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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.

v176: Fight for the Fallout

  • Published v176 to the game servers and launcher: arena and party/champion fights, eruptions, town farming, parcel hauling, hunger and Emberdeep loot.
  • Included Wyrmsteel and Star-iron equipment, tiered corpse processing, combat and movement tuning, item-bar, HUD, chat and graphics improvements.
  • Verified matching client and server releases while preserving existing characters and separate main-game and exile progress. Cindermaw building and Faction Island remain unavailable.

Bring back the useful bits

  • Revised Cindermaw loot and gatherable rewards after playtesting.
  • Enabled every corpse tier at the Master butcher table.
  • Unified tiered corpse processing, hides and silk, including Cindermaw creature profiles and Thick Hide.
  • Added corpse-tier prefixes to names and removed redundant rarity words from item names.
  • Repaired missing packaged runtime assets and kept input blocked beneath the loading screen through travel.
  • Completed the source fixes for the v176 release candidate, including the updated Ketil trade fixture. Publication followed on October 24.

The pit and the garden

  • Added the N-menu arena queue and champion picker.
  • Kept party tickets together, waited for loaded fighters before opening gates and repaired party-frame and spectator-camera behavior.
  • Improved the arena overlay, release-to-spectate flow and chat tab persistence.
  • Kept loading coverage through map travel and restored ordinary mid-fight respawn behavior.
  • Set Fire Wall to a ten-second cooldown, Cone of Fire to fifteen, and retained Radiant Orb's 24 base mana cost.
  • Kept ground-target rings synchronized with their ability cooldowns.
  • Enabled the pre-placed Cindermaw town garden without enabling player building.
  • Protected ripe town crops for their farmer for thirty minutes, then allowed public harvesting; preserved personal-planter ownership.
  • Connected the town well to freshwater refill and checked shared farming with two clients.
  • Stocked Thora with seeds for every Tier 1 and Tier 2 crop.

Fewer one-shot arguments

  • Limited Multi Shot hits on one target, removed direct-target Fireball splash double hits and splash crits, and tuned Bear Trap and healing effects.
  • Changed Cleric spell-damage scaling to Wisdom.
  • Added backward and sideways movement penalties, missing-health magic resistance for Berserker, and further champion combat fixes.
  • Prevented arena opponents from receiving friendly assistance from each other.
  • Added a flying spectator view for watching champion fights.

Bring a partner

  • Added arena teams with party-aware targeting and ally healing.
  • Expanded arena teams up to five and retuned Berserker Frenzy and Blood Fury.
  • Added Cleric and Pyromancer champion builds, projectile reads and improved aim.
  • Improved champion movement around walls, Ranger trap and stealth use, and opening attacks.
  • Improved Vanguard peeling and healer positioning behind teammates.
  • Applied a twenty-percent reduction to player-to-player damage.
  • Adjusted Cleric Holy Power generation from blocked hits and guard breaks.
  • Added counter-talent champion builds for testing defensive matchups.

A place to settle it

  • Implemented queued arena fights on a separate map.
  • Built the arena ring, gated start rooms, cover and gallery.
  • Reworked the arena with dwarven architecture, portcullises, a sculpted floor and lava moat.
  • Added a Berserker champion using the player class kit and combat decision-making.
  • Added separate Gameplay settings for attacking innocents and aiding outlaws, both off by default.
  • Made active law permissions visible on the HUD.
  • Gave guards distinct GUARD plates and town NPCs green frames.
  • Kept inventory-adjacent panels clear of the item bar.
  • Paused distant environmental effects and lava-river grids.
  • Added Blackmead and Unreal startup cards, first-run terms and continuous menu music.

