BLISTER ONLINE CHANGELOG
BLISTER ONLINE — CHANGELOG
==============================================================================
=== v1574 - 2026-09-04 - EVERY WAND NOW HOLDS ITS OWN PROPER 3D MODEL IN YOUR HAND ===
* NEW: all 229 wands in the game now display a 3D model actually authored for that specific weapon,
up from only 10 shared models being reused across all of them before. The full magic-weapon art pack
had been sitting unused since it was delivered, with only the gun and pistol art converted into the
game so far. Thanks to the previous update's fix for undersized held weapons, these new models -
drawn at a much larger native scale than the gun pack - display at the correct size in your hand
automatically, with no extra work needed. Melee weapons remain the one weapon category still sharing
just a handful of models across all 313 of them; that conversion is planned for a future update.
=== v1573 - 2026-09-04 - FIXED HELD WEAPONS RENDERING WAY TOO SMALL IN YOUR HANDS - ESPECIALLY SWORDS ===
* FIXED: the 3D model of whatever weapon you're holding was rendering noticeably smaller than it
should, and unevenly so - swords in particular were showing up at barely half their proper size, while
rifles were only a little undersized and pistols were the worst off of all. A single flat scaling
number had been applied to every weapon alike despite the underlying art having wildly different native
sizes between weapon types, which is exactly why one fix couldn't have worked for all of them at once.
Each weapon class (blades, wands and staffs, pistols, rifles and shotguns, the rocket launcher) now
gets its own correctly tuned size instead of sharing one setting that only happened to look right for
some of them.
=== v1572 - 2026-09-04 - MORE NEW ICON ART: MATERIALS, GEAR TIERS, AND FOOD, 1,041 MORE ITEMS ===
* NEW: continuing from the previous update's weapon icons, materials, the full pickaxe/axe/armour
gear ladders, and food items now also get real pixel-art icons drawn from the same sheet, instead of
the older, plainer generator. Of the game's 2,204 items, only 226 - mostly cosmetics with no matching
art to draw from, plus a small number of one-off tools and vehicles - still use the old generator, down
from over 2,000 before this pair of updates began. Gear tiers (stone, bronze, iron, steel, and so on)
are now coloured by rank rather than at random, so a glance at an item's icon shows roughly how strong
it is compared to its neighbours on the same ladder.
=== v1571 - 2026-09-04 - NEW ART FOR EVERY WEAPON'S INVENTORY ICON, 795 OF THEM AT ONCE ===
* NEW: every weapon in the game that was still using an old, generic placeholder icon now gets real
art drawn in the game's pixel-art style. The 795 affected weapons - out of 2,204 items total - had
fallen through to an older, plainer icon generator since the newer hand-drawn icon sheet doesn't
cover them individually; icons are now built from the same sheet by matching each weapon's shape
(sword, bow, scythe, staff, and so on) to matching art already in the sheet, with each weapon's own
colours kept unique rather than every weapon of one shape looking identical. Four entirely new
weapon shapes (bow, staff, whip, and bomb) were hand-drawn from scratch since nothing close enough
existed to reuse. Materials, cosmetics, gear tiers, and food icons still use the older generator for
now and are planned for a future update.
=== v1570 - 2026-09-04 - THE GENERIC GRASS TUFTS AND SCATTERED PEBBLES ACROSS THE WORLD ARE REMOVED, MAKING WAY FOR REPLACEMENT PROPS ===
* FIXED: as a deliberate first step before new ground decoration is added, the plain, generic grass tuft
clusters and pebbles scattered across roughly two dozen biomes are removed - measured at over a
quarter of every object drawn in at least one biome. Training nodes (the ore rocks and trees that make
sure something is always nearby to gather from) and each biome's own distinctive props (like pagodas,
buttes, and lantern posts) are deliberately left completely untouched, since those aren't generic
filler the way the removed tufts and pebbles were. This version removes the old decoration only; new
replacement props are expected in a later version.
=== v1569 - 2026-09-04 - 822 OF THE GAME'S 829 WEAPONS NOW HAVE A REAL, DETAILED MODEL IN YOUR HANDS INSTEAD OF A FLAT PRIMITIVE SHAPE ===
* ADDED: following last version's addition of 125 hand-made weapon models to the game's files, they're
now actually wired into what you hold and see in combat - 822 of the game's 829 weapons are matched to
a proper model instead of the old flat, untextured shape, since a hand-typed list matching each of 829
weapons to one of only 125 models would immediately go stale the moment a new weapon was added. A weapon
is matched by its exact name first, then by a close match against a model's own label, and finally by a
stable, repeatable choice among models sharing the same general family - so a weapon that doesn't get an
exact match still consistently gets the same appropriate model every time rather than a random one. The
seven weapons deliberately left with their old look are all specials with their own unique effects (the
nuke, the airstrike, and similar) rather than ordinary guns or blades.
* FIXED: caught and corrected before release - an early version of the matching logic had a subtle bug in
how it checked whether one weapon's name ended in the same text as a model's, which very occasionally
matched on nothing at all and could hand a completely wrong weapon a mismatched model (an assault rifle
model on the Butter Knife, for one). Found by checking the actual output before shipping rather than
trusting the logic to be correct, and fixed at the source.
=== v1568 - 2026-09-04 - 125 NEW WEAPON MODELS ARE NOW IN THE BUILD, BUT NOT YET IN YOUR HANDS ===
* ADDED: 125 hand-made weapon viewmodels the operator built and dropped into the project's files two
days ago are now loaded into the game for the first time, brought in essentially unchanged from how
they were authored. This version deliberately only makes them available to build - what you actually
hold and see in combat is completely untouched for now, still the same flat, untextured shapes as
before. Wiring an entire held-weapon system over to genuinely detailed, textured models is being kept
as its own separate step rather than folded into just landing the library itself.
=== v1567 - 2026-09-04 - THE WEAPON/TOOL VIEWMODEL MOVED TO THE LEFT SIDE OF THE SCREEN ===
* FIXED: whatever you're holding now displays on the left side of the screen instead of
the right, for left-handed play. It sits exactly as far from the centre of the screen as
it always did, just mirrored to the other side - the swing animation itself needed no
changes, since it was never actually tied to a particular hand.
=== v1566 - 2026-09-04 - [E] COULD OPEN THE WRONG THING WHEN A CITIZEN OR TRADER WAS NEARBY ===
* FIXED: the game maintains one internal check to decide which nearby object [E] should
actually interact with when several are close together - but that check was silently
failing on every single call, due to a coding error that had it reaching for a variable
it couldn't actually see from where it was defined. The failure was swallowed instead of
reported, so instead of falling through to the citizen, trader, chest or crate standing
right in front of you, [E] could fall back to a completely unrelated quest panel while
the on-screen prompt still correctly named the person you were trying to talk to. Fixed
by letting each of the four things this check considers fail independently instead of
one broken source taking all of them down together.
=== v1565 - 2026-09-04 - RELOADING NO LONGER GIVES FREE, UNLIMITED SUMMONER EXPERIENCE =====
* FIXED: simply loading a save could pay out Summoner experience every single time, with no limit
- the code that restores your already-active pets after a load shared its experience-awarding
logic with the code that pays you for deliberately summoning one, so putting a pet back that was
already yours quietly paid the same reward as calling it for the first time. A character with a
starter pet, which is every character, could gain real levels just by reloading repeatedly.
Deliberately summoning a pet through the kennel, a loadout slot, or any of its usual triggers
still pays exactly as before; only the automatic restore-on-load no longer does.
=== v1564 - 2026-09-04 - A NEW CHARACTER NO LONGER SPAWNS SOMEWHERE WITH NOTHING TO GATHER =
* FIXED: the new wilderness spawn added the previous build could drop a character inside one of
the game's named regions - the kind of large, hand-decorated area that carries its own scenery
instead of the ordinary scattered trees and rocks everywhere else in the world. A character
landing in one could find nothing to chop or mine for well over a thousand units in any
direction, at any level. The random spawn point now rejects landing inside any named region at
all, not just the small handful it was already excluding.
=== v1563 - 2026-09-04 - EVERY CONTROL IN THE FIXED/DOCKED UI NOW CLEARS THE HIT-TARGET FLOOR
* FIXED: the previous build's search-box fix only covered that one control. At the smallest UI
scale setting, the fixed/docked interface's inventory category tabs had the exact same problem -
found only once the inventory was actually full enough to show them, since an empty test
character never renders the tabs at all. Every sheet, modal and sidebar control in that layout -
buttons, text and number fields, dropdowns, checkbox labels - now keeps its true minimum
clickable size at every UI scale, fixed once as a shared rule instead of one control at a time.
=== v1562 - 2026-09-04 - THE ITEM SEARCH BOX STAYED CLICKABLE AT EVERY UI SCALE ============
* FIXED: in the fixed/docked interface layout, at the smallest UI scale setting, the inventory
search box shrank to under 21 pixels tall - below the 24-pixel minimum every other clickable
control on that screen is held to. It was the only control in the entire sidebar with this
problem, found by the game's own in-game self-test rather than any of its automated gates, since
the defect only exists once the interface is actually drawn at that specific scale.
=== v1561 - 2026-09-04 - A NEW CHARACTER WAKES UP IN THE WILDERNESS, NOT INSIDE THE CITY ===
* CHANGED: a brand-new character no longer starts inside Sigma City. You now wake up at a random
point out in the world - never in the sea, on top of a settlement, in a lava crater, or in an
irradiated zone - so discovering a city for the first time is something you have to actually go
and do again, rather than something you're handed for free the moment you create a character.
This is a genuine revert: the random-spawn function had been sitting unused, but never removed,
since city spawning became the default many hundreds of versions ago. Finding a settlement once
you're actually looking for one hasn't gotten any harder - they're still close together - and
dying still wakes you at the nearest one either way, so a character who never finds a city on
their own is handed one the first time they die.
=== v1560 - 2026-09-04 - A NEW CHARACTER NOW STARTS WITH ONLY A PICKAXE AND AN AXE =========
* CHANGED: the Build Tool and the Landscaper used to be handed to every new character
automatically, for free, on top of the starting Pickaxe and Axe. Both are now craftable
instead of granted - the Build Tool for 5 Plank and 1 Iron Bar, the Landscaper for 2 Iron Bar
and 5 Stone - low enough costs that reaching either is still one of the very first things a new
character can do. Existing characters who already had either tool keep it; this only changes
what a brand-new character starts holding.
=== v1559 - 2026-09-04 - THE ONLINE SAVE TIMER NO LONGER OUTLIVES THE CHARACTER IT STARTED WITH
* FIXED: leaving an online world without a clean disconnect, then loading a different online
character in the same browser session, could let the still-running save timer from the first
character silently overwrite that character's saved data with the second character's stats. A
save moving any skill's experience backward was already refused, but a second character with
different or higher stats often wasn't caught by that check either, so the overwrite could go
through unnoticed. The save timer is now bound to the specific character it started with, so
switching characters without a clean disconnect stops it instead of leaving it attached to
whatever loads next.
=== v1558 - 2026-09-04 - A REAL VIEW DISTANCE OPTION, FOR PLAYERS WHO WANT THE PERFORMANCE ==========
* ADDED: a View Distance setting on the Pause menu (Full / Far / Near) that hides distant map
scenery to improve performance - measured at roughly a quarter less frame time at its shortest
setting. It only ever hides world scenery, never the sky, creatures, or anything on the HUD, and
defaults to Full so nothing about how the game looks changes unless you turn it down yourself.
=== v1557 - 2026-09-04 - THE RIVAL CITY'S BUILDINGS FINALLY HAVE REAL FOOTPRINTS ==========
* FIXED: an earlier fix widened building hitboxes to match their visible base plinths, but only for
buildings using their normal model - anything on the fallback path (the Rival City among them, plus
any building whose model kit is missing) kept the old, narrower hitbox. You could walk over a metre
into a Rival City building's own visible stone base before hitting anything solid. Fallback buildings
now match their plinths exactly, the same as everywhere else.
=== v1556 - 2026-09-01 - (dev tool) CORRECTED AN INACCURATE CODE COMMENT ABOUT WHERE A NEW CHARACTER SPAWNS ===
* No player-facing bug fixed: a code comment explaining a line-of-sight rule incorrectly claimed a
brand-new character spawns standing inside the chapel building's footprint, as an example of a
player legitimately being inside a solid object. A fresh spawn is not actually inside any registered
solid - the underlying rule itself was correct and re-verified, only the example describing it was
wrong. Corrected to remove the false claim.
=== v1555 - 2026-09-04 - FIXED THE MOUSE SNAPPING TO A RANDOM DIRECTION =====================
* FIXED: closing a panel could make your view suddenly whip around by up to a full turn, for no
reason you did anything to cause. The browser hands back one build-up event covering everywhere
your cursor wandered while a panel had it, and the camera was turning to match all of it at
once instead of ignoring it. The very first look event after re-locking the camera is now
dropped rather than applied - a single frame nobody can perceive, and it never affects ordinary
aiming.
=== v1554 - 2026-09-04 - MELEE COULD HIT YOU RIGHT THROUGH A WALL ==========================
* FIXED: a creature on the other side of a stone building - a chapel, a town house, even a tree
or a rock - could still land melee hits on you through it. An older fix already stopped this
for walls you'd built yourself, but never checked the world's own buildings. Every solid now
blocks a melee attack the same way a player-built wall already did, with a doorway staying
open and a building you're standing inside of never counting against you. Creatures can still
walk in through a wall and hit you from inside - this only stops damage arriving through stone
from something that never actually got to you.
=== v1553 - 2026-09-03 approx. - ROUND PILLARS STOPPED BLOCKING LIKE SQUARE ONES ==========
* FIXED: the round pillars added by the previous fix were still using square hitboxes, which stuck
out past the actual stone on the corners - you could get blocked by thin air next to a pillar that
looked completely clear. Pillars now collide as circles, matching their shape, so walking past one
at an angle slides you around the curve instead of stopping you dead against an invisible flat edge.
=== v1552 - 2026-09-03 - THE COMPASS MODULE AND THE COMPASS SETTING SHARED ONE ACCESSIBLE NAME
* FIXED: for a short stretch, the HUD module list's Compass toggle and an unrelated Compass setting
elsewhere on the same Pause menu carried the exact same accessible name - "compass on" and
"compass off" - so there was no way to tell which control a screen reader, or a quick glance, was
actually pointing at. Every HUD module's accessible name now reads "show X module" / "hide X
module" instead, so it can no longer collide with any other setting on the same menu that happens
to share its subject.
=== v1551 - 2026-09-03 approx. - CITY BUILDINGS NOW HAVE WALLS WHERE THEY LOOK LIKE THEY DO ==========
* FIXED: some of the game's own city buildings (Penjamin City's chapel, for one) only had a single
hitbox sized to their main body, so a separate tower or wing standing apart from that body had
nothing there to stop you at all - you could walk straight through solid-looking stone. Every
building now gets a hitbox for each real mass it's built from, not just one box for the whole thing.
=== v1550 - 2026-09-03 - XP GAIN DOUBLED, INCLUDING FROM SUMMONS ============================
* New: all experience gain across every skill is doubled - one dial, so it covers summon
damage automatically along with everything else. This restores the exact rate the game
had before an earlier pass cut XP gain in half as one quarter of a larger four-part
economy change. The other three parts of that change (the 1% mob coin roll, the 10%
player damage cut, and the 50% found-cash cut) are untouched - only XP was asked back.
* Nothing already earned moves. Every character keeps every level they have; only future
gains come in faster.
=== v1549 - 2026-09-03 - FIXED [F] CASTING A SPELL INSTEAD OF PLANTING A CHARTER STAKE ======
* FIXED: holding a Charter Stake or a Guard Post and pressing [F] to plant it could instead
cast whatever spell you had loaded, with no explanation why nothing was planted. A brand
new character starts with a spell already bound to [F], so this could hit a player who had
never touched the spell system at all. The Homestead Stake was never affected - it plants
on [E] instead. Every other weapon and tool keeps working with [F] exactly as before.
=== v1545-v1548 - 2026-09-03 - CRATES, BARRELS, POTS, FENCES AND WINDOWS YOU CAN BREAK ======
* New: town lots are now scattered with small, breakable clutter - pots, crates, barrels,
fences and windows - the same handful every time a lot streams back in, so it reads as a
real place rather than a fresh shuffle. Shoot one down (ranged weapons only for now) and
most of them drop a little raw material; windows drop nothing at all, on purpose, because
breaking one the moment you own a gun is the whole joke. Everything broken comes back on
its own timer rather than staying gone for good.
* FIXED - a performance problem this same feature introduced: with a large number of untouched
props standing around, just checking whether any of them needed to respawn was eating close
to a third of the game's frame budget by itself. Fixed so that check only ever looks at
props actually waiting to come back, instead of walking every single one every frame.
=== v1548 - 2026-09-03 - FIXED A HIDDEN PERFORMANCE COST FROM DESTRUCTIBLE PROPS ===========
* FIXED: keeping track of which broken props were due to respawn was quietly costing a real chunk
of frame time as more of the world's props piled up, because the check was walking every single
prop in the world every frame just to find the handful actually waiting to come back. Broken
props now register themselves separately, so the respawn check only ever looks at props that are
actually pending instead of the entire list.
=== v1546 - 2026-09-03 - DESTRUCTIBLE PROPS ARE ACTUALLY IN THE WORLD NOW ==================
* ADDED: the crates, barrels, pots, windows and fences added the previous version now actually
appear in town lots instead of only existing in the game's internal testing tools. Each lot gets
the same handful of props every time it loads rather than a fresh random scatter, so a town stays
a place you recognise rather than reshuffling its scenery behind you.
=== v1544 - 2026-08-31 - NEW: FIVE PLACEABLE TRAPS - BEAR TRAP, CALTROPS, SNARE, EMBER TRAP, AND SHOCK TRAP (NOT YET PLACEABLE BY A PLAYER) ===
* NEW: five different traps have been built, each with its own arming delay, trigger radius, and
effect - from a straightforward damaging bear trap to a snare that roots a creature in place with no
damage at all. All five work correctly and were tested against real creatures, including the fact
that a trap dropped right at your own feet won't catch anything in melee range, since most creatures
stop to attack from just outside a trap's radius. Like the new special attack added recently, traps
aren't placeable by the player through the game's controls yet, for the same reason: there's no free
key currently available to bind the placement action to.
=== v1541-v1543 - 2026-09-03 - EVERY PIECE OF THE HUD CAN NOW BE MOVED AND SWITCHED OFF =======
* New: 19 more HUD pieces can now be dragged anywhere on screen from the arrange mode (the small
ARRANGE button in the corner), on top of the 9 that already could - the clock, the compass, the
crosshair, the minimap label, the health bar, the "SAVED" indicator, and more, for 28 in total.
* New: every one of those 28 pieces now has its own ON/OFF switch, listed by name on the Pause
menu under HUD MODULES - switching one off hides it for good, even through the game's own
repaint loops, until you turn it back on or hit reset. Reaching this used to require the
browser console; now it's a button on a menu every player already opens.
* The reset button puts everything back - position and visibility both - in one click, and now
shows up automatically any time you've actually changed something, so the way back is never
hidden behind a mode you'd have to already know existed.
=== v1543 - 2026-09-03 - EVERY HUD PIECE CAN NOW BE SWITCHED OFF FROM THE PAUSE MENU ITSELF
* ADDED: all 28 individually-movable HUD pieces get their own labelled ON/OFF button on the Pause
menu, each carrying a proper accessible name like "clock on" rather than a bare "ON" repeated
dozens of times over. Switching a module off had existed since the previous build, but reaching
it required typing a command into the browser's developer console - this is the first version
where turning one off is something every player can actually do.
=== v1540 - 2026-08-31 - NEW: THE FIRST SPECIAL ATTACK, GRUDGE, IS BUILT (NOT YET BOUND TO A KEY) ===
* NEW: the framework for weapon special attacks has been built, along with the first one, Grudge -
striking a creature with it makes that creature turn and attack the nearest enemy of a different
kind instead of you. It charges up from damage you land in combat rather than running on a cooldown.
Every melee weapon currently carries it, though that may change later. It isn't reachable through a
keypress yet, since there's currently no free, unused key left anywhere in the game to bind it to -
the feature itself is complete and working underneath.
=== v1539 - 2026-09-03 - THREE NEW ACHIEVEMENTS FOR YOUR COLLECTION LOG ====================
* ADDED: three fixed-count milestones for how many distinct items you've ever collected - Collector
at 100, Hoarder at 500, and Archivist at 1,000. These are flat counts rather than percentages of
the total item list on purpose, so a milestone you've already earned can never be taken away as
new items are added to the game later. No cash or experience is awarded for any of them, and none
affect your Legend of Blister Online score - the collection log stays a record, not a grind.
=== v1538 - 2026-09-03 - CHOPPING TREES NO LONGER MAKES MONSTERS TOUGHER ===================
* FIXED: enemy spawn difficulty was reading off Total Level - the sum of all nine skills,
gathering included - so mining or woodcutting for an hour made every creature in the world
stronger while doing nothing to help you fight them. A new Combat Level, averaged from just
the five skills that actually matter in a fight (Attack, Defence, HP, Ranged, Magic), now
decides how tough a freshly-spawned creature is instead. Total Level is untouched everywhere
else it's used - quests, world gates, and everything similar.
=== v1537 - 2026-09-03 - THE AMMO SWITCH NOBODY COULD FIND ================================
* FIXED: the [=] and [-] keys for switching ammo type worked from the moment ammo types
shipped, but neither key ever appeared on either of the game's own controls references -
so a player would have needed to already know the keys existed to ever try them. Both the
title screen's controls card and the in-game [F1] help panel now list the switch.
=== v1535-v1536 - 2026-09-03 - SIX WAYS TO LOAD WHATEVER GUN YOU ALREADY HAVE ===============
* New: press [=] and [-] to cycle through six ammo types mid-fight, each trading some raw
damage for a different effect on impact - Standard (the unlimited baseline), Incendiary
(burns), Shock (interrupts and chains), Cryo (freezes - fire it either side of Incendiary
for a named combo), Piercing (carries through two more targets behind the first), and
Spread (five pellets at once, at close range, for more total damage than one shot). All
six stack normally with headshots and weak points rather than replacing either bonus.
* Standard has no ammo count at all - none of the six types are actually scarce yet. Ammo
scarcity is a different game from the one this is.
=== v1534 - 2026-09-03 - EVERY CREATURE HAS A WEAK POINT NOW =================================
* New: every creature that isn't wild carries a specific, glowing weak spot - the undead in the
spine, machines in the cooling vent, fiends in the eye, folk between the shoulders, swarms in
the thorax, beasts low behind the ribs. Hit it with a ranged shot from the right side and it
deals two and a half times the damage plus a stagger, on top of and separate from a headshot
rather than stacking with one. Six rules by creature KIND instead of one rule per creature -
178 of those would be a wiki, not something anyone actually learns.
* Ranged weapons only for now - melee weak points are coming in a follow-up pass.
=== v1532-v1533 - 2026-09-03 - PULL ONE ENEMY INTO ANOTHER AND WATCH THEM FIGHT ============
* New: creatures are now sorted into six kinds - undead, fiend, machine, swarm, folk and
beast, worked out from each one's own name rather than tagged by hand - and five specific
pairs of them genuinely hate each other: folk against undead, folk against fiends, machine
against undead, beasts against swarms, and fiends against beasts. Lead the right two close
enough together and a real fight breaks out between them.
* Being hit turns anything on whoever just hit it, no matter what kind either one is - that's
the actual point of the whole feature. Lead something chasing you past another creature and
a swing aimed at you can clip that bystander instead, dragging both of them into a fight
with each other.
* Finishing off a creature that infighting killed instead of you still pays experience, just
at half the usual rate.
* Also: every creature attack aimed at the player finally goes through one shared spot in the
code instead of three separate copies of the same line. First thing to walk through that
door: the Leech elite, which shipped unable to actually heal for lack of exactly this, and
now genuinely does.
=== v1533 - 2026-09-03 - A BLOW AIMED AT YOU CAN NOW ACCIDENTALLY START A FIGHT BETWEEN TWO ENEMIES
* ADDED: when a creature swings at you and another, unrelated creature happens to be standing close
by, that nearby creature can now get clipped by the same blow — and both of them turn on each
other immediately, exactly like an ordinary infighting grudge. Only one bystander can ever be
clipped per swing, and a creature can never accidentally clip one of its own kind this way, so a
pack of the same creature can't tear itself apart the moment one of them takes a swing at you.
Standing so an enemy chasing you swings past something else is now a real, deliberate move.
=== v1530-v1531 - 2026-09-03 - POISON, BURN, FREEZE AND SHOCK - AND FIVE COMBOS =============
* New: a shared status system, used the exact same way whether it's landing on you or on
something you're fighting. Poison and burn both tick damage that ignores armour, on
either side. Freeze and shock land on creatures for now - freeze slows them to half
speed (or roots them outright at high enough power), shock interrupts whatever they're
doing and can arc to a second nearby target.
* Landing the right second status on the right first one triggers a combo instead of just
stacking: freeze then burn THAWS for a burst of damage, burn then freeze SHATTERS for
even more, shock then freeze CONDUCTS the chain through every frozen target nearby
instead of just one, and poison then burn leaves a FUME cloud that poisons anything that
walks into it. Landing a shock while standing in water triples how far its chain reaches.
Order matters - freeze-then-burn and burn-then-freeze are two different moves.
* Applying the same status twice makes it last longer, never hit harder - so there's no
trick where stacking one status ten times deletes something outright.
=== v1528-v1529 - 2026-09-03 - ELITE VARIANTS: ANY CREATURE CAN BE ONE ====================
* New: roughly 1 spawn in 25 (triple that on a Blood Moon) now comes in as an ELITE instead
of an ordinary version of itself - same model, same drops, same biome, but a new name, a
coloured aura, and one extra rule about how it fights. Nine kinds in all: Quick (much
faster, no extra HP), Armoured (triple HP, slower), Hoarder (way more loot, but runs
rather than fights), Warden (shields everything nearby), Blink (teleports at you on every
hit), Split (breaks into two weaker copies on death), Bloated (swells, then bursts, with
time to get clear), Leech (heals off its own hits - written in but not yet switched on),
and Quiet, which gets the name and nothing else - no aura at all, so it looks exactly like
every other one of its kind until it doesn't fight like one. An elite kill always pays 3x
XP on top of whatever its own rule adds.
* Nothing new was added to the bestiary to do this - every elite is layered onto the more
than 500 creatures already in the game, which is why it reads as the single biggest change
for the least added content this project has shipped.
=== v1529 - 2026-09-03 - FOUR MORE ELITE VARIANT ARCHETYPES: WARDEN, BLINK, SPLIT AND BLOATED
* ADDED: four new Elite Variant archetypes that hook into how a creature takes damage or dies,
rather than just how it moves or attacks. A Warden shields everything near it, taking 40% less
damage while one stands nearby. A Blink teleports toward you every time it's hit, closing
distance fast. A Split dies as two smaller, weaker copies of itself, capped at one generation so
it can't cascade into an unbounded swarm. A Bloated swells visibly for about a second after dying
before bursting for a real hit of area damage, giving you a moment to see it coming and move.
=== v1527 - 2026-09-03 - PACKS BREAK AND RUN WHEN YOU KILL THE BIG ONE ====================
* New: kill the biggest thing in a pack and the rest scatter for a few seconds instead of
fighting on regardless. How hard a pack panics scales with how much of its own combined
health that one kill actually removed - picking off a straggler barely registers, dropping
the pack's anchor sends everyone else running. They don't run forever: after a few seconds
they rally and come back, just above the point where they'd break again straight away.
Bosses never run, and neither does anything else built to stand its ground.
=== v1526 - 2026-09-03 - A REAL BUG REPORT KEY ==============================================
* New: press [,] (comma) anywhere in the game to open a bug report box. Whatever you type is
saved to a file alongside your build number, your position, your skills, and the last 25
console errors from the session - real detail instead of a one-line description with nothing
to go on. Saves as a real downloadable file rather than pretending to send anywhere, since
there's no server route for it yet.
=== v1525 - 2026-09-02 approx. - A WAY BACK IF YOU'VE EVER DRAGGED A HUD PANEL BY ACCIDENT =
* FIXED: the button that resets every moved HUD panel back to its default position used to be
visible only while the drag-and-arrange screen itself was open — which meant a player who'd
accidentally dragged something, then simply closed that screen, had no visible way to undo it
without already knowing the arrange mode existed. The reset button now also appears any time a
saved, moved layout exists, whether or not arrange mode is currently open.
=== v1524 - 2026-09-02 - THE CHAT FEED NO LONGER CUTS MESSAGES OFF ==========================
* FIXED: messages in the on-screen message feed routinely ran to about double the width of the
box they were shown in, and got cut off with "..." with no way to read the rest - not an edge
case, the ordinary case. Long messages now wrap onto extra lines instead of being clipped, with
the feed capped so a run of unusually long messages can't grow off the top of the screen.
=== v1523 - 2026-09-03 - THE CHARACTER PORTRAIT NO LONGER GETS PERMANENTLY STUCK BLANK ==========
* FIXED: the small character portrait in the HUD's corner could go permanently blank for the rest
of a play session and never recover on its own - a real, repeated complaint. The cause was a
latch: the portrait marked itself as "currently repainting" before starting, and only cleared
that mark once a repaint actually succeeded, so a single failed repaint for any reason left it
refusing to try again for good. Every repaint attempt now clears its own mark whether or not it
succeeded, so one bad attempt can no longer disable every attempt after it.
=== v1522 - 2026-09-02 - STAIRS OUT, A REAL WINDOW PIECE IN =================================
* CHANGED: stairs are pulled from the build menu for now, after a report that building pieces
were still bugged. Nothing about any stair you've already built changes - it's exactly as
climbable as it always was - only the option to place a new one is gone, and bringing it back
is a small change whenever it's ready.
* New: a Window piece takes the empty slot - a real hole in the wall, built the same way a door
is (solid posts around an actual opening) rather than a wall with a picture of a window on it,
sized differently enough from a doorway that the two don't look alike at a glance.
=== v1521 - 2026-09-02 - THE DASH IS SWITCHED OFF FOR NOW ==================================
* CHANGED: the double-tap dash is turned off, at request, alongside two other reports from the
same session - a glitching mouse cursor and a surprise speed boost standing at the edge of a
ramp. It's a suspect in the ramp bug (a dash writes the single largest burst of speed this
game produces) rather than a confirmed cause. Not removed: every tuning number, including the
three Footwork skill tree perks that shorten its cooldown and extend its distance, is untouched
and ready to come back the moment it's switched back on - those three perks currently do
nothing while the dash itself stays off.
=== v1520 - 2026-09-02 - "I CAN'T USE MY CHARTER STAKE" WAS NEVER ABOUT THE STAKE ===============
* FIXED: pressing [F] while carrying a Charter Stake or Guard Post in your satchel - rather than
actually holding it in a hotbar slot - did nothing related to either tool and gave no clue why,
because [F] belongs to whatever you're currently holding, not to what's in your bag. The game
now catches this specific case and tells you directly: put the tool in a hotbar slot, select
it, then press [F]. Reported four separate times before the real cause (holding the wrong
thing, not a broken tool) was actually found.
=== v1519 - 2026-09-01 approx. - THE ENEMY HEALTH BAR COULD SHOW A FULL ENEMY AS EMPTY ==========
* FIXED: the on-screen health bar for whatever you're aiming at was reading its numbers by re-parsing
the ON-SCREEN TEXT of a different readout instead of the enemy's actual data, and the level number
could swallow the leading digits of the health number in the process - so a perfectly healthy enemy
could show as a nearly empty bar, especially at higher levels. It now reads the enemy's real numbers
directly.
=== v1518 - 2026-09-02 - EVERY WINDOW GETS A NEW FRAME ======================================
* New: every one of the game's panels now wears a purpose-drawn retro window frame - a titlebar,
a beveled rim, and a look for when a window isn't the one you're actually using. Dragging,
resizing, closing and the taskbar tray all still work exactly as before; only the paint changed.
* New: a WINDOW ACCENT switch on the Pause menu swaps the default cyan glint for plain black and
white, for anyone who'd rather not have it.
=== v1517 - 2026-09-02 - THE MADNESS PARROT GOT A REAL DRAWING =============================
* New: the hallucinated parrot from prion madness now shows a hand-drawn image instead of the
plain spheres and boxes it had been built from since the system first shipped. The old shapes
are still there as a fallback if the image ever fails to load.
* CHANGED: none of the Panel Skins art added last version is applied by default anymore. It's
still available from the Pause menu for anyone who wants it - it just doesn't arrive already
turned on for everybody the moment they open the game.
=== v1516 - 2026-09-02 - THE SATCHEL GETS CATEGORY TABS AND A FIND BOX ======================
* New: the Satchel (the default inventory, opened with [TAB]) now shows a row of category tabs -
ALL plus one per kind you're actually carrying, each with a running count - and a find box
that searches your whole inventory at once regardless of which tab is selected.
* FIXED: the satchel grid used to hide anything past the third row with no scrollbar and no way
to reach it - a character who crafted something new the moment their satchel was already full
simply couldn't get at it. The grid now scrolls and grows with the window.
* FIXED: the rarest item kind in the game, Gear, had no name and no bucket in either inventory,
so both Gear items in the game were silently filed under Materials. Fixed in both inventories.
=== v1515 - 2026-09-02 - PANEL SKINS: YOUR OWN BORDER ART ON ANY HUD PIECE ===================
* New: a PANEL SKINS button on the Pause menu lets you apply real border and background artwork
to ten HUD surfaces - the console, target bar, action word, map, status stack, message feed,
skills column, level readout, the shared banner column, and the hotbar. Any of the nine pieces of art
can go on any surface, with its own fit (frame, stretch or tile), thickness, opacity, and
layering, all independently adjustable and saved. A CLEAR ALL / RESET puts everything back to
exactly how it looked before, with nothing left behind.
=== v1514 - 2026-08-31 - (dev tool) GROUNDWORK LAID FOR A FUTURE FREEHAND TATTOO SYSTEM ===
* No new player-facing feature yet: early groundwork was built and verified for a possible future
system that would let players draw their own freehand tattoo art directly onto their character,
rather than choosing only from the existing preset designs. The underlying drawing, permanence, and
per-body-part binding all work correctly in testing, but none of this is reachable through the game's
actual interface yet, and whether it will eventually replace or sit alongside the existing preset
tattoos is still an open decision.
=== v1513 - 2026-09-02 - THE DRILL CAN NOW BORE A FLAT FLOOR ==============================
* FIXED: aiming a drill level with the ground used to fall through to the same downward carve
angle as looking down, so a tunnel driven straight into a mountainside dropped over three
metres with every press instead of staying flat. A base carved underground needs a floor,
and boring level now genuinely holds depth instead of quietly turning into a staircase.
* Also confirmed still working while checking this: digging straight down 1,000m breaches
clean through the floor of the world into Hell, exactly as originally intended.
=== v1510-v1512 - 2026-09-02 - THE BLOOD MOON =================================================
* New: a third possible night sky event, roughly one night in twelve, alongside the existing
coloured nebula and black hole. On a Blood Moon, every body of water in the world turns the
same red the Revelation's ending event uses - temporarily this time, not permanently, and the
two effects are kept from interfering with each other either way.
* New: landing or taking a hit during a Blood Moon leaves a large blood-splatter decal on the
ground (capped and fading, so a long fight can't flood the world with marks), and every enemy
visibly carries the Blood Moon too, with splatter on their own model and a tint on the moon
itself. Everything strips off cleanly at dawn and comes back fresh on the next Blood Moon.
=== v1512 - 2026-09-02 approx. - BLOOD SPLATTER NOW APPEARS ON ENEMIES DURING A BLOOD MOON =
* ADDED: hits landing on an enemy now leave blood splatter directly on the creature itself, sized
to match its own hit box, alongside the decals that already appear on the ground where a hit
lands or is taken. The night sky gets the same treatment. Both wash away at dawn along with
everything else the Blood Moon dresses, and a fresh Blood Moon re-applies it from a clean state.
=== v1511 - 2026-09-01 approx. - BLOOD SPLATTER DECALS ON THE GROUND DURING A BLOOD MOON ===
* ADDED: hitting or being hit now leaves a large blood-splatter decal on the ground where the blow
landed, but only during a Blood Moon — it's that event's own decoration, not a permanent change to
how every fight looks. Decals are capped at 40 and fade out over time so a long night of fighting
can't leave the ground permanently smeared, and a spot that's already freshly marked is left alone
rather than stacking dozens of invisible, overlapping decals on the exact same point.
=== v1509 - 2026-09-01 approx. - SEVERAL SOUND EFFECTS WERE LISTENING TO THE WRONG THING ===
* FIXED: five of the game's sound effects were triggered by matching keywords in on-screen toast
messages instead of the actual event they were meant to represent. The worst case was chopping
and mining: the sound was tied to a toast that only appears once, the moment you start, so you'd
hear a single strike and then work in complete silence for as long as you kept at it. The
cash-pickup sound had the same problem in reverse, staying silent on many real payouts because
their toast text didn't happen to contain a matching word. All five now fire on the actual event.
