Third-island caves and crypts join the game. Naturally, we put more trouble underground.
Keep going
Thrymgard is the third island in the journey. Its terrain, settlements and dock have been taking shape through September. The resources are connected to harvesting, giving the next material band somewhere to live.
This pass brings the cave and crypt lifecycle into the game. There is a difference between building an underground space and making it survive real players entering, leaving, dying and coming back. We have been doing the latter.
Down below
The authored dungeon environments stay intact while navigation, traversal and character persistence are wired together. The work covers remote respawns and the behavior of an instance after everybody leaves.
It is not the moment to call every entrance finished. Entrance placement and release checks remain part of getting these spaces into the full journey. The later consolidated release brings the cave, crypt and paired returns into its map set.
Pack for the trip
Higher-tier resources are a good reason to keep moving beyond the first two islands. So is the chance of finding out what somebody thought belonged at the bottom of a crypt.
Bring equipment you understand and enough supplies to stay for a while. Thrymgard is meant to extend the adventure, and that usually involves spending rather more time away from a comfortable workbench.