The mountain wakes

  • Added timed Cindermaw eruptions, falling meteors and temporary contested Star-iron sites.
  • Added eruption effects and refined landing rules around towns and lava.
  • Put island-wide starfall countdown information on the HUD and map.
  • Added Unique rarity, dungeon-only equipment, named Emberdeep sets and signature rewards.
  • Connected dungeon loot, Dvalin's Stonechanters and Fafnir the hoard drake.
  • Added finishes for Steinvard, Eldhand, Undergard, Askrune and the Cinder Crown.
  • Added an items-only quick bar down the right edge of the screen.
  • Made the HUD scale with the viewport and added a HUD Scale setting.
  • Changed quick-bar slot labels to show bound keys.
  • Expanded graphics settings with supported DLSS, frame generation and Reflex, plus smoke, hair and auto-detect options.
  • Reduced distant cloth, guard and NPC hair simulation work.

Parcels worth protecting

  • Implemented Orm's sealed hauls, two buyers and Signy's courier chain. Unlike the earlier letter errand, sealed hauls engage contested participation outside sanctuary.
  • Connected Orm's market, Ketil the Fence, conversations and voices on Cindermaw.
  • Added distinct icons for parcels, the casket, oath token, letter and errand parcel.
  • Re-recorded Orm's voice with calmer deliveries.
  • Corrected NPC look-at behavior that bowed their heads.
  • Connected dwarven combat and proper running animations for creature pursuit.
  • Repaired navigation on Emberdeep's throne dais and pack stairs.
  • Prepared fitted Emberdeep weapons and dungeon finishes.

Cindermaw awaits

  • Added a consistent world-chart loading screen for game entry and travel.
  • Prepared v175 with boat access to Cindermaw and five-class Jump In: level 30, Common Tier 3 kits and unspent talent points.
  • Allowed exiles to travel into Emberdeep and back while keeping their original character and separate progress. Other islands remain off-limits.
  • Repaired town material dependencies discovered during v175 package testing.
  • Continued v175 package acceptance. The update is not yet published; v174 remains the live build at this checkpoint.
  • Later the same day, published v175 to the game servers and launcher: Cindermaw, Jump In, Emberdeep access, town law, quests and Wyrmsteel tools.
  • Added Wyrmsteel and Star-iron equipment across the weapon families, with recipes, loot and appearances.
  • Adopted new Wyrmsteel and Star-iron weapon finishes.
  • Adopted the matching shield finishes.
  • Added 42 inventory icons for the Tier 4 and Tier 4.5 equipment roster.
  • Gave Cindermaw's wild troll boss equipment drops like the dragon.
  • Implemented hunger, raw food and the HUD condition strip.
  • Repaired inverted lighting on back-stowed weapons and shields. These later development changes followed the v175 package cutoff.

The guards are paying attention

  • Connected the existing town guards to Eldvik admission and Brandstadir witnessed-aggression rules.
  • Replaced verbose player status plates with legal icons, party colours and contested swords.
  • Allowed immediate Brandstadir logout when clear of combat and contested participation.
  • Added durable, cancellable departure countdowns for the law-governed world.
  • Preserved vulnerable logout bodies and original ownership across reconnects.
  • Added Signy's letter-and-parcel errand to Orm. This quest does not flag its carrier for PvP.
  • Fixed Vanguard melee damage while a banner is active.
  • Made ground-targeted abilities snap to nearby usable ground.
  • Reduced animation work for town guards that are neither visible nor busy.
  • Replaced the logout countdown trap with Leave Now, Wait Here and Stay choices.
  • Changed resolution selection to a dropdown that applies only when a choice is made.

Jobs, consequences and better tools

  • Added four Eldvik quest chains covering hunts, gathering, exploration and crafting.
  • Connected island enemy kills to quest credit and put tracked objectives on the compass and map.
  • Moved quest turn-in rewards into NPC conversations.
  • Connected the next round of recorded quest-giver dialogue.
  • Added Orm the Courier as the fourteenth service NPC.
  • Added Wyrmsteel Tier 4 gathering tools.
  • Added the Crude Bow, strengthened the Hunting Bow and made arrow type and rarity affect damage.
  • Added victim murder reports and native menu controls.
  • Defined exact carried-item death losses and bag rights while protecting equipped gear.
  • Added private death-bag map markers and inspection information.
  • Displayed legal standing and contested participation independently beneath the compass.