=== v1508 - 2026-08-31 - (dev tool) A COMMENT ACCIDENTALLY DISABLED ONE OF THE GAME'S OWN INTERNAL SAFETY CHECKS ===
* No player-facing bug fixed: a code comment that quoted a line of real game logic verbatim,
word-for-word, accidentally made an internal automated safety check think that logic had been edited
when it hadn't, since the check was looking for the first place that exact text appeared and found
the comment instead of the real code. The comment now describes the logic in its own words instead of
quoting it exactly, and the check itself was hardened against the same trap happening again.
=== v1507 - 2026-09-01 approx. - CITIZENS, GUARDS AND TRADERS GET REAL FACES ===================
* New: every citizen, guard and trader now has a real drawn face instead of a plain model,
picked deterministically from that NPC's own id so it stays the same face across a chunk
reload. Citizens and guards keep the same face for their whole lives; a trader's id is
randomised at spawn, so it keeps its face while it's around but isn't guaranteed to look the
same the next time you meet a trader.
=== v1506 - 2026-09-02 approx. - DAMAGED WALLS CAN NOW BE REPAIRED, NOT JUST TORN DOWN AND REBUILT ==========
* ADDED: hold [E] on a damaged piece belonging to your own faction to repair it in place at 55 HP a
second, paid for continuously in whatever material it was originally built from - looking away
interrupts the repair, and it can never push a piece above its own max HP. A full repair costs the
same one unit of material a half-price ruin rebuild does. This only applies to a piece that's damaged
but still standing - a piece reduced all the way to a ruin still has to be rebuilt from scratch.
=== v1505 - 2026-09-01 approx. - A FOURTH HOUSE JOINS THE TOWN'S BUILDING KITS ==========
* ADDED: a fourth house design for The Town's own buildings - narrow, tall, with an outdoor staircase -
joining the three that already existed. Which house stands on which plot is picked by a fixed rule
rather than at random, so a given lot always shows the same building.
=== v1504 - 2026-09-02 approx. - EVERY MOON, VULCAN AND RING RESOURCE WAS MINED IN SILENCE =
* FIXED: harvesting resources on the Moon, Vulcan or the Ring never played the usual gather sound,
because that sound was triggered by matching a plus sign and a digit in the on-screen pickup
message, and every one of those off-world resources happens to be worded without a number in it
("+Lunar Ore" instead of "+3 Lunar Ore," for instance). Only Wood's message ever matched by
accident. The three off-world harvesting functions now say directly that a gather happened
instead of leaving it to be guessed from the wording of a message, so future off-world resources
won't go silent the same way.
=== v1503 - 2026-08-31 - (dev tool) FIXED A HUD HINT REACHING THE MINIMAP AT A VERY SMALL WINDOW SIZE ===
* FIXED: a small on-screen hint about mouse control could reach into the minimap at very small window
sizes (800x640 and similar), a gap left behind by an earlier fix for a different resolution. Rather
than shrinking the hint's box, which was already tried and found to cause the same problem at other
sizes, its text is now packed slightly tighter so it fits in the available space without wrapping to
a second line or being capped narrower.
=== v1502 - 2026-09-02 - DAMAGED WALLS NOW LOOK IT, AND YOU CAN'T STACK EIGHT RAMPS IN ONE SPOT ==========
* ADDED: any build piece below full health now shows a health bar and grows visible cracks the more
damaged it gets, instead of only being findable by opening a menu.
* FIXED: placing pieces had no check for two of them occupying the same point, so pressing the place
key repeatedly on one spot without moving could stack several pieces (ramps, most obviously) directly
on top of each other for the material cost of a single one. Placement now refuses an overlap outright,
and a refusal costs no material.
=== v1501 - 2026-09-01 approx. - THE MOUSE-LOCK HINT NO LONGER OVERLAPS THE CONSOLE AT NARROW WIDTHS
* FIXED: at window widths roughly between 621 and 1100 pixels, the "click to look around again"
hint that appears after your mouse is freed sat centred on the window and clipped into the
corner of the console panel, making both partly unreadable at once. The hint now moves below the
console specifically in that width range, and is untouched both above and below it, where it was
already clear of anything else on screen.
=== v1500 - 2026-08-31 - REMOVED AI-STYLE DASH SEPARATORS FROM 35 SHORT UI MESSAGES ===
* CHANGED: continuing the cleanup of decorative punctuation that reads as AI-generated, 35 short
interface strings (toasts, prompts, and tutorial hints) that used a dash as a separator have been
reworded to use a colon or a plain space instead. The much larger body of hand-written quest and
dialogue text was deliberately left alone after a careful read-through found that removing dashes
there would flatten a lot of sentences that genuinely need that pause to read correctly.
=== v1499 - 2026-09-01 approx. - EVERY SUMMON NOW SAYS WHICH SKILL IT ACTUALLY TRAINS ==========
* FIXED: a summon's fighting style (melee, ranged, or magic) used to be guessed from the exact colour
of its projectile, which meant five ranged-looking pets were secretly training Magic while their own
card called them Ranged, with nothing in the game to tell the two apart. Every pet's style is now a
plain, explicit label instead of a guess, so the card and the skill it actually trains can never
disagree again.
* ADDED: a 24th kennel pet - a flying, magic-using summon.
=== v1498 - 2026-09-01 approx. - SMALL SUMMON XP AWARDS WERE BEING ROUNDED TO NOTHING ==========
* FIXED: experience awarded from a summon's damage in ordinary combat was rounded down to zero
whenever the award was under half a point, instead of being kept and added up over time - so a
summon could train a skill far slower than its stated share promised, or in some cases gain nothing
from a hit at all. The remainder now carries forward instead of being thrown away.
=== v1497 - 2026-09-01 approx. - A REFUSED ONLINE SAVE NOW TELLS YOU ==========
* FIXED (online mode): the server refuses to save an online character whose skill experience would
go backwards - the sign of a stale copy trying to overwrite newer progress - but was doing this
silently, so a save could keep failing for a long stretch while the game looked exactly like it was
saving fine. A refused save now tells you clearly, once, and names the actual fix: refresh the page
to pull your real, current character back down.
=== v1496 - 2026-09-01 approx. - VOXEL HELL PERMANENTLY LOSES ITS PHOTO-BILLBOARD CREATURES ==========
* CHANGED: the Voxel Hell biome's creatures no longer wear the photographic-billboard treatment most of
the bestiary uses, and never will again - the exclusion is permanent, keeping that biome's own look
distinct rather than blending into the rest of the game.
=== v1495 - 2026-09-01 approx. - A NUKE POISONS A PLACE, NOT THE WHOLE PLANET ================
* CHANGED: detonating a Nuclear Bomb used to turn every sea in the entire world green, forever,
from a single blast - leaving nothing left for a second bomb dropped somewhere else to do.
Green water is now tracked per detonation site: each bomb stains its own patch of water for
miles around where it actually landed, and a second bomb elsewhere adds a second stained area
rather than repeating an effect that already covered everything.
=== v1494 - 2026-08-30 - (dev tool) FIXED THE STYLE-RULE CHECK MISSING EMOJIS IN ONE OF THREE WAYS THE GAME WRITES TEXT ===
* No new player-facing bug fixed on its own, but a real gap it exposed was closed: the automated check
that watches for decorative emojis stuck on the front of messages (added last version) only looked at
two of the three ways the game's code can write a line of text, completely missing a fully valid
third form - which let 51 emoji-opening messages slip through undetected, including some fairly
prominent ones like the siege declaration and the nuclear detonation readout. All 51 have now been
cleaned up, and the check covers all three text forms going forward.
=== v1493 - 2026-09-01 - THE TUTORIAL NOW TEACHES RESIZING AND FOUNDING A TOWN ===============
* New: two more steps added to the opening tutorial, taking it from fourteen to sixteen.
Resizing the interface is placed second, since a panel you can actually read makes every
later step easier. Founding a town is placed dead last on purpose - a Charter Stake and its
ground together cost 24 Iron Bar, 6 Gold Bar, 40 Plank, 60 Stone and 5,000 coin, far more
than a player who just crafted their first sword can afford, so it's framed as a standing
goal to grow into rather than an errand blocking the rest of the walkthrough.
=== v1492 - 2026-09-01 approx. - THE SKILLS COLUMN AND TUTORIAL CARD NOW MATCH EVERY OTHER PANEL
* FIXED: the skills column and the tutorial card looked like they belonged to a different game from
every other panel that's always on screen. Where the console, minimap and bottom bar are all flat,
opaque plates with simple dividers between rows, the skills column had translucent gradient cards
with rounded corners, drop shadows and a sideways hover slide, and the tutorial card had green text
where every other panel uses the game's usual parchment colour. Both now use the same flat, opaque
look as the rest of the interface, without touching the classic, docked or reliquary layouts, where
the original card style is still the intended house look.
=== v1491 - 2026-08-30 - FIXED FLYING A PLANE NEAR AN ACTIVE BLACK HOLE ACCIDENTALLY PULLING YOU INTO THE DREAM DIMENSION ===
* FIXED: entering the dream dimension by launching a rocket into an active black hole has always
worked as intended, but an older, leftover test path meant simply being airborne in an ordinary plane
near an active black hole could also pull you in - completely by accident, since a plane is something
you might be flying for any reason at any time. Only a deliberate rocket launch now opens that
doorway; the guidebook's own description has been corrected to match.
=== v1490 - 2026-09-01 approx. - EVERY ITEM HAS ITS OWN ICON, AND THE BUTTER KNIFE ISN'T A SHOTGUN ANYMORE ===
* FIXED: all 2,204 items in the game now have their own distinct icon - nothing missing,
nothing shared between two different items.
* FIXED: the Butter Knife's icon was drawn in the same visual language as a shotgun - a full-
width horizontal bar with a block on one end - and measured almost identically shaped to the
actual shotgun icon down to a few pixels. It was never a mix-up, just an unlucky resemblance;
redrawn on the diagonal, the same way the throwing knife already was.
=== v1489 - 2026-08-30 - REMOVED DECORATIVE EMOJIS FROM THE START OF 826 IN-GAME MESSAGES ===
* CHANGED: over 800 toasts and messages across the game used to open with an emoji stuck on the front
like a badge - these have all been removed. Icons used as actual controls (map markers, menu tiles,
a panel's close button) were deliberately left untouched, since those aren't decoration and removing
them would have broken the map legend and other UI. A permanent check now watches for this shape of
message going forward.
=== v1488 - 2026-09-01 approx. - YOUR SPOUSE CAN ACTUALLY KEEP UP NOW =========================
* FIXED: a married spouse's follow speed was a single fixed pace slower than an ordinary walk,
with nothing to close a gap once it opened - sprinting for even a few seconds could leave her
far enough behind that she could never catch up again for the rest of the session. Her speed
now rises the further behind she falls, and a 150m leash snaps her back to your side outright
if she's ever left truly stranded.
=== v1487 - 2026-09-01 approx. - THE NIGHT MOON GETS ITS OWN ART ============================
* FIXED: seven of the game's eight sky bodies had already been given real drawn art, but the
night moon was still two plain, textureless spheres nobody had ever hooked up. It now uses
the same moon art and the same shared dressing path as everything else in the sky.
=== v1486 - 2026-09-01 approx. - THE NEBULA AND BLACK HOLE LOOK LIKE SOMETHING NOW ==========
* FIXED: the night sky's nebula was a single flat, centred gradient with zero structure, and the black
hole was three flat concentric circles seen straight on - a washer, not an accretion disc. The nebula
now has real lobes and filaments; the black hole's disc is tilted with one bright side and one dim
side, the way light bending around a real one would look.
=== v1485 - 2026-09-01 approx. - THE FLOATING ISLANDS ARE ROUGH ROCK NOW, NOT SMOOTH GREY CONES ==========
* FIXED: each floating island's underside used to be a perfectly smooth, untextured cone - the biggest
object on each island had the least detail of anything on it. It's now roughed up into a genuinely
uneven shape and wears the same weathered rock surface the game's boulders use, each island keeping
its own tint underneath (Ashfall Spire dark, Frostwind Shelf pale, and so on).
=== v1484 - 2026-09-01 approx. - THE FOUR ORES ARE ACTUALLY FOUR DIFFERENT COLOURS NOW ==========
* FIXED: gold, iron, and copper ore veins used to look almost identical at a glance - measured barely
4 to 9 shades apart out of 255, close enough to read as the same rock with different lighting. Each
of the four ores (plus crystal) now tints distinctly while keeping its full rock texture and detail,
so you can tell which ore you've found from a distance instead of having to dig into it first.
=== v1483 - 2026-09-01 approx. - LEAVING A PLANET BY ROCKET NO LONGER LEFT A DUPLICATE BEHIND ==========
* FIXED: launching off a planet by rocket used to visibly leave an identical rocket standing on the
landing pad while you watched your own rocket fly away in it - both were real, neither was a bug in
disguise, the departing one simply wasn't hiding the one it was flying away from.
=== v1482 - 2026-09-01 approx. - BUILDING FOUNDATIONS NO LONGER FLOAT OR SINK INTO THE GROUND ==========
* FIXED: the flat stone pad drawn under several of the game's own pre-built structures was both far
larger than the building actually standing on it and perfectly flat on ground that isn't - so on
sloped terrain, one edge of the same pad could hang over two metres in open air while the opposite
edge was buried. Pads are now sized to the building they actually belong to, cutting the worst gap
from over two metres down to a few tens of centimetres.
=== v1481 - 2026-09-01 approx. - THE SATCHEL STOPS FLICKERING WHILE YOU MINE ==========
* FIXED: the Satchel sorts by how much of each stack you're carrying, and mining changes a quantity
every tick - so the stack you were actively gathering would climb up the grid one place at a time,
reading as constant flicker instead of a stable inventory screen. The sort order is now locked in
when the drawer opens; quantities still update live, they just don't reshuffle the grid anymore.
=== v1480 - 2026-09-01 approx. - AN ECONOMY REBALANCE, AND GATHERING SLOWS DOWN WHILE YOU'RE AWAY ===
* New: mining and woodcutting now taper in speed the longer you've gone without touching the
mouse or keyboard - full speed for the first 20 minutes, tapering down to a 10% floor by two
hours, recovering instantly the moment you touch anything. Gathering itself never resets the
clock, so an auto-swinging AFK character stays slowed down rather than gathering at full speed
forever unattended.
* CHANGED: gathering yield no longer scales with level at all - level now only makes you gather
faster, never more per hit. A separate, capped gear bonus (+3 max) is the only thing that still
adds to the per-hit amount.
* CHANGED: Attack and Defence pay half the XP they used to, and summoned pets now generate about
5% of the XP they used to grant you (down from a 30% share to 1.5%).
=== v1479 - 2026-09-01 approx. - THE DREAM COULDN'T LEAK EARTH INTO IT ANYMORE ==========
* FIXED: every world in the game shares the same map coordinates, and two separate checks - which NPC
is nearby, and whether you're standing in a city - only ever looked at raw position, never at which
world you were actually in. Standing at the right spot inside the Dream let you talk to an Earth NPC
or open Earth's city panels (the Bounty Office among them) without ever having left the Dream. Both
checks now confirm the world first.
=== v1478 - 2026-09-01 approx. - THE HIT DIRECTION INDICATOR POINTED THE WRONG WAY ==========
* FIXED: the on-screen arc that shows which direction a hit came from was inverted whenever you faced
roughly east or west, while reading correctly when you faced north or south - a sign error that
cancelled itself out at two headings and doubled at the other two, which is why it slipped past an
earlier fix to a related, genuine north/south flip. It now points correctly no matter which way
you're facing.
=== v1477 - 2026-09-01 approx. - TEN AMBIENT BANNERS, ALL SWITCHED OFF BY DEFAULT ==============
* CHANGED: the game's quiet, ambient status lines - "A Mark Stands", The Quiet, A Day's Work, The
Climb, The Haunt, and five more - are now off by default, each with its own individual switch
on the Pause menu. Every system behind them keeps tracking regardless of whether its banner is
showing, so turning one back on shows a live, already-accurate number rather than one starting
over from zero.
=== v1476 - 2026-09-01 approx. - FIXED FLATTEN DIGGING A PIT INSTEAD OF DOING NOTHING ==========
* FIXED: the Landscaper's Flatten mode was supposed to level the ground to the height you're
standing on - but a math error meant it actually levelled to a height roughly three metres
below your feet, so aiming it at ground you were already standing on level dug a dish under
you instead of doing nothing, which is what a correct flatten should do there.
=== v1475 - 2026-09-01 approx. - THE STARTER KNIFE COMES OUT AGAIN =========================
* CHANGED: a brand-new character no longer starts with a weapon in their hotbar at all - just
a pickaxe and an axe, same as before the starter Butter Knife was added. There's still no
unarmed attack, so until you craft or find a weapon you can gather and run but you cannot
fight. One iron bar still buys a Butter Knife at the crafting table, and the game's own hint
when you swing a tool at something alive now says exactly that when your hotbar has no weapon
in it at all, rather than pointing at a slot that doesn't have one. Existing characters are
unaffected either way.
=== v1463 - 2026-08-29 - MULTIPLAYER POLISH: OTHER PLAYERS NOW MOVE SMOOTHLY AND SHOW THEIR NAMES ===
* FIXED: following the previous version's first release of multiplayer, other players visible in the
world used to teleport between position updates rather than moving smoothly, and had no name shown
above them, making it hard to tell who was who. Other players' movement is now smoothly interpolated
so they glide instead of snapping, and each one now displays a floating name label. Single-player play
is completely unaffected either way.
=== v1462 - 2026-08-29 - MULTIPLAYER IS LIVE: YOU CAN NOW SEE OTHER REAL PLAYERS IN THE WORLD ===
* NEW: the very first piece of real online multiplayer has shipped. When connected to a multiplayer
server, other real players now appear as visible characters in the game world at their actual live
positions, and your own position is shared with them the same way. This is entirely optional and off
by default - without a server address supplied, the game plays exactly as it always has, completely
single-player, with nothing about movement, combat, or the economy touched. Other players are visible
only, for now; they don't yet affect or interact with anything in your world.
=== v1461 - 2026-08-28 - (dev tool) THE CASH-HANDLING CLEANUP FINISHED, DOWN TO A FEW SPECIAL CASES ===
* No player-facing bug fixed: closed out the multi-version cleanup of how the game changes a player's
cash internally. A handful of remaining special cases were simplified where they were just leftover
dead code, and one genuine one-off (Heaven's Fence tithe payments) was properly rewritten rather than
forced into the shared shape. A small number of cases that are structurally different from an ordinary
cash change - like restoring a rolled-back amount - remain separate on purpose. No amounts, prices, or
payouts changed anywhere in this cleanup.
=== v1460 - 2026-08-28 - (dev tool) MOST OF THE REST OF THE GAME'S CASH HANDLING NOW GOES THROUGH THE SAME SHARED FUNCTION ===
* No player-facing bug fixed: extending the previous version's casino cleanup, 73 more places across
the game that directly changed the player's cash - rewards, fees, refunds, and more - were carefully
checked one at a time and switched to the same shared function, with a small handful of genuinely
different cases (like a debt-repayment that needs its own special handling) deliberately left alone
rather than forced to fit. No amounts, prices, or payouts changed anywhere.
=== v1459 - 2026-08-28 - (dev tool) STARTED ROUTING CASH THROUGH ONE SHARED FUNCTION, CASINO GAMES FIRST ===
* No player-facing bug fixed: continuing the multiplayer groundwork, the game's five casino games
(Double-or-Nothing, Blackjack, Slots, Dice, Roulette) had each been changing the player's cash
directly in their own code. They now all go through one shared, already-existing function instead -
a housekeeping change with no effect on payouts, odds, or house edge, all confirmed unchanged by the
game's own casino math checker.
=== v1458 - 2026-08-28 - (dev tool) THE FIRST PIECE OF MULTIPLAYER GROUNDWORK: THE WORLD SEED CAN NOW BE SET BY A SERVER ===
* No player-facing bug fixed, and nothing changes yet: this is the first step of a much larger effort
to bring real multiplayer to the game. The world's terrain seed can now optionally be supplied by a
server instead of always using its built-in default - but nothing in the game currently sets that
value, since no server exists yet to send it. Every existing and new single-player character
generates its world exactly as it always has.
=== v1457 - 2026-08-29 approx. - ROADSIDE SHOPS AND INK HOUSES GET REAL FOOTPRINTS TOO ==========
* FIXED: the Roadside Shop and the Ink House both had a visible stone base that stuck out past their
actual hitbox on every side, the same "walk through the plinth" bug already fixed twice elsewhere in
the game (once for city buildings, once for town houses) - these two used a separate code path that
had never gotten the same fix. Their collision now matches what you can actually see.
=== v1444-v1456 - 2026-08-28 - CITY AND TOWN BUILDINGS GOT REAL MODELS =====================
* City Hall, the Drift Bank, the casino, the chapel and every other named building in the
two main cities - plus town buildings and dungeon gates - moved from plain coloured boxes
to real, custom-built models, made with the same low-poly, hand-shaded look the rest of
the game already has. Nothing about their size, their layout, or what's inside them
changed - purely how they look from outside.
* Alongside this, a long-standing gap got closed everywhere it had been missed: interior
rooms across homes, chapels, casinos and wild buildings now properly register their own
walls, fixing cases where those spaces didn't behave quite right for collision.
=== v1454 - 2026-08-29 approx. - THE DEFAULT THEME'S HOTBAR ICONS WEREN'T ACTUALLY FILLING THEIR SLOTS
* FIXED: item icons in the hotbar looked smaller than they should on reliquary, the theme every
new character starts with, even after an earlier attempt at this same fix. The real cause was
that reliquary quietly carried its own separate, more specific sizing rule the earlier fix never
touched, squeezing every icon down to make room for the item's name underneath it. Icons in both
the hotbar and inventory now fill their slots completely, matching the classic theme's layout.
=== v1447 - 2026-08-29 approx. - CITY BUILDING INTERIORS FINALLY GOT REAL WALLS ==========
* FIXED: several city building interiors (the Town Hall among them) had never actually declared
their own walls to the collision system, despite that system having existed and worked correctly
for a while - so you could walk straight out through any of their walls into open air. Eight
rooms now properly wall themselves in while you're inside.
* FIXED: the same kit buildings' visible stone base was drawn wider than their actual hitbox,
letting you clip into the stonework at many points around the outside.
=== v1446 - 2026-08-29 approx. - FIXED THE DESKTOP APP LOSING WHOLE CHARACTERS BETWEEN LAUNCHES ==========
* FIXED: the desktop app could fail to keep any character progress at all between one launch and the
next, not just what you'd played in the last few seconds. Three separate causes stacked together:
the native window's close never actually triggered a save, the app's own local server picked a
different network port every single launch (which silently meant a brand new, empty save location
every time), and the window itself was running in a private-browsing mode that doesn't keep saved
data at all. Any one of these alone would have caused real loss; fixed all three together, plus a
fourth bug the first attempted fix introduced (the app could hang indefinitely while closing).
=== v1445 - 2026-08-28 approx. - FIXED LOST PROGRESS WHEN CLOSING THE DESKTOP APP =========
* FIXED: closing the desktop version of the game with the window's own close button could
lose your most recent progress - specifically anything from less than 4 seconds of play
since your last autosave. The desktop app's native window close never triggered the
save-on-exit checks the browser version relies on, so nothing caught it. Closing the
desktop app now always saves properly first.
=== v1443 - 2026-08-28 - SIX NEW SPOUSES, NEW ART FOR ALL NINE ==============================
* New: a full art replacement for the marriage system. Three existing spouses (Shizuka, Marika
and Ruri) keep their names, personalities and existing dialogue - new art only, so an existing
marriage to one of them carries on exactly as it was. The other six are brand-new characters
with their own full personalities and dialogue: Noa Kurosawa, Static Haze, Subject 9 Ono,
Nanna Brekke, Peach Delacroix and Sera Kujou.
* Spouses now genuinely vary in height on screen rather than sharing one fixed size - a side
effect of the new art actually carrying real proportions instead of a uniform placeholder size.
=== v1441 - 2026-08-28 - FIXED SWINGING A TOOL AT AN ENEMY DOING NOTHING, SILENTLY =========
* FIXED: a brand-new character starts with a pickaxe selected, not a weapon - and the very
first hostile creatures a new player runs into (stags in the starting meadow, carrying a
real 276 HP) could be clicked on with that pickaxe and absolutely nothing would happen.
No damage, no message, no clue why. The game now tells you plainly when this happens -
"That will not fight - press [3] for your Butter Knife" (or whichever weapon slot you
actually have) - only while you're aimed at something alive, so it never interrupts
ordinary mining.
=== v1440 - 2026-08-28 - THE STARTER-TOOLS MONEY EXPLOIT WAS ONLY HALF CLOSED, NOW IT'S FULLY CLOSED ===
* FIXED: v1429 stopped you selling your free-regranted starter tools at the roadside shop,
but the wandering merchant NPC was checking a completely separate list that never got
the same fix - so the exact same infinite-money trick (sell, wait for the auto-regrant,
sell again) was still possible there the whole time. Both shops now share one list, so
this can't quietly happen a third time somewhere else either.
=== v1439 - 2026-08-28 - THE STARTER-TOOL MONEY EXPLOIT HAD A SECOND DOOR ===================
* FIXED: the sell-reload-sell money exploit fixed for the pickaxe, axe and butter knife had a
second way in, through the Build Tool and Landscaper - both are also re-granted for free and
were still sellable. Closed the same way as the first fix, by matching what the shop will buy
against everything the game actually re-grants for free, not just part of the list.
=== v1438 - 2026-08-28 - FIXED LOGGING OUT INSIDE A SHOP STRANDING YOU OUTSIDE THE CITY ======
* FIXED: quitting while inside a city shop and loading back in could drop you 512 metres outside
the city with no building around you at all, because every city room is built at the same
world coordinates and the save didn't record that you'd been indoors. The save now remembers
the door you walked through and returns you there instead.
=== v1437 - 2026-08-27 - FIXED PRESSING [E] ON THE NEAREST TREE OR ROCK OPENING THE CITY HALL PANEL INSTEAD ===
* FIXED: the nearest tree and rock to the starting spawn point both sit within the city's own wide
detection radius, and the [E] interaction key checked every other nearby thing - people, buildings -
before ever considering that radius, but checked the city panel before checking for a tree or rock to
harvest. Aiming at the very first tree a new player reaches and pressing [E] opened the City Hall panel
instead of chopping it. Trees and rocks now correctly take priority over the city panel the same way
they already did over everything else nearby. [F] already chopped correctly the whole time; only the
[E] prompt and interaction were affected.
=== v1436 - 2026-08-27 - FIXED GETTING DIVORCED WITH NO CONFIRMATION PROMPT ===
* FIXED: divorcing your in-game spouse - which costs a real cash penalty and permanently ends the
relationship, including any bond level built up with them - happened instantly on a single click with
no confirmation, unlike every other major irreversible action in the game. It now asks first, naming
what's actually at stake, matching the same courtesy already given to deleting a character or
breaking a permanent seal elsewhere in the game.
=== v1435 - 2026-08-28 - THE MOST IRREVERSIBLE BUTTON IN THE GAME NOW ACTUALLY ASKS FIRST ===
* FIXED: City Hall's "BREAK THE SEALS" button - which permanently and visibly changes your
whole world (see The Revelation) and says right on the label that it can't be undone -
used to do exactly that on a single click, with no confirmation at all. Reachable by any
brand new character within their first few minutes of play. It now shows a proper
confirmation before doing anything, matching every other irreversible action in the game.
=== v1434 - 2026-08-27 - FIXED SCROLLING THROUGH A CONVERSATION SWAPPING YOUR EQUIPPED HOTBAR WEAPON ===
* FIXED: scrolling the mouse wheel to read a long dialogue reply list, one that runs past the panel's
visible height, was also being read by the game as a request to cycle your hotbar slot - swapping
whatever weapon or tool you had equipped mid-conversation. The scroll wheel now goes to whatever it's
actually pointing at, so scrolling over a scrollable panel scrolls that panel instead of your hotbar.
=== v1433 - 2026-08-27 - FIXED A QUEST DIRECTION HINT THAT READ THE SAME WHETHER THE OBJECTIVE WAS 136 METERS OR 7.6 KILOMETERS AWAY ===
* FIXED: the "find them and press [E]" style hint shown for quest objectives gave no sense of distance
at all - a quest just around the corner and one over three sprinting minutes away both showed the exact
same sentence. The hint now adds the actual distance to the objective when it can calculate one,
falling back to the old wording only when it genuinely can't.
=== v1432 - 2026-08-27 - FIXED THE QUEST LOG SHOWING A NEW PLAYER SIX LOCKED QUESTS BEFORE ANY THEY CAN ACTUALLY DO ===
* FIXED: opening the quest log as a fresh, low-level character showed six locked, high-requirement
quests before scrolling reached a single quest the player could actually start - including the exact
quest the game had just finished announcing to them. The log now lists every quest you can currently
attempt before any locked ones, so the quest you were just told about is no longer buried behind a wall
of quests you can't touch yet.
=== v1431 - 2026-08-27 - FIXED THREE NEW QUESTS ANNOUNCING THEMSELVES WITH IDENTICAL-LOOKING MESSAGES ===
* FIXED: three quests that can all become available around the same time each announced themselves with
the same long, generic opening phrase followed by their actual name at the very end - and the message
log's message box is narrow enough that all three got cut off at almost the same spot, making them
look like duplicates of the same message. Each quest's name now leads the message instead of trailing
it, so all three are distinguishable at a glance.
=== v1430 - 2026-08-27 - (dev tool) FIXED A UI OVERLAP CHECK FALSELY FLAGGING TEXT THAT'S ACTUALLY HIDDEN FROM VIEW ===
* No player-facing bug fixed: the check that looks for on-screen text overlapping other elements could
wrongly report a false collision on the game's classic (non-docked) interface at a common smaller
window size - it was comparing text against the full, untrimmed width of a message box rather than the
visible width actually shown to the player, since that box hides its own overflow with an ellipsis.
The check now measures from the truncated, visible text instead, and still correctly catches a real
overlap when one is deliberately introduced.
=== v1429 - 2026-08-28 - FIXED A REAL MONEY-PRINTING EXPLOIT ON YOUR STARTER TOOLS ==========
* FIXED: your starting pickaxe, axe and butter knife (which the game automatically hands
back if you're ever missing one) could be sold to the shop, then handed straight back on
your next reload - sell, reload, sell again, for unlimited free money. Measured: a
level-1 character in its first minute went from 0 to 78 to 156 coin with nothing else
happening in between.
* This also caused a real soft-lock: selling your only weapon left you completely unable
to fight until your next reload, since the "always re-granted" promise only actually
applied once, at character creation. Your starter tools can no longer be sold at all
(this held at the roadside shop but not the wandering merchant, who was still buying
them - fully closed two versions later, see v1440 below).
=== v1428 - 2026-08-27 - (dev tool) FIXED THE IN-GAME SELF-TEST'S "STILL WARMING UP" WARNING DISAPPEARING TOO EARLY ===
* No player-facing bug fixed: the self-test suite shows a banner warning that its results are still
provisional for a fixed few seconds after a character loads, but several of its checks genuinely
needed longer than that to finish starting up - so for a stretch of time the suite looked fully
settled and trustworthy while some of its rows still weren't ready. The banner is now driven by
actually counting how many rows report themselves as still warming up, rather than by a fixed timer,
so it can no longer disappear before every check is truly ready.
=== v1427 - 2026-08-28 - FIXED WALKING INTO A BUILDING FROM THE WRONG SIDE ==================
* FIXED: walking straight at a doorway from the far side of the building it belonged to could
fling you clean through the wall - a 24-unit jump to the other side, past the door entirely,
rather than either letting you in or stopping you. Reported around the faction hall, but the
underlying rule was general: it now only ever applies to the side the door actually opens on.
=== v1426 - 2026-08-28 - FIXED A FREE-XP EXPLOIT FROM KILLING YOURSELF ====================
* FIXED: repeatedly dying at your Earth spawn point (which fully heals you for free) was a
genuine exploit for levelling Hitpoints and Defence - twelve deliberate deaths took a
fresh, empty-handed character to level 5 in both stats in about fourteen seconds, with
nothing actually risked. Killing yourself paid out XP for your entire health bar at once,
which is always the single biggest payment available, and since that payment also raises
your max HP, every next death paid even more than the last.
* Taking damage and surviving still trains Hitpoints and Defence exactly as before - only
the killing blow itself no longer pays out.
=== v1425 - 2026-08-27 - FIXED THE SKILLS PANEL COVERING THE CROSSHAIR AT SMALLER WINDOW SIZES ===
* FIXED: the skills panel's maximum width was capped relative to the whole view, which was enough to
stop it running off the edge of the screen but not enough to stop it growing wide enough, at smaller
window sizes, to reach past the centre of the screen and sit directly over the crosshair. Its maximum
width is now capped at half the view instead, so it can never grow past the centre line no matter how
small the window gets.
=== v1424 - 2026-08-27 - (dev tool) FIXED A HUD MESSAGE OVERLAPPING THE SKILLS PANEL AT A COMMON SCREEN RESOLUTION ===
* FIXED: a centred on-screen hint about mouse control could overlap the skills panel specifically at
1366x768, one of the most common laptop screen resolutions, something nothing had caught before because
every prior measurement in the game's own testing had only ever been taken at a different resolution.
The hint now sits in a clear strip above the skills panel instead of trying to fit in the narrow gap
beside it, so it can no longer collide with that panel at any screen size.
=== v1423 - 2026-08-27 - FIXED A TUTORIAL STEP THAT COULD BECOME PERMANENTLY IMPOSSIBLE TO COMPLETE ===
* FIXED: doing the crafting steps of the tutorial in one uninterrupted visit to the crafting panel could
leave a player with zero iron bars and zero spare iron - exactly what the tutorial's own numbers add up
to - while a step earlier in the sequence still required holding a bar and a plank that no longer
existed, permanently blocking further progress without a fresh trip back to the mines. That step now
checks that the crafting actually happened rather than checking what's currently in your inventory, the
same fix already used elsewhere in the tutorial for this exact class of problem.
=== v1422 - 2026-08-27 - FIXED THE INVENTORY TUTORIAL STEP TELLING YOU TO PRESS THE KEY THAT CLOSES YOUR ALREADY-OPEN INVENTORY ===
* FIXED: the tutorial step for opening your inventory said "Open your inventory [TAB]" - but the
inventory sidebar is already open by default when a character loads, so pressing [TAB] as instructed
actually closes it. The instruction now correctly describes what the key does: it shows and hides your
inventory, rather than telling you to "open" something that's already open.
=== v1421 - 2026-08-27 - THE IRON-MINING TUTORIAL STEP NOW SAYS THE ORE NEVER RUNS OUT ===
* FIXED: ore-bearing rock in this game never depletes, but the tutorial step asking for six iron gave no
indication of that - a new player mining for ten seconds and getting only stone could easily conclude
the rock was tapped out and go looking for another one, wandering further into open, dangerous terrain
at level one than they needed to. The hint now makes clear the rock is inexhaustible, so there's no
reason to abandon it and go looking elsewhere.
=== v1420 - 2026-08-27 - FIXED SMALL HOTBAR ICONS AND A HUD SHORTCUT THAT DIDN'T WORK ON GERMAN KEYBOARDS ===
* FIXED: hotbar item icons only filled about a quarter of their slot, making them harder to recognise at
a glance; they're now sized to fill nearly the whole slot without stretching or distorting art that
isn't perfectly square.
* FIXED: the shortcut to hide the HUD was bound to a specific physical key position rather than to a
letter, which happened to fall on a completely different, unlabelled key on German keyboards - so the
key the game told German players to press did nothing, while a working shortcut existed on a key never
mentioned. The shortcut now works by whichever physical key or character the player's own keyboard
actually produces, and the on-screen message names the real key for their layout.
=== v1419 - 2026-08-27 - FIXED THE GAME SOMETIMES LOADING TO A BLANK GREY SCREEN ===
* FIXED: the game has always fetched its underlying 3D engine from an outside website every single time
it launched, rather than carrying it inside the game file itself. If that one request was ever slow,
blocked by a firewall or ad-blocker, or the outside site was simply having a bad moment, the entire
game would silently fail to start and show nothing but a blank grey screen, with no error to explain
why. The 3D engine is now built directly into the game file, so this can no longer happen no matter
what is happening on the wider internet - this affects both the downloaded version and the itch.io page.
=== v1418 - 2026-08-27 - THE IRON-MINING TUTORIAL STEP NOW SAYS THE ORE SITS OUTSIDE THE CITY WALLS ===
* FIXED: the tutorial step asking for six iron already said ore rides higher, rougher ground, but never
mentioned that reaching any of it means leaving the walled starting city first through one of its
gates - a fact a brand-new player who hasn't explored yet has no way to know. This is the longest
single errand in the opening hour, and a player who doesn't realize the wall is there would search the
flat ground inside it, where there's genuinely no ore to find. The hint doesn't name a specific gate or
count, just that leaving the walls is part of the journey.
