the rigged Warrok boss asset.

First steps, fewer stumbles

  • Improved the starter sword and hotbar flow.
  • Updated controls and menus.
  • Fixed duplicate resources and the torch recipe.

Find your way back

  • Added the island map.
  • Added glyphstone checkpoints.
  • Updated island navigation.

Give the journey a shape

  • Mapped progression zones across the island.
  • Fixed the landscape material.
  • Replaced the hemp placeholder with its plant mesh.

Water finds its way

  • Seated three rivers into the island terrain.

Room to roam

  • Converted the island to World Partition.
  • Corrected the terrain stamp.
  • Fixed crab facing.

Shaping an island

  • Built the island terrain generator.
  • Worked on the lake, river and drainage layout.
  • Added a modular palisade fort kit.

Planning the first threats

  • Defined the Viking camp as the starter island boss encounter.
  • Designed a level-one enemy band around the stone sword.

Take your time. Aim.

  • Added a precision aiming view for the bow.
  • Corrected the bow grip.

Playing with fire

  • Implemented the first fire spells.
  • Added fire-spell visuals.
  • Reworked the inventory layout.

A proper workshop

  • Added starter crafting.
  • Added corpse icons and crafting-station models.
  • Added music that follows the day and night cycle.

Gear and daylight

  • Expanded the item catalogue with bows and armor attributes.
  • Fixed wildlife combat behavior.
  • Adjusted daylight and Lumen settings.

The island gets teeth

  • Expanded biome wildlife and added Amanita gathering.
  • Added the Goblin Chieftain.
  • Reworked tool grips by hand.

Trouble at the camp

  • Integrated the Goblin Bruiser camp. A new reason to watch where you wander.