Find your bearings

  • Added Cindermaw's island map and native location overlays.
  • Improved the island map's terrain contrast.
  • Clarified the Saga HUD and equipped new exile characters with starter torches.
  • Placed fourteen town guards across Eldvik and Brandstadir.
  • Saved Eldvik's sanctuary boundary and three selected contested areas.
  • Implemented shared contested participation, criminal-law policy and persistent countdowns.
  • Added two-of-three PvE kill attribution and XP sharing for eligible nearby party members.
  • Placed the first thirteen service NPCs and connected Signy's voiced dialogue.
  • Added buy and sell screens for the town vendors.

A better first minute

  • Moved Jump In teaching before connection, opened all five classes in the test creator and improved entry readiness.
  • Kept character creation in the menu with continuous loading coverage into the world.
  • Kept the loading screen opaque during blocking world-streaming pauses.
  • Integrated approved stowed equipment fits and polished class previews.
  • Hid the quiver when a shield is equipped.
  • Repaired static character menus, welcome-screen input and hotbar learning.
  • Integrated approved Cleric equipment fits and improved interface readability.

Begin your exile

  • Implemented native Jump In creation, separate exile progress, starting equipment and the Eldvik introduction.
  • Added the approved named class weapons using existing Tier 3 assets.
  • Expanded the creator with inline class and equipment information.
  • Enabled read-only class-tree inspection with keyboard and controller navigation.
  • Kept class-tree zoom anchored to the cursor.
  • Verified trading between admitted exiles survives reconnecting.
  • Fixed visible ship interaction and checked that exiles cannot sail to other islands.

Kit up for the mountain

  • Integrated named level-30 class equipment and its approved appearances.
  • Corrected the attribute pairings on named class armor.
  • Added Oathstone maces, updated shields and named material variants.
  • Made combat and profession activity XP reflect the difficulty of the content.
  • Unified enemy level scaling with distinct creature profiles and ranks, and revised class health scaling.
  • Added silver Elite and gold Boss nameplate frames.
  • Spread fire wildlife and passive herds through island biomes, with enemy levels related to distance from Eldvik.
  • Populated the shoreline with fire crabs and Great Crab elites.
  • Prototyped the Jump In introduction and ongoing Cindermaw Help.

Two places to make landfall

  • Connected Cindermaw ship travel, Emberdeep return trips and the dungeon back-exit destination.
  • Named the towns Eldvik and Brandstadir, and gave Brandstadir its stone houses.
  • Added four glyphstones around the towns and dungeon approaches.
  • Placed Master crafting stations and vault chests in both towns.
  • Added Master cooking campfires in Eldvik and Brandstadir.
  • Adjusted Eldvik's palisade against the surrounding terrain.
  • Added per-character personal vaults with additional tabs purchasable for gold.
  • Reduced the Emberdeep entrance effect cost without removing the gate.

A long way down

  • Walked the dwarven hold routes with the player character and repaired access through the interior.
  • Opened the rock-wall arches into the deeper halls.
  • Connected the hold population, including hounds and a drake, and built out the treasure hall.
  • Added lift call zones at both landings.
  • Named the dungeon Emberdeep and added a warning to its one-way back exit.
  • Added fall recovery beneath the walkways and prepared the island-side entrance.
  • Settled further Cindermaw law and death-loss design decisions. Implementation followed on later days.

The Help and performance update

  • Published v174 with performance improvements, eight Help tabs, building guidance and accepted punch and shield-to-attack repairs. Cindermaw was not included in this release.
  • Improved Cindermaw tree harvesting, grounded Slate, volcanic Stone and transition audio in development.
  • Built the first dwarven dungeon interior for Cindermaw.
  • Expanded the dwarven hold with encounter rooms and additional inhabitants.

Less waiting. Better fighting.