=== v1417 - 2026-08-27 - FIXED THE SAME VISIBILITY BUG IN THE CHECK THAT CONTROLS WHETHER YOUR MOUSE CAN CLICK THE HUD ===
* FIXED: the previous version's fix for a barely-visible toolbar only touched one of two identical copies
of the same flawed screen-centre check. The other copy controls something with a much bigger effect on
play: whether the hotbar, minimap, and other on-screen chips are actually able to accept mouse clicks at
all. Both copies are now fixed the same way, so those elements correctly become clickable under the same
conditions the toolbar now correctly appears under.
=== v1416 - 2026-08-27 - FIXED A NEWER TOOLBAR THAT WAS BARELY ON SCREEN, VISIBLE BY AS LITTLE AS TWO PIXELS ===
* FIXED: a panel toolbar added a version earlier checked whether it was safe to show itself by testing
a single point at the exact centre of the browser window - but the actual 3D view isn't centred in the
window, it's offset by the interface around it, so at common screen sizes that test point landed on top
of another panel instead of open space. At one common resolution the toolbar was clearing that panel by
only two pixels. The check now accepts either the old point or the view's own true centre, so nothing
that worked before stops working.
=== v1415 - 2026-08-28 approx. - SIX MAJOR MENUS COULD DIE FOR YOUR WHOLE SESSION AFTER LOADING A CHARACTER ==========
* FIXED: Inventory, Pets, Map, Looks, Legend, and Apex Hunter could all stop responding to their
keys the moment a character loaded, and stay dead for the rest of that play session - a race in
how the interface freed and restored its own key bindings meant the restore path for these six
simply never ran on the way a normal player actually loads into the game. The panels themselves
weren't broken, they just couldn't be opened by any key anymore. All six now recover automatically
within a quarter second if this ever happens again.
=== v1414 - 2026-08-27 - (dev tool) FIXED A LATENT, NEVER-TRIGGERED BUG IN A NEW CHARACTER'S STARTING BANK BALANCE ===
* No player-facing bug fixed: a new character's stored starting bank float had never been updated after
the bank's actual maximum was halved many versions ago, leaving every new save quietly holding a number
twice the real cap. It never actually paid out, because a separate safety clamp was silently correcting
the number back down the very first time it was read - but that clamp was the only thing standing
between this and giving a level-1 character double the intended starting float. The seed now reads the
real cap directly instead of a hand-typed copy of it, so the two numbers can never drift apart again.
=== v1413 - 2026-08-28 approx. - THE CRAFTING SCREEN NOW SHOWS A WEAPON'S REAL SPEED, NOT JUST ITS DAMAGE ==========
* FIXED: the crafting list only ever showed a weapon's damage-per-hit, which made a slower, harder-
hitting weapon look stronger than a fast one even when the fast one deals far more damage per
second. A Rifle showing 22 damage against an Iron Sword's 34 actually deals more than double the
Sword's real damage output once fire rate is counted (314 vs 151 per second) - and the tutorial
sends every new player to this exact screen to make their first weapon choice. The list now shows
attacks per second alongside damage, the same way the weapon-unlock screen already did.
=== v1412 - 2026-08-27 - FIXED THE STARTING CAT BEING DESCRIBED AS "QUICK" WHEN THE DOG IS FASTER IN EVERY WAY THAT MATTERS ===
* FIXED: character creation's two starting pet choices, a cat and a dog, described the cat as "quick" -
but the dog actually moves faster, hits harder, and has more health, with the cat's only real edge
being a very slightly quicker bite. The cat's description now says the true thing: a quicker bite, and
thinner skin. Nothing about either pet's actual stats has changed.
=== v1411 - 2026-08-27 - THE MINE-SIX-IRON TUTORIAL STEP NOW SAYS WHERE TO FIND ORE-BEARING ROCK ===
* FIXED: the tutorial step asking you to mine six iron never actually told you where to find ore -
the flat, easy rock right next to the city carries none at all, and a new player mining there had
nothing to suggest they needed to go further. The hint now says plainly that ore rides higher, rougher
ground, and that the flat rock by the city won't have any.
=== v1410 - 2026-08-27 - A SETTING TO HIDE ENEMY HEALTH BARS ==============================
* New settings option to turn off the floating health bars shown above enemies in the
world, for anyone who'd rather not see them.
=== v1409 - 2026-08-27 - THE NEW PLANET ART IS LIVE, AND EARTH IS NOW VISIBLE FROM SPACE ===
* NEW: the sun, moon, and Earth now display their newly finished artwork in the sky, replacing the
placeholder images that had been standing in since they were pulled a few versions ago. Earth itself is
a new sight rather than a new destination - it appears in the sky only when you're somewhere other than
Earth, such as on the Moon, giving players their first view of home from elsewhere in the game's solar
system.
=== v1408 - 2026-08-27 - (dev tool) FIVE MAJOR SCREENS WERE NEVER CHECKED FOR UI PROBLEMS AT ALL ===
* No player-facing bug found from this specific check, but real coverage was missing: the world map,
inventory, Legend, Apex, and character sheet screens had never once been scanned by the game's
automated interface checks (for things like low contrast, oversized buttons, or overlapping controls),
because the checker tried to open each one using a keyboard shortcut that had since been freed up for
other uses. All five screens are now reachable by the checker and are being judged like every other
panel in the game going forward.
=== v1407 - 2026-08-27 - FIXED A SECOND TOOLBAR'S BUTTONS RELYING ON KEYBOARD SHORTCUTS THAT NO LONGER EXIST ===
* FIXED: seven of the eight buttons on the panel toolbar (inventory, craft, pets, map, Legend, Apex and
Appearance) worked by faking a keypress for a shortcut that has since been freed up for other uses, so
each button was quietly doing nothing. Every button now opens its panel directly, and its label no
longer shows a bracketed key letter that doesn't actually do anything.
=== v1406 - 2026-08-27 - FIXED THE CRAFTING BUTTON PROMISING A KEYBOARD SHORTCUT THAT DOESN'T WORK ===
* FIXED: the inventory's crafting button was labelled "OPEN CRAFTING MENU [C]," but pressing [C] does
not actually open crafting - only clicking the button itself does. The button's own key hint has been
removed so it no longer promises a shortcut that doesn't work; clicking the button still opens crafting
normally.
=== v1405 - 2026-08-27 - (dev tool) A NEW PERMANENT CHECK NOW CATCHES A DEAD MENU TAB LIKE THE ONE JUST FIXED ===
* No player-facing bug fixed: following the previous version's fix for six dead menu tabs, a new
permanent self-test row now actually presses every tab in the docked player menu and confirms each one
opens a panel with real content in it, so a tab quietly going dead again in the future would be caught
immediately instead of going unnoticed for a long stretch, as happened this time.
=== v1404 - 2026-08-27 - FIXED SIX TABS IN THE PLAYER MENU THAT OPENED NOTHING AT ALL ===
* FIXED: pressing CRAFT, MAP, PETS, LEGEND, APEX or HOME in the docked player menu did nothing but
print "not available right now," for two different reasons - three of those tabs were wired to
keyboard shortcuts that had since been intentionally freed up for other uses, and the crafting tab's
own shortcut had been quietly handed over to the spell system on a different build. Every tab now
opens its panel directly instead of relying on a keyboard shortcut that may no longer exist, while
still trying the shortcut first so nothing that already worked stops working.
=== v1403 - 2026-08-27 - (dev tool) FIXED A SELF-TEST WRONGLY FLAGGING A FULLY TEXTURED TREE AS UNTEXTURED ===
* No player-facing bug fixed: a check meant to confirm the game's texture pack had actually reached
the world's trees was mistakenly matching on a colour value shared by several unrelated objects,
including an NPC's briefcase and backpack props, and could wrongly report a properly textured tree as
still showing its plain fallback colour. The check now looks specifically at real trees rather than
any object that happens to share that colour.
=== v1402 - 2026-08-27 - FIXED THE RANGERS COUNTING YOUR SPAWN POINT AS EXPLORED ===============
* FIXED: the Frontier Rangers' opening chain step asks for 20 regions explored, but a brand-new
character starts already standing in one with its fog cleared - simply existing there was
quietly counting toward the total. The step now only counts regions you've genuinely explored.
=== v1401 - 2026-08-26 - FIXED THE CROSSHAIR AND HOTBAR BRIEFLY JUMPING OFF SCREEN RIGHT AS THE GAME LOADS ===
* FIXED: in a specific, narrow timing window right as the game finishes loading, several centred
interface elements - including the crosshair - could briefly calculate their position against a
not-yet-ready measurement of the play area and land far off to one side, in the crosshair's case
potentially off the left edge of the screen entirely. This corrected itself on the very next frame in
normal play, but the fix makes that brief bad moment merely slightly off-centre instead of off-screen,
in case any device is slow enough to notice it.
=== v1400 - 2026-08-26 - (dev tool) FIXED A SELF-TEST FALSELY FAILING THE FIRST CHECK A NEW PLAYER'S BUILD EVER RUNS ===
* No player-facing bug fixed: running the full self-test suite (as opposed to the shorter menu-only
version) on a brand-new character revealed a false failure - a keyboard-navigation check wrongly
expected Tab to move between panels even while the just-created character's own creation screen was
still open, where Tab is correctly supposed to do something else entirely. The check now correctly
skips that measurement while a panel is deliberately holding Tab for its own use.
=== v1399 - 2026-08-25 - (dev tool) MORE UI CHECKS NOW REPORT EXACTLY WHERE A PROBLEM IS ===
* No player-facing bug fixed: several more of the game's internal interface checks (covering
oversized, unnamed, overlapping, and clipped elements) previously reported only a bare description of
a problem with no way to find it on screen. They now also record the exact element and its on-screen
path, the same improvement already made for the low-contrast checker, making any future finding much
faster to track down and fix.
=== v1398 - 2026-08-25 - (dev tool) FIXED UI WARNINGS BLAMING THE WRONG SCREEN ===
* No player-facing bug fixed: internal checks that scan for low-contrast or overlapping interface
elements were mislabelling problems found on the title screen as belonging to the character-creation
screen instead, because both screens share space in the same container and the check couldn't tell them
apart. Findings are now correctly labelled by which screen the element is actually part of, making any
future warning far easier to track down.
=== v1397 - 2026-08-25 - (dev tool) FIXED THE UI CHECKER CONTRADICTING ITSELF ABOUT THE TITLE SCREEN ===
* No player-facing bug fixed: two separate internal checks disagreed about whether the title screen's
intentionally dim ink colours were a designed choice or a defect, because the list of approved dim
colours was only visible to one of the two checks. Both now share a single, shared list, so they always
agree with each other going forward.
=== v1396 - 2026-08-25 - (dev tool) FIXED THE TITLE SCREEN'S OWN LOGO TEXT BEING PRACTICALLY INVISIBLE ===
* FIXED: found by the game's own contrast checker, the word BLISTER on the title screen was set to
almost the exact same colour as the plate behind it, making it read as fifty-two pixels of blank space
where the logo should be. The design reference calls for this dark ink to be paired with a soft light
edge behind it that actually makes the letters readable, but an earlier version had carried over the
ink colour without that edge. The edge has been restored, and the logo is now clearly legible without
changing its intended dark colour at all.
=== v1395 - 2026-08-25 - FIXED A BOSS WHOSE FINISHED ART NEVER SHOWED UP, OVER ONE MISSING WORD ===
* FIXED: a boss called The Caldera Lord had finished artwork sitting ready and unused, because the image
file was saved without its leading "The," so nothing in the game could ever match the art to the
monster. The file has been renamed and the game's internal art lookup rebuilt to match; the boss now
correctly spawns with its intended artwork instead of appearing with none.
=== v1394 - 2026-08-25 - (dev tool) CONFIRMED EVERY CREATURE IN THE GAME CAN ACTUALLY BE MET ===
* No player-facing bug found: a new audit confirmed that every single one of the game's 513 registered
creatures is genuinely placeable somewhere in the world, with none left defined but unreachable by any
player.
=== v1393 - 2026-08-25 - (dev tool) AND A THIRD PLACE THE SAME DEAD ITEM ID WAS QUIETLY BREAKING THE MATH ===
* No new player-facing bug fixed, but the same orphaned bronze_sword item was also found sitting among
the Collection Log's "collected" entries, where it was quietly throwing off the log's own completion
percentage - the numerator counted an item the denominator no longer recognises as existing at all. The
same new safeguard now checks the Collection Log too.
=== v1392 - 2026-08-25 - (dev tool) THE SAME KIND OF SAFEGUARD NOW ALSO CATCHES A DEAD ITEM ID IN A SAVE ===
* No new player-facing bug fixed, but a real pre-existing one was found and confirmed on an actual save
file: an item called bronze_sword, sitting in inventory with a count of 1, no longer exists anywhere in
the game's current roster of over 2,200 items - so it was invisible and unusable in the inventory panel
with no error or explanation shown. The new check reports this kind of orphaned item without treating
it as an automatic failure, since it could have been left behind by changes made long before this
build.
=== v1391 - 2026-08-25 - (dev tool) A NEW PERMANENT SAFEGUARD CATCHES AN ACHIEVEMENT TIER CHANGE THAT WOULD SILENTLY ERASE PROGRESS ===
* No player-facing bug fixed, and a related idea that WAS tried did not ship: playtesting a brand-new
character found that its very first automatic map reveal already exceeds both the Rangers' first
quest threshold and the "Explored 25" achievement threshold, so both were being handed out before the
player did anything at all. Raising those two specific thresholds was built and tested successfully -
but was reverted before shipping, because an achievement's earned status is stored keyed to its exact
threshold number (like "explored_25"), so renaming a tier orphans that stored key on any existing save
that had already earned it, silently taking the achievement away without a word. What did ship instead
is a new permanent check that would catch this exact failure automatically on any future attempt, by
comparing a save's already-earned achievements against every threshold the current build actually has.
=== v1390 - 2026-08-25 - (dev tool) FIXED A SELF-TEST ROW WRONGLY FLAGGING FLOATING DAMAGE NUMBERS AS A UI DEFECT ===
* No player-facing bug fixed: the check that watches for overlapping on-screen elements was wrongly
flagging the floating damage numbers that pop up over a hit target during combat, because those
numbers are deliberately meant to appear briefly on top of each other as damage lands. The check now
correctly leaves that specific area alone rather than being weakened everywhere.
=== v1389 - 2026-08-25 - (dev tool) FIXED A SELF-TEST ROW WRONGLY FLAGGING BRAND-NEW SCROLLABLE PANELS AS MISSING THEIR SCROLL INDICATOR ===
* No player-facing bug fixed: the periodic check confirming every scrollable panel has its "more content
below" indicator was checking on a fixed ten-second heartbeat, but was reporting a panel as missing its
indicator the instant it appeared on screen - even though the very next heartbeat, moments later, would
have correctly added it. This false alarm could occur on a perfectly healthy build. The check now
correctly waits until a full sweep has actually had the chance to reach a newly-appeared panel before
ever reporting it as missed, while still catching a genuinely broken or stopped indicator system just as
reliably as before.
=== v1388 - 2026-08-25 - (dev tool) THE SAME NEW CHECK NOW ALSO CATCHES A MISTYPED CREATURE ID IN A KILL QUEST ===
* No player-facing bug found: extending the previous version's new safeguard, kill-based quest
objectives are now also checked to confirm they name a creature that genuinely exists in the game -
catching the same class of silent, hard-to-diagnose bug (a quest that can simply never be completed,
indistinguishable from one you just haven't gotten around to) but for monster names instead of items. All
313 existing kill references checked out clean.
=== v1387 - 2026-08-25 - (dev tool) A NEW PERMANENT CHECK CATCHES A MISTYPED ITEM ID BEFORE IT CAN SHIP ===
* No player-facing bug found: a new permanent check now confirms every single reference to an item
anywhere in the game (across enemy drop tables, quest objectives, and every place the game directly hands
you an item) actually points at a real, existing item - specifically to catch the kind of typo that would
otherwise fail completely silently, making a kill pay nothing or a quest impossible to ever complete,
with no error anywhere to reveal why. All 2,568 existing references checked out clean.
=== v1386 - 2026-08-25 - FIXED THE ENDLESS GUIDE TELLING A BRAND-NEW PLAYER THEY WERE ALREADY 93% THROUGH THE TUTORIAL ===
* FIXED: found through direct playtesting of character creation, the guide's own progress summary for
the tutorial category used a calculation that works correctly for every other category but happens to be
wrong for one very specific case - the tutorial, like the skills category before it, only ever shows one
single current step at a time no matter how far along you actually are, and the progress math assumed
every category worked by listing every single remaining task instead. A player on the very first step of
the tutorial was shown as "93% done" with the basics before doing anything at all. Tutorial progress is
now read directly from your actual current step instead.
=== v1385 - 2026-08-25 - (dev tool) FIXED A NEW SELF-TEST WATCHDOG WRONGLY FLAGGING NORMAL INVENTORY USE AS BROKEN KEYBOARD NAVIGATION ===
* No player-facing bug fixed: the recently-added check confirming keyboard Tab-navigation behaves
correctly had a gap of its own - it could wrongly report a failure whenever a player simply had their
inventory open and nothing else, a completely normal, common situation, because the check didn't account
for the inventory being one of the specific panels deliberately designed to keep Tab as an inventory
shortcut rather than a navigation key. The check now correctly recognises this case as expected
behaviour rather than a defect.
=== v1384 - 2026-08-25 - (dev tool) THE GAME'S FLIGHT MODEL CAN NOW BE TESTED DIRECTLY FOR THE FIRST TIME, AND IT'S CONFIRMED WORKING CORRECTLY ===
* No player-facing bug found: eight separate checks covering how aircraft actually handle in flight -
banking, pitching, and throttle control - had never once been able to run, since boarding an aircraft
wasn't something the game's testing tools could previously do on their own. All eight are now testable
directly, boarding and flying exactly the way a player does, and every single one passed cleanly on the
first real flight any automated check has ever taken.
=== v1383 - 2026-08-25 - FIXED THE MESSAGE LOG'S "HOW TO OPEN IT" HINT DISAPPEARING EXACTLY WHEN YOU HAD UNREAD MESSAGES ===
* FIXED: the small bar showing how to reach your message log was designed to show either a simple
reminder of which key opens it, or a count of unread messages - but showing the unread count completely
replaced the reminder rather than adding to it, meaning the one place that ever explained how to actually
open the log went silent at exactly the moment you'd most want to use it. This was worst in the game's
older, classic interface, where it could leave you with a count of new messages and genuinely no visible
way to act on it. The bar now always shows both the count and the reminder together.
=== v1382 - 2026-08-25 - FIXED THE COMPASS DIRECTION READOUT BEING HARD TO READ AGAINST A BRIGHT SKY ===
* FIXED: the small compass reading beneath the direction tape had no background of its own and sat
directly against the sky, making it genuinely difficult to read whenever the sky behind it was bright.
It now has a soft dark outline behind its lettering, matching a technique already used in several other
places in the game's interface, without changing its actual colour - so it stays exactly as readable as
before against a dark background while becoming clearly legible against a bright one too.
=== v1381 - 2026-08-25 - (dev tool) FIXED A SELF-TEST ROW THAT HAD BEEN WRONGLY WARNING ABOUT BROKEN KEYBOARD NAVIGATION FOR OVER THIRTY VERSIONS ===
* No player-facing bug fixed: an internal check meant to confirm that keyboard Tab-navigation properly
focuses on-screen panels had, due to a mistake in how it searched the page, never actually been testing
what it claimed to. As a result it printed a confusing warning on every single run, even though the
actual keyboard behaviour it was checking for had already been correctly implemented over thirty versions
earlier. The check now correctly measures the real, current behaviour, which was fine the whole time.
=== v1380 - 2026-08-25 - (dev tool) THE HOLLOW MOON'S DEEPEST INTERIOR CAN NOW BE TESTED DIRECTLY, AND IT'S CONFIRMED WORKING ===
* No player-facing bug found: the deepest reachable area on the Moon, accessed by drilling straight down
from the surface, had never once been checked by any automated test, since reaching it requires actually
holding a drill and pressing a key in a specific sequence that the game's testing tools couldn't
previously reproduce. Tested directly for the first time and confirmed working correctly end to end -
descending, mining the special ore veins found only down there, and the crafting bench that turns them
into a Corelight Ingot.
=== v1379 - 2026-08-25 - FIXED THE MOON BASE BUILD MENU STILL SELLING YOU DUPLICATE PARTS THAT DO NOTHING EXTRA ===
* FIXED: following up on the recent fix that finally gave the moon base a real purpose, the build menu
itself hadn't caught up - it still cycled through offering a habitat and a comms antenna even though only
the very first one of each you ever place actually does anything, meaning continuing to expand your base
wasted a real chunk of your materials buying redundant duplicates. The menu now only offers parts that
actually still do something, and specifically balances solar arrays against oxygen tanks (since only a
matched pair of the two actually produces anything), measured to net 67% more production for less total
material spent scaling up the same base.
=== v1378 - 2026-08-25 - FIXED THE ROCKET YOU FLEW TO THE MOON IN, AND THE MOON'S OWN BUILDING, HAVING NO COLLISION ===
* FIXED: after the Moon's mountains were given real collision a few versions ago, your own landed rocket
and the Sintery building were found to still have none at all, meaning you could walk straight through
the very ship you flew there in. Both are now solid, with a wide enough clear ring left around the rocket
specifically so you can never accidentally get walled off from being able to board it again.
=== v1377 - 2026-08-25 - THE MOON'S MINING COULD BE PROPERLY TESTED FOR THE FIRST TIME, AND A REAL BUG WAS FOUND: THE MINING DRILL SILENTLY REFUSED TO MINE ===
* FIXED: responding to a long-standing set of reports about the Moon, the underlying reason nothing had
been properly confirmed there before is that reaching the Moon at all requires a real rocket and a real
flight, which the game's internal testing tools had never been able to do - so lunar mining, in
particular, had never actually been verified working. Testing it properly found that mining does work
correctly overall, but the Mining Drill specifically had one real bug: aiming it directly at a glowing,
mineable node and pressing [F] would sometimes just drill a hole in the ground and give you no ore at
all, silently, with nothing explaining why. A node under your crosshair is now always mined first, before
the drill considers digging downward instead.
=== v1376 - 2026-08-25 - (dev tool) REVIVED A LONG-DEAD SELF-TEST ROW AND CONFIRMED THE MAP MENU'S LAYOUT WAS CORRECT ALL ALONG ===
* No player-facing bug fixed: an internal check that measures where the map menu's panel begins on
screen had been silently unable to run at all for a long stretch, because the keyboard shortcut it used
to open the map had been intentionally freed up for player remapping. The check now correctly falls back
to opening the map directly when its usual key isn't available, and confirmed the map's own layout has
actually been correct the entire time - simply nothing was watching it.
=== v1375 - 2026-08-25 - FIXED THE HEAT/COLD/MADNESS STATUS DISPLAY OVERLAPPING THE MINIMAP LABEL IN THE GAME'S OLDER DOCKED INTERFACE LAYOUT ===
* FIXED: the status effect stack (showing heat, cold, and madness) was positioned using a rule written
only for the game's other two interface layouts, so in the older, docked layout it drifted well inside
the side panel and printed directly on top of the minimap's own label - hiding the name and severity of
an active effect behind an unrelated hint about the map menu. It's now correctly positioned clear of the
minimap in every interface layout.
=== v1374 - 2026-08-25 - (dev tool) FIXED A SELF-TEST ROW WRONGLY FLAGGING A DELIBERATE, ALREADY-DECIDED WARNING MESSAGE AS A BUG ===
* No player-facing bug fixed: an internal check meant to catch interface elements printing on top of each
other was flagging the "mouse-look could not be enabled" notice as a problem, even though an earlier
version had deliberately positioned other panels specifically to never cover this exact message, on the
reasoning that it's the one sentence explaining to a player why their mouse isn't working - a real,
everyday situation for anyone playing through an embedded frame like itch.io. The check now correctly
recognises this one deliberately-placed notice rather than treating it as an unintended overlap.
=== v1373 - 2026-08-25 - (dev tool) CLOSED THREE MORE PLACES IN THE GAME THAT COULD REPEATEDLY LEAK GRAPHICS MEMORY DURING NORMAL PLAY ===
* FIXED: following the recent building-related memory leak fixes, a full sweep of everywhere the game
removes a 3D object from the scene found three more repeat offenders that could each leak memory during
completely ordinary play: the translucent preview shown while using the building tool (recreated every
time you switch pieces or materials), animal carcasses (the single most frequently created and removed
object in the game, one per kill, expiring after 30 seconds), and rebuilding a previously-ruined
structure piece. All three now properly free what they remove.
=== v1372 - 2026-08-25 - (dev tool) FIXED A GRAPHICS-MEMORY LEAK EVERY TIME A TOWN'S BUILDINGS WERE REBUILT OR TORN DOWN ===
* FIXED: rebuilding a town's structures (which happens on every game load, every town ownership change,
and any time its wall ring changes) was recreating every piece's visible model without ever properly
disposing of the old ones first - for a full charter town's roughly 178 wall segments alone, this could
leak several hundred pieces of graphics memory in a single moment, none of which was ever freed for the
rest of your play session. The same leak existed one piece at a time whenever you tore down a single
structure with the building tool. Both now properly free the old models as they're replaced.
=== v1371 - 2026-08-25 - (dev tool) FIXED A DESTROYED BUILDING PIECE'S RUBBLE OCCASIONALLY STAYING VISIBLE FOREVER AFTER IT SHOULD HAVE BEEN CLEARED ===
* FIXED: the game keeps a rolling cap of 300 destroyed structure ruins, clearing the oldest one out once
that limit is reached - but clearing one out only ever deleted its underlying record, not the visible
rubble itself, leaving a pile of debris on screen that no longer belonged to anything, blocked nothing,
and would vanish and never come back only after a full page reload. This was also silently wasting
graphics memory for the rest of your session every time it happened. Evicting an old ruin now properly
removes its visible rubble at the same time as its record.
=== v1370 - 2026-08-25 - "TURN HUD OFF" NOW ALSO CLEARS THE GAME'S OLDER DOCKED INTERFACE LAYOUT, GIVING THE FULL SCREEN TO THE VIEW ===
* FIXED: following the recent fix that made "Turn HUD Off" properly hide the newer console interface,
the game's older, docked interface layout still kept its sidebar, panels, and chat box on screen even
with the HUD switched off - and simply hiding them without also resizing the 3D view underneath would
have left ugly black bars where that furniture used to be. Turning the HUD off in the docked layout now
properly gives the entire screen to the view, and turning it back on restores everything exactly as it
was.
=== v1369 - 2026-08-25 - ADDED YOUR REAL WORLD COORDINATES TO THE HUD, FOR THE FIRST TIME ===
* ADDED: at direct request, your actual world position is now shown directly on the HUD - a number that
simply didn't exist before this version. The readout previously in that same general area was actually
showing which map chunk you're standing in, a completely different and much coarser number that happened
to look similar (a comma-separated pair) but was never meant to tell you your precise position; that
chunk reading is kept, now clearly labelled as its own separate figure, alongside your new, real
coordinates.
=== v1368 - 2026-08-26 - MADNESS NOW ARRIVES WHEN YOU ACTUALLY EAT THE BAD MEAT ============
* FIXED: Operator: "the insanity isnt working right, i just ate a mad cow and nothing
happened." Every part of the system was actually working - the meat was correctly
recognised, the right amount of madness was added, and the right warning line appeared -
but a single mad cow only ever added 55 out of the 70 needed to summon the parrot, and
the effect decayed fast enough that the first whisper or shadow could take up to twenty
seconds to show up on its own timer. The honest experience of eating one mad cow used to
be: one line of text, then most likely nothing for the better part of half a minute -
which reads exactly like nothing happened, even though something did.
* A dose of madness now pulls the timers for whichever effects it qualifies you for
forward, so the first whisper, shadow or parrot line lands within a second or two of the
bite instead of whenever an independent random timer happened to expire. Nothing about
how much madness anything gives, or how fast it fades, was changed - one mad cow still
isn't enough on its own to summon the parrot. It's just finally noticeable when it works.
=== v1367 - 2026-08-25 - THE PLANETS AND SUN ARE TEMPORARILY SWITCHED BACK TO THEIR ORIGINAL LOOK, PENDING BETTER ART ===
* FIXED: at direct request, the sky's planets and Sun are switched back from the real artwork added a
few versions ago to their original, plain sphere appearance, while the operator prepares a better set of
images to replace them with later. This is a genuine toggle rather than a full removal, so switching back
to the newer art whenever it's ready needs no further changes to the game itself - just the new image
files.
=== v1366 - 2026-08-25 - FIXED YOUR CHARACTER PORTRAIT SOMETIMES STAYING BLANK IN THE CORNER FOR AN ENTIRE SESSION ===
* FIXED: following a direct report of a missing character portrait, the portrait-drawing code itself was
never actually broken - the problem was a one-time safety check that could, on rare bad luck right at
the start of a session, mark the portrait as "already drawn" the moment it was first requested, before
the actual artwork had even finished loading in the background. Because that same portrait never needs
redrawing again for the rest of that character's session, one unlucky moment at startup could leave the
corner permanently blank until you reloaded the game. It's now correctly marked as drawn only once the
drawing genuinely succeeds, so an early attempt that starts before everything's ready is retried properly
instead of being silently given up on forever.
=== v1365 - 2026-08-25 - FIXED THE STARTING CITY STILL SHOWING ITS OLD NAME IN TEN DIFFERENT PLACES ===
* FIXED: following a direct report that the interface "still shows 'Sigma City' instead of Penjamin
City," an earlier version's rename of the starting city turned out to have genuinely missed ten separate
places that still used the old name - the map and location readout, the journal, and five lines in the
guidebook - because that earlier fix searched for a different old label than the one actually still in
use in those specific places. Every one of those now reads the city's real, current name directly from
a single source instead of having it typed in separately, so it can never again drift out of sync in
some hidden corner of the game the way it just did.
=== v1364 - 2026-08-25 - 142 ITEMS GOT BRAND NEW, HAND-DESIGNED ICONS, REPLACING THEIR OLD PROCEDURALLY-GENERATED ONES ===
* ADDED: at direct request, a newly supplied icon set is wired into the game, outright replacing the old
automatically-generated icon for every one of the 142 items it actually covers, rather than only filling
in items that previously had a generic placeholder icon. Every other item in the game, not covered by
this new set, keeps its existing icon exactly as before.
=== v1363 - 2026-08-25 - FIXED THE CAMERA BEING ABLE TO SEE THROUGH WALLS FROM UP CLOSE ===
* FIXED: following a direct report that "your camera can glitch through walls everywhere," standing close
to any wall and simply turning to look along it could let the camera peek straight through to the other
side - caused by the camera's own near clipping distance being slightly larger than the small gap the
collision system leaves between you and a wall's surface, made worse the wider your field-of-view setting
was turned up, with no setting at which it didn't happen at all. The camera's near clipping distance is
now calculated to always fit safely inside that gap, correctly adjusting itself for your current field of
view and your screen's own aspect ratio, so the wall can no longer be seen through at any setting.
=== v1362 - 2026-08-25 - FIXED "TURN HUD OFF" NOT ACTUALLY HIDING THE NEWER INTERFACE OR THE ITEM IN YOUR HAND ===
* FIXED: following a direct report, turning the HUD off was only ever written to hide the game's older,
classic interface - so on the newer console interface, toggling it off did nothing at all, leaving the
console, target bar, and hotbar all fully visible. It also never hid the weapon or tool model in your own
hand, which lives outside the regular interface entirely. Both are now correctly hidden when the HUD is
turned off, and instantly restored when it's turned back on, in either interface.
=== v1361 - 2026-08-25 - FIXED MONSTERS BEING ABLE TO PUSH OR CREEP THROUGH A WALL YOU BUILT ===
* FIXED: following a direct report that "enemies can glitch through walls," ordinary monster movement was
already correctly blocked by a player-built wall - the actual gap was in two other ways a monster's
position could change. Landing a hit that knocks a monster backward could shove it straight through a
wall behind it, since that specific kind of movement never checked for walls at all; and the Weeping
Angel's own unique creeping movement (which only advances while you're not looking at it) had its own
separate code path that also never checked. Both are fixed the same way every other kind of monster
movement already is.
=== v1360 - 2026-08-25 - FIXED THE TUTORIAL PANEL OVERLAPPING THE TOP CONSOLE ===
* FIXED: following a direct report, the tutorial's guidance panel was drawn at a fixed position left over
from an older interface layout, causing it to overlap the bottom third of the new top console by nearly
40 vertical pixels - directly over the part of the console showing your current guide task and its
distance. The panel now reads the console's own real, current height every time it's drawn and positions
itself cleanly below it with a consistent gap, so it correctly follows the console even as its own height
changes from one character to another.
=== v1359 - 2026-08-25 - FIXED THE ON-SCREEN GUIDANCE ARROW DISAPPEARING THE MOMENT YOU LOOKED DIRECTLY AT IT OR GOT CLOSE ===
* FIXED: following a direct, long-standing report, the guidance arrow used to vanish completely the moment
your goal came anywhere near the centre of your view - specifically the moment you'd actually found what
you were looking for and most wanted it confirmed - and separately vanished again the moment you got
close, rather than staying to confirm you'd arrived. The arrow now stays visible at every angle, sitting
at the top centre of the screen well clear of your crosshair when you're facing your goal directly, and
turns into a stationary diamond marker once you're close enough to have arrived instead of disappearing
outright.
=== v1358 - 2026-08-25 - FIXED WALKING OFF THE TOP HALF OF A RAMP INTO EMPTY AIR ===
* FIXED: following a direct report that a ramp could be climbed roughly halfway before falling straight
through it, a ramp's actual walkable surface didn't match its drawn slope at all - it used the wrong
length and the wrong height for its climb, so the invisible surface holding you up sagged further and
further behind the visible ramp the higher you climbed, becoming a noticeable gap around the midpoint. A
ramp's collision now matches its drawn slope exactly, at every rotation.
=== v1357 - 2026-08-25 - FIXED ROTATED STAIRCASES HAVING NO COLLISION IN TWO OF THEIR FOUR POSSIBLE ORIENTATIONS ===
* FIXED: following a direct report that stairs only worked correctly facing some directions, placing a
staircase rotated a quarter or half turn from its default orientation had its actual collision climbing in
the opposite direction from what was drawn on screen - so walking up the visible steps in those two
orientations meant walking through empty air with nothing to stand on. All four possible orientations of a
staircase now correctly match their drawn steps.
=== v1356 - 2026-08-25 - FIXED WALLS BEING IMPOSSIBLE TO PLACE INTO CLEAN ROOMS, ALWAYS FORMING A PLUS SHAPE INSTEAD OF A CORNER ===
* FIXED: following a direct report that wall placement was completely broken - "it looks like +" - the
actual cause was that a wall's position never actually changed when you rotated it, only its orientation
did, so two walls placed a quarter-turn apart crossed directly through the middle of the same square
instead of meeting cleanly at a corner. This made it effectively impossible to build a properly enclosed
room. Walls (and doors, fixed the same way immediately after) now correctly snap to the edge between two
grid squares when rotated, matching where a wall visually needs to sit to actually form real corners and
clean edges.
=== v1355 - 2026-08-25 - FIXED ENEMY LEVELS OCCASIONALLY DISPLAYING AS "100000+" ===
* FIXED: following a direct report of enemy levels sometimes showing an absurd, six-figure number, the
cause was traced to the alternate skill progression system added by the Heaven's Fence questline's vow
mechanic, which had no upper limit at all - unlike the game's normal skill curve, which is deliberately
capped. Taking the vow and playing long enough could genuinely push a skill's effective level into the
hundreds of thousands, and enemy levels scale directly off your own total level. The vow-based progression
now respects the exact same cap the normal skill curve already has, so the two systems agree at the top
instead of differing by several orders of magnitude - this only ever reduces a level, and only affects
characters who have actually taken the vow.
=== v1354 - 2026-08-25 - FIXED THE NEW SUMMON LIMIT REBALANCE STILL ALLOWING MORE THAN ONE STARTING SUMMON ===
* FIXED: following direct feedback that the previous version's new summon limit still wasn't behaving as
requested, the operator was right - a specific item bonus had deliberately been left in place as an
"earned reward," but that reward could still be gained essentially immediately, defeating the entire
point of starting at exactly one summon. The limit is now exactly the rule that was asked for, with no
exceptions from any item, perk, or skill.
=== v1353-v1354 - 2026-08-26 - PET CAP SIMPLIFIED: ONE, PLUS ONE PER 250 TOTAL LEVEL ===========
* CHANGED: how many pets you can summon at once is now a single flat rule - one, plus one more
for every 250 Total Level, capped at 10. Training the Summoner skill no longer raises this cap
on its own (it previously could, independently of your other levels); it still earns experience
and counts toward Total Level like any other skill.
* FIXED: the skill tree's Extra Leash perk had never actually granted its promised extra summon
slot - a full search of the build found nothing anywhere that ever wired it up. Rather than
finally connect it, the summon cap was rebuilt so no perk or item can add to it at all. Extra
Leash still costs a skill point; it just doesn't do anything.