  • Made resource targeting use nearby spatial lookups rather than searching every resource.
  • Reduced unnecessary updates for distant idle enemies.
  • Stopped unseen Cindermaw creatures from paying the same animation cost as visible ones.
  • Added an in-game Help menu that follows your rebound controls.
  • Expanded Help with clearer player guidance and hammer-to-building instructions.
  • Repaired the four-punch combo while preserving its approved upper-body motion.
  • Stopped shield-block cleanup from interrupting a newer melee attack.
  • Fixed young-tree collision and Stormroot wind animation on Cindermaw.

The island bites back

  • Connected Barghest attacks and breath to Cindermaw combat.
  • Added Demon and Lava Elemental fire attacks.
  • Connected centaur archers to real nocked and fired arrows.
  • Added Befouler poison attacks alongside the island fire casters.
  • Integrated the mountain dragon, following work on griffons and drakes.
  • Added Wild Troll leaps and physical shockwaves.
  • Placed higher-tier gathering resources and connected standing ember trees to harvesting.
  • Fixed ranged enemies closing into melee instead of using their ranged attacks.

A new island on the horizon

  • Named the volcanic island Cindermaw and began integrating its creatures and gathering into the game.
  • Connected six grounded Cindermaw enemy types to gameplay.
  • Checked that Cindermaw resources retain their harvested state through a world restart.
  • Added the approved higher-tier material icons and resource assets.

Meet your character

  • Integrated the new character menu and live inventory portrait, including equipped previews, starting attributes and Play/Resume flows.
  • Fixed the full-screen class browser and clipped native skill trees.
  • Corrected Ranger and Pyromancer ultimate modifier exclusivity. Conflicting old saves refund both sibling choices.
  • Added Class and Saga level-up effects and verified that their particles follow moving characters.
  • Built and checked local v173 client/server packages.
  • Approved the v173 online rollout and prepared server recovery rules. Publication was pending at this checkpoint.
  • Later that day, published v173 to the launcher and live servers with the character menu, portraits and progression fixes.
  • Unified character selection and sharpened menu portraits in follow-up development.

A safer home for the project

  • Rebuilt v172 from the relocated project and checked the packaged client and server.
  • Brought required game assets into the source archive so another development machine can recover the project.
  • Verified the shared source backup before retiring the old local copies.

The progression update

  • Integrated aimed Vaulting Leap and Great Leap with real collision and landing.
  • Added Driving Kick and Disrupting Kick with collision-aware knockback and spell interruption.
  • Connected fishing splashes to water arrival and multiplayer events. Further visibility polish remains paused.
  • Unified proficiency and profession trees with the class-tree presentation.
  • Fixed same-level tree connectors and milestone gutters.
  • Rearranged cumulative profession milestones into readable parallel branches.
  • Added inventory double-click equip, including ring-slot selection and normal backpack returns.
  • Published v172 to the game servers and launcher with the integrated progression, armor and inventory updates.

A very busy workshop

  • Added spell-casting movement penalties and their proficiency relief.
  • Integrated grounded Slipstep and Fluid Escape.
  • Added shield-block movement tuning and Mobile Guard relief.
  • Connected gathering yield bonuses to completed harvests.
  • Added secondary finds and single-step rarity improvements to gathering.
  • Integrated five Fishing passives covering bite waits, catch quality, tackle wear and bonus fish.
  • Added Farming yield, growth, quality and seed-saving benefits to new crop cycles.
  • Added saved Jumper, Dodger and Kicker choices with their ordinary-action passives.
  • Integrated Blacksmithing material recovery, quality and bonus-item benefits.
  • Added completion benefits for Carpentry, Leatherworking and Tailoring.
  • Integrated Jewelcrafting settings and Lapidary timing.
  • Crafted restorative potions retain their potency; prepared meals retain their extended duration.
  • Grandmaster gear now records its original maker and keeps that attribution through transfers.
  • Added five gear-quality crafting actives and their capstone upgrades.
  • Integrated Double Brew and Hearty Batch.
  • Added Field Dresser and its upgrade for field processing.
  • Integrated Angler's Focus during fishing fights.
  • Added Stone Sense and Forager's Intuition for finding gathering targets.
  • Integrated Timber and Deforestation.
  • Added Unearth and Deep Unearth for artifact dig sites.
  • Added Evasive Stance and Untouchable Footwork for the Dodger route.