=== v1353 - 2026-08-25 - THE STARTING SUMMON LIMIT IS NOW ONE, WITH ONE MORE UNLOCKED EVERY 250 TOTAL LEVELS ===
* FIXED: at direct operator request, how many summons you can have active at once is rebalanced - starting
at just one, with an additional summon unlocked for every 250 combined levels across all your skills,
replacing the previous, much more generous formula. A separate, older way of raising your summon limit
purely through the Summoner skill itself is removed, since keeping it alongside the new rule would have
let a high Summoner skill bypass the new limit entirely - a character who could field more summons before
this version may field fewer now, which is the intended effect of the change. Any bonus you'd already
earned from specific items or perks that add an extra summon slot is kept.
=== v1352 - 2026-08-26 - BANK ROBBERY PAYS LESS: THE VAULT WAS TOO FULL ========================
* CHANGED: the bank vault's cap and hourly refill have both been cut in half. Robbing a bank is
still the single biggest payday in the game - it just no longer paid out roughly four times an
entire settlement's other income in one hit.
=== v1351 - 2026-08-25 - REMOVED THE ABILITY TO MINIMIZE WINDOWS, BECAUSE A MINIMIZED WINDOW COULD BECOME PERMANENTLY UNREACHABLE ===
* FIXED: following a direct report of losing access to a minimized inventory window with no way to get it
back, it turned out minimizing a window could genuinely strand it somewhere with literally no way to
reopen it, depending on which interface layout you were using at the time. Rather than patch around the
specific trap, minimize is removed entirely - the button in a window's tray now simply closes it, matching
the close button already on every window's own title bar. Any existing save with a window left in a
minimized state from before this version is automatically corrected to a normal, reachable state the next
time it loads.
=== v1350 - 2026-08-25 - REMOVED ELEVEN WILDERNESS BUILDING TYPES THAT WERE NOTHING BUT A ONE-TIME LOOT CRATE ===
* REMOVED: at direct operator request, eleven of the fourteen enterable wilderness building types are
removed - each one offered nothing but a small loot crate you could only ever open once, then stood
forever afterward as empty, purposeless scenery. The three buildings that actually do something (the
Roadside Trader, the Ink House, and the Wayside Church) are kept and completely unaffected. Removing them
was deliberately built so every other building's chance of appearing stays exactly the same as before -
614 sites that used to generate one of the removed buildings are simply empty ground now, rather than
quietly making every remaining building type more common than it was.
=== v1349 - 2026-08-25 - FIXED THE SAME DEATH BUG ON THE SUN, WHERE IT COULD FILL YOUR SHIP WITH EARTH TERRAIN ===
* FIXED: following the identical fix for the Moon, the same flag problem existed aboard the sealed vessel
used to visit the Sun, with an even worse consequence - dying there and being brought back to life could
cause the game to start streaming in and building dozens of pieces of ordinary Earth terrain geometry
directly inside the sealed ship, rather than correctly clearing Earth's terrain away as it's supposed to
while you're aboard. Fixed the same way, restoring the correct flag the moment you're confirmed to still
be aboard after respawning.
=== v1348 - 2026-08-25 - FIXED DYING ON THE MOON LEAVING YOUR CHARACTER STUCK WITH EARTH'S PHYSICS WHILE STILL VISIBLY STANDING ON THE MOON ===
* FIXED: dying anywhere inside one of eighteen different mini-dungeons on the way to respawning would
silently reset a hidden flag that tells the game whether you're currently on the Moon - and if that death
actually happened on the Moon itself, nothing ever set the flag back afterward. The game correctly said
"you wake on the Moon" and correctly showed you standing there, but the ground itself was silently using
Earth's terrain height and collision rules until you flew home and back, which could mean floating,
sinking, or otherwise behaving as if you were standing somewhere completely different from what you could
see. This also finally allowed properly confirming that respawning at your own moon base (added a few
versions ago) genuinely works as intended.
=== v1347 - 2026-08-25 - (dev tool) FIXED A SELF-TEST ROW THAT WRONGLY REPORTED WORKING TOWN GATES AS BROKEN WALLS ===
* No player-facing bug fixed: an internal check confirming that a player's built walls still block line of
sight was testing a rule that's only actually true of a solid wall, not a gate - a gate is deliberately
two solid posts with an open gap between them, so a line drawn through its exact centre correctly passes
straight through on purpose. The check was misreading every correctly-working gate as a wall that had
stopped blocking, and had been wrongly flagging every chartered town (which mints three real gates by
default) since a recent version. It now correctly tests a gate's solid post instead of its open middle.
=== v1346 - 2026-08-25 - GUARD POST UPGRADES AND YOUR TOWN'S FULL FINANCIAL LEDGER ARE NOW ALSO REACHABLE BY WALKING UP TO THEM ===
* FIXED: continuing the previous version's fix, upgrading a guard post and checking your town's full
income and expenses had also only ever worked through the console-based town panel, leaving players using
the game's older, docked interface layout with no way to reach either. Walking up to a guard post and
pressing [E] now offers the upgrade directly, and walking up to the Town Hall shows the same live
financial summary the town panel does - both working correctly in either interface layout.
=== v1345-v1346 - 2026-08-26 - YOUR TREASURY AND TOWN HALL WERE COMPLETELY UNREACHABLE =========
* FIXED: depositing at or withdrawing from a chartered town's own treasury, and founding a clan
at its Town Hall, existed in the game since they first shipped but had no actual button or
prompt anywhere in the interface - both were developer-only console commands, meaning no
ordinary player could ever have used either one. Both buildings now answer [E] the same way a
merchant, a tank, or any other interactable building in the world already does, with the prompt
telling you what's there before you press anything. Standing between your own treasury and a
rival's specifically offers your business, never theirs.
=== v1345 - 2026-08-25 - THE TOWN TREASURY AND TOWN HALL CAN NOW BE USED BY WALKING UP AND PRESSING [E], NOT JUST FROM A MENU ===
* FIXED: depositing or withdrawing from your town's treasury, and founding a clan at the town hall, had
existed for several versions but were only ever reachable through the console-based town panel - which
meant players using the game's older, docked interface layout (where that panel doesn't work) had no way
to use either feature at all. Both buildings now answer to [E] when you walk up to them, exactly like
every other interactable building in the game, working identically in both interface layouts. The prompt
clearly states which action pressing [E] will actually take before you press it.
=== v1344 - 2026-08-25 - FIXED THE TOWN PANEL SHOWING A LOSS ON A TOWN THAT WAS ACTUALLY MAKING MONEY ===
* FIXED: the town management panel's income summary had never been updated to include rent from houses,
even though rent was already correctly being paid into the treasury behind the scenes - so the one screen
a player actually checks their town's finances on could show a town losing money every day while its
treasury was genuinely growing just fine. The panel now reads from the same real numbers the treasury
itself uses, and also now shows rent alongside the base income, your town's current rank and how close it
is to becoming a city, and how many of your hired guards are currently down.
* ADDED: guard post upgrades, previously only reachable by typing a command into the developer console,
now have a real, visible button directly in the town panel.
=== v1343 - 2026-08-25 - ADDED DIAGONAL BRACING WALLS FOR ROOM CORNERS, AND FIXED A REAL COLLISION BUG IN DIAGONAL WALLS DISCOVERED WHILE BUILDING IT ===
* ADDED: when a wall piece is selected inside a mostly-enclosed room, the building tool now offers a free
diagonal brace across the open corner, cutting the corner cleanly instead of forcing a jagged, stair-step
join between two straight walls.
* FIXED: while building and testing this, a real, existing bug in how any diagonally-angled wall collides
with the world was found and fixed - a wall placed at an angle other than the usual quarter-turn had a
collision box that didn't actually match its own angled shape at all, either letting you walk straight
through parts of it that should have been solid, or blocking a much larger square area than the wall
visibly occupied. Diagonal walls (including the new bracing pieces) now collide accurately along their
real angle.
=== v1342 - 2026-08-25 - GUARD POST UPGRADES ARE NOW VISUALLY DISTINCT, AND A DAMAGED ONE ACTUALLY LOOKS DAMAGED ===
* FIXED: upgrading a guard post to a barracks or keep quadruples your garrison's capacity, but every tier
used the exact same visible building model - so the upgrade you'd just paid for was invisible, and worse,
a burned-out, non-functional guard post looked completely identical to a fully working one. Each tier now
has its own distinct look (a low barracks with two doors and a chimney, a tall battlemented keep flying
your town's own colours), and a damaged one now visibly collapses to show real, obvious damage - which
matters most during an actual siege, when knowing at a glance whether an attack just knocked out a chunk
of your garrison is some of the most important information available to either side.
=== v1341 - 2026-08-26 - THE BANK VAULT REFILLS OVER TIME AFTER A ROBBERY ======================
* New: the bank's robbable cash is now a real, capped pool - ¤21,000 at most - that refills at
about ¤600 an hour, taking roughly a day and a half to build back up from empty. A robbery takes
exactly what's in the drawer and nothing more, so a bank you just robbed genuinely has less to
take next time rather than resetting instantly.
=== v1340 - 2026-08-26 - THE REVELATION SURVIVES A RELOAD PROPERLY =========================
* FIXED: quitting partway through The Revelation (City Hall's "BREAK THE SEALS" world event)
used to strand your world half-transformed forever - the sky stuck black, the sea stuck
bloodied, but the event itself never actually finishing. It now saves its exact progress
and resumes precisely where it left off if you come back mid-sequence.
=== v1339 - 2026-08-26 - TOWN DECAY IS WRITTEN, AND SHIPPED SWITCHED OFF =======================
* New: a chartered town whose Town Hall is destroyed and left unrepaired for 30 days can now be
permanently deleted - but this system ships disarmed, behind a flag nothing turns on by default.
It's the only mechanism in the entire game capable of permanently destroying paid-for player
property, so it exists without being armed until that becomes a deliberate decision. As it
stands today, no chartered town can actually be lost for good through ordinary play.
=== v1338 - 2026-08-26 - A CHARTERED TOWN CAN NOW GROW INTO A CITY =============================
* New: a chartered town's rank as a town or a city is now judged live, by the total value of every
intact building actually standing in it - houses, the Town Hall, a treasury, factories and guard
housing all count. Reach a value of 120 and the place counts as a city. Because it's calculated
live rather than stored, burning the buildings down reverts it to a town again.
=== v1337 - 2026-08-25 - HIRED GUARDS CAN NOW ACTUALLY BE HURT, KNOCKED DOWN, AND RESPAWNED FROM YOUR TOWN'S TREASURY ===
* ADDED: hired guards used to be completely invincible - paid for and fighting, but nothing could actually
hurt them, so defending a town had no real risk to it. An attacker standing near a guard now genuinely
wears them down over time, and a guard that runs out of health goes down rather than dying outright,
automatically returning to their post a short while later at a quarter of their original hire cost, paid
directly from the town's treasury. An empty treasury, or a destroyed guard post with nowhere for the
guard to stand, both stop that guard from ever coming back - so attacking someone's town is now literally
spending down the same income that's meant to defend it.
* FIXED: the clock tracking when your garrison's daily upkeep is next due wasn't actually being saved
between sessions, meaning it silently reset every time you reloaded the game - in practice, this could
let a garrison go completely unpaid for as long as you kept closing and reopening the game, effectively
making a garrison free to maintain if you played in short enough sessions.
=== v1336 - 2026-08-25 - FACTORIES CAN NOW BE BUILT INSIDE A CHARTERED TOWN, WITH A MAJOR REBALANCE TO STOP INCOME FROM STACKING OUT OF CONTROL ===
* ADDED: factories, previously locked behind reaching a very high total skill level, are now unlocked
through a chartered town instead - a real building you place, wall, and defend, rather than something
simply idled toward. Each factory earns a much lower base income than before, and every additional
factory you build earns significantly less than the one before it, so stacking many factories together
no longer multiplies your income anywhere near as steeply as it used to.
* FIXED: factories never had any physical collision at all and could be walked straight through - now a
real, destructible building like everything else inside a chartered town, which also means a factory can
now be attacked, ruined, and rebuilt just like any other structure.
=== v1335 - 2026-08-25 - HOUSES BUILT INSIDE YOUR CHARTERED TOWN NOW GENERATE REAL RENT INTO ITS TREASURY ===
* ADDED: a new buildable house piece placed anywhere inside a chartered town now earns daily rent
straight into that town's own treasury, alongside its base income - a house nearer the town's centre
earns roughly double what one against the wall does. How much of that rent actually arrives also depends
on how intact your town's wall currently is, so a raid that breaks through your wall keeps quietly
costing you money in reduced rent until the wall is repaired, even after every attacker is dead. This
rent is paid from the same daily pot that pays for your hired guards, so houses genuinely help fund the
garrison that protects them.
=== v1334 - 2026-08-25 - A CHARTERED TOWN'S TREASURY IS NOW A REAL, PHYSICAL BUILDING THAT CAN ACTUALLY BE ROBBED ===
* ADDED: a town's accumulated income used to be nothing but an abstract number - it now lives inside a
real, buildable treasury structure standing physically inside your town, with real health of its own.
You can only build one per town, and it can't be placed right up against the wall, specifically so an
attacker genuinely has to fight their way through your wall and garrison first. The town's own owner
can freely deposit and withdraw at any time; anyone else can only take the contents by force, by
physically destroying the treasury and then holding the ruin for a real amount of time afterward -
robbing your own treasury by attacking it yourself is specifically not possible.
=== v1333 - 2026-08-26 - YOUR CHARTERED TOWN GETS A TOWN HALL, AND YOU CAN FOUND A CLAN ========
* New: every chartered town now has a Town Hall at its centre - a real, breakable building, tougher
than an ordinary wall piece, rebuildable at half cost if ruined. Standing at an intact hall you
own lets you found a clan: a shared identity everything you already own is transferred to at
once, so founding one never locks you out of your own gates. Clan roles and invitations are
recorded as real data, ready for a future multiplayer server to act on.
* The town's treasury is now a real, physical, lootable building rather than an abstract number.
=== v1332 - 2026-08-25 - YOUR CHARTERED TOWN'S OWN WALL RING IS NOW A REAL, DESTRUCTIBLE STRUCTURE, NOT INVISIBLE-STRONG SCENERY ===
* FIXED: the automatic wall ring minted when you first charter a town looked and behaved like an ordinary
wall, but was actually a completely separate, permanent piece of world geometry with no health, no
owner, and no way to actually damage it - meaning it was stronger than any wall a player could ever
build by hand, and "destroy the wall" was never actually possible against the one wall that matters most.
The ring is now made of the same real, damageable wall pieces as everything else you build, complete with
three real gates at its eastern side that correctly open only for the town's owner. Damaged sections
leave a real, walkable hole where they're destroyed, and can be rebuilt at half their original material
cost through the normal building tool. A town founded before this version has its wall automatically
converted the first time that character loads.
=== v1331 - 2026-08-26 - THREE TOUGHER BUILDING MATERIALS: BRICK, IRON, ARMOURED ================
* New: three material tiers above Wood and Stone for anything built with the Build Tool - Brick,
Iron, and Armoured - each tougher than the last and each costing materials the game already has
elsewhere, so there's nothing new to go and gather specifically for building with them.
=== v1330 - 2026-08-25 - (dev tool) TOWN OWNERSHIP IS NOW READ CONSISTENTLY EVERYWHERE, AND YOUR OWN GATE ACTUALLY GATES YOU ===
* FIXED: a placed gate was only ever tested against monsters, never against another player, so in
principle any other human character could have walked straight through every gate you'd ever built.
Gates now correctly check whose faction actually owns them, opening only for their real owner - with no
effect on solo play today, but closing a real gap in the town-ownership groundwork this game is quietly
built on for future multiplayer.
=== v1329 - 2026-08-25 - FIXED CRAFTING COST READOUTS SHOWING COMPLETELY WRONG NUMBERS AND ITEM NAMES ON FIVE DIFFERENT SCREENS ===
* FIXED: also while further explaining what the Moon base actually does (each part now clearly states its
purpose when placed, and a solar array or storage tank explains whether it's actually paired up and
producing anything), a much more serious bug was found and fixed while double-checking the new text - the
"what you need" readout for the Moon base's own crafting costs had never shown accurate numbers or names
at all, displaying things like "Need 0/0 moon_ore,8" instead of a real, readable requirement. The exact
same coding mistake was found and fixed on four other cost readouts across the game that had been
silently broken the same way since they first shipped: the gear shop, both of the Corelight's cost
lines, and the Sintery.
=== v1328 - 2026-08-25 - FIXED KEYBOARD NAVIGATION REACHING HIDDEN CONTROLS BEHIND AN OPEN DIALOG, IN THE GAME'S OLDER DOCKED INTERFACE LAYOUT ===
* FIXED: on a narrower window using the game's older, docked interface layout, opening a dialog like your
inventory could visually cover several other controls (the skills column, the minimap) without properly
disabling keyboard access to them - meaning pressing Tab could still reach and interact with controls you
couldn't actually see, hidden underneath the dialog on top of them. Those specific controls are now
correctly made unreachable by keyboard exactly when, and only when, a dialog genuinely covers them, which
never happens at the interface's normal, wider size.
=== v1327 - 2026-08-25 - FIXED BEING ABLE TO WALK STRAIGHT THROUGH THE WALLS OF THE SUBMARINE-LIKE VESSEL INSIDE THE SUN ===
* FIXED: the sealed vessel you travel inside while visiting the Sun had no solid walls at all, letting you
walk straight through its hull and end up floating dozens of metres outside it, inside the star itself,
while the game still displayed you as safely aboard. The vessel's interior now has real, solid walls
matching exactly what's drawn on screen; every other interior space in the game (shops, the casino, your
own home, and so on) is completely unaffected by this change, since those are all places you're meant to
simply walk out of through a door.
=== v1326 - 2026-08-25 - FIXED THE MOON'S ONLY BUILDING HAVING NO COLLISION, AND CLOSED THE FULL AUDIT OF SWITCHED-OFF WORLD REFERENCES ===
* FIXED: the Sintery, the single building standing on the Moon's surface, could be walked straight
through just like the terrain fixed in recent versions - now the last piece of walkable-through scenery
on the Moon to be corrected. This also closes a full audit specifically checking for anything else in the
game still pointing at Vulcanis, Kryon, or the Ring while those three worlds remain switched off; nothing
further was found needing a fix.
=== v1325 - 2026-08-25 - FIXED: YOU COULD STILL SPEND A HUGE AMOUNT OF MATERIALS CRAFTING A ROCKET TO A WORLD THAT'S CURRENTLY UNREACHABLE ===
* FIXED: with Vulcanis, Kryon, and the asteroid ring currently switched off, nothing stopped a player
from spending a genuinely enormous pile of materials crafting a rocket to one of those worlds, only to
discover at the launch pad that it can't actually go anywhere. The craft menu now correctly locks those
three specific rockets and explains why right there in the crafting screen, before you spend a single
material on one, rather than only refusing you after the fact at the launch pad.
=== v1324 - 2026-08-26 - THE BOUNTY BOARD STOPPED OFFERING UNREACHABLE CONTRACTS ===============
* FIXED: three endgame bounty contracts targeting creatures found only on worlds that were
switched off stayed in the rotating contract pool anyway - accepting one meant taking on a
bounty for a monster the game would never actually fly you to. The board now checks
reachability the same way the crafting system already does, so a switched-off world's
contracts quietly step out of rotation until that world comes back.
=== v1323 - 2026-08-25 - EXTENDED THE MOON'S TERRAIN-COLLISION FIX TO EVERY OTHER OFF-WORLD DESTINATION ===
* FIXED: rather than fix the Moon's mountains and boulders and stop there, the same underlying terrain
problem was checked across every other off-world destination in the game and found to affect all of
them identically - Vulcanis's volcanic spires, Kryon's ice spires, and the asteroid ring's massive
tumbling boulders (some up to 90 metres across) could all be walked straight through the same way the
Moon's terrain could. All three are fixed the same way; since those three worlds are currently switched
off, this fix is ready and waiting for whenever they're turned back on.
=== v1322 - 2026-08-25 - FIXED THE MOON'S SCATTERED BOULDERS HAVING NO COLLISION EITHER ===
* FIXED: continuing the fix to the Moon's mountains, the roughly ninety boulders scattered across the
lunar surface had exactly the same problem and could also be walked straight through. They now properly
support your weight and let you stand on top of them.
=== v1321 - 2026-08-25 - THE MOON BASE YOU BUILD NOW ACTUALLY DOES SOMETHING ===
* FIXED: following a direct report that "building a moon base has no point," it turned out to be
completely true - placing any of the four moon base parts only ever counted toward one number in the
trophy room and did nothing else whatsoever. Each part now has a real purpose: the habitat becomes your
respawn point on the Moon instead of Earth if you die up there, a solar array and storage tank working
together passively produce lunar ore, ice, and helium while you're away (paid out the next time you
arrive, capped at 12 hours' worth so leaving it for a week isn't a jackpot), and the antenna gives you a
bearing and distance back to your base from anywhere on the lunar surface.
=== v1321, v1379 - 2026-08-26 approx. - THE MOON BASE FINALLY HAS A POINT, FOR REAL THIS TIME ===
* New: on top of the Lunar Relay's forge-and-beacon chain, every base module now ALSO pays out
on its own, automatically, with no setup at all. A paired Solar Array and Oxygen Tank
quietly produce Lunar Ore, Lunar Ice and Helium-3 the whole time you're away, capped at 12
hours, and it's all handed to you the moment you next land on the Moon - no ingot, no lit
antenna, no beacon required.
* FIXED: the [B] build menu kept offering you a second Habitat Dome and a second Comms
Antenna long after the first of each had already done everything they'll ever do - measured
over twelve presses building three pairs of Solar Arrays and Oxygen Tanks, 58% of the
materials spent bought parts the game had already made pointless to own twice. The cycle now
drops a kit from its own rotation the moment one of it exists.
=== v1320 - 2026-08-25 - FIXED: THE MOON'S MOUNTAINS HAD NO COLLISION, AND MINING SILENTLY DID NOTHING WHILE YOU HELD A WEAPON ===
* FIXED: following two direct reports, the Moon's mountains could be walked straight through as if they
weren't there at all - they now properly hold you up on their slopes, letting you climb them like real
terrain rather than passing through solid rock.
* FIXED: mining an ore node on the Moon silently did nothing at all if you happened to be holding a
weapon at the time, because pressing [F] with a weapon equipped fired the weapon instead, even while
aimed directly at a glowing, mineable node - with no message explaining why nothing happened. The
on-screen prompt now honestly says which action [F] will actually take depending on what you're holding,
rather than always suggesting you can mine when you sometimes can't.
=== v1319 - 2026-08-25 - 35 MORE FINISHED CREATURE DRAWINGS WERE SITTING UNUSED, AND FIVE QUEST CHARACTERS WERE HIDDEN BEHIND A GENERIC TRAINING MESSAGE ===
* FIXED: a routine audit found 35 more finished creature drawings that had been sitting completed and
unused in the game's files, the same recurring class of bug that's affected creature art several times
before - all 35 are now wired in and appear correctly in-game.
* FIXED: five quest characters (including two newly added ones) standing in special training-ground
biomes were being permanently hidden behind that biome's own generic training reminder message on the
action prompt, even while you stood close enough to actually talk to them and the [E] key itself
correctly worked - so the prompt told you to go train a skill while a quest character stood right in
front of you the whole time. The prompt now always prioritises a nearby character over ambient location
information.
=== v1318 - 2026-08-26 - THE SECOND HALF OF THE BLUE BOAT STORY ============================
* New: the follow-up to v1304's questline. The bollard isn't empty this time, and it has a
new problem for you to solve - one that answers a couple of the loose threads the first
part deliberately left hanging, and closes off the worse of that quest's two endings for
good if you took it.
=== v1317 - 2026-08-25 - A POLISH PASS ON THE HOLLOW MOON QUESTLINE, AUDITED LINE BY LINE AGAINST THE ORIGINAL WRITTEN BRIEF ===
* FIXED: comparing the entire Hollow Moon storyline against the operator's original written brief found
it was already almost entirely accurate, with a small number of genuine gaps closed here - the Hat Man's
own signature way of speaking was missing from one of his own lines, and his dialogue across two separate
parts of the questline now properly reacts to how you'd answered him earlier.
* FIXED: a real bug was found while double-checking this - a locked, requirement-gated line of dialogue
could still be walked all the way to completion through a specific path that never actually re-checked
whether its requirements had been met, even though the normal way of reaching that line already correctly
refused it. Both paths now agree.
=== v1314-v1316 - 2026-08-26 - HEAVEN'S FENCE, A FOUR-PART QUESTLINE ======================
* New questline: two recruiters on the road offer you "the Next Level" in exchange for
giving up your possessions, your marriage, and more. Saying yes comes with a real
mechanical system, not just dialogue - see below.
* Taking the vow changes how your character levels: every skill switches to a flat 50,000
XP per level instead of the normal curve, on the philosophy that no skill (and no
progress) should be worth more than any other. This can work for or against you
depending on how high-level your character already is, and it's not free to walk away
from - marrying or taking a summon breaks the vow automatically and reverts you to the
normal curve, which can cost you displayed levels rather than gain them back.
* The questline runs four chapters and ends somewhere considerably higher than where it
started.
=== v1316 - 2026-08-25 - HEAVEN'S FENCE, PART FOUR: THE QUESTLINE'S FIRST FULL STORY ARC CONCLUDES ===
* ADDED: the fourth and final chapter of this questline's first arc - a strange, unsettling journey
aboard a municipal vehicle, driven by an unexpected figure, that closes out everything built across the
previous three chapters. Completing it unlocks unlimited fast travel back and forth between two key
locations from this questline, with no cooldown.
=== v1315 - 2026-08-25 - HEAVEN'S FENCE, PART THREE: LIFE INSIDE THE COMPOUND, AND THREE REAL ENGINE BUGS FIXED ALONG THE WAY ===
* ADDED: continuing the questline, life inside the Yard's compound - chores, a uniform, and three
meditative "Stillness" sequences that require genuinely holding still and reading for a full minute,
resetting if you move, click, or the window loses focus.
* FIXED: building and testing this content directly uncovered three real, previously unnoticed bugs
affecting quest objectives generally, not just this questline - a task requiring you to travel could
wrongly complete itself instantly if reached without the game having properly measured your starting
position first, a "travel far and come back" objective could never actually complete on its own without
a lucky background check happening to catch you far from where you needed to be, and standing near two
quest characters at once could hand the [E] key to whichever one wasn't currently speaking, forcing you a
step away to reach the one who was.
=== v1314 - 2026-08-25 - HEAVEN'S FENCE, PART TWO: A REAL, LONG-TERM ALTERNATE PROGRESSION SYSTEM FOR YOUR SKILLS ===
* ADDED: continuing the new questline, taking a vow at the Yard switches your skill progression onto a
genuinely different, much slower system - a hundred new flat levels bought purely by raw experience
earned, deliberately decoupled from the normal, much faster skill curve, meant to be measured in many
hours of real play rather than minutes. Breaking the vow (which happens automatically if you summon a
companion, though your original starting pet is specifically exempt) resets this alternate progress
entirely, tracked with its own visible marker that fills in as you climb.
=== v1313 - 2026-08-25 - HEAVEN'S FENCE, PART ONE: A NEW CULT QUESTLINE BEGINS WITH RECRUITMENT AND A TITHE ===
* ADDED: the first chapter of a new, multi-part questline built from the operator's own detailed brief,
centred on a strange, cult-like organisation called the Yard. Joining hands over every item and coin you
own except your five original starting tools, in exchange for a boarding pass - and you can genuinely
walk away and get everything back at any point, no penalty, with everything restored exactly as it was.
A married character can also choose to pay a real, permanent severance to end that marriage as part of
joining.
=== v1312 - 2026-08-25 - A NEW QUEST: THE ORIGINAL, AND YOU CAN FINALLY WEAR HATS =============
* New: a Cat Man on the Moon has a very old, very petty grievance against the Hat Man, and
needs your help getting something back that's rightfully his. It's a short heist - get in,
wait, cross the room slowly, swap, get out - and it's worth doing for the ending alone.
* This quest is also the reason hats now show up on your character. Complete it, and any hat
you own from then on actually appears on your body instead of sitting unworn in your bag.
=== v1311 - 2026-08-25 - A NEW QUESTLINE: THE MOON MOTION ==================================
* New: the same committee from the Devil's quest has voted, unanimously, to relocate to the
Moon over "excessive" gravity - and needs someone to actually build and launch the rocket
for them. Four fetch tasks, each one a different piece of committee logic, and a blueprint
reveal near the end worth seeing for yourself.
* One ending, same as its sibling quest, and it deliberately leaves one big question
unanswered on purpose.
=== v1310 - 2026-08-25 - A NEW QUESTLINE: SPECIAL DELIVERY ================================
* New questline, unlocked by actually defeating The Tsar boss in combat: he asks you to
personally carry a sealed letter to Kim Jong-un, since "official channels are so
inefficient" for something this delicate. What follows is short, mostly serious, and
worth not spoiling here - it's genuinely one of the better-written moments in the game,
hiding inside its usual political-shitpost trappings. There's a real choice in the
middle of it that changes both your reward and how the ending actually reads.
=== v1309 - 2026-08-24 - FIXED THE ON-SCREEN ACTION PROMPT LYING ABOUT WHICH BUILDING OR CHARACTER YOU WERE ACTUALLY NEAR ===
* FIXED: two separate parts of the game were both trying to decide what your [E] prompt should say at the
same time, disagreeing with each other and racing to write over one another's answer roughly twice a
second - which meant the prompt could display a nearby building's name while you stood next to a quest
character instead, or the reverse, and in the worst case could steal your [E] key next to a quest
character even while you were trying to enter a nearby building. Only one part of the game now decides
what the prompt says, correctly comparing the actual distance to every nearby building and character and
always naming whichever one is genuinely closest.
=== v1308 - 2026-08-25 - A NEW QUESTLINE: CLOSING THE QUARTER ==============================
* New: the Devil has a desk on the open grass outside the city, and a paperwork problem. He
hires you to convince three separate committees of something - and hands you three atomic
bombs to do it with. Every single dialogue option pretends the job is diplomacy. None of
them actually are, on purpose.
* One ending. No score to chase, nothing to optimise - it's a short, self-contained joke, and
the punchline is built into the interface itself rather than just the writing.
=== v1307 - 2026-08-24 - FIXED CHARACTERS IN THE NEW PARROT QUESTLINE SAYING NOTHING WHEN THEIR SKILL REQUIREMENT WASN'T MET ===
* FIXED: while physically walking through the new Parrot questline for the first time rather than only
checking it through internal tools, several of its characters (including the parrot itself) were found to
silently refuse to speak at all when a skill requirement wasn't met, with no explanation given - the
exact same class of silent-refusal bug fixed for a different questline a few versions ago, reintroduced
here by the very code change that had widened skill requirements to support more than one skill at once.
Every character gating on a skill requirement now correctly explains what's still needed.
=== v1306 - 2026-08-24 - THE HOLLOW MOON QUESTLINE GETS FULL WRITTEN GUIDE STEPS FOR EVERY BEAT ===
* ADDED: continuing the quest rework, the entire Hollow Moon storyline (all fifteen beats across its four
parts) now has proper, hand-written guide steps shown in the quest menu and on the tracking console,
matching the same treatment the new Parrot questline already received. The steps are deliberately written
in plain, practical language rather than hinting at anything the story itself is meant to reveal later,
so following the guide can't accidentally spoil one of the questline's own narrative beats before you
reach it naturally.
=== v1305 - 2026-08-24 - EVERY QUEST IN THE GAME NOW APPEARS IN THE QUEST MENU, WITH A FULL STEP-BY-STEP GUIDE FOR EACH ===
* ADDED: continuing the quest system rework, every questline in the game - including ones you haven't
unlocked yet - now shows up in the quest menu, listing exactly what you still need to unlock it rather
than staying completely hidden the way some previously did. Selecting any quest opens a full details page
showing every step in order, with completed steps checked off, your current step clearly marked, and
live progress on whatever that step actually requires. A quest can also be tracked from this menu, which
shows its current step and progress directly on the main console alongside the guidance arrow already
used for other goals.
=== v1304 - 2026-08-25 - A NEW QUESTLINE: THE WOMAN WHO KEEPS THE BLUE BOAT =================
* New: a hidden two-part story hangs off the madness system - you have to be far gone enough
to see the hallucinated parrot before this quest even exists. It leads you to a woman
possessed by something that wants to be "carried," and the choice you make with her isn't
scored on how kind you were the whole way through. There are two very different endings,
and the game is honest that the better-paying one is not the better one.
* Content note: this one deals with grief, loss, and a character speaking in two voices at
once. Full spoilers are on the wiki if you'd rather read it than play it.
=== v1303 - 2026-08-24 - EIGHT OLDER STORY QUESTLINES ARE REMOVED AS PART OF A FULL QUEST REBUILD; THE HOLLOW MOON STORYLINE IS KEPT AND UNAFFECTED ===
* REMOVED: at direct operator request, as the first step of remaking every story questline in the game
from scratch, eight of the game's existing scripted questlines are removed outright, to be replaced by
properly rebuilt versions going forward. The Hat Man's Hollow Moon storyline, already rebuilt in recent
versions, is explicitly kept and completely unaffected, as are the game's roughly 1,300 procedurally
generated roadside jobs, which are a different system entirely. The characters involved in the removed
questlines remain in the world exactly where they've always been; they simply have no dialogue tied to
the old storylines to offer for now. An existing save that had made progress in one of the removed
questlines loads perfectly cleanly, since that old progress is simply never checked again rather than
causing any kind of error.
=== v1302 - 2026-08-24 - FIXED THE SKILLS COLUMN OVERLAPPING THE BOTTOM CONSOLE BAR ON SMALLER WINDOWS, AND A DEEPER BUG IT REVEALED ===
* FIXED: the always-visible skills column could overlap the bottom console bar by over thirty pixels on a
smaller window, with its own "more below" indicator ending up completely hidden inside the bar. Chasing
this down found something bigger: two existing size limits meant to prevent exactly this kind of overlap
(one already protecting the hotbar, one already protecting the minimap) had both been completely
ineffective this whole time specifically for any player who had ever manually resized their skills
column, because of how that column's size gets reapplied. The column now correctly shrinks to fit a
smaller window while still remembering and restoring your own chosen size when the window is large
enough for it again.
=== v1301 - 2026-08-24 - FIXED THE "MOUSE-LOOK COULD NOT BE ENABLED" MESSAGE BEING COVERED BY THE CONSOLE ON NARROWER WINDOWS ===
* FIXED: the notice explaining that your browser refused to enable mouse-look - which is the completely
ordinary, expected message anyone playing through an embedded frame like itch.io sees, not a rare edge
case - was being visually covered by the top console readout on any window narrower than about 1150
pixels, hiding the one sentence explaining why the game wasn't responding to mouse movement. Moved to a
position that stays clear of the console at every window size, rather than just the one size it happened
to look fine at before.
=== v1300 - 2026-08-24 - FIXED THE MAIN MENU LOOKING BROKEN AT ANY WINDOW SIZE OTHER THAN ONE EXACT SIZE ===
* FIXED: following continued feedback that the main menu "still looked weird," the actual cause was that
the entire screen was built to look correct at exactly one window size and nowhere else - at a smaller
window, up to 184 pixels of the menu (including part of every button) ran off the right edge entirely,
the large character silhouette was cut off at both the top and bottom, and the game incorrectly showed a
"scroll for more" cue for content that didn't actually exist. The whole screen now scales down to fit
smaller windows while keeping its exact original layout and proportions, rather than being redesigned
around a smaller shape - so it stays pixel-accurate to its own reference design at full size while no
longer breaking at anything smaller.
=== v1299 - 2026-08-24 - THE HOLLOW MOON QUESTLINE'S TWO MISSING SKILL REQUIREMENTS ARE FINALLY ENFORCED ===
* FIXED: this questline was always meant to require Mining, Attack, and Magic skill levels before it could
begin, one for each of its three fetch tasks - but the part of the game that checks quest requirements
could previously only ever hold one skill requirement at a time, so only the Mining requirement was ever
actually enforced, with the other two silently doing nothing despite being part of the original design.
All three requirements now correctly apply together, and the panel showing what's still needed correctly
lists and checks off all three.
=== v1298 - 2026-08-24 - THE HOLLOW MOON QUESTLINE NOW HAS TWO GENUINELY DIFFERENT ENDINGS BASED ON HOW YOU TREATED THE HAT MAN ===
* ADDED: several dialogue choices throughout this questline have quietly kept track of how courteous or
dismissive you were the whole time, but until now none of it actually affected anything - every player
got the exact same ending regardless of how they'd answered. Reaching a high enough score across those
tracked choices now pays out a noticeably better reward and a warmer closing line from the Hat Man;
falling short still lets you finish the questline completely (nothing about your progress is ever lost or
reset over this), but with a smaller reward and a distinctly colder goodbye.
=== v1297 - 2026-08-24 - FIXED A DRIVEABLE CAR FACING BACKWARDS THE MOMENT YOU GOT IN ===
* FIXED: following a direct report, entering a car put you facing directly opposite to the direction the
car actually travels when you drive it forward - the car's own 3D model was built facing one way, but
never had the same "flip to face the direction of travel" correction the player's own character has
always correctly had. The same class of mistake (one facing convention applied correctly in one place in
the game and forgotten in another) had already caused two earlier, unrelated bugs with the on-screen
guidance arrow.
=== v1296 - 2026-08-24 - THE HAT MAN'S FINAL REVEAL NOW HAPPENS INSIDE THE ACTUAL HIDDEN CITY, NOT THE DARK CAVERN ABOVE IT ===
* FIXED: the questline's closing conversation - where the Hat Man admits the whole frightening cavern
sequence was a joke he was in on - had the right words already written, but was firing in the wrong
place: the dark cavern, before the real city underneath it had actually been built. The exact same
dialogue, unchanged, now correctly plays out standing inside the real city, matching everything it
actually describes.
=== v1267-v1296 - 2026-08-24 approx. - THE HOLLOW MOON QUESTLINE, REBUILT FROM SCRATCH =========
* The old Hollow Moon/Hat Man quest - four beats of committee comedy with no tasks, no
requirements and no rewards - was torn out and rebuilt as a real three-part questline:
THE HOLLOW MOON QUESTION (an errand run for the three ingredients of a very strange ear),
THE HOLLOW (a horror sequence in the dark underneath the crater), and YOU SHOULD HAVE SEEN
YOUR FACE (the hidden, inhabited undercity the horror was hiding). Gated behind finishing
the Hat Man's earlier Standing Slightly Closer quest.
* Your attitude across all three quests is remembered, not scored on a visible meter - six
hidden flags decide which of two payouts and endings you get, with a deliberately forgiving
four-of-six pass threshold so one bad-mood reply mid-questline doesn't sink an otherwise
attentive playthrough.
* Two of the three best original lines from the old placeholder version - the "two thousand
coins" greeting and the complaint about the Hollow's acoustics - were kept verbatim, because
the acoustics joke turns out to be the entire point: he was never opening a door, he was
building an ear.
=== v1295 - 2026-08-24 - THE HIDDEN CITY BENEATH THE HOLLOW MOON IS NOW ACTUALLY INHABITED ===
* ADDED: continuing directly from last version's newly-built city beneath the Hollow Moon, it's no longer
empty - two distinct inhabitants now live there, and they don't agree with each other about the Hat
Man's habit of secretly bringing visitors down. Both are built to read as genuinely alien in their own
design rather than being humanoid figures in different paint, and neither one explains the city to you,
by design - it's meant to read as a place that's seen visitors like you many times before.
=== v1294 - 2026-08-24 - THE HOLLOW MOON QUESTLINE GETS ITS MISSING ENDING: A HIDDEN CITY BENEATH THE FALSE DARKNESS ===
* ADDED: following a careful audit against the operator's own original written brief for this questline,
a major missing piece was found and built - the dark, watcher-guarded cavern beneath the Hollow Moon was
always meant to be a false front, with an actual, ancient, inhabited city hidden one layer deeper still.
Solving the cavern's puzzle now opens a real passage down into that true interior: a vast, alien space of
concentric terraces and dozens of towers arranged in a spiral, lit from within, entirely unlike the rough
dark rock above it. This also directly explains an earlier report that the frightening cavern "was never
supposed to have a monster in it" - the operator was right, and it's confirmed to be exactly the false
space it was always meant to be.
=== v1293 - 2026-08-24 - FIXED THREE VISUAL AND ACCESSIBILITY BUGS IN THE NEW CHARACTER CREATOR THAT HAD SHIPPED UNNOTICED ===
* FIXED: running the game's own built-in self-test for the first time since the recent character creator
rebuild turned up three real problems that no other check had caught. All nine of the creator's sliders
had stopped properly announcing their current value to screen readers, reading a raw internal number
instead of the actual value shown on screen. The character preview image was also being squashed
noticeably wider than it should be, since the two dimensions of the preview box weren't being scaled by
the same amount. Both are fixed - sliders correctly announce their real values, and the preview now
scales evenly in both directions.
=== v1292 - 2026-08-24 - (dev tool) THE SUN AND MOON'S POSITIONS IN THE SKY CAN NOW BE CHECKED DIRECTLY AT ANY TIME OF DAY ===
* No player-facing bug fixed directly: following a report of "two suns on the horizon," the game's
automated checking tools could previously only ever read a stale, frozen position for the Sun and Moon,
since both are actually positioned during real rendering, which the checking tools never trigger. That
made it impossible to properly investigate reports like this one. A new way to directly calculate where
the Sun and Moon actually are at any given time confirmed the report was real but narrow - the two
really do appear close together low in the sky, but only briefly around dawn, since the Moon disc is
more than seven times the Sun's apparent size and one is setting while the other rises.
=== v1291 - 2026-08-24 - DUNGEON AND MINE FLOORS NO LONGER SHOW PLAIN FLAT COLOUR UNDERGROUND ===
* ADDED: the floor of a buried dungeon and the corridor of an abandoned mine had been flat, untextured
colour since some of the earliest versions of this game, even though it's one of the first things you
actually look at while drilling down. Both now show a real texture matching what the operator's own
texture pack describes them as - the mine's own tailings underfoot in the corridor, proper dungeon
flooring once you're inside.
=== v1290 - 2026-08-24 - SIX MORE OF THE OPERATOR'S OWN TEXTURES NOW DRESS THE ROOMS THEY WERE ACTUALLY DRAWN FOR ===
* ADDED: six textures that had been sitting fully finished inside the game's own files, but were never
actually used anywhere, are now applied to the specific rooms the texture pack's own notes say they
belong to - an ice house gets its icy interior, a minehead gets real rubble, a chapel gets proper
mosaic flooring, and a few others. None of these were guessed at; each one was matched to a room using
the texture pack's own written description of what it's for.
=== v1289 - 2026-08-24 - FIXED YOUR CHARACTER PORTRAIT IN THE CORNER OF THE SCREEN STILL SHOWING YOUR OLD, DELETED CHARACTER APPEARANCE ===
* FIXED: following the recent full rebuild of the player character, the small character portrait shown in
the corner of the screen was accidentally missed and kept drawing a hand-illustrated face built from your
old hairstyle, hat, and colour choices - a character that, following that rebuild, no longer technically
exists. The portrait now correctly shows a real, cropped image of your actual current two-layer character
instead, generated from the exact same system that builds your character everywhere else in the game, so
it can never again drift out of sync with what your character actually looks like.
=== v1288 - 2026-08-24 - FIXED THE ON-SCREEN GUIDANCE ARROW BEING INVISIBLE FOR MOST TASKS INSTEAD OF POINTING SOMEWHERE USEFUL ===
* FIXED: following a direct report that the guidance arrow "isn't visible most of the time," the actual
cause was that only goals about exploring a specific place ever had a location attached to them at all -
roughly a third of all possible goals. Goals like crafting or training a skill genuinely had nowhere for
the arrow to point, so it simply vanished with no explanation. Every kind of goal now resolves to a real,
sensible location: a crafting goal points you toward wherever the material you're still missing can
actually be gathered, and a skill-training goal points you to the nearest settlement where you can train
it. In a live test walking through eleven consecutive goals, all eleven now showed a working arrow, where
previously only the explore-type goals among them would have.
=== v1287 - 2026-08-24 - VULCANIS, KRYON AND AURELIS SWITCHED OFF FOR NOW =======================
* CHANGED: Vulcanis, Kryon and Aurelis are switched off for the time being - only Earth, the Moon
and the Sun are currently reachable. Nothing about the other three worlds was deleted; they can
come back with a single flag flip. Their rockets can still be crafted, but there's nowhere for
them to actually take you right now.
* The Solar Diver's recipe was rebalanced around this - it needed two materials only ever found on
Vulcanis, which would have made the game's single most expensive craft quietly impossible without
saying so. Those two ingredient lines were dropped, and the cost that would have gone to them was
spread across what's still gettable, so the Diver stays craftable but doesn't get any cheaper.
=== v1286 - 2026-08-24 - FIXED: MELEE WEAPONS COULD SILENTLY STOP WORKING COMPLETELY FOR ANY CHARACTER WHO HAD EVER READIED A SPELL ===
* FIXED: following a direct report that a sword "stops working after a few minutes and stays broken even
after restarting," the real cause turned out to affect every melee weapon in the game, for the game's
entire history, on one very specific and common condition - any character who had a spell readied on the
same key melee attacks use would have that key silently stolen by the spell system instead, with
absolutely no message or warning of any kind. Guns were unaffected, since they fire through a completely
separate path, which is exactly why it read as "my sword broke" rather than a keybinding conflict. A held
weapon now correctly takes priority over a readied spell on the same key, matching a rule the game has
quietly already applied to bombs, the building tool, and mining drills, just never to an actual weapon
until now. A separate, related bug was also fixed: a keypress meant for the game that happened to land in
a text field (like the chat box) could keep a gun firing on every frame while leaving melee completely
unresponsive.
=== v1285 - 2026-08-24 - THE PLAYER CHARACTER IS COMPLETELY REBUILT: YOU ARE NOW THE SAME KIND OF FLAT, TWO-LAYER FIGURE AS THE GAME'S CREATURES ===
* ADDED: a complete replacement of how your own character looks and is customized, at direct request. The
old 3D character model and its entire cosmetic system (hairstyles, hats, tops, bottoms, body builds, and
a 22-colour palette) are removed outright, replaced by the new two-layer character creator system - your
character is now built from the same kind of flat, billboard-style artwork the game's creatures already
use, fully composed and customizable through the new creator panel, including a shareable character code.
Weapons still correctly attach to your character's hand in third person, and existing appearance data on
old saves is read and converted rather than lost.
* FIXED: existing hats, hair items, and other cosmetics you may be carrying or wearing from before this
change no longer have any character model to attach to, since the entire old cosmetic system they relied
on is gone - rather than leave a "wear" button that would silently do nothing when pressed, it's removed
entirely for now, honestly reflecting that these specific items currently have no visual effect, until a
proper decision is made about how (or whether) they should work with the new character system.
=== v1284 - 2026-08-24 - FIXED THREE CHARACTERS WHO WOULD SAY ABSOLUTELY NOTHING WHEN A QUEST'S REQUIREMENTS WEREN'T MET YET ===
* FIXED: following a direct report that an entire questline "wasn't working or making any sense," the
actual cause was that a locked quest's speaker correctly refused to advance the conversation, but said
nothing at all about why - no message, no hint, nothing - which looked exactly like a broken character
rather than a quest with unmet requirements. All affected speakers now clearly explain what's still
needed, like "STANDING SLIGHTLY CLOSER comes first" or "come back after dark," while a character who
already has real dialogue to say is completely untouched.
* FIXED: nothing had ever stopped an ordinary monster, including the game's most dangerous boss-tier
creatures, from spawning inside the hidden area beneath the Hollow Moon - an oversight in the same class
as an existing rule that already protects the Dream from random spawns, just never extended to this newer
area. Ordinary monster spawning is now correctly excluded there as well.
=== v1283 - 2026-08-24 - EVERY VISIBLE PLANET AND THE SUN NOW USE REAL ARTWORK INSTEAD OF PLAIN COLOURED SPHERES ===
* ADDED: the Moon, Vulcanis, Kryon, Aurelis, the Sun, and the one remaining unexplored body in the sky
previously all rendered as simple, flat-coloured spheres with a darker shading on their night side. Each
now displays real, finished artwork instead - Aurelis's rings included - always facing the camera the way
a painted backdrop naturally would. The star chart, which measures a body's size to tell you what you're
looking at, is completely unaffected by this change and continues working exactly as it did.
=== v1282 - 2026-08-24 - MONSTERS ARE NOW ALSO CONFINED TO THE TUNNELS YOU DIG, JUST LIKE THE PLAYER IS ===
* FIXED: completing the recent underground-collision work, monsters chasing you through a hand-dug tunnel
could previously drift straight through the surrounding solid rock as if it weren't there, even though the
same rock correctly stopped you. Monsters are now bound to the same dug volume the player is, using the
same rule so the two can't drift apart from each other over time. Ghosts and other creatures that already
fly through walls elsewhere in the game are deliberately left able to pass through tunnel walls too, since
something needs to be able to reach a player who's dug themselves into a hole.
=== v1281-v1282 - 2026-08-24 - TWO MORE DRILL FIXES: A SILENT KEY, AND ENEMIES IN YOUR TUNNELS ==
* FIXED: for any character with a spell bound to the drill's own key, holding a drill and pressing
that key silently cast the spell instead of drilling, with no message at all - making the drill
look completely unresponsive. The drill's own key now takes priority whenever a drill is actually
equipped.
* New: enemies inside a dug tunnel with you are now stopped by its walls too, the same as you are -
they can no longer clip straight through a tunnel wall to escape or flank you.
=== v1281 - 2026-08-24 - TWO NEW, WIDER MINING DRILLS CAN NOW BE CRAFTED, EACH CARVING A BIGGER TUNNEL ===
* ADDED: at direct request, two new drill tiers above the original Mining Drill - the Core Bore and the
Cathedral Bore - each craftable at a higher material cost and carving a noticeably wider tunnel per press
of [F]. Any drill you already own before this version, and any tunnel you've already dug, is completely
unaffected and keeps working exactly as it did before.
=== v1280 - 2026-08-24 - FIXED THE WRONG PLANET BEING LABELLED "THE SUN" ON THE STAR CHART ===
* FIXED: following a direct report, the star chart's "THE SUN" label was sitting on the wrong object in
the sky - a distant, uncharted planet that isn't actually the destination the rocket flies to when you
choose to visit the Sun. The real Sun (the one that rises, sets, and lights the whole world every day)
had no label at all. The name is now on the correct body, and the object that was wrongly wearing it goes
back to correctly reading as unexplored, which is what it always genuinely was.
=== v1279 - 2026-08-24 - HAND-DUG TUNNELS ARE NOW ACTUALLY VISIBLE, NOT JUST SOLID ===
* FIXED: last version made a hand-dug tunnel physically block you from leaving it, but drew nothing at all
to show where that boundary actually was - meaning a correctly working tunnel and a bug looked exactly
the same, since either way you were simply stopped by empty-looking air. Tunnels now draw their actual
rock walls, floor, and ceiling wherever you've dug, efficiently built to only draw the outer surface of
the tunnel rather than every single unit of rock removed, so a long tunnel costs very little extra to
render no matter how far you've dug.
=== v1278-v1279 - 2026-08-24 - DIG REAL TUNNELS WITH THE MINING DRILL ==========================
* New: drilling underground now carves a genuinely solid, permanent tunnel rather than just moving
the camera through rock with nothing backing it up. Below the surface, the only space you can
stand in is space that's actually been dug - by you or another player - complete with real,
visible stone walls. This is also the fix for out-of-bounds drilling, walking through
underground walls, and getting stuck in dungeon floors, which all turned out to be the same
missing rule: the underground never had any real collision at all.
=== v1278 - 2026-08-24 - DIGGING NOW CARVES A REAL, PHYSICAL TUNNEL YOU CAN ONLY WALK THROUGH WHERE YOU'VE ACTUALLY DUG ===
* FIXED: several long-standing underground problems - walking through solid walls in a dungeon, falling
out of the world entirely, getting stuck inside the floor - all traced back to one single missing rule:
unlike everywhere else in the game, nothing underground had ever actually blocked your sideways movement
at all. The underground is now treated as solid rock everywhere except the exact tunnel volume you've
actually dug with a drill, so you can no longer walk through a dungeon's walls, leave the bounds of a
hand-dug tunnel, or fall through the floor - while every dungeon, Hell, and the interior of the Hollow
Moon are all completely unaffected and behave exactly as they always have, since this rule only applies
to tunnels you've dug yourself.
=== v1277 - 2026-08-24 - FIXED A SUMMONED CREATURE'S HAIR BEING ACCIDENTALLY ERASED BY THE GAME'S OWN TRANSPARENCY PROCESSING ===
* FIXED: following a direct report and a replacement image supplied by the operator, one specific summoned
creature was missing its hair because the game's process for making an image's background transparent had
also treated the creature's own black hair as background and removed it - on this particular piece of
art, the hair happened to be drawn in the same colour the transparency process was told to key out. The
supplied replacement image is now used exactly as provided, with no further processing applied to it at
all.
=== v1276 - 2026-08-24 - THE FIRST PHASE OF A FULL CHARACTER CREATOR REBUILD, MEASURED CAREFULLY AGAINST THE OPERATOR'S OWN SUPPLIED ART ===
* No visible player-facing change yet: this is the first of several planned phases rebuilding the
character creator from scratch around the operator's own supplied design and artwork, laying the exact
groundwork every later phase will build on - how a character's body and head art pieces line up together
correctly across every possible combination. While carefully measuring the operator's own art against
their own written design document before writing any code, three real mismatches between the design
document and the actual art files were found and corrected before they could cause visible seams or
misaligned characters in a later phase - including confirming there are actually 35 valid body-and-head
combinations rather than the 16 the original document described.
=== v1275 - 2026-08-24 - A RANDOM CREATURE SILHOUETTE NOW APPEARS ON THE MAIN MENU, MATCHING THE INTERFACE'S OWN REFERENCE DESIGN ===
* ADDED: at direct request, and matching a detail in the interface's own reference design that had never
actually been built, the main menu now shows a large, darkened silhouette of a random creature from the
game's own art breathing gently in place. If the specific artwork chosen ever happens to be missing for
any reason, nothing at all is shown rather than a broken image icon appearing on the title screen.
=== v1274 - 2026-08-24 - FIXED: MELEE WEAPONS COULD NEVER LAND A HEADSHOT ON ANYTHING, EVER, ON ANY CREATURE ===
* FIXED: following a request to make sure the headshot bonus worked properly on animals as well as
humanoid enemies, the investigation found something much bigger - the headshot bonus (extra damage, plus
the dramatic effect of a creature's head bursting) had never worked with any melee weapon at all, on any
creature in the game, ever. Ranged weapons correctly checked whether a shot hit a creature's actual head,
but melee attacks were never passing that same information through in the first place, so every single
sword or fist swing in the game's history was silently treated as a body hit no matter where you actually
aimed. Melee attacks now correctly check for a headshot using the exact same detection ranged weapons
already use, verified across six very differently-shaped creatures.
=== v1273 - 2026-08-24 - FIXED YOUR WEAPON STAYING COMPLETELY RIGID AND MOTIONLESS WHILE YOU SWING IT ===
* FIXED: following a direct report that the weapon on screen looked wrong during a melee attack, the
actual cause was found - the weapon model held in front of the camera never moved at all during a swing,
staying perfectly still the entire time regardless of which weapon you held or how you attacked. Only a
small on-screen crescent effect ever indicated a swing was happening. The weapon now genuinely chops and
sweeps through a full swing animation and returns cleanly to its resting position afterward, timed
against real elapsed time rather than the number of frames rendered, so the swing takes the same amount
of time regardless of your monitor's refresh rate.
=== v1272 - 2026-08-24 - FIXED WALKING STRAIGHT THROUGH YOUR OWN ROOF ==========================
* FIXED: roofs were deliberately given no collision at all when v1131 added real collision to
every other build piece, on the reasoning that a box would sit as an invisible sill and a flat
surface would narrow to nothing at the peak. Reported as walking straight through a roof, which
it was. Roofs now both block and support, built from stacked slabs that narrow the way the roof
itself visually does.
=== v1271 - 2026-08-24 - LEAVING ANY PLANET NOW SHOWS THE SAME ROCKET LAUNCH SEQUENCE AS LEAVING EARTH, INSTEAD OF AN INSTANT TELEPORT ===
* ADDED: launching from Earth has always shown a full rocket-launch cutscene - the rocket assembling, the
camera riding behind it up into the sky - but returning to Earth from anywhere else, and travelling
between the Moon, Vulcanis, Kryon, or the asteroid ring in general, was always an instant, jarring
teleport with nothing but a brief message. Every departure from every world now plays the same proper
launch sequence Earth departures have always had, reusing the exact same underlying system rather than
building a second one, so the whole game is now consistent about how leaving a planet actually looks and
feels.
=== v1270 - 2026-08-24 - THE MAJORITY OF THE GAME'S 105 BIOMES GET A REAL, DEDICATED GROUND TEXTURE FOR THE FIRST TIME ===
* ADDED: continuing the ground-texture overhaul from a few versions ago, 58 more ground textures from the
operator's own art (54 individual biome grounds, three candy-themed grounds, and the cannibal camp) are
now wired directly into the game, on top of the shape-based fallback added earlier. Every single one was
checked against the game's real, live list of biomes rather than assumed correct, which caught and
avoided repeating the exact same mistake from a few versions ago, where a texture got assigned to a name
that turned out not to be a real biome at all and could never actually appear.
=== v1269 - 2026-08-23 approx. - TWO PLANT AND ORE TEXTURES THAT WERE DELIBERATELY LEFT UNCHANGED, BECAUSE THE RIGHT TEXTURE DIDN'T EXIST YET, NOW HAVE ONE ===
* FIXED: two small, previously-documented texture gaps are closed now that the artist has actually
supplied the missing art - tree canopies now wear a proper leaf texture instead of the closest
available substitute, and gold ore is now dressed with its own proper ore texture instead of being left
as a flat, untextured yellow. Both had been deliberately left alone in earlier versions specifically
because the correct texture simply didn't exist in the game's files yet; now that it does, both are
wired in.
=== v1268 - 2026-08-23 approx. - THE HOLLOW: A NEW SEQUEL QUEST CONTINUES THE HAT MAN'S MOON STORYLINE UNDERGROUND ===
* ADDED: a brand new second quest continuing directly from last version's rebuilt Hollow Moon Question,
taking you underground beneath the Moon's crater into a dark cavern guarded by something watching you
from just out of sight, and a puzzle built from the exact three things the earlier questline had you
fetch. Solving it and completing the quest pays out a substantial reward of cash, a rare crafting
material, and experience.
=== v1267 - 2026-08-23 approx. - THE HOLLOW MOON QUESTION: A FULL REBUILD OF THE HAT MAN'S MOON QUESTLINE, WITH REAL OBJECTIVES AND REWARDS ===
* ADDED: the Hat Man's existing "Hollow Moon Question" questline is rebuilt using every piece of the new
quest framework from recent versions - what were four simple conversation beats with no real substance
are now six beats gated behind an earlier questline and a Mining requirement, carrying three genuine
fetch objectives across three different systems (skeleton kills, mined star metal, and a rare item), and
paying out real rewards for the first time on completion.
=== v1266 - 2026-08-23 approx. - YOU CAN NOW TRACK A SPECIFIC QUEST, AND THE ON-SCREEN GUIDANCE ARROW WILL POINT TO IT ===
* ADDED: the final piece of the quest rebuild's core framework - you can now mark a specific story
questline as tracked, and the game's existing on-screen directional arrow (previously used only for the
endless guide's own suggested goals) will point toward whoever you need to talk to next for it,
including the distance and bearing. A tracked quest takes priority over the guide's own suggested goal
whenever you have one actively tracked, since choosing to track something is a more deliberate signal of
intent than the guide's own automatic suggestions.
=== v1265 - 2026-08-23 approx. - QUEST REQUIREMENTS CAN NOW BE SHOWN TO YOU BEFORE YOU'RE ABLE TO START A QUEST ===
* ADDED: continuing the quest rebuild, a locked story questline can now optionally display exactly what
you still need to unlock it - a skill level, specific items in your bag, or another questline finished
first - checked off individually as you meet each one. This is opt-in per questline rather than applied
automatically everywhere, since some of the game's existing story content is deliberately written to stay
a surprise until you stumble into it, and that design choice is left completely untouched for any
questline that doesn't specifically ask to advertise its requirements.
=== v1264 - 2026-08-23 approx. - STORY QUESTLINES CAN NOW SEND YOU AWAY TO ACTUALLY DO SOMETHING BEFORE CONTINUING THE CONVERSATION ===
* ADDED: continuing the quest rebuild, a story questline's dialogue can now genuinely require you to go
and accomplish something (using last version's new objective system) before the conversation will
continue - previously, every story questline was just a conversation you could click straight through
in one sitting with nothing stopping you. This isn't just the dialogue options being hidden while
waiting; the game refuses to actually advance the conversation even if that specific line were somehow
reached directly, so there's no way to skip the requirement. The quest log now shows exactly what an
in-progress objective still needs, turning it into a real tracker rather than only a list of characters
you've met.
=== v1263 - 2026-08-23 approx. - (dev tool) STORY QUESTLINES CAN NOW HAVE REAL OBJECTIVES LIKE "KILL 5 RATS" OR "GATHER 10 WOOD" ===
* No player-facing change on its own, but the necessary next piece of the ongoing quest rebuild: story
questlines can now be given real, trackable objectives (kill counts, gathering counts, cash totals, or
distance travelled) using the exact same counting system the game's 1,300 side jobs already rely on,
rather than building a second, separate way of measuring progress that could quietly drift out of sync
with the original over time. Progress correctly starts counting from zero the moment an objective is
given, rather than crediting kills or gathering you'd already done before the objective existed.
=== v1262 - 2026-08-23 approx. - THE FIRST STEP OF A FULL QUEST SYSTEM REBUILD: FINISHING A STORY QUESTLINE CAN NOW ACTUALLY PAY OUT ===
* ADDED: the first step of a larger, requested rebuild of how quests work, closer to genre-standard
conventions. Until now, the game's ten scripted "story" questlines (as opposed to its 1,300 procedurally
generated side jobs, which already paid properly) gave you nothing but the story itself for finishing
them - no cash, no items, no experience. Story questlines can now grant real rewards on completion,
using the exact same underlying payment system the side jobs already use rather than a second, separate
one. Existing story questlines aren't retroactively paid out for players who already finished them on an
older save, since suddenly granting a reward for something already completed would be an unexpected
economy change rather than a straightforward improvement.
=== v1260-v1261 - 2026-08-23 approx. - FIXED: A NEW CHARACTER COULD INHERIT YOUR PREVIOUS CHARACTER'S PETS AND HOTBAR ===
* FIXED: following a direct report, creating a brand-new character could show up with the exact same
summoned pet the player's previous character had out (same type, same health, still following them
around), and the new character's hotbar carried over items from the old character that couldn't
actually be used. Both were genuine leaks between characters rather than a display glitch. Eight other
similar systems (built pieces, several banner trackers, hired guards) were checked and confirmed to
correctly reset for a new character, narrowing the real problem down to exactly these two. An initial
attempt at fixing the pet leak shipped with its own new bug - it accidentally wiped the incoming new
character's own pet record instead of the outgoing character's - and was caught and corrected within
the same day before causing any lasting harm. A brand-new character now always starts with its own
correct starting pet and default hotbar, and switching back to an existing character correctly restores
everything that belongs to it.
=== v1259 - 2026-08-23 approx. - FIXED THE ON-SCREEN GUIDANCE ARROW POINTING TO THE COMPLETELY WRONG SIDE OF THE SCREEN ===
* FIXED: following a direct report that the arrow pointing you toward your current goal pointed the wrong
way, the underlying direction it was told to point in was always correct - the actual mistake was in how
that direction got translated onto the screen, which was mirrored left-to-right, so a goal genuinely to
your right drew an arrow pointing left, and vice versa. The arrow now correctly points to the same side
of the screen the goal actually lies on, verified in all five basic directions relative to where you're
facing.
=== v1258 - 2026-08-23 approx. - (dev tool) EVERY ITEM IN THE GAME CONFIRMED TO HAVE AN ACTUAL NAME ===
* No player-facing bug found: a new permanent check confirms all 2,190 items in the game genuinely have a
real name attached to their internal record, specifically to catch anything that would otherwise show up
as a blank line in a shop, an empty inventory slot, or an unreadable cost in a recipe. An early draft of
this exact check was found to be worthless before it ever shipped - it was accidentally asking a
different part of the game that can never actually fail - and was rebuilt to ask the part that can
genuinely tell a real item from a broken one before being relied on.
=== v1257 - 2026-08-23 approx. - (dev tool) TWO NEW PERMANENT CHECKS: NO DUPLICATE INTERFACE ELEMENTS, AND NO SAVED SETTING THAT'S WRITTEN BUT NEVER READ BACK ===
* No player-facing bug found: two new permanent checks were added, both confirmed clean across the whole
game right now. The first watches for two different pieces of interface accidentally sharing the exact
same internal identifier, a mistake that silently makes one of them uncontrollable rather than throwing
any kind of visible error. The second watches for a saved setting that the game writes to your browser's
storage but then never actually reads back anywhere, which would mean a choice you made is silently never
actually restored the next time you play.
=== v1256 - 2026-08-23 approx. - (dev tool) EVERY CRAFTING RECIPE IN THE GAME CONFIRMED TO ONLY EVER ASK FOR ITEMS THAT ACTUALLY EXIST ===
* No player-facing bug found: a permanent check now confirms every one of the game's 85 crafting recipes
only ever requires or produces items that genuinely exist in the game's own item list, specifically to
catch a recipe that silently points at a typo'd or removed item id - which would either make that recipe
quietly impossible to ever craft, or, worse, satisfiable for free. All 85 recipes checked clean against
the full, real list of 2,190 items.
=== v1255 - 2026-08-23 approx. - (dev tool) A NEW PERMANENT CHECK CATCHES BROKEN TEXT TEMPLATES BEFORE THEY CAN EVER REACH A PLAYER'S SCREEN ===
* No player-facing bug found: since nearly all of this game's on-screen text is assembled from templates
that insert live values into a sentence, a small typo in one of those templates can produce visible
gibberish like a literal "${gold}" instead of an actual number, the raw word "undefined," or
"[object Object]" printed straight onto a panel - and every other check in the game would consider such
a line perfectly correctly-sized, positioned, and coloured text, since it doesn't know the words
themselves are broken. A new permanent check now specifically watches for exactly these four telltale
signs of a broken template across every panel the game already checks, currently finding none, and
specifically built to catch this exact class of bug the moment it's ever introduced in the future.
=== v1254 - 2026-08-23 approx. - FIXED A RARE GRAMMAR BUG WHERE A PRENTICE GRADUATE COULD BE CALLED "WICK THE 2TH" ===
* FIXED: once the game's forty pre-written names for prentice graduates are all used up, later graduates
are numbered instead - and the number was being turned into an ordinal by simply appending "th" with no
actual grammar rule behind it, producing names like "Wick the 2th" and "the 3th" for the very first two
numbered graduates specifically (later numbers happened to look correct purely by coincidence). Proper
ordinal grammar is now applied, correctly handling the teens as well (11th, 12th, 13th) for anyone who
plays long enough to reach numbered graduates in the double digits.
=== v1253 - 2026-08-23 approx. - (dev tool) THE ON-SCREEN COMPASS CAN NOW BE TESTED DIRECTLY, AND IS CONFIRMED ACCURATE AT EVERY HEADING ===
* No player-facing bug found: the compass reading under the direction tape is written by its own
self-scheduling update loop, which meant no automated check could previously confirm the actual text on
screen matched the direction the game's own math said you were facing. Tested directly across all eleven
major compass headings (including the exact boundary points between them) and found completely accurate
in every case.
=== v1252 - 2026-08-23 approx. - FIXED THREE HARD-TO-READ COLOURS IN THE FACTIONS PANEL ===
* FIXED: a faction leader's name, an envoy's name, a "HOSTILE" badge, and a hostile standing figure in
the Factions panel were all drawn in colours slightly too dark to comfortably read against their own
background, in specific combinations of faction and reputation tier. Every faction colour across every
reputation tier was checked, and only these three needed anything; each is brightened by the smallest
amount that clears a comfortable reading contrast, keeping every faction's identifying colour
recognisably the same rather than picking a new one.
=== v1251 - 2026-08-23 approx. - (dev tool) THE FLYING SKY ISLANDS CAN NOW BE TESTED DIRECTLY, AND ALL FIVE ARE CONFIRMED WORKING CORRECTLY ===
* No player-facing bug found: standing on one of the game's five flying sky islands relies on a system
that updates itself on its own private, self-scheduling loop, which the game's automated checks had
never been able to reach or advance at all - meaning a broken island and a perfectly working one would
have looked identical to any check run so far. All five islands were tested directly for the first time
and confirmed working exactly as intended: solid on the deck, nothing to stand on past the rim, and
flyable straight through underneath the island's own point, which is allowed on purpose.
=== v1250 - 2026-08-23 approx. - (dev tool) FIXED A SELF-TEST ROW THAT KEPT WRONGLY REPORTING NEWLY BUILT STRUCTURES AS MISSING RIGHT AFTER LOADING IN ===
* No player-facing bug fixed: the automated check that confirms your built structures are actually
standing in the world (not just saved) was checking too early, in the brief moment right after loading
before the world has actually finished placing everything back - the exact same kind of false alarm
already fixed for hired guards a few versions ago, just for the building half of the same check rather
than the garrison half. It now correctly recognises that in-between moment and waits instead of
reporting a fault that isn't real.
=== v1249 - 2026-08-23 approx. - (dev tool) NIGHT-ONLY CONTENT (STREETLAMPS LIGHTING AND NIGHT-BLOOMING FLOWERS) CAN NOW BE TESTED DIRECTLY, AND BOTH CHECK OUT WORKING CORRECTLY ===
* No player-facing bug found: two systems that only ever do anything after dark - streetlamps lighting up
gradually across a town at nightfall, and flowers that only bloom at night - were completely unreachable
by any automated check until last version made the day/night clock itself testable. Both were tested
directly for the first time and found to be working exactly as intended, lighting up in a believable
spreading pattern from a town's centre outward.
=== v1248 - 2026-08-23 approx. - FIXED THE ON-SCREEN ACTION PROMPT (LIKE "[E] TALK TO...") OVERLAPPING THE SKILLS COLUMN WHEN THE MESSAGE WAS LONG ===
* FIXED: the centred prompt describing what pressing your action key will do could grow tall enough, with
a long enough message, to visibly overlap the always-visible skills column on the right side of the
screen. The first attempt at a fix simply nudged the prompt up by a fixed amount, which only happened to
work for the specific example that exposed the bug and would have broken again on an even longer message,
since the prompt naturally grows downward as it wraps onto more lines. The real fix anchors the prompt by
its bottom edge instead of its top, so it always grows upward into genuinely empty space no matter how
many lines a particular message needs, and can never reach the skills column regardless of length.
=== v1247 - 2026-08-23 approx. - (dev tool) THE GAME'S DAY/NIGHT CLOCK CAN NOW BE TESTED DIRECTLY, WHICH ALSO EXPOSED A LAYOUT BUG ===
* No new player-facing bug fixed directly by this version: the system that tracks whether it's currently
day or night in the game world was, like several systems fixed in recent versions, running on its own
private update loop that the game's automated checks had never been able to reach or advance at all - so
anything that only happens at night had effectively never been tested. It's now properly testable.
Driving it immediately exposed a real, separate layout bug (see the next version): a longer action prompt
message on screen could visibly overlap the always-visible skills column.
=== v1246 - 2026-08-23 approx. - (dev tool) A NEW PERMANENT CHECK CONFIRMS EVERY NEWLY-TESTABLE BANNER STILL ACTUALLY RUNS CORRECTLY ===
* No player-facing bug found: following the recent work making twelve previously-untestable background
systems reachable by the game's automated checks, a new permanent check now runs each of those twelve
once per check-run specifically to confirm none of them has been silently broken by a future change -
closing the exact kind of gap that let an early version of this same work accidentally ship with a
genuine crash in one of the twelve, caught only by hand at the time.
=== v1245 - 2026-08-23 approx. - FIXED SEVEN MORE ON-SCREEN BANNER MESSAGES BEING PRACTICALLY UNREADABLE OVER BRIGHT PARTS OF THE WORLD ===
* FIXED: following last version's fix to three related banners, the same underlying problem (a partly
see-through background plate that no text colour could ever read clearly against) turned out to affect
seven more of the game's ten total banner-style messages as well - in other words, seven of ten were
genuinely hard to read over bright ground before this version. Every one of those banners' backgrounds is
now fully opaque, and every colour used on top of each one has been individually brightened by the
smallest possible amount needed to read clearly, so nothing looks noticeably different from before except
now being legible everywhere rather than only over dark terrain.
=== v1244 - 2026-08-23 approx. - FIXED SIX OF THE NINE LETTERS IN THE "A DAY'S WORK" BANNER BEING PRACTICALLY UNREADABLE, EVERYWHERE, NOT JUST IN BRIGHT LIGHT ===
* FIXED: once the game's testing tools were finally able to actually display this specific on-screen
banner for the first time, it turned out six of its nine two-letter skill abbreviations were drawn in a
colour too dark to comfortably read against the banner's own background - not merely a bright-daylight
problem, since it failed even against the banner's own dark plate. Two other, visually similar banners
(used for the Climb and the Haunt systems) shared the exact same underlying problem and are fixed
alongside it. The banner's background plate is now fully opaque instead of partly see-through, and every
colour used on top of it is brightened just enough to read clearly - while the brighter colour marking a
skill you've already completed for the day is left completely untouched, so the distinction between done
and not-done is exactly as clear as it was ever meant to be.