Give every weapon something to say

  • Integrated ranked Dash and its saved cooldown.
  • Added Controlled Breathing and Battle Rhythm recovery windows.
  • Added Battle Dressing and Trauma Dressing with a saved bandage choice.
  • Integrated Mace Heavy Toll and Resounding Toll.
  • Added Axe Sundering Chop and Breach.
  • Added Great Axe Reaping Swing and Deep Wounds.
  • Integrated Sword and Greatsword active follow-up attacks.
  • Added Maul Earthbreaker and Aftershock.
  • Integrated Longbow and Crossbow actives through their existing projectile and reload paths.
  • Added Spear Driving Thrust and its earned Withdraw step.
  • Added timed Greatsword parries and earned ripostes.
  • Added Shortbow Rapid Pair and Running Volley. Every shot draws and releases its own arrow.
  • Fixed butcher-table construction while preserving its processing requirements.

Put the spellbook to work

  • Equipped Books now increase trained mana capacity without refilling it on a gear swap.
  • Focus training now speeds eligible spell casts while preserving recovery.
  • Added Focus Flow State and Book Memorised Sequence rewards for changing spells.
  • Added Book Studied Casting preparation and its reserved mana discount.
  • Added interruptible Book Recollection channels for recovering mana.
  • Integrated Healing Magic empowerment and its upgraded overheal absorption.
  • Added Overchannel and Controlled Overchannel for empowered offensive casts.
  • Integrated Enduring and Renewed Enchantment with caster-owned buff durations.
  • Added saved Sprinter and Marathon Runner choices.

Make the armor work for you

  • Added armor-specific mana, stamina, dodge and blocking benefits, scaled to the pieces you wear.
  • Connected Cloth spell wards, Plate physical mitigation and Chain close-range protection.
  • Added Battle Endurance, Fleet Recovery and Firm Footing.
  • Cloth Composure now prepares a mana discount after hostile spell damage.
  • Integrated all four armor stances and their level-100 upgrades, with cooldowns that survive reconnecting.

Practice at the workbench

  • Added all 14 profession trees and saved-level gathering speed.
  • Extended gathering speed to plant harvesting and excavation.
  • Crafting orders now capture profession speed when queued.
  • Integrated the complete profession skill-tree icon collection.
  • Implemented armor weight, class capacity and a persistent Overweight indicator.
  • Armor training now improves the protection of matching equipped pieces.
  • Aligned casting recovery with Dexterity and armor load across classes.
  • Kept Cleric effect shells aligned while moving and crouching in multiplayer.

Wells, rolls and a sharper learning curve

  • Added craftable wells with height adjustment and timed water drawing for farming.
  • Updated the well recipe to use clay and hemp with less stone.
  • Connected unarmed punches and weapon-independent kicks, including a stun against actively raised hostile shields.
  • Added four directional double-tap rolls with collision-checked travel.
  • Expanded Jumping into Athletics. Jumps, dodges and kicks earn progress; jumping spends stamina.
  • Fixed death presentation, Purification and timed Hero Cave respawns.
  • Holy Power no longer decays passively.
  • Published v171 with wells, movement and combat updates.
  • Added the 26 proficiency tree previews, their artwork and the first automatic benefits after the release.
  • Added persistent Bandaging benefits.
  • Added combat Breathing benefits.
  • Added Sprinting recovery benefits that account for how the stamina was spent.
  • Added impact-paid shield proficiency costs and fully drawn Longbow True Flight.

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.
  • Published v170 with the five-class roster, Cleric gameplay and class presentation.
  • Fixed five-class quest progress, two-handed torch handling and passive Arc presentation.

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.