=== v1243 - 2026-08-23 approx. - (dev tool) THE LAST THREE BANNER-STYLE MESSAGES CAN NOW BE TESTED, AND DOING SO IMMEDIATELY REVEALED A REAL READABILITY PROBLEM ===
* No player-facing bug fixed directly by this version, but it's the reason the next version exists: the
final three of fourteen self-scheduling systems (covering an abandoned campsite, a roadside stop, and a
claimed plot of land) were made testable the same way the eleven banners were, and the moment one of them
could actually be displayed and inspected for the first time, an automated check immediately flagged a
real, previously invisible text-contrast problem - see the next version for the actual fix.
=== v1242 - 2026-08-23 approx. - (dev tool) EIGHT MORE ON-SCREEN BANNER MESSAGES CAN NOW BE TESTED AUTOMATICALLY ===
* No player-facing bug found: following last version's success making one banner message testable, the
same fix was applied to eight more of the game's eleven banner systems, all sharing the same underlying
code shape. All eight were tested and displayed correctly, with no changes to their actual behaviour.
=== v1241 - 2026-08-23 approx. - (dev tool) THE FIRST OF ELEVEN ON-SCREEN BANNER MESSAGES CAN NOW BE TESTED AUTOMATICALLY, AND CHECKS OUT SOUND ===
* No player-facing bug found: eleven different banner messages the game can show across the bottom of
the screen (things like a reminder about a mark you fell near, or an ongoing faction task) each run on
their own independent, self-scheduling update loop - a kind of loop this project's automated checks have
never been able to observe or test at all, the exact same blind spot that once let every creature in the
game render at a quarter of its correct height for fourteen full versions before anyone noticed. The
first of the eleven banners is now reachable by an automated check without changing anything about how it
actually behaves in play, and testing it across five different real scenarios found no problems at all.
=== v1240 - 2026-08-23 approx. - FIXED: THE HOTBAR HAD NO VISUAL FEEDBACK WHEN CLICKED, IN THE GAME'S OLDER DOCKED INTERFACE LAYOUT ===
* FIXED: clicking a hotbar slot (or the small hint text for [F1] and chat) in the game's older, docked
interface layout gave no visual indication at all that the click had registered - the dimming effect
that shows a control being pressed had accidentally been written to only ever apply inside the newer
console interface, even though the same ten hotbar slots exist and work identically in both layouts.
The press feedback now correctly appears in both interface modes.
=== v1239 - 2026-08-23 approx. - (dev tool) FIXED THE GAME'S OWN ACCESSIBILITY CHECKER ACCIDENTALLY BUILDING PART OF THE NEWER INTERFACE WHILE TESTING THE OLDER ONE ===
* No player-facing bug fixed: a persistent, hard-to-reproduce false alarm in the automated accessibility
checker turned out to be caused by the checker itself - testing several panels in the game's older
docked interface layout was calling the same functions the newer console interface uses to build its own
panels, which accidentally assembled part of the newer interface underneath the older one purely as a
side effect of running the check. That mixed, never-actually-playable state was what the checker had
been reporting problems about. Fixed so the check no longer builds anything it isn't supposed to; doing
so also revealed one genuine, previously-hidden finding about the docked layout that's been logged for a
future version to address.
=== v1238 - 2026-08-23 approx. - FIXED FIVE INVENTORY SLOTS IN THE OLDER DOCKED LAYOUT ALL SHARING THE SAME NAME FOR SCREEN READERS ===
* FIXED: in the game's older, docked interface layout, every inventory slot's accessible name (what a
screen reader actually announces) was drawn purely from its stack count rather than the item itself -
so five slots each holding two of something all announced simply as "2," with three more announcing "3"
and three more announcing "6," giving no way to tell which item was which without sight. The correct,
descriptive name (like "Wood x2") already existed as each slot's tooltip; it's now also used as the
slot's proper accessible name, matching the same fix already made to the newer interface's own inventory
drawer some versions ago.
=== v1237 - 2026-08-23 approx. - FIXED A SETTINGS TOGGLE THAT WAS TOO SMALL TO COMFORTABLY CLICK AT THE SMALLEST UI SIZE, AND ONE WITH NO VISUAL PRESS FEEDBACK ===
* FIXED: one settings toggle fell noticeably under the game's own minimum comfortable click-target size
whenever the interface scale slider was set to its smallest setting, even though it measured correctly
at every larger scale - an existing rule meant to guarantee a minimum click size regardless of scale had
simply never been applied to this specific control. Also fixed: that same control had no visible reaction
at all to actually being pressed, only to being hovered over, which can make a real click feel like it
didn't register. Both are corrected, with no new colours introduced beyond the game's own.
=== v1236 - 2026-08-23 approx. - (dev tool) CORRECTED A LIST OF SUSPECTED BUGS DOWN TO THE ONE THAT WAS ACTUALLY REAL ===
* No player-facing bug fixed: a list of four suspected problems with the game's older, docked interface
layout was re-checked carefully, and three of the four turned out to be measurement noise rather than
real defects - they simply never reproduced under a properly controlled, repeated check. The one
genuine finding (some menu buttons correctly reporting themselves as unavailable while that whole
interface layout is switched off) is fixed to explain itself clearly instead of looking like a failure.
=== v1235 - 2026-08-23 approx. - FIXED THE F1 HELP SCREEN NAMING A "MENU" BUTTON THAT DOESN'T EXIST IN THE OLDER DOCKED INTERFACE LAYOUT ===
* FIXED: the F1 help screen was updated a while back to say "MENU" instead of specific letter keys for
several features, since that's correct for the newer console interface - but the older, docked interface
layout has no MENU button at all, so those same help rows pointed at a control that genuinely isn't
anywhere on screen in that layout, on top of the keys themselves being dead there until last version's
fix. The help screen now correctly shows the actual letter key for each of those features whenever
they're reachable that way, and MENU only when that's genuinely where they live.
=== v1234 - 2026-08-23 approx. - FIXED: SWITCHING TO THE OLDER DOCKED INTERFACE LAYOUT COULD LEAVE NINE KEYBOARD SHORTCUTS DEAD FOR THE REST OF YOUR SESSION ===
* FIXED: the system that keeps nine specific keyboard shortcuts (used for crafting, the map, pets, and
several other menus) free for remapping only ever ran while the newer console interface was actually
active - so switching over to the game's older, docked interface layout correctly stopped that system
from taking new keys away, but never gave back the ones it had already taken. All nine keys stayed dead
in the docked layout for the rest of that session, breaking every one of the menus they used to open in
that interface mode. They're now properly restored the moment you switch to the docked layout, while
correctly leaving alone any key you've already claimed for yourself through the keys panel.
=== v1233 - 2026-08-23 approx. - FIXED TWO READOUTS (THE SAVE INDICATOR AND NIGHT-KILL COUNT) PRINTING DIRECTLY ON TOP OF THE NEW CONSOLE AND MINIMAP ===
* FIXED: two small readouts left over from the game's older interface - the "SAVED" indicator and the
night-kill tally - were still drawn at their old fixed positions, which happened to land directly on top
of the new console's background plate and the minimap respectively. Neither is something the new
interface shows anywhere else, so both are moved to new positions that fit cleanly around the newer
layout rather than being hidden or duplicated.
=== v1232 - 2026-08-23 approx. - FIXED THE WRONG HUD ELEMENT BEING MADE DRAGGABLE, AND MADE ELEVEN MORE BANNERS ARRANGEABLE AT ONCE ===
* FIXED: a request to let two specific on-screen banner messages be repositioned was misread as a request
to move the heat/cold/madness status stack instead, which went unnoticed for a while because that status
stack is invisible whenever none of those three effects are actually active on you, so it never looked
obviously wrong. The two actual banners requested, along with nine other similar ones (covering things
like faction standing, walking distance, and several other ongoing systems), all share one single
on-screen anchor point behind the scenes - so making that one anchor arrangeable properly moved all
eleven banners at once, exactly where each is dropped, with no leftover offset from how that anchor
happens to be centred internally.
=== v1231 - 2026-08-23 approx. - FIXED: THE FACTION HALL COULDN'T BE ENTERED AT ALL ===
* FIXED: continuing from last version's fix, one building was found to have no working door whatsoever -
the Faction Hall, home to a full panel covering all five of the game's factions, your standing with
each, and their task lists. Walking up and pressing [E] there opened the Property Office instead,
because the Faction Hall's own district was simply never registered anywhere in the game's internal
district list, so the door had nothing to look up and silently fell back to the same rough
direction-based guess last version replaced. All ten city buildings, the Faction Hall included, are
confirmed to correctly open their own panel now.
=== v1230 - 2026-08-23 approx. - FIXED: WALKING UP TO NINE OF THE CITY'S TEN BUILDINGS OPENED SOMEONE ELSE'S PANEL, NOT THE ONE YOU WERE STANDING AT ===
* FIXED: pressing [E] at a city building has always been meant to open that specific building's own
panel, but for a very long time it actually worked out which panel to open purely from which rough
direction you were standing from the city's centre - a method that had never actually been checked
against where each of the ten named buildings really stood. In practice this meant walking up to City
Hall opened Arms & Ammo, the Drift Bank opened the General Hospital, the Property Office opened the
Drift Bank, and so on - only the Bounty Office happened to line up correctly, by luck. All ten buildings
now correctly open their own panel; the old direction-based method is kept only as a fallback for places
with no specific building of their own, like open ground inside a district.
=== v1229 - 2026-08-23 approx. - THE ONE ROOM YOU ACTUALLY OWN AND FURNISH HAD NO FLOOR TEXTURE AT ALL ===
* FIXED: every other interior space in the game - dungeon rooms, the Dream's floors, every building in
every settlement - has a proper floor texture, but the interior of a property you've personally bought
and furnished was rendering as a completely flat, untextured slab of colour the entire time. It now uses
the game's own floor-boards texture, specifically the one the texture pack's own notes describe as meant
for "interiors and dock decking," scaled appropriately to whichever size property you own so a small loft
and a large estate both show floorboards at a sensible, consistent scale rather than one stretched thinner
than the other.
=== v1228 - 2026-08-23 approx. - (dev tool) A NEW TOOL CROSS-CHECKS EVERY GROUND TEXTURE AGAINST THE ARTIST'S OWN WRITTEN NOTES ===
* No new player-facing bug fixed directly, but a genuinely useful new safeguard was added: a tool now
automatically compares every texture the game actually uses against the descriptions the texture pack's
own artist wrote for each one, catching future mismatches between what a texture is supposed to be used
for and where it's actually applied, the same class of mistake that caused several of the texture bugs
fixed in recent versions. It runs as an advisory check that can never block a release on its own, and it
correctly recognises the difference between a genuine mismatch and a deliberate, already-made design
decision that simply looks unusual on paper.
=== v1227 - 2026-08-23 approx. - (dev tool) FIXED THE LAST REMAINING LOW-CONTRAST TEXT WARNING, WHICH ONLY EVER APPEARED IN ONE SPECIFIC LOCATION ===
* FIXED: a small piece of red text naming a rival faction's ownership of a settlement was slightly too
dark to comfortably read against its own background, in exactly one of the game's six colour themes. It
had gone unfixed for a while because it only ever renders while physically standing inside a
rival-controlled settlement, making it easy to mistake for a rare, hard-to-reproduce reading rather than
a real, reliably reproducible one. The colour used specifically for that piece of text is brightened just
enough to read clearly; the same red used elsewhere for map markers and warning bars is untouched.
=== v1226 - 2026-08-23 approx. - FIXED THE SKILLS COLUMN OVERLAPPING THE HEAT/COLD/MADNESS STATUS STACK ===
* FIXED: repositioning the always-visible skills column to make room for the minimap left it directly
overlapping the heat, cold, and madness status stack added a few versions later in the same general area
of the screen - moved to sit cleanly beside the status stack instead of underneath the minimap, which
also incidentally fixed a second, previously invisible overlap where the bottom of the skills column had
quietly been overlapping the very bottom console bar the entire time.
=== v1225 - 2026-08-23 approx. - MOST OF THE GROUND IN THE ENTIRE GAME WAS SILENTLY WEARING A "QUARRY RUBBLE" TEXTURE MEANT ONLY FOR MINEHEADS ===
* FIXED: following several rounds of direct feedback about wrong-looking ground textures, the actual root
cause turned out to be much bigger than any individual report - the world can generate 102 different
biomes, but the ground-texturing table only ever had a proper texture assigned for seven of them. Every
other biome silently fell back to a generic rubble texture that the game's own texture pack explicitly
documents as meant for mine tailings and quarry floors specifically, never as general ground - measured
at 58% of all sampled ground in the game. That fallback is now replaced with a sensible choice based on
the terrain's own height and steepness (snow on tall peaks, bare stone on steep slopes, grass everywhere
else), rather than one wrong texture standing in for the vast majority of the entire game world. A real,
separate texture problem with ore veins (copper reading as plain grey masonry) was also tracked down to
the ore's actual texture image being too washed-out and grey to show its intended orange colour - correctly
identified as an art problem with that specific image rather than a wiring bug, and left for a future
version to actually redraw.
=== v1224 - 2026-08-23 approx. - FIXED THE SATCHEL SECRETLY CAPPING YOUR VISIBLE ITEMS AT 24 KINDS, EVEN THOUGH IT CORRECTLY SAID YOU HAD MORE ===
* FIXED: after an earlier fix let the satchel's item grid properly scroll instead of hiding rows past the
third, a second, separate problem remained underneath it - the grid only ever built at most 24 item
tiles no matter how many different kinds of items you actually carried, silently leaving anything beyond
that uncounted and unreachable, even though the panel's own "CARRIED" line correctly stated the true,
higher number the whole time. The cap, left over from when the grid used to be a small fixed box, no
longer applies - every distinct kind of item you're carrying is now built and reachable by scrolling.
=== v1223 - 2026-08-23 approx. - SEVEN MORE PIECES OF THE HUD CAN NOW BE DRAGGED ANYWHERE ON SCREEN, INCLUDING THE MESSAGE FEED AND TARGET READOUT ===
* ADDED: following the new draggable window system, seven pieces of the interface that paint directly onto
the world rather than living in a menu - the biome/coordinates readout, the enemy target bar, the current
action prompt, the minimap and its caption, the status effect stack, the message feed, and the skills
column - can now also be repositioned anywhere on screen, turned on and off from a small arrange-mode
button in the corner. The message feed specifically can also be resized to show more or fewer lines at
once, from 3 up to 14 depending on how tall you make it, rather than always showing a fixed five lines
regardless of the space you give it. Your custom layout is remembered and survives a reload.
=== v1222 - 2026-08-23 approx. - FIXED: LUNAR ORE VEINS COULDN'T BE MINED WHILE STANDING RIGHT NEXT TO THEM ===
* FIXED: following a direct report that ore inside the Hollow Moon couldn't be mined at all, the aiming
check for a lunar ore vein was targeting a point noticeably below where the ore actually sits, and the
angle between your view and that point only fell inside the game's aiming cone once you'd backed several
units away first - the exact opposite of what anyone standing close to an ore and trying to mine it would
naturally try. The check now also tries the ore's real, visible position, so anything that used to
register still does, and standing close no longer fails where standing further back used to succeed.
=== v1221 - 2026-08-23 approx. - EXTENDED WINDOWED MENUS TO ALL 24 PANELS IN THE GAME, AND FIXED SEVERAL THAT COULD COVER THE WHOLE SCREEN ===
* FIXED: last version's new draggable, resizable windows only actually applied to seven specific menus -
everything else, including the guidebook, the collection log, the bestiary, the skill tree, and thirteen
others, opened exactly as before, with four of them covering the entire screen for no reason. All 24
menus in the game now open as a proper window with a title bar, none of them full-screen, and the
bottom-right tray now behaves as a real taskbar listing everything currently open rather than only
minimized windows.
* FIXED: the crafting menu in particular could render nearly 1,600 pixels tall crammed into a much shorter
view, because the very first version of this feature let a panel's own content stretch to fill its
window frame - now the window's title bar stays fixed and the panel's content scrolls underneath it
instead. Also fixed: two menus that measured their own height before their content had actually finished
laying out, opening as a thin sliver instead of their real size, and a bug where switching between two
tabs inside the same drawer (satchel to skills, for instance) could throw away that drawer's own title
bar entirely.
=== v1220-v1221 - 2026-08-23 - EVERY PANEL IN THE GAME IS NOW A REAL, DRAGGABLE WINDOW =========
* New: all 24 panels in the game - inventory, crafting, the map, the skill tree, the bestiary,
the quest log and everything else - can now be dragged by a title bar, resized, and minimised
into a shared taskbar tray at the bottom of the screen, the way a real desktop window works.
Minimised or open, every window gets its own permanent button in the tray, so you can bring one
back or close it again without hunting for whatever originally opened it. Where you leave a
window is remembered for next time.
* FIXED: the first pass at this only actually dressed 7 of the game's 24 panels as proper
windows, and stretched their contents to fill the frame on resize, which blew one crafting
panel out to over 1,600 pixels tall in a much smaller view. Both fixed together.
=== v1220 - 2026-08-23 approx. - MENUS CAN NOW BE MOVED, RESIZED, AND MINIMIZED LIKE REAL DESKTOP WINDOWS ===
* ADDED: at direct request for a "Windows XP-style" interface, seven of the game's menus can now be
dragged anywhere on screen by their own title bar, resized from the corner, and minimized down to a
small icon in the bottom-right tray, which brings the window straight back when clicked. Your layout is
remembered and reapplied automatically the next time you play. A window's title bar can't be dragged off
the top of the screen, specifically so it can never become permanently unreachable with no way to grab it
again.
=== v1219 - 2026-08-23 approx. - FIXED YOUR "BIOMES EXPLORED" PROGRESS APPEARING TO GO BACKWARDS BETWEEN SESSIONS ===
* FIXED: the guide's list of which regions actually count toward your exploration progress was rebuilt
from scratch, completely at random, every single time you loaded the game - so a region you'd
genuinely, permanently visited could simply not be on that particular session's list, making your own
progress total appear to shrink for no reason the next time you played. The list is now built the exact
same way as before (so the total number of regions it tracks doesn't change), but from a fixed,
repeatable sequence instead of a fresh random one each time, so the same save sees the same list of
roughly 62 regions every single time it loads rather than a different one.
=== v1218 - 2026-08-23 approx. - FIXED: THE GUIDE COULD FAIL TO FIND A LOCATION EVEN WHEN IT ALREADY KNEW EXACTLY WHERE THAT PLACE WAS ===
* FIXED: the same system that builds the guide's overall list of explorable regions already discovers,
and then throws away, the exact coordinates of every rare region it happens to stumble across while
building that list - coordinates that a completely separate search then had to try to rediscover from
scratch, and sometimes couldn't, even for a place genuinely just a couple of kilometres away. The guide
now remembers and uses those already-discovered locations whenever they're a better answer than what a
fresh search finds, closing the very last gap in getting every single explore goal a working waypoint.
=== v1217 - 2026-08-23 - FIXED THE GUIDE FORGETTING A PLACE FOREVER ============================
* FIXED: when the Endless Guide couldn't find a task's target nearby, that failure was remembered
for the rest of the session with no expiry at all - so a task the guide once failed to place near
you stayed unplaceable even after travelling to a completely different part of the world where it
would have been found instantly.
=== v1216 - 2026-08-23 approx. - FIXED MOST "EXPLORE" GOALS HAVING NO DIRECTION OR DISTANCE SHOWN AT ALL ===
* FIXED: the endless guide's location-finding search only ever looked within a limited distance of the
player before giving up silently - which meant most "go explore a specific place" goals showed no
waypoint, no distance, and no direction whatsoever, since a large number of this game's rarer regions
simply sit further away than that search ever looked. Out of fourteen explore goals sampled, only three
had ever shown any guidance at all; widening how far the search is willing to look, at effectively no
extra cost, brought that up to twelve of fourteen in the same sample. A small handful of genuinely rare
or exceptionally distant places still can't be found this way and are left as a known, honest gap rather
than a guess.
=== v1215 - 2026-08-23 approx. - (dev tool) A NEW CHECK CATCHES ANYTHING VISIBLY CUT OFF BY THE SCREEN'S OWN EDGE, AND IMMEDIATELY FOUND A REAL BUG: THE HOTBAR ON A PHONE ===
* FIXED: following last version's discovery that the message feed ran off a narrow screen, a new
automated check was added specifically to catch any interface element straddling the edge of the
screen - and it immediately caught a real one on its first run. On a phone-width screen, the hotbar was
nearly 500 pixels wide crammed into a much narrower space, pushing the first slot and part of the second
entirely off the left edge of the screen where they couldn't be seen or clicked at all. The hotbar now
correctly shrinks to fit its own space on a narrow screen, with every slot fully on screen and its size
on a normal desktop window completely unchanged.
=== v1214 - 2026-08-23 approx. - FIXED THE MESSAGE FEED RUNNING OFF THE EDGE OF THE SCREEN ON A NARROW WINDOW OR PHONE ===
* FIXED: the message feed was drawn at a fixed width regardless of screen size, which worked fine on a
normal desktop window but ran roughly thirty pixels off the right edge of the screen on a narrow window
or phone-sized display, cutting off part of every line and leaving no way to scroll over to read the
rest. The feed now shrinks to fit narrow screens while staying exactly the same width it's always been
on a normal desktop-sized window.
=== v1213 - 2026-08-23 approx. - (dev tool) THE LAST PIXEL-LEVEL MISMATCH BETWEEN THE MAIN MENU AND ITS REFERENCE DESIGN WAS CLOSED ===
* No player-facing change beyond a nine-pixel adjustment: the title text on the main menu sat nine
pixels lower than the interface's own reference design called for, invisible without holding the two
side by side but real enough to close now that everything else on that screen had already been checked.
Every other element on the main menu was re-verified against the reference and confirmed already exact.
=== v1212 - 2026-08-23 approx. - HONEST CORRECTION: A NEW TOWN-DEFENCE SYSTEM ADDED THIS SAME DAY TURNED OUT TO DUPLICATE ONE THAT ALREADY EXISTED ===
* CORRECTION: the town-raid-defence system built across the last several versions (v1204 through v1207)
was built on the honest but mistaken belief that no such system existed yet for player-founded towns -
it turns out a complete, working town raid system had already existed since a much earlier version,
running quietly the whole time. The two systems were firing on the same towns at once, on different
timers, and only the original of the two actually had attackers capable of properly reaching and
besieging a town. Rather than delete several versions of real, working code, the newer, duplicate system
has been switched off (not removed) while the original keeps running exactly as it always has; whether
the newer system's slightly different approach is wanted alongside the original is being left as the
operator's own call rather than decided here.
=== v1211 - 2026-08-23 approx. - (dev tool) FIXED A FALSE ALARM THAT HAD BEEN WRONGLY REPORTING A PLAYER'S GUARDS AND BUILDINGS AS MISSING ===
* No player-facing bug fixed: the internal check added a few versions ago to catch guards and buildings
that are saved but never actually drawn in the world (closing the exact gap that once let a whole
garrison silently vanish after a reload) had itself started reporting a false alarm - checking too
early, in the brief moment right after loading into the world before guards and posts have actually had
time to be placed, and reading that normal delay as if the garrison were genuinely missing. It now
correctly recognises that in-between moment and waits rather than reporting a fault that isn't real.
=== v1210 - 2026-08-23 approx. - FIXED TWO ACCESSIBILITY PROBLEMS THAT LAST VERSION'S FIX FINALLY MADE VISIBLE ===
* FIXED: once last version fixed the town and tasks menus opening reliably, the game's own automated
checks could finally look inside them for the first time - and immediately found two real problems that
had been hiding there the whole time. Hiring two guards of the same type gave both of their dismiss
buttons the exact identical accessible name, with nothing to tell a screen reader which one was about to
be let go; each is now distinguished as "the 1st" or "the 2nd" of that type while the buttons themselves
look completely unchanged. Separately, every switched-off task category in the tasks panel was drawn at
a contrast too low to comfortably read; corrected to the game's own existing "clearly off" colour used
elsewhere, while active, switched-on categories remain in their normal, fully readable colour.
=== v1209 - 2026-08-23 approx. - FIXED: FIVE MENU BUTTONS COULD DO NOTHING IF PRESSED IN THE FIRST MOMENT AFTER LOADING INTO THE WORLD ===
* FIXED: pressing the satchel, skill tree, town, tasks, or keys buttons immediately upon entering the
world - rather than waiting a few seconds first - could silently do nothing at all, because those five
specific menus all shared one piece of setup that wasn't guaranteed to have finished running yet. All
five now correctly wait for that setup to complete before opening, so they work correctly no matter how
quickly you try to use them after loading in.
=== v1208 - 2026-08-23 approx. - FIXED: A CHARTERED TOWN'S WALL COULD FLOAT ABOVE THE GROUND OR SINK INTO IT ON UNEVEN TERRAIN ===
* FIXED: the new automatic town wall (added a few versions ago) measured the ground's height at only one
point per wall section and built the whole section at that single height - which looks fine on the flat
ground the game's three official settlements were hand-placed on, but a town chartered on natural, uneven
terrain could end up with wall sections floating visibly above the ground or partly buried in a hillside.
A buried section was actually invisible to monsters even though it still blocked them, while a floating
section let the player walk underneath it while monsters couldn't - two different, inconsistent rules for
the exact same stones depending on the terrain beneath them. Wall sections now measure the ground along
their whole length rather than one point, fixing 123 of the 176 sections around a typical town, including
the gate posts, which had their own separate version of the same mistake.
=== v1207 - 2026-08-23 approx. - FIXED: TWO OF FIVE RAIDERS COULD SPAWN DIRECTLY INSIDE YOUR TOWN'S WALL, UNREACHABLE ===
* FIXED: raiders were spawning at fixed, evenly-spaced positions in front of a town's gate, and the two
outermost of the five landed exactly on the gate's own stone doorframe rather than in the actual opening
- stuck inside solid wall, unable to walk in and be fought. Since defending a town requires beating every
attacker, this silently made some raids impossible to fully win no matter how well you fought. Raider
spawn positions are now calculated from the gate's real width instead of a fixed guess, so they always
land inside the actual opening.
=== v1206 - 2026-08-23 approx. - FIXED: A RAID COULD DRAIN YOUR TOWN'S TREASURY EVEN THOUGH YOU HAD NO WAY TO STOP IT ===
* FIXED: combining last version's fix with the version before it created a problem nobody intended - a
raid could be triggered on a town while you were somewhere else entirely, with nobody there to fight it
off, meaning the treasury was drained essentially at random on a timer regardless of anything you did.
The clock toward a raid still runs no matter where you are, but the raid itself now waits until you're
actually back at the town before it begins, so it's something you can genuinely prepare for rather than
a tax you have no way to prevent.
=== v1205 - 2026-08-23 approx. - FIXED: A RAID COULD BE "WON" JUST BY DYING OR RUNNING AWAY, WITHOUT ACTUALLY BEATING THE RAIDERS ===
* FIXED: last version's new raid-defence system counted a raid as successfully defended the moment no
attackers were left standing nearby - which didn't distinguish between attackers you'd actually killed
and attackers that simply wandered off because you'd died and respawned somewhere else entirely. Killing
a raid's attackers and losing track of them (by dying, or by leaving) are now counted completely
separately, and only an actual kill counts as defending your town.
=== v1204 - 2026-08-23 approx. - ADDED A WAY TO PERSONALLY DEFEND YOUR TOWN AGAINST A RAID ===
* ADDED: chartered towns can now be raided in a way that specifically rewards standing and fighting for
them - a warning appears before attackers spawn outside your town's wall, and successfully clearing them
out protects your town's treasury from being drained.
=== v1203 - 2026-08-23 approx. - FIXED: A CHARTERED TOWN'S NEW WALL DIDN'T ACTUALLY STOP MONSTERS FROM WALKING THROUGH IT ===
* FIXED: following last version's new automatic town walls, monsters could still walk straight through
them as if they weren't there. They're now genuinely solid to monsters the same way a player-built wall
already is, with the gate deliberately left open, funnelling any attacker toward the one real chokepoint
rather than letting them walk through stonework anywhere along the ring.
=== v1202 - 2026-08-23 approx. - A CHARTERED TOWN FINALLY GETS AN ACTUAL WALL AROUND IT WHEN YOU FOUND ONE ===
* ADDED: player-founded towns previously had a claimed radius, a banner, income, and enemies that could
come for them - but nothing physically standing around the town itself. A real curtain wall, matching
the style the game's three official settlements have always had, is now automatically built around a
town the moment you charter it, complete with a single gate. Guards you hire yourself still have to be
paid for and placed - a chartered town doesn't get a free garrison the way the world's own cities do,
since that would make hiring your own pointless.
=== v1201 - 2026-08-23 approx. - FIXED: THE DEATH MESSAGE COULD FALSELY BLAME A FULL WAYPOINT LIST THAT WAS ACTUALLY EMPTY ===
* FIXED: dying drops a quarter of your cash on the ground, and the message explaining where it landed
had been quietly wrong for a very long time - it told you your waypoint list was full and that's why
your dropped cash wasn't marked on the map, even for a character with zero waypoints saved. The real
reason (an older change intentionally turned off automatic waypoint-marking on death entirely, to stop
the map from getting cluttered) never made it into the message, leaving only a false excuse behind. The
message now correctly says your cash wasn't marked and gives you the exact coordinates to go back for
it, without inventing a reason that isn't true.
=== v1200 - 2026-08-23 approx. - (dev tool) TWO INTERNAL DEBUG COMMANDS NOW EXPLAIN A BAD INPUT INSTEAD OF CRASHING OR SAYING NOTHING ===
* No player-facing change: two of the game's internal debug commands, used for testing rather than
reachable through normal play, used to either throw a technical error or fail with no explanation at
all when given a bad argument - one crashed outright when asked about a settlement that doesn't exist,
the other silently returned nothing useful when given the wrong kind of value for a tattoo design. Both
now explain the actual problem in plain language instead.
=== v1199 - 2026-08-23 approx. - SHIPPED A GENUINE NEW ROCK TEXTURE, AFTER TWO EARLIER FIXES THAT LOOKED CORRECT BUT WEREN'T ===
* FIXED: after three separate reports that rocks in the world still looked like they were wearing a
cobblestone texture, and two earlier attempts that every automated check confirmed had fixed it, the
actual problem was found by finally looking directly at the textures involved rather than trusting their
names - the tile rocks had been switched to was still a regular, man-made brick-and-mortar pattern, just
a different one, because the game's existing texture pack simply never contained an actual natural rock
surface to switch to in the first place. A brand new, genuinely rock-like texture has been created and
added specifically for this, with no straight lines or mortar joints anywhere in it, finally giving
rocks a texture that isn't secretly still a wall.
=== v1198 - 2026-08-23 approx. - FOUND THE REAL CAUSE OF THE MINING DRILL NOT WORKING: A SPELL WAS SILENTLY EATING THE KEY FIRST ===
* FIXED: an earlier fix made the mining drill properly explain itself whenever it refuses to work - but
that fix couldn't help with this specific, previously unreproducible report, because the drill's own key
was never actually being reached at all. For any character who's ever bound a spell to that same key, an
attempted spell cast (even one that simply misses, with no visible message at all) was silently
consuming the keypress before the drill ever got a turn, making the drill appear completely dead with no
explanation - not slow, not refused, just silent. An equipped tool now correctly takes priority over a
spell bound to the same key, the same existing rule the game has always used for a couple of other tools
in the same situation, extended to the drill as well.
=== v1197 - 2026-08-23 approx. - THE NEW INTERFACE THEME IS NOW BLACK AND WHITE, WITH DAMAGE AND HEALTH KEPT IN COLOUR ===
* ADDED: at direct request, the newest interface theme is now monochrome - every plain label and readout
rendered in grey rather than colour - while deliberately keeping the two colours that actually carry
real information: rust for damage, green for health. Every shade of grey used was individually measured
to match the exact readability of the colour it replaced, so nothing became any harder to read in the
process.
* FIXED: while making this change, a genuine, unrelated bug turned up - a small handful of text elements
had silently lost both their intended colour and their intended font for a while, because a font name
containing a stray double-quote character was breaking the quoting of the style attribute it was written
into. It had gone unnoticed because the broken styling happened to fall back to a colour that looked
right by coincidence; it's fixed and those elements now correctly show their intended font.
=== v1196 - 2026-08-23 approx. - COASTAL GROUND NOW WEARS SAND OR GRASS INSTEAD OF DEFAULTING TO PLAIN GRAVEL ===
* FIXED: a patch of ground only ever got its own proper biome texture if every single point in that
section of terrain agreed on exactly one biome - which sounds reasonable until you consider that a
coastline is, by definition, the one place two biomes always meet, so nearly every coastal section of
ground fell through to plain, generic gravel instead of sand or grass. Ground now gets its home biome's
proper texture as long as that biome clearly dominates the area (measured and set well above the halfway
point, so a genuinely even, fifty-fifty mixed patch still correctly gets the neutral, in-between look) -
fixing the large majority of coastal ground while leaving genuinely mixed terrain exactly as it was.
=== v1195 - 2026-08-23 approx. - THE SEA AND SHORELINE FINALLY HAVE A REAL WATER TEXTURE, WITHOUT BREAKING GREEN WATER OR THE BLACK-WATER EVENT ===
* ADDED: following a direct report that water had no texture despite one existing in the game's own
texture pack, the sea and shoreline now genuinely wear a proper water tile at the same scale the ground
already uses, rather than plain flat colour. This had been deliberately left alone before, because
water's colour is also how the game signals several real events - green water, a blood effect, a
black-water event, and the systems that restore the sea afterward - and simply painting a tile over that
colour would have broken all of them. It's fixed using the same lightening technique that already lets
the ground carry a textured pattern without losing its own biome colour underneath, verified to leave
every one of those colour-based events working exactly as before.
=== v1194 - 2026-08-22 - THREE HUGE TASK CATEGORIES NOW START SWITCHED OFF =====================
* CHANGED: Hunting, Gathering, and Achievement tasks are now off by default for a brand-new
character - between them they're the biggest categories in the Endless Guide's pool by far, and
were crowding out shorter, more inviting tasks. Both can still be switched back on any time; a
player who's already set their own preferences is completely unaffected.
=== v1193 - 2026-08-23 approx. - FIXED THE ON-SCREEN GUIDE ARROW POINTING BACKWARDS AND FEELING LAGGY ===
* FIXED: direct feedback described the guide's directional arrow as always ending up behind you when you
actually turned to look at the marked location, and feeling noticeably laggy besides. Both were real and
both had a precise cause: a sign error in the arrow's own math mirrored its whole reading left-to-right
(only directly north or south ever pointed correctly, which is exactly why the mistake went unnoticed
for 38 versions), and the arrow was only being redrawn four times a second on a fixed timer instead of
updating with the rest of the game's own view every frame. Both are fixed - the arrow now points the
correct direction and tracks your view in real time as you turn.
=== v1192 - 2026-08-23 approx. - FIXED: LEAVING THE DREAM COULD SILENTLY DELETE A KEYBOARD REMAP YOU'D JUST MADE INSIDE IT ===
* FIXED: last version's fix let a player keep their own remapped [C] key while inside the Dream instead
of the Dream taking it over - but leaving the Dream afterward would unconditionally hand the key back to
the Dream's own descent function regardless of what had happened while you were in there, silently
erasing a fresh remapping you'd just made for yourself moments earlier with no warning at all. The
system now correctly checks whether it's actually still holding the exact same binding it lent out
before touching anything, so a key you've claimed for yourself stays yours whether you remapped it
before entering the Dream or during your visit.
=== v1191 - 2026-08-23 approx. - FIXED THE PAUSE MENU'S MESSAGE LOG BUTTON: IT SAID "OPEN" BUT ACTUALLY CLOSED IT ===
* FIXED: the message log is already open the moment your character loads, so the pause menu's control
for it - labelled OPEN - actually closed the log on the very first press, then reopened it on the
second. Every one of its 39 neighbouring settings on that screen correctly show their current state;
this one showed the opposite of what pressing it would do. It now correctly reads OPEN while the log is
closed and CLOSE while it's open, tracking the log's real state even if you open or close it some other
way while the pause menu happens to be up.
=== v1190 - 2026-08-23 approx. - FIXED: ONE STACKABLE ITEM IN YOUR SATCHEL COULDN'T ACTUALLY BE EQUIPPED, WITH NO EXPLANATION WHY ===
* FIXED: every tile in the satchel drawer promises "double-click to put it in your hand," but one
specific item - raw ammo - genuinely couldn't be, since it's the one thing in your inventory that isn't
registered as an actual item the game recognises by name. Double-clicking it silently did nothing at
all. It no longer makes a promise it can't keep - every other stackable item in the drawer is
unaffected and still works exactly as before.
=== v1189 - 2026-08-23 approx. - FIXED FIVE MORE MISNAMED CONTRACT BOARD CREATURES, LIKE "KILL 8 PIT BOSS" INSTEAD OF "KILL 8 PIT BOSSES" ===
* FIXED: the fix a few versions ago that corrected most of the contract board's broken plurals missed one
specific case - a creature name that's singular but happens to already end in the letter "s," like Pit
Boss or Wild Pegasus, was being left completely unchanged instead of properly pluralized, the same bug
in reverse. All five affected creatures in the game (Pit Boss, Void Colossus, Cocoa Colossus, Bone
Colossus, and Wild Pegasus) now pluralize correctly instead of reading like a request for a single
monster with a plural kill count - checked against all 407 non-boss creature names in the game to
confirm no others were affected.
=== v1188 - 2026-08-23 approx. - FIXED THE IN-GAME HELP SCREEN (F1) GIVING WRONG KEYBOARD INSTRUCTIONS IN FIVE DIFFERENT PLACES ===
* FIXED: the help screen you'd naturally check first if you got stuck named five different keyboard
shortcuts that had been intentionally removed from the game some versions earlier - telling you [C]
opens crafting, [M] opens the map, and the kennel is on [K], among others, none of which still worked.
All five now correctly point at MENU instead, the game's own existing label for the button that opens
every one of them today.
=== v1187 - 2026-08-23 approx. - (dev tool) EVERY OTHER FEATURE TIED TO A REMOVED KEYBOARD SHORTCUT WAS AUDITED, AND ONLY THE DREAM'S STAIRS WERE ACTUALLY BROKEN ===
* No new player-facing bug found: following last version's discovery, every single feature that used to
be reachable through one of the nine keyboard shortcuts removed several versions ago was individually
checked to see whether anything else had also silently broken. The Dream's stairs turned out to be the
only one - every other affected feature (crafting, the map, the kennel, the legend, apex readouts,
character looks, the inventory, the skill tree, and the achievement log) already had a working button on
the interface's main console the whole time.
=== v1186 - 2026-08-23 approx. - FIXED: THE DREAM'S DESCENT WAS COMPLETELY UNREACHABLE AGAIN, FOR 58 VERSIONS, WITH NO WAY DOWN ON PURPOSE ===
* FIXED: the Dream has floors, a depth ladder, and an ending you're meant to be able to reach by
deliberately climbing down - but the key that lets you actually choose to descend had silently stopped
working 58 versions ago, the same failure this exact feature suffered once before, long ago. The only
way to go deeper had become the Dream's own worsening Bleed effect eventually forcing you down against
your will, rather than a choice you could make yourself. The key is properly restored and specifically
protected from being silently removed again by the same system that broke it the first time - and it
correctly leaves your own keyboard remapping alone if you've already assigned that same key to
something else yourself.
=== v1185 - 2026-08-23 approx. - FIXED THE TUTORIAL ITSELF TELLING YOU TO PRESS FIVE KEYBOARD SHORTCUTS THAT NO LONGER WORK ===
* FIXED: six of the tutorial's fourteen steps told you to press specific letter keys - [I], [C] (twice),
CapsLock, and [M] - that had been intentionally removed as shortcuts some versions earlier, meaning a
brand-new player following their very first instructions in the game could be told to press a key that
does nothing. All six now correctly point at [TAB] or MENU instead, using the game's own existing label
for wherever that feature actually lives now rather than inventing new wording.
=== v1184 - 2026-08-23 approx. - FIXED SEVEN PANELS TELLING YOU TO PRESS A KEYBOARD SHORTCUT THAT NO LONGER EXISTS ===
* FIXED: the map, legend, apex readout, crafting, kennel, and character panels all told you to press a
specific letter key to close them, and the inventory said to press [TAB] - but several of those exact
keys were intentionally removed from the game as shortcuts some versions ago, making the on-screen
instruction simply false. All seven panels now correctly say [ESC], which has always closed every one
of them and still does.
=== v1183 - 2026-08-23 approx. - (dev tool) A NEW CHECK NOW CONFIRMS EVERY SINGLE MENU BUTTON ACTUALLY OPENS SOMETHING WHEN CLICKED ===
* No new player-facing bug found this version, but a real gap closed: the game's automated interface
checks tested whether every button was sized correctly, legible, and properly labelled - but never
actually asked the one question a real player asks, which is simply whether clicking it does anything
at all. That's exactly the kind of problem that let last version's silently-broken CRAFT and PETS
buttons go unnoticed for 54 versions despite passing every other check the whole time. All 24 menu
buttons are now confirmed to either open their menu or show a message explaining why they can't, every
single time this check runs.
=== v1182 - 2026-08-23 approx. - FIXED: THE CRAFT AND PETS BUTTONS ON THE MAIN CONSOLE DID ABSOLUTELY NOTHING FOR 54 VERSIONS ===
* FIXED: clicking the CRAFT or PETS buttons on the interface's main console silently did nothing at all
- no menu opened, no message appeared, nothing - ever since the keyboard shortcuts that used to open
both were intentionally removed several versions ago. Crafting is a core system the game's own tutorial
specifically tells you to use. Both buttons are properly wired to open their menus again, through a
reliable, permanent connection rather than the old one-time copy of a keyboard shortcut that stopped
working the moment that shortcut was removed.
=== v1181 - 2026-08-23 approx. - FIXED: OPENING YOUR INVENTORY DURING THE TUTORIAL DIDN'T ACTUALLY COMPLETE THAT STEP ===
* FIXED: the tutorial's fourth step asks you to open your inventory, but doing so - correctly - didn't
register as completing the step, silently stalling new players right at the start. The inventory moved
to the game's newer sliding drawer some versions ago, and the tutorial's own completion check had never
been updated to look for that instead of the older inventory window it used to check for. Opening the
inventory correctly completes the step now.
=== v1180 - 2026-08-23 approx. - (dev tool) THE TITLE SCREEN NOW GETS THE SAME ACCESSIBILITY CHECKS AS EVERY OTHER SCREEN, AND ONE REAL CONTRAST BUG WAS FOUND ===
* FIXED: the title screen - the very first thing anyone sees when the game opens - had never actually
been checked for contrast or accessibility problems, since the automated check only ever runs once
you're already in the world, by which point the title screen no longer exists. It's now properly
checked shortly after it appears. One genuine mistake turned up: the hint strip at the bottom of the
screen was using a colour that didn't match the interface's own reference design, slightly dimmer than
intended and not a match for anything else in the theme. It's fixed to the correct, intended colour -
worth noting honestly that the design's own colour choices for the logo and tagline remain quite low
contrast by normal accessibility standards, which is a deliberate stylistic choice rather than an
oversight.
=== v1179 - 2026-08-23 approx. - YOUR OWN PETS AND SUMMONS NOW ALSO CAN'T REACH THROUGH A WALL TO ATTACK SOMETHING ===
* FIXED: the same wall-blocking rule that now applies to the player and to monsters is extended to your
own companions too - a summoned creature or your spouse fighting for you can no longer reach through a
wall to hit something on the other side, judged from wherever that companion is actually standing
rather than from your own position, since a companion often fights somewhere else entirely. In practice
this rarely comes up, since companions tend to walk around to whatever they're attacking rather than
staying on the far side of a wall - but the rule is now consistent for every attacker in the game rather
than only some of them.
=== v1178 - 2026-08-23 approx. - (dev tool) A PERMANENT WATCHDOG NOW CONFIRMS YOUR OWN BUILT WALLS ACTUALLY BLOCK ATTACKS ===
* No new player-facing bug fixed: following last version's melee fix, a permanent check was added that
specifically confirms the underlying wall-detection system used by both melee and ranged combat is
still actually working - firing a test line through the centre of several of your own walls (which
must report being blocked) and, as a control, through open ground well clear of anything you've built
(which must report nothing in the way). This exists specifically so a future change could never silently
break this protection and leave built walls quietly doing nothing again without anyone noticing.
=== v1177 - 2026-08-23 approx. - FIXED: A MONSTER COULD STILL BITE YOU THROUGH A WALL YOU BUILT, EVEN THOUGH IT COULDN'T WALK THROUGH ONE ===
* FIXED: last version stopped the player from swinging a weapon through a wall, but the reverse gap was
arguably the more important one - a monster standing on the far side of a wall you built could still
reach through it and bite you, which defeats the entire purpose of building a wall in the first place.
Monster melee attacks now respect the exact same wall check player attacks do, so "if you cannot reach
it, it cannot reach you" now genuinely holds in both directions. A monster that's blocked by a wall
still swings and misses rather than saving up a free hit for the moment you step around the corner.
=== v1176 - 2026-08-23 approx. - MELEE ATTACKS NOW RESPECT A WALL TOO, MATCHING HOW GUNFIRE ALREADY WORKS ===
* FIXED: following the earlier fix that stopped gunfire passing through walls, melee weapons had exactly
the same problem - a sword swing only ever checked your distance and aim toward a target, with no idea
whether a solid wall stood in between, so a blade reached through your own house's wall exactly as far
as it reached across open ground. Melee now uses the same wall-check gunfire already respects, so a
creature whose body is genuinely behind a solid piece can no longer be hit through it - including at an
angle through your own doorway. In the rare case this check ever fails to find a wall that's actually
there, it deliberately fails open (letting the attack through) rather than silently disabling melee
combat altogether.
=== v1175 - 2026-08-23 approx. - (dev tool) THE PAUSE MENU NEVER HAD ITS OWN ACCESSIBILITY CHECK, DESPITE BEING THE BIGGEST SCREEN IN THE GAME ===
* No new player-facing bug found: the pause menu, at 145 elements and forty individual settings across
graphics, audio, and interface options, turned out to be the single largest screen in the entire game
that the automated accessibility sweep had simply never been checking. It passes cleanly today - every
control already has its own distinct, readable label - but it's now permanently watched going forward
the same way every other panel already is, closing what was actually the biggest surface anyone had
missed.
=== v1174 - 2026-08-23 approx. - FIXED MESSAGES READING "AND A IRON BAR" INSTEAD OF "AND AN IRON BAR" ===
* FIXED: two separate places in the game (robbing a merchant, and the kennel announcing a newly adopted
pet) wrote "a" in front of whatever item or creature name followed, with no check for whether that name
actually started with a vowel sound - producing lines like "and a Iron Bar" and "Adopted a Ore Golem!"
for as long as both messages have existed, out of 273 of this game's 2,190 items that start with a
vowel. Both now correctly say "an" where the name calls for it, and correctly recognise the one real
edge case in the game's own creature roster - "The Beast" - which needs no article at all.
=== v1173 - 2026-08-23 approx. - FIXED CONTRACT BOARD JOBS READING LIKE "KILL 10 BUSINESSMANS" ===
* FIXED: the contract board built every creature's plural name by simply adding an "s" to the end of
whatever it was called, which reads correctly for most of this game's 513 creatures but produced
obviously wrong plurals for a long list of others - "Businessmans" instead of "Businessmen", "Wolfs"
instead of "Wolves", "Fishs" instead of "Fish". Proper English pluralisation rules are now applied
(covering irregular names, "-man" endings, sounds needing "-es", and names ending in a consonant plus
"y"), and a creature name that's already plural, like "the Long Ones," is correctly left completely
untouched rather than getting a second "s" tacked onto it.
=== v1172 - 2026-08-23 approx. - THE COORDINATES AND CASH READOUT MOVED THREE AND EIGHT PIXELS TO MATCH THE INTERFACE'S REFERENCE DESIGN EXACTLY ===
* FIXED: a small, easy-to-miss gap between the new interface theme and the reference design it was built
from - the coordinates line and the cash line in the top console sat three and eight pixels higher than
the reference actually places them, invisible without holding the two side by side, but real enough to
be worth closing exactly rather than leaving it as an open question. All three lines in that console now
match the reference's measurements exactly.
=== v1171 - 2026-08-23 approx. - THE LAST REMAINING MENU (FURNISHING A HOME) NOW OPENS FROM THE MAIN BUTTON RAIL TOO ===
* FIXED: every menu in the game was made reachable from the interface's main row of buttons except one -
the furnish menu, previously only reachable by physically walking inside an owned property and pressing
a separate key. A full check of every menu in the game (rather than working from memory) found it was
genuinely the only real gap left; the two remaining panels not on the rail (the city trade menu and the
roadside shop) are correctly left off it, since both are things you walk up to rather than open on
demand. Opening it through the rail without owning any property still correctly tells you so, exactly
as pressing the key directly always has.
=== v1170 - 2026-08-23 approx. - (dev tool) CITY WALL BATTLEMENTS NOW DRAW AS ONE OBJECT INSTEAD OF OVER A THOUSAND SEPARATE ONES ===
* No player-facing change: a settlement's wall ring was drawing its crenellations - the notched stone
teeth along the top - as 1,110 completely separate objects, none of which anything in the game ever
actually collides with. They're now drawn as a single, far more efficient batch instead, cutting a
city's total object count by more than a thousand. This isn't claimed to make a city run any faster on
its own - a fair side-by-side test showed normal run-to-run variation was bigger than any difference
this change made - but it's a real, measured reduction in how much the game has to keep track of.
=== v1169 - 2026-08-22 approx. - FIXED: FLOATING DAMAGE NUMBERS COULD PILE UP AND NEVER DISAPPEAR IN CERTAIN CONDITIONS ===
* FIXED: every floating damage number that appears when you land a hit ran on its own separate animation
timer, completely independent from the rest of the game - which meant a busy fight could spin up dozens
of these timers at once, and if that particular kind of timer ever stopped running for any reason, the
numbers it was managing would freeze in place on screen and never actually get removed. They now run on
the same clock the rest of the game already uses, so a long fight no longer risks damage numbers
silently piling up and staying stuck on screen.
=== v1168 - 2026-08-22 approx. - FIXED: THE ENEMY TARGET BAR WAS OCCASIONALLY UNREADABLE OVER A BRIGHT PART OF THE WORLD ===
* FIXED: the readout that shows a targeted enemy's name, level, and health had two contrast problems
that only ever showed up while it was actually on screen - which only happens while you have a target,
so it went unnoticed on a fresh, untargeted view. It had no solid backing plate behind it, unlike every
other readout in the game's newest interface theme, and its level number was drawn in a colour too dark
to read comfortably once that plate was added. Both are fixed, matching how every other readout in the
same theme already looks.
=== v1167 - 2026-08-22 approx. - FIXED: A WALL PROTECTED YOU FROM YOUR OWN GUNFIRE PASSING THROUGH IT, BUT NOT FROM AN ENEMY'S ===
* FIXED: last version made a wall genuine cover against your own shots - but enemy gunfire had no
concept of a wall at all, and would freely damage you through solid stone, wood, or an entire town's
worth of walls as if none of it were there. This is worse than having no wall in the first place, since
it's cover that looks solid but silently isn't. Enemy shots, including a raider's, now stop at exactly
the same walls yours do - a raider firing at your town's keep now genuinely chews through the wall
itself rather than shooting straight past it at you.
=== v1166 - 2026-08-22 approx. - FIXED: MONSTERS STANDING RIGHT BEHIND YOUR WALL COULD NO LONGER BE SHOT THROUGH IT ===
* FIXED: following last version's diagnosis, gunfire now genuinely stops at a wall even when a monster
is standing pressed right up against the far side of it - previously, a creature standing close enough
to a wall for part of its own hit-box to poke through the stonework could still be shot straight
through solid cover as if the wall weren't there at all. In the open, with nothing in the way, shooting
is completely unaffected.
=== v1165 - 2026-08-22 approx. - FOUND THE REAL REASON GUNFIRE COULD PASS THROUGH A WALL WHEN A MONSTER STOOD JUST BEHIND IT ===
* No player-facing fix shipped this version, but the actual cause of a long-suspected bug was finally
pinned down precisely: firing at an empty wall correctly stopped every single shot, but firing at that
same wall with a monster standing right behind it let every shot pass clean through and hit the
monster instead. The bullet was never actually reaching the wall in the first place - it travels a
fair distance every single frame, and the monster's own hit detection reached out far enough to catch
it a full step before it would have arrived at the wall, consuming the shot early. The actual fix
follows in the next version.
=== v1164 - 2026-08-22 approx. - (dev tool) 116 INTERNAL GAME FUNCTIONS ARE NOW AUTOMATICALLY TESTED TO CONFIRM THEY STILL ACTUALLY WORK ===
* No player-facing change: the game exposes 124 internal functions other systems and tools call into,
and previously only their existence was ever automatically checked, not whether calling them actually
still worked - a renamed or restructured one could sit broken for months without anyone noticing until
a probe, or an entirely unrelated feature, happened to call it and got an error out of nowhere. 116 of
them are now called and checked automatically on every single run.
=== v1163 - 2026-08-22 approx. - (dev tool) A NEW SAFEGUARD PERMANENTLY WATCHES FOR ANYTHING SAVED BUT NOT ACTUALLY VISIBLE IN THE WORLD ===
* No new player-facing bug fixed this version, but a real gap closed following last version's discovery:
nothing in the game was watching for the specific failure where something is correctly saved and
correctly billed for, but simply isn't drawn - there was no error, no warning, just an empty space
where a guard or a building should be. A permanent check now compares what's actually saved against
what's actually standing in the world for both build pieces and guard posts, specifically so this exact
kind of invisible-but-charged bug can't quietly happen again unnoticed.
=== v1162 - 2026-08-22 approx. - FIXED: YOUR HIRED GUARDS AND GUARD POSTS COULD VANISH FROM SIGHT AFTER RELOADING THE GAME, WHILE STILL BILLING YOU ===
* FIXED: a player who founded a town, built a guard post, and hired a garrison would see all of it
cleanly saved - the town, the posts, every guard, their positions, their daily cost - but reloading
the game the next session showed none of it actually standing in the world, even though it was all
still being charged against the treasury every single day exactly as if it were there. The visible
guards and buildings simply weren't being recreated when a character loaded back in. They're properly
rebuilt now, correctly matched to whichever character is actually loaded, so switching between two
characters never leaves one character's guards standing in the other's world.
=== v1161 - 2026-08-22 approx. - FIXED: THE CONTRACT BOARD HAD SIX BUTTONS ALL LABELLED "ACCEPT" WITH NO WAY TO TELL THEM APART ===
* FIXED: when the contract board actually has jobs posted on it, every single job card's button was
simply labelled "ACCEPT" - fine to look at, since each card's own heading names the job, but
indistinguishable from each other for anyone using a screen reader. Every button now names exactly
what it accepts and what it pays, like "accept Graveyard Shift - kill 10 Zombies for ¤340".
=== v1160 - 2026-08-22 approx. - FIXED: THE NEW MAIN MENU WAS DRAWING IN THE WRONG FONT ON EVERY SINGLE LINE ===
* FIXED: since the new main menu shipped, one of the game's existing colour themes was quietly
overriding its lettering everywhere - the title, CONTINUE, every caption and every in-world console
label was rendering in the game's ordinary body font instead of the distinct display font the new
menu was actually designed around, because a broader style rule elsewhere in the game outranked the
menu's own setting. The correct font now loads and displays correctly across the whole new interface,
while every other part of the game keeps using its own font exactly as before.
=== v1159 - 2026-08-22 approx. - (dev tool) TWO ACCESSIBILITY CHECKS HAD NEVER ACTUALLY LOOKED AT THE MAIN ON-SCREEN DISPLAY ===
* No player-facing change: the automated sweep that catches duplicate or missing control names across the
game's panels was, it turns out, never actually being run against the main heads-up display itself - the
one thing a player looks at for an entire play session - only against menus and panels. It's the same
check that already caught three identical "BUY" buttons in one shop and nine links all labelled "reset"
in the skills panel elsewhere in the game, now finally watching the HUD as well.
=== v1158 - 2026-08-22 approx. - (dev tool) THE LAST UNCHECKED PANEL IN THE GAME NOW GETS SWEPT FOR ACCESSIBILITY PROBLEMS TOO ===
* No new player-facing bug found this version, but a real gap closed: the furnish menu - which only ever
opens while standing inside a property you actually own - was the single remaining panel in the entire
game that the automated accessibility sweep still couldn't reach on its own, since reaching it by hand
would have meant owning a home first. It's now checked the same way the city and the roadside shop
already were, and correctly isn't counted at all on a fresh character with no owned property yet, rather
than being wrongly flagged as broken.
=== v1157 - 2026-08-22 approx. - (dev tool) FIVE PANELS HAD NEVER ONCE BEEN CHECKED FOR ACCESSIBILITY PROBLEMS, AND THREE HAD REAL ONES ===
* FIXED: the game's automated accessibility check sweeps every panel it can open on its own, but five
panels (the item drawer, the menu overflow list, the town panel, the tasks panel, and the new keys
panel) could only ever be reached by hand, so they'd simply never been checked. Checking them by hand
found three real problems, now fixed: the item drawer's own keyboard focus, the town panel's contrast,
and the keys panel showing nine "unbound" labels at too low a contrast to comfortably read on a fresh
install.
=== v1156 - 2026-08-22 approx. - A REAL KEYBOARD REMAPPING PANEL: REASSIGN ANY OF NINE FREED-UP KEYS TO ANY MENU ===
* ADDED: the nine keyboard keys freed up a few versions ago for remapping (K, C, M, O, U, N, I, CapsLock
and the left bracket) can now actually be reassigned through a real panel, rather than only through the
developer console. Pick a key, then step through every menu on the interface's button rail to bind it to
that key - your choices are remembered permanently between sessions, shared across every character on
this computer rather than tied to one specific save, since a keyboard layout is a preference that
belongs to the person sitting at it. The panel correctly refuses to let one key open two different
menus, and any menu the game adds later automatically becomes available to bind without needing an
update to this panel.
=== v1155 - 2026-08-22 - THE GUIDE POINTS THE WAY WITH AN ON-SCREEN ARROW =======================
* New: a directional arrow now sits on the rim of the screen, swinging to point at your current
task's location as you turn. It hides once you're already facing roughly the right way, and
again once you've actually arrived - so it only ever shows up when you genuinely need it.
=== v1154 - 2026-08-22 approx. - FIXED: RAIDERS ATTACKING YOUR TOWN WOULD FREEZE IN PLACE AND NEVER ACTUALLY ADVANCE ===
* FIXED: thanks to the previous version's new ability to properly test the game's frame-by-frame
behaviour, a serious bug was found in raids on player-founded towns - raiders were programmed to only
ever move while a player stood close enough to threaten them, but a raid spawns just outside the town's
wall, roughly thirty units further away than that movement range reaches from a player standing inside
their own town centre. In practice this meant a raid's warning message would announce that something was
approaching, while the raiders themselves stood completely still and never moved an inch toward the
town, indefinitely, unless a player happened to walk right up next to one. Raiders now correctly advance
toward the town itself, switching to fight whichever player gets close along the way exactly as before,
and a raid can no longer be quietly cancelled just by the defending player walking far enough away
during the warning period.
=== v1153 - 2026-08-22 approx. - (dev tool) A MAJOR TESTING MILESTONE: THE GAME'S OWN FRAME LOOP CAN NOW BE DRIVEN AND MEASURED DIRECTLY ===
* No player-facing change: a large and growing list of things about this game - walking into a wall you
built, a monster meeting that wall, a raid actually crossing into a town, flying into the hole in the
sky - could previously only ever be confirmed by a person actually playing, because they all depend on
the game's per-frame update loop, which had never been reachable by any automated check. That update
loop can now be driven directly and repeatedly at an exact, controllable time step, using the exact same
code the game itself runs rather than a separate copy of it. This immediately allowed several previously
unconfirmable fixes from recent versions to be properly verified for the first time - among them, that
walking into a built wall genuinely stops you, and that a doorway is a real, walkable gap rather than a
solid block.
=== v1152 - 2026-08-22 approx. - A FREED-UP KEYBOARD KEY COULD BE SILENTLY TAKEN BACK WITHIN A QUARTER SECOND OF BINDING IT ===
* FIXED: freeing up nine keyboard keys a few versions ago for players to remap (K, C, CapsLock among
them) had a hidden side effect - the same system keeps re-claiming four of those nine keys several
times a second to make sure other menus load correctly, and it couldn't tell a deliberate new binding
apart from an old, abandoned one. The practical result: binding one of those keys to something new could
work for a moment and then silently stop working again within about a quarter of a second, with nothing
telling you why. Deliberate new bindings can now register themselves properly so the system leaves them
alone for good.
=== v1151 - 2026-08-22 approx. - EVERY WALL, FLOOR AND DOOR YOU PLACE NOW REMEMBERS WHO BUILT IT ===
* ADDED: no player-facing change today, since only one person builds on any given save right now - but
every piece you place now records who actually built it, the same way a player-founded town already
records its own owner. Previously nothing you built recorded an owner at all, which costs nothing while
there's only ever one builder, but would have made it impossible to ever tell one player's construction
from another's once real multiplayer building exists, and any piece placed before this version simply
counts as belonging to whoever's save it's sitting in. Town income is also now correctly calculated only
from pieces the town's actual owner built, rather than everything standing inside the ring regardless of
who placed it - which matters the moment a town changes hands.
=== v1150 - 2026-08-22 - THE MINING DRILL FINALLY SAYS WHY IT WON'T WORK ========================
* FIXED: trying to use a Mining Drill somewhere it doesn't work - inside a dungeon, a shop, most
off-world locations - showed the exact same generic message every other tool gets there, "equip
a weapon - there is nothing here to harvest," which never mentions the drill at all. Reported as
the drill being broken, because that's exactly how it read. The drill now explains specifically
why it won't work in your current location.
=== v1149 - 2026-08-22 approx. - A CAREFUL LOOK INTO REPORTS OF WRONG-LOOKING TEXTURES, WITH A REAL ANSWER FOR EACH ONE ===
* No player-facing change this version: several past reports of textures looking wrong (a plane looking
like it's made of stone, rocks appearing to wear cobblestone) were investigated properly rather than
guessed at, by matching the actual image each surface draws against the game's own full texture list.
Rocks genuinely do use the same stone texture as the general crag ground and the building tool, which
reads correctly as a cut, worked stone rather than a natural boulder - a real, named design question for
a texture the game doesn't currently have, rather than a bug, and it's left as the operator's call
rather than changed here. Two other things that briefly looked like bugs during the investigation
turned out not to be: several textured shapes that looked like bare tree canopies were actually village
roofs, and a large batch of tiny decorative background cones were never meant to be textured trees in
the first place.
=== v1148 - 2026-08-22 approx. - WALKING UP TO ANY BUILDING NOW SHOWS ITS PRICE, THE FIRST STEP TOWARD BUYING PROPERTY ===
* ADDED: the very first piece of a much bigger planned system for buying property - walking up to almost
any building in the game now shows you what it would cost, calculated from that specific building's own
footprint, height, and how central it stands in its settlement, rather than from a hand-written list
that would need updating every time a settlement grows. Nothing can actually be bought yet, no money
changes hands, and no ownership exists - this version only adds the honest price tag, since that's
useful on its own and won't need to change no matter how the rest of the system eventually works. City
Hall itself is deliberately excluded from getting a price.
* FIXED: several in-town shop panels had multiple buttons all simply labelled "BUY" with nothing to tell
them apart for anyone using a screen reader, even though each card visibly named the specific item it
sold. Every affected button across four locations now names the actual item and price, like "buy Rifle
for ¤850".
=== v1147 - 2026-08-22 approx. - RENT NOW PAYS EVERY SECOND INSTEAD OF DISAPPEARING TWO TICKS OUT OF THREE ===
* FIXED: rented houses were only ever actually paid out once every twenty seconds, in whole coins with
no fractions carried - which meant two ticks out of every three paid you nothing at all, and watching
your own purse made rent look completely dead most of the time. It's unchanged in total: the same
hourly income arrives sixty times as often instead, in fractional amounts that are properly carried
forward between collections rather than being silently thrown away and rounded down to zero. The
passive collection also no longer prints a chat message every single time it fires, which used to mean
a message every twenty seconds for as long as you owned a rented house - pressing the COLLECT button
yourself still confirms with a message, since that's a deliberate action you took.
=== v1146 - 2026-08-22 approx. - GOAL PREFERENCES GET A REAL PANEL, AND PROGRESS COUNTS ARE FIXED TO SHOW ACCURATE PERCENTAGES ===
* ADDED: the ability to switch entire categories of ongoing goals on or off (skip all hunting goals, for
instance) has quietly existed since this system was first added, but there was no actual way to reach
it without the developer console - it's now a real panel, reachable from the console, with a switch per
category, a master switch, and your current goal with its skip button all in one place. Every category
now also shows exactly how far through it you are, like "22 of 448," rather than only a bare count of
what's left, and reaching 100% actually tells you so and explains which switches you could flip to get
more.
* FIXED: a math mistake made the progress panel wildly overstate how close a high-level character was to
finishing their skill-related goals - since a skill only ever offers its very next milestone as a
single goal no matter what level you're actually at, a level-75 character's skill progress was reading
as 90% complete when the real, correctly-counted figure was closer to 9%.
=== v1145 - 2026-08-22 approx. - WHEN THE GOAL IS ABOUT A MENU OR BUTTON, THE GAME NOW DRAWS A RING AROUND THE ACTUAL CONTROL ===
* ADDED: continuing to make the tutorial genuinely followable without reading a word of text, any
ongoing goal that's actually about using a specific piece of interface - opening your inventory, say -
now draws a highlighted ring directly around that real, live control rather than only describing it in
words. If the control you need isn't currently visible on the console's row of buttons, the ring goes
on whichever button actually opens the menu that contains it instead, so there's always something real
on screen to follow. This only happens for goals that are genuinely about a piece of interface -
earning an achievement, for instance, still doesn't ring anything, since there's no single button that
represents doing that.
=== v1144 - 2026-08-22 approx. - THE ONGOING GOAL NOW SHOWS YOU WHERE TO GO ===
* ADDED: when your current ongoing goal is about a place - reaching a specific biome, for instance -
the game now marks that location for you, both on the minimap and the full map, and tells you the exact
bearing and distance on the console ("4830m east"). This is a separate marker from your own placed
waypoints entirely - it doesn't use up one of your own waypoint slots, doesn't announce itself with a
toast message, and is never saved into your character alongside the pins you placed yourself.
=== v1142-v1144 - 2026-08-22 - THE ENDLESS GUIDE: THE TUTORIAL NEVER REALLY ENDS ===============
* New: finish (or skip) the original 14-step tutorial and the game keeps going, offering fresh
tasks drawn from eight live categories - exploring, hunting, gathering, crafting, skills,
achievements, questing, plus the tutorial steps themselves offered first. Nothing is hand-typed,
so every task stays current with the game's actual content. A task completes itself the moment
the game's own data says it's done, and can be skipped for a new one at any time. Preferences
(which categories you want) live in your browser rather than your save, so they follow you
between characters.
* A distance and compass bearing to the current task's location now appears directly in the
console - "340m north-west" - found by asking the world itself rather than from any fixed
coordinate.
=== v1143 - 2026-08-22 approx. - YOUR CURRENT GOAL NOW SHOWS RIGHT ON SCREEN, WITH A SKIP BUTTON ===
* ADDED: last version's endless task pool is now visible during play - your current goal and a skip
button appear in the same spot the game already shows an active quest contract, since an active
contract always takes priority when you have one and the ongoing goal can simply wait its turn
otherwise. The original 14-step tutorial now runs as the very first goals in this same pool, still
strictly in their original teaching order ahead of everything else until finished, and skipping one of
those specific steps now honestly skips the whole rest of the tutorial rather than pretending you
learned a step you chose to skip.
=== v1142 - 2026-08-22 approx. - THE TUTORIAL NOW KEEPS GOING FOREVER, HANDING YOU A NEW GOAL FOREVER RATHER THAN ENDING ===
* ADDED: the game's tutorial used to be a fixed set of steps that finished and left you with nothing
further suggested. It's now backed by an enormous, permanent pool of over 1,300 individual goals -
creatures still unkilled, materials never collected, achievements not yet earned, recipes never
crafted, biomes never visited, skill milestones still ahead, and questlines still open - every one of
them pulled live from the game's own existing records rather than a fixed list somebody wrote by hand,
so anything added to the game later becomes a possible goal automatically without anyone needing to
update this system separately. A goal is complete the instant the game's own records say it's complete
- nothing has to specially notify this system when you've actually done the thing.
=== v1141 - 2026-08-22 approx. - YOUR CHARTERED TOWN ACTUALLY EARNS MONEY NOW, AND HOLDING MULTIPLE TOWNS HAS REAL TRADE-OFFS ===
* ADDED: until now a player-founded town was pure expense - a charter fee, materials for every piece,
and daily wages for any guards you'd hired - with no income of its own at all. A town now pays a daily
base amount plus more depending on how much you've actually built inside its walls, so an empty
claimed plot earns a little and a town you've genuinely developed earns considerably more. Guard wages
and every other cost are paid out of the town's own treasury first, before ever touching your personal
cash, and a COLLECT button on the town panel pulls the balance out for you. Holding more than one town
isn't simply better: every town past your first adds a daily administration cost to all of them
combined, and raises how often any of your towns can be raided - so a second town has to genuinely earn
its keep rather than being a free second income. A town currently held by someone else earns you
nothing and stops counting toward these totals until you take it back.
=== v1140 - 2026-08-22 - YOUR CHARTERED TOWN CAN NOW BE RAIDED =================================
* New: a chartered town can be raided while you're on Earth, with a full 90-second warning before
the first wave actually lands - long enough to get back behind your own walls. A raid can never
delete your town: if raiders hold the centre of the ring for a full uninterrupted minute, the
town simply changes hands rather than being destroyed, and killing every raider still inside
takes it straight back. Nothing about a captured town's walls, guard posts or buildings changes
when it falls - they're exactly where you left them.
=== v1139 - 2026-08-22 - HIRE GUARDS FOR YOUR CHARTERED TOWN ===================================
* New: build Guard Posts in a chartered town and hire up to four guards each, in three tiers -
Militia, Guard, and Knight - each costing more to hire and more per day in upkeep, but hitting
harder and surviving longer. Guards fight anything hostile that comes within reach of their
post. Miss a day's upkeep and guards actually leave, oldest hire first, with a message telling
you so - a garrison is now a real ongoing cost, not a one-time purchase.
=== v1138 - 2026-08-22 approx. - TOWN WALLS NOW CURVE PROPERLY AROUND YOUR TOWN'S RING, AND YOUR TOWN SHOWS UP ON THE MAP ===
* ADDED: building a circular wall used to mean fighting the ordinary square building grid, which can
only ever produce a jagged staircase shape with gaps at every corner - not a real wall. Inside your own
town specifically, wall and gate pieces now snap to the actual curve of your town's boundary instead,
laying end to end with no gaps between them. A player-founded town also now appears on the world map as
a circle with a banner at its centre the instant it's founded, rather than needing to be manually
discovered first the way the game's three built-in cities do.
=== v1137 - 2026-08-22 approx. - WALLS AND DOORS NOW ACTUALLY STOP MONSTERS, NOT JUST YOU ===
* FIXED: every wall you'd ever built stopped only the player - a monster walked straight through it as
if it wasn't there, which was a real problem the moment towns (added last version) exist specifically
to keep something out. Monsters are now blocked by exactly the same walls, at exactly the same
physical boundary, that already stop you. A placed door doubles as a gate in the same stroke: it's
solid to monsters but still walks-through for you, using no new geometry at all - every door already
standing in the game becomes a working gate automatically. Ghosts and flying creatures deliberately
still pass through everything, the same as they always have, since a wall stopping something that
already flies through the world would be stranger than one that doesn't.
=== v1136 - 2026-08-22 - THE CHARTER STAKE: FOUND YOUR OWN TOWN ================================
* New: craft a Charter Stake (24 Iron Bar, 6 Gold Bar, 40 Plank, 60 Stone, plus ¤5,000) and plant
it anywhere in the world to found a town of your own - entirely separate from the game's three
fixed settlements. At first it's just a name and a claimed ring of ground; walls, guards and
income all come later. Built with multiplayer in mind from day one: a chartered town is owned by
a faction id, not hardcoded to "the player," so another real player is simply a different owner.
=== v1135 - 2026-08-22 approx. - BUILT STRUCTURES CAN NOW ACTUALLY BE DESTROYED, WITH REALISTIC TIMES FOR EVERY WEAPON ===
* ADDED: following last version's fix that finally made your buildings solid, they can now also be
knocked down - guns and swords take roughly two to five minutes against a wall depending on the
weapon's power, and explosives are dramatically faster, taking the same direct damage (with the same
falloff by distance) they'd deal to a monster. Regardless of how fast a particular weapon fires, a
structure loses a consistent amount of time under fire rather than a fixed chunk of health per hit -
otherwise the weakest weapon in the game would take roughly seventeen minutes to bring down the exact
same wall a top-tier weapon fells in under three. When any piece of a structure is destroyed, it's
fully gone - the visible mesh, the collision, all of it - and anything built before this version simply
starts out undamaged rather than needing to be touched by hand.
=== v1134 - 2026-08-22 - FLY INTO THE HOLE IN THE SKY, AND YOU ACTUALLY GO SOMEWHERE ===========
* New: the black hole that appears in the sky on roughly 15% of nights - long advertised in a
night-sky warning and a few characters' dialogue, and long doing nothing when you actually flew
at it - now genuinely takes you somewhere. Fly an aircraft straight at it and hold the heading
for four seconds (a live readout counts it down and shows if the pull is weakening) to be pulled
into the Dream, aircraft and all - it's handed back to you as an item on arrival rather than
lost.
=== v1133 - 2026-08-22 approx. - (dev tool) THE LAST STUBBORN CONTRAST WARNING WAS FOUND AND FIXED, BRINGING THE IN-GAME SELF-TEST FULLY GREEN FOR THE FIRST TIME ===
* No new player-facing bug fixed beyond finishing the last item from last version's cleanup: one
remaining low-contrast reading (the small depth caption under the minimap) had resisted every attempt
to track down which exact piece of text it was, because the number is calculated against colours
blended with the world behind it rather than any single colour actually written in the game's own
style rules. A new diagnostic tool now records exactly which element produced a bad reading, its
colours, and what's behind it, which found this one immediately. Fixed by giving that caption's own
background a solid backing rather than a partly see-through one. The full in-game self-test suite now
passes cleanly for the first time in the project's history.
=== v1132 - 2026-08-22 approx. - FIVE LONG-STANDING SELF-TEST FAILURES TURNED OUT TO BE REAL, SMALL VISUAL BUGS ===
* FIXED: a cluster of accessibility checks had been failing for many versions and were being treated as
false alarms - looked at properly, every one was a genuine small defect. Five reroll buttons on one
panel were shorter than the game's own minimum comfortable click target; the daily deed panel's
background was very slightly see-through, which was quietly making its own text harder to read than it
should be in five of the game's six colour themes; and two panels each had four different buttons all
labelled identically for anyone using a screen reader (a skill tree with four buttons all announcing
"BUY 1", a daily panel with five all announcing "reroll"), now each labelled with what it's actually
attached to. Also fixed: the new interface theme's message feed was too narrow for many of this game's
actual message lengths, cutting them off with no way to read the rest.
=== v1131 - 2026-08-22 - EVERYTHING YOU BUILD IS FINALLY SOLID =================================
* FIXED: build-tool pieces have never had any real collision - a wall you paid for and placed was
scenery, you couldn't stand on your own floor, and stairs were a picture of stairs rather than
something you could climb. This was the single oldest unfixed bug on record. Every piece now
gets a physically correct shape: walls block, doors are a real gap between two solid posts,
floors and stairs and ramps are surfaces you actually stand and climb on.
=== v1130 - 2026-08-22 approx. - THE NEW HOTBAR'S TEN SLOTS COULD BE SEEN BUT NOT ACTUALLY CLICKED ===
* FIXED: the new interface theme's hotbar was drawn correctly but nothing inside it responded to a
mouse - the ten slots in the middle of that console did nothing at all when clicked, and taking an
item from the satchel by double-clicking it failed almost every time, because the satchel was silently
redrawing itself several times a second and swallowing the second click of the double-click before the
browser could register it as one. Both are fixed: clicking a slot works, double-clicking (or pressing
Enter on a selected item) properly equips it, and the satchel only redraws when something about it has
actually changed.
* FIXED: four more places where the new interface theme's colours were too low-contrast to read
comfortably, all inside the satchel drawer specifically - which had never actually been checked with
the drawer open, only closed. The drawer's close button is also now a real, properly-sized clickable
control rather than one that was too small to reliably hit.
=== v1129 - 2026-08-22 approx. - EIGHT GROUND TEXTURES WERE ON THE WRONG SURFACES, INCLUDING A CRATER AND A TOWN THAT HAD SWAPPED PLACES ===
* FIXED: the game's texture pack ships its own written notes on which texture belongs on which surface,
and a check against those notes for all 45 textures found eight genuinely wrong placements. The
crater and the town center had been dressed with each other's ground texture; three floor textures
meant for chapel, dungeon and settlement flooring were being used on building walls instead; and five
biomes the pack's own notes specifically name - including the toxic Glow Zone, which had never had
its own ground texture at all - were rendering as plain, undressed gravel. Ground coverage using a
texture that actually matches the ground beneath it rose from nine possible textures to fifteen,
now reaching just over half of the entire world by area.
=== v1128 - 2026-08-22 approx. - THE FULL INTERFACE REDESIGN GOES LIVE: A NEW MAIN MENU, A REBUILT HUD, AND NINE KEYBOARD SHORTCUTS RESTORED ===
* ADDED: after roughly fifty versions building individual pieces of the game's newest interface theme
on top of the old layout underneath them, this version switches the old arrangement off and draws the
new one in full - a redesigned main menu (character select and settings, previously screens that had
never been rebuilt at all), a top-left console for biome, coordinates and cash, the status stack, the
message feed, and one full console along the bottom holding your character card, the hotbar and a
strip of menu buttons together. Every number these new screens show still comes from the exact same
game state the old HUD read - nothing about how the game keeps track of your biome, cash or stats
changed, only how it's drawn.
* FIXED: nine keyboard shortcuts - including inventory, the map, and the perk tree - had quietly stopped
working at various points, because a single pass at game load that used to bind all of them was being
partly overwritten moments later by other code that runs when a character loads in. All nine are
rebound through a small watchdog now, specifically so a future change elsewhere can't silently break
them the same way again. [TAB] still opens the same drawer of panels it always has.
* FIXED: two bugs found while rebuilding the main menu screen: a hidden style rule was overriding the
menu's own logic and pinning it permanently open on top of an already-loaded character, and the
Continue button was bound to a specific row in the character list that stopped working the moment
that list redrew itself.
=== v1127 - 2026-08-22 approx. - (no summary available for this version) ===
* This build exists and shipped art assets according to its own internal build tag, but no development
log entry was ever written for it, and none is being invented here to fill the gap.
=== v1126 - 2026-08-22 approx. - 156 FINISHED CREATURE DRAWINGS THAT WERE SITTING ON DISK, UNUSED, ARE NOW IN THE GAME ===
* ADDED: the game's monster-image folder held 443 pieces of finished art, but only 287 of them were
ever actually wired up to appear on any creature - 156 completed drawings had simply never been
connected. 143 of those are now live, including two that were previously missed purely because their
saved filenames didn't quite match the creature's full in-game name (a dropped word, a missing
comma). The remaining thirteen are deliberately held back for now - they were saved at a square
aspect ratio rather than the tall one every other creature drawing uses, which would draw them
noticeably wider and squatter than everything else; none of them was visible in the game before, so
nothing is being taken away by waiting for a properly-proportioned version.
=== v1125 - 2026-08-22 approx. - A CHARACTER PORTRAIT CARD AND FOUR NEW MENU BUTTONS APPEAR ON SCREEN, COMPLETING THE FIRST FULL SCREEN OF THE NEW INTERFACE ===
* ADDED: a character card showing your own portrait (built from your actual save data - skin, hair and
hat all reflect what you're really wearing, changeable at the barber) along with your name, health,
level and active pet. Alongside it, four labelled buttons giving a visible way into the map, the
crafting menu, and the perk tree - including [CAPSLOCK] to open the perk tree, a keybind that existed
in the game before this version but had never been shown or explained anywhere on screen.
* FIXED: getting this to lay out correctly took real trial and error - an early placement sat directly
on top of the big health bar because the tool used to check what was already in that corner can't see
through it, and a second draft that worked at one window size overlapped the skills list by over
twenty pixels at a narrower one. What shipped is tested at both sizes rather than just the one that
happened to look right first.
=== v1124 - 2026-08-22 approx. - THE HEAT, COLD AND MADNESS BADGES NOW USE A DIFFERENT COLOUR FOR EACH KIND OF EFFECT ===
* FIXED: the status stack added a few versions ago for heat, cold and madness gave every single badge
the exact same colour, because that first pass only worked from text positions rather than the full
reference design. Reading the actual reference boxes changed the badges to a correct size and, more
importantly, gave each one a colour that reflects what it's actually saying - a warning colour for
something harmful, a different one reserved for a genuine buff, rather than one colour standing in
for every kind of status regardless of whether it's good or bad for you.
=== v1123 - 2026-08-22 approx. - THE QUEST TRACKER CARD WAS IN THE WRONG PLACE FOR SEVENTY VERSIONS, PLACED FROM A DESCRIPTION RATHER THAN THE ACTUAL DESIGN ===
* FIXED: the active quest's contract card had been positioned, roughly a thousand versions ago, using
a written description of a reference design nobody on the project actually had a copy of at the time.
Now that the real reference file is available, it turns out the card was never meant to be its own
floating box at all - it's the bottom half of the same console box as the biome, coordinates and cash
readout, and it was sitting on top of two other things that belong in that same corner. It's now
properly anchored under that console. The kill counter also changed from a plain progress bar to one
pip per kill still needed, matching the reference exactly - "7 of 12" reads as seven lit pips out of
twelve, rather than a bar that only shows roughly how far along you are.
=== v1122 - 2026-08-22 approx. - TARGETING AN ENEMY NOW SHOWS ITS NAME, LEVEL, A FULL HEALTH BAR, AND WHETHER IT'S A REGIONAL BOSS ===
* ADDED: the target readout used to show only a creature's name and level and nothing else. It now
also shows a row of health pips reflecting exactly how hurt the target is, the raw current and
maximum health numbers, and - when true - which region's apex predator you're looking at. The level
number keeps the game's own colour coding for how dangerous a target is relative to you, rather than
copying the reference artwork's plain colour, since that relative-danger read didn't exist in the
original mockup at all.
* FIXED: while building this, an early draft accidentally broke the braces in a safety wrapper around
the new code, which silently disabled a large unrelated chunk of the game's own keyboard handling -
39 key bindings down to 8, with four out of five late-loading features gone. Caught before release by
a full reload showing the damage; the unsafe wrapper was removed rather than patched.
=== v1121 - 2026-08-22 approx. - THE HOTBAR HAS A NEW LOOK: TEN PALE STONE SLOTS INSTEAD OF SIX DARK ONES ===
* ADDED: continuing to build the game's newest interface theme from its own reference artwork now that
the file is actually available to work from, the hotbar is rebuilt to match it - a pale, carved stone
plate per slot with dark lettering, in place of the old dark gradient slots with light text, and the
correct icon border extracted directly from the reference's own art rather than approximated. The
slot count is kept at the game's usual ten, since that's what was actually asked for; the reference
artwork itself only draws six. Item icons remain the same pictures the game has always used rather
than switching to the reference's plain three-letter codes, since those codes exist only because the
original artwork had no icons of its own to draw.
=== v1120 - 2026-08-22 approx. - THE GROUND TEXTURE SIZE MOVED AGAIN, HALFWAY BACK FROM LAST TIME ===
* ADDED: after an earlier version made the ground texture noticeably bigger in response to it looking
too small, direct feedback said that new size had overshot - smaller again, but not all the way back
to how it used to look. It now sits exactly halfway between those two points: half the size it's been
recently, and double the size that was originally called too small. Both the mixed terrain and the
per-biome ground share the same new size, so no visible seam appears where two different terrain
types meet.
=== v1119 - 2026-08-21 approx. - HEAT, COLD AND MADNESS NOW HAVE A REAL ON-SCREEN READOUT FOR THE FIRST TIME ===
* ADDED: three systems that have quietly affected your character this whole time - heat
and cold damaging you over time, and madness spawning shadows at 50% and the parrot
sighting at 70% - have never had any on-screen indicator at all until now. A small status
stack in the corner shows each one by name with a percentage or timer whenever it's
actually active, and disappears when it isn't.
=== v1118 - 2026-08-21 approx. - THE ALWAYS-VISIBLE SKILL LIST IS BACK ON SCREEN, REVERSING A RECENT CHANGE ===
* FIXED: after direct feedback that players could no longer see their skills, levels, and
experience-per-hour on screen at all, the change from a few versions ago that tucked the
skill list away behind [TAB] specifically to match the newest interface theme's reference
design has been reversed - the skill column is back on screen at all times again, exactly
as it always was before that change. Opening the tab drawer with [TAB] still moves the
same column into it as before; it simply also stays visible the rest of the time now,
rather than only existing inside the drawer.
=== v1117 - 2026-08-21 approx. - THE DEFAULT STARTING CITY IS NOW CALLED PENJAMIN CITY ===
* ADDED: at the operator's request, the game's main city (previously just called "The
City" everywhere you'd see its name - sieges, tithe readouts, ownership claims) is now
named Penjamin City. The map legend's use of "city" as a general category label,
distinguishing it from "rival city" and "town", is deliberately left as-is since that's
a key to map symbols rather than an actual place name.
=== v1116 - 2026-08-21 approx. - THREE ORDINARY PANELS WERE ACCIDENTALLY GIVEN THE SAME PRIORITY AS THE GAME'S MOST CRITICAL OVERLAYS, AND ONE COULD HIDE AN IMPORTANT WARNING ===
* FIXED: the skill tree, achievement log and ink panel were all accidentally placed in the
same very top priority band reserved for only two things that must always show above
literally everything else in the game - a save-conflict warning, and the notice
explaining that mouse-look couldn't be enabled. The practical consequence: opening the
full-screen achievement log could completely cover that mouse-look notice, hiding the one
sentence explaining why a player couldn't look around, right when they'd need it most.
All three panels now sit at their correct, ordinary priority instead.
=== v1115 - 2026-08-21 approx. - (dev tool) A DIAGNOSTIC CHECK COULDN'T RECOGNISE A GRADIENT AS AN OPAQUE BACKGROUND, CAUSING SOME FALSE OVERLAP REPORTS ===
* No player-facing change: an internal check for whether one piece of UI genuinely covers
another only recognised a plain solid background colour as opaque - a background drawn as
a CSS gradient (even one that's fully opaque at every point) reported as fully
transparent instead, purely because of how that specific paint style is represented
internally. The one HUD element painted that way is the combat-mode indicator strip, and
this exact blind spot is what drove some of its own past repositioning over the last few
versions, chasing overlaps that weren't really overlaps at all. The check now correctly
recognises an opaque gradient as a cover; the strip itself is not being moved again as a
result, since there's nothing left to move it for.
=== v1114 - 2026-08-21 approx. - THREE MORE PANELS COULD STACK INVISIBLY ON TOP OF EACH OTHER IN THE DOCKED UI LAYOUT ===
* FIXED: the guidebook, achievement log and spellbook panels were each missing one half of
the "only one panel open at a time" rule the docked UI layout depends on - either failing
to ask other panels to close when they opened, or not being closeable by that same
request themselves. In practice this meant opening the guidebook and then the
achievement log could leave both rendered in the exact same spot in the side column, one
silently hidden behind the other. All three are now proper members of that system in the
docked layout; the classic UI, where these panels are separate floating windows rather
than sharing one column, is unaffected.
=== v1113 - 2026-08-21 approx. - (dev tool) A CORRECTION: A FIX FROM TWO VERSIONS AGO NEVER ACTUALLY RAN, AND A REAL LAYOUT GAP WENT UNFOUND BECAUSE OF IT ===
* No player-facing change beyond the fix it enables: a couple of versions ago, a periodic
background check meant to catch panels missing their "more content below" indicator was
built to run only during the browser's own idle moments - which measurably never actually
fire at all in at least one real environment (a backgrounded browser tab), meaning that
check had silently never run since it shipped. Confirmed by testing the docked/fixed UI
layout properly for the first time, which found its skill list hiding over half its own
content with no indicator, exactly the kind of gap that check exists to prevent. It now
also runs on a plain fallback timer if the idle check doesn't fire in time, so it can no
longer silently do nothing.
=== v1112 - 2026-08-21 approx. - (dev tool) A DIAGNOSTIC CHECK WAS FLAGGING TEXT AS OVERLAPPING EVEN WHEN IT WAS ENTIRELY HIDDEN BEHIND AN OPAQUE PANEL ===
* No player-facing change: an internal check for text printing over other text was
comparing each piece of text's entire bounding box against a panel in front of it,
rather than just the specific region the two actually share - so a readout that only
partly peeks out from behind a panel could be incorrectly flagged as colliding with that
panel's own title, even though every pixel they actually share was safely hidden behind
an opaque background. Corrected to compare only the truly shared, visible region.
=== v1111 - 2026-08-21 approx. - THE UNANSWERED TUTORIAL OFFER CARD COULD SIT VISIBLY BEHIND OTHER PANELS YOU OPENED LATER ===
* FIXED: the tutorial's opening offer correctly waits to appear until no other panel is in
your way - but that check only ever ran once, when the card was first created. If you
left the offer unanswered and later opened something like the spellbook, the card stayed
a fully opaque plate sitting behind it for the rest of that session, visibly showing
through and overlapping the panel you actually asked for. It now correctly stays hidden
for as long as anything else is open, without ever dismissing itself or losing track of
whether you've actually answered it.
=== v1110 - 2026-08-21 approx. - SIX GAMEPLAY SETTINGS SLIDERS NOW SHOW THEIR OWN DEFAULT VALUE WHEN YOU'VE MOVED AWAY FROM IT ===
* ADDED: field of view, world darkness, creature size, and melee reach/speed/damage are all
saved permanently between sessions, but nothing anywhere told you what any of them
originally shipped as - so tweaking one and forgetting its starting point meant no way to
find your way back except guessing. Each of these six now quietly shows its own default
value next to the current one whenever you've moved it away from that default, and says
nothing extra when you're already sitting on it.
=== v1109 - 2026-08-21 - AN AUDIT FOUND TWO UNDOCUMENTED USES OF [R] ========================
* Nothing changed here - just a documentation gap closed. [R] already did five different
things depending on context (a dial, a pyre, a board, a claim stake, an oath ring), all
properly listed in the game's own help panel. Turns out it quietly did two MORE things
that were never written down anywhere: repair your aircraft mid-flight, and rob a
merchant you're standing next to (60% of their purse and one item, for -30 guild
reputation and a trader who turns hostile). Both are now in the help panel too.
=== v1108 - 2026-08-21 approx. - REPEATING THE SAME MESSAGE (LIKE A CRAFTING REQUIREMENT) GAVE NO VISIBLE FEEDBACK AFTER THE FIRST TIME ===
* FIXED: the message log intentionally collapses repeated identical messages (like "Need 3
Iron Bar") into one row rather than spamming duplicates - but four out of five times you
triggered the same message again, absolutely nothing changed on screen at all, which
reads exactly like the game not registering your input rather than a message correctly
repeating. The row now shows a repeat count (like "×5") and updates its timestamp to the
most recent occurrence every time. Fixing this also caught and fixed a more serious side
effect from an earlier version's scroll-indicator work: the message log had silently
fallen back to a much more expensive full rebuild on every single message once that
indicator started managing it, which could have started silently deleting the oldest
visible message under the right conditions - it never actually happened to a player, but
is fixed now regardless.
=== v1107 - 2026-08-21 approx. - (dev tool) A NEWLY-DISCOVERED GAP IN THE "MORE BELOW" INDICATOR SYSTEM WAS PROPERLY FIXED AND NOW SELF-CHECKS ===
* FIXED: continuing the fixes to the scroll indicator system, the message log was found to
be a panel the automatic detection still couldn't reach, because it becomes visible
through a different technical mechanism than every other panel checked for. A new
periodic check (running only during otherwise-idle moments, so it costs nothing during
actual play) now catches this and any similar case going forward, and an internal
diagnostic permanently watches for any scrolling panel this system has failed to reach,
rather than relying on someone remembering to check by hand.
=== v1106 - 2026-08-21 approx. - THE MINIMAP WAS THROWING AWAY 64% OF ITS OWN DRAWN PIXELS, HIDING LANDMARKS THAT SHOULD BE VISIBLE ===
* FIXED: the minimap draws to a larger internal image than it actually displays on screen,
and shrinking it down was using a sampling method that simply skips most of the source
pixels rather than blending them together - measurably discarding 64% of everything
drawn to it, which could mean a landmark or waypoint marker never actually appearing on
the visible minimap at all despite being correctly drawn. Switched specifically the
minimap to a smooth downscaling method; the two other on-screen displays that use the
sharp, blocky style intentionally (the main 3D view and the full world map) are
unaffected, since that style is actually correct for how they're each sized.
=== v1105 - 2026-08-21 approx. - THE NEW "MORE BELOW" INDICATOR HAD MISSED THE SETTINGS PANEL, HIDING 64% OF THE GAME'S OWN OPTIONS ===
* FIXED: last version's fix for missing scroll indicators used a hand-picked list of
panels, which itself missed one important case - the pause/settings card, which could
hide 64% of its own content (meaning entire settings) below the fold with no hint they
existed. Rather than extend the list again, the indicator now automatically detects any
panel that actually needs to scroll rather than relying on a maintained list, and a new
internal safeguard specifically watches for any scrolling panel the indicator fails to
reach in the future.
=== v1104 - 2026-08-21 approx. - THE "MORE CONTENT BELOW" INDICATOR WAS EXTENDED TO EVERY PANEL THAT NEEDS IT ===
* FIXED: a proper "there's more below, scroll to see it" indicator already existed and had
worked correctly on the quest dialogue panel for a long time - but it had never been
extended to any other panel, even though several others (the pet kennel hiding 62% of
its content, crafting 45%, the map) had the exact same problem. It now appears on every
panel that genuinely has hidden content below the fold, using the same proven indicator
rather than a new one.
=== v1103 - 2026-08-21 approx. - MOST HOTBAR ITEM NAMES DIDN'T FIT IN THEIR SLOT, AND THE ONLY WAY TO SEE THE FULL NAME WAS UNAVAILABLE DURING NORMAL PLAY ===
* FIXED: roughly 80% of all item names in the game are too long to fit in their hotbar
slot's small caption, truncating down to a few letters and an ellipsis - and two
different long items could truncate to the exact same visible text. The only existing
way to see a full name (hovering the mouse over it) doesn't actually work during normal
play, since the game locks and hides your cursor while you're looking around, and never
worked at all when switching slots with the keyboard. Switching to a hotbar slot now
briefly shows its full item name in a fading caption above the bar, wrapping onto a
second line for especially long names rather than truncating them too.
=== v1102 - 2026-08-21 approx. - THE ONLY HINT THAT A PANEL HAD MORE CONTENT BELOW WAS A NEARLY INVISIBLE SCROLLBAR ===
* FIXED: several panels (pets, crafting, the map) could hide well over half their actual
content below the visible area with literally nothing on screen suggesting there was
more - no fade, no arrow, nothing except a custom-styled scrollbar so low-contrast
against its own background that it was effectively invisible. Brightened the scrollbar
to a properly visible contrast level in all six themes; see the next version for the
more complete fix that followed this one.
=== v1101 - 2026-08-21 approx. - THE MOUSE-LOOK NOTICE GAVE DESKTOP ADVICE TO PHONE PLAYERS, WHO HAVE NO MOUSE TO ENABLE ===
* FIXED: after last version added a real fullscreen button to the mouse-look-refused
notice, that made things worse for anyone on a touchscreen phone - a phone has no mouse
to enable, so fullscreen advice (and a now-functional button) was actively unhelpful
there. The notice now correctly detects a touch device and instead explains plainly that
this game needs a keyboard and mouse, with no fullscreen button shown at all in that
case; desktop and iframe-embedded play are unaffected.
=== v1100 - 2026-08-21 approx. - A REAL FULLSCREEN BUTTON NOW APPEARS WHEN MOUSE-LOOK IS REFUSED, INSTEAD OF POINTING AT A BUTTON THE GAME DOESN'T HAVE ===
* FIXED: the notice shown when your browser refuses to enable mouse-look told you to click
a "fullscreen" button - but that was actually itch.io's own page chrome, which only
exists if you're playing on itch.io specifically. Opening the game file directly, or
hosting it anywhere else, showed that same advice pointing at a control that simply
isn't there. The notice now includes an actual, working fullscreen button of its own,
which correctly requests fullscreen and clearly reports if the browser refuses that too.
=== v1099 - 2026-08-20 approx. - A LOADING SCREEN NOW APPEARS WHILE THE GAME'S 8+ MEGABYTE FILE LOADS ===
* ADDED: on a real internet connection (rather than a fast local file), the game's single,
over eight-megabyte file could take several seconds to fully load, during which players
previously saw nothing but a blank dark rectangle with no indication anything was
happening at all. A simple loading screen with the game's title now appears immediately -
it's the very first thing in the page, so it displays before almost any of the game's
actual code has even finished downloading - and removes itself completely the instant the
game is ready to play.
=== v1098 - 2026-08-20 approx. - THE GAME FINALLY HAS A BROWSER TAB ICON ===
* ADDED: after roughly a thousand versions with no icon at all (just the browser's default
blank-page symbol), the game's browser tab now shows a small icon - a rounded plate with
a gold bead, matching the newest interface theme's colours. Built directly into the game
file itself so it works correctly however you're playing, including opening the file
directly rather than through a real server.
=== v1097 - 2026-08-20 approx. - FORTY-PLUS SILENT CONSOLE ERRORS PER SESSION, ESPECIALLY WHEN PLAYING THE GAME EMBEDDED ON A SITE LIKE ITCH.IO ===
* FIXED: every click on the game view could produce an unhandled browser error in the
console related to the mouse-lock feature being refused - which happens constantly for
anyone playing the game embedded in an iframe, exactly how it's served on itch.io. The
game already correctly told the player to try fullscreen in that situation, but the
underlying technical error was never being acknowledged, so it silently piled up in the
console instead, and the game's own internal error-monitoring couldn't see these
specific kinds of errors at all - meaning up to forty real errors per session could go
completely unnoticed by the very system meant to catch them before a new version ships.
Both are now fixed together, without hiding any other real error that might occur.
=== v1096 - 2026-08-20 approx. - (dev tool) A FALSE ALARM: THE SKILLS TAB DRAWER WAS NEVER ACTUALLY BROKEN ===
* No player-facing change: an internal check appeared to show the newest interface theme's
tab drawer (which holds your satchel and skill list together) failing to exist at all -
it turned out the drawer builds itself a fraction of a second after the panel opens, and
the check was simply reading the result before that had finished happening. The drawer
works correctly; only the diagnostic wording was corrected so it can no longer confuse "not
ready yet" with "doesn't exist."
=== v1095 - 2026-08-20 approx. - THE TUTORIAL'S WELCOME CARD COULD RENDER PARTLY OFF THE LEFT EDGE OF THE SCREEN IN THE DOCKED UI LAYOUT ===
* FIXED: the very first card a new character sees - the tutorial's welcome offer - was
centred against the whole browser window rather than the actual visible game area in the
fixed/docked UI layout, so at a small enough window size it could render up to 50 pixels
off the left edge of the screen, cutting off part of the card and its buttons. It now
correctly sizes itself against the real visible area at any window size.
=== v1094 - 2026-08-20 approx. - ON A VERY NARROW WINDOW, A HOTBAR SLOT NUMBER COULD PRINT OVER THE MINIMAP'S "[M] MAP" LABEL ===
* FIXED: on a sufficiently narrow window, the centred hotbar could grow close enough to the
minimap's caption in the corner that a slot's key number printed directly across the "[M]
map" text. The caption now shifts slightly out of the way specifically at narrow window
widths; nothing changes at normal or wide window sizes.
=== v1093 - 2026-08-20 approx. - A FULL MESSAGE LOG COULD GROW TALL ENOUGH TO COVER PART OF THE HUD ON A SMALLER WINDOW ===
* FIXED: the space reserved for the message log to grow into, without covering nearby HUD
readouts, had gone stale by 46 pixels after an earlier layout change - harmless on a
fresh character whose log starts short, but once your log filled up over a play session,
it could grow tall enough to cover the FPS counter, speed and depth readouts, and two
key-binding hints on a smaller window. Corrected to the right amount of reserved space.
=== v1092 - 2026-08-20 approx. - (dev tool) A HONEST CORRECTION: KEYBOARD [TAB] NAVIGATION STILL DOESN'T ACTUALLY WORK INSIDE PANELS ===
* No player-facing change: a proper check found that despite marking hundreds of controls
across the game as keyboard-accessible over many versions, pressing [TAB] is still
completely blocked everywhere in the game (including inside an open panel) by the same
key binding that opens your inventory - meaning a keyboard-only player can currently reach
at most one control per panel, whichever one it happens to focus automatically when
opened, and cannot move between the rest at all. This is recorded honestly as a real,
unresolved gap rather than something already fixed, since actually fixing it means a
genuine behaviour decision (letting [TAB] through while a panel is open, or binding a
separate key to move between controls) that belongs to the operator rather than being
assumed.
=== v1091 - 2026-08-20 approx. - (dev tool) THE GROUND AND CREATURES DARKEN DIFFERENTLY UNDER THE SAME COLOUR RULE, AND THAT'S BEING LEFT TO THE OPERATOR TO DECIDE ===
* No player-facing change yet: found, but deliberately not fixed pending a decision, that
ground terrain and ordinary 3D objects apply the game's colour-darkening rule slightly
differently due to a technical difference in how each measures colour brightness - in
measured cases this means grass and similar green ground can render classified as "stone"
under the rule rather than "foliage", giving it different darkening than a green object
would get. The one-line fix exists but would noticeably darken every green surface in the
game at once, which is a visual decision rather than a bug fix, so it's recorded as an
open question rather than applied unilaterally.
=== v1090 - 2026-08-20 approx. - FOUR TYPES OF ON-SCREEN TEXT WERE RENDERING NOTICEABLY WASHED-OUT AND TOO PALE ===
* FIXED: roadside signs, speech bubbles, name tags, and the red "hostile" alert marker were
all drawn using a technical shortcut that skipped a colour-correction step every other
drawn texture in the game already used correctly - the practical effect was that their
colours all rendered measurably lighter and less saturated than intended (a hostile
alert's intended alarm red, for instance, rendered as a much softer salmon pink). All
four now render their true, intended colours, matching everything else in the game.
=== v1089 - 2026-08-21 - A REAL SHARPNESS SETTING, IF YOU WANT IT ==========================
* The game has always internally rendered the world at less than half resolution and
stretched it up to fill your screen - a deliberate performance choice, never disclosed
or adjustable. There's now a real setting to turn that up if your hardware can take it,
trading frame rate for a sharper picture. The default is completely unchanged, so if you
never touch the setting, nothing about how the game looks or runs is any different.
=== v1088 - 2026-08-20 approx. - (dev tool) THE GAME'S OWN SELF-TEST COULD ACCIDENTALLY LEAVE THE CHAT BOX OPEN AND FOCUSED ===
* FIXED: one of the checks inside the in-game self-test panel (opened with SHIFT+F10) works
by simulating an [ENTER] keypress - which, exactly like a real one, opens the chat box.
That meant every time a player ran the self-test, it silently left an empty chat box open
and focused afterward, so the very next thing they typed could go into a chat message they
never meant to send instead of wherever they intended. It also had a second, quieter
effect: it was accidentally causing a related safety check (one that skips itself if you
have a message partly typed, so the self-test can never make you lose it) to permanently
stop running after its first use each session. Both fixed.
=== v1087 - 2026-08-20 approx. - THE DOCKED UI'S INVENTORY SIDEBAR WAS SLIGHTLY TRANSPARENT, UNLIKE EVERY OTHER PIECE OF ITS CHROME ===
* FIXED: the docked/fixed UI layout's inventory sidebar - visible on screen the entire time
you play in that layout - was the only one of its eleven interface pieces that let part of
the 3D world show through it, making its own "select a slot" text and item counts harder
to read against a bright background than everywhere else in that layout's chrome. Made
fully opaque to match the rest of the docked interface.
=== v1086 - 2026-08-20 approx. - THREE READ-ON-SCREEN BOOKS WERE HARD TO READ AGAINST A BRIGHT WORLD IN FIVE OF THE GAME'S SIX THEMES ===
* FIXED: the newest default interface theme happens to render most pop-up panels fully
opaque, but the game's other five themes deliberately let a little of the 3D world show
through them - and three specific panels (the Finder's Book, the Porter's Ledger, and
the Round Book) had text just dim enough that a bright background behind them dropped
below comfortable reading contrast in those five themes. All three gained the same
readability outline already used elsewhere in the game, without changing how opaque any
theme's panels actually are.
=== v1085 - 2026-08-20 approx. - THE ROADSIDE SHOP'S "SELL" BUTTONS DIDN'T SAY WHICH ITEM THEY'D ACTUALLY SELL ===
* FIXED: three panels that only open by physically walking into a location (the city, the
roadside shop, and the furniture menu) had never once been checked by this project's own
automated accessibility sweep, since it only knew how to open panels by key or by a direct
code path. Opening two of them properly for the first time found a real problem: the
roadside shop's "SELL 1" and "SELL all" buttons for different items in your bag were
indistinguishable from each other to keyboard or screen-reader navigation, since the
actual item name lived in nearby text the buttons themselves never referenced. Each
button's accessible name now correctly includes which item it actually sells; nothing
about the buttons' visible appearance changed.
=== v1084 - 2026-08-20 approx. - THE DEFAULT (CLASSIC) INTERFACE NEVER TOLD PLAYERS THAT PRESSING [ENTER] OPENS CHAT ===
* FIXED: [ENTER] has opened a chat box in both interface layouts for a long time, but the
on-screen hint telling players about it only ever displayed in the newer docked UI layout
- meaning the feature was completely undiscoverable in the classic layout, which is the
one the game actually defaults to for everyone. The hint now appears in both layouts,
placed alongside the existing [F1] controls hint it already sits next to.
=== v1083 - 2026-08-20 approx. - THE HP READOUT (AND OTHERS) WERE MEASURED FOR READABILITY AGAINST A COLOUR NO PLAYER EVER ACTUALLY SEES BEHIND THEM ===
* FIXED: the game's own automated readability checks for HUD text measured contrast
against the page's background colour, which is normally hidden completely behind the
rendered 3D world - so every check was scoring HUD text against a colour nobody
actually sees. Properly measured against the real range of what the world can look like
behind it, the HP readout - arguably the single most important number in the game -
only achieved 3.26:1 contrast against a snowy background, well under a comfortable
reading standard, despite passing every previous check. Its glow effect is corrected to
a genuine high-contrast outline, and the same fix was applied to several panels found to
have the identical problem once checked properly.
=== v1082 - 2026-08-20 approx. - THE WORLD MAP WAS RENDERING 3% WIDER THAN ITS OWN FRAME, CLIPPING ITS RIGHT EDGE ===
* FIXED: the world map's canvas was sized to fill its panel's full width without accounting
for the panel's own side margins, so about 3% of the map's right edge rendered outside the
visible frame with no way to scroll to it. Fixed so the map's width correctly accounts for
its own margins; the docked UI layout was already unaffected and remains so.
=== v1081 - 2026-08-20 approx. - FOUR HUD READOUTS HAD NO OUTLINE, MAKING THEM HARD TO READ AGAINST A BRIGHT WORLD ===
* FIXED: every piece of text drawn directly over the 3D world (the clock, the interact
prompt, the compass, and others) has a dark outline or shadow so it stays readable no
matter what's behind it - except four that had been missed: part of the level-up banner,
part of the night-kill counter, part of the passive-tracker readout, and the minimap's own
"[M] map" label, the one piece of text specifically meant to teach a new player that key.
All four now have the same protection as everything else on the HUD.
=== v1080 - 2026-08-20 approx. - GRASS, SNOW AND OTHER BIOME-SPECIFIC GROUND TEXTURES ARE NOW ACTUALLY USED IN THE WORLD ===
* ADDED: at the operator's request not to keep recolouring the same gravel texture for
every biome, ground that's entirely one biome (no blending with a neighbouring biome
anywhere in that patch) now shows that biome's own dedicated texture - grass, savanna
grass, highland turf, snow, sand, dirt, city asphalt and ash - all of which had been sitting
finished and unused in the art files. Ground where two biomes blend together still uses
the neutral gravel texture, exactly as before, so there's nothing to look wrong at a
biome boundary.
=== v1079 - 2026-08-20 approx. - LAST VERSION'S FIX FOR THE HEALTH BAR OVERLAP CREATED A NEW OVERLAP AT A DIFFERENT WINDOW SIZE ===
* FIXED: the fix for the hotbar overlap in the docked UI layout worked correctly at a full
desktop window size, but at a shorter window, moving the combat-mode strip up to avoid
the hotbar instead pushed it into the skill list's own reset links on the right side of
the screen. Repositioned again to a spot that stays clear of everything at every window
size tested, rather than just the one size the previous fix happened to be checked
against.
=== v1078 - 2026-08-20 approx. - THE HEALTH BAR WAS PAINTING DIRECTLY OVER PART OF THE HOTBAR IN THE DOCKED UI LAYOUT ===
* FIXED: in the fixed/docked UI layout, the health bar and the combat-mode indicator strip
were both positioned close enough to the hotbar that all three genuinely overlapped -
at a smaller window size, the health bar's own opaque background painted directly over
roughly a quarter of every hotbar slot on the left side. All three elements are now
spaced correctly with no overlap, verified at multiple window sizes rather than just the
one this was first measured at.
=== v1077 - 2026-08-20 approx. - THE DOCKED UI'S OWN CHROME WASN'T USING THE THEME COLOURS IT ALREADY HAD DEFINED ===
* FIXED: the fixed/docked UI layout already had its own proper set of theme colour
definitions, but five specific pieces of its chrome (the sidebar background, two divider
bars, the inventory portrait's border, and the chat input and notice borders) simply
never read them, staying a fixed olive colour regardless of your selected theme. All five
now correctly use the colours the docked layout already had names for.
=== v1076 - 2026-08-20 approx. - (dev tool) A DIAGNOSTIC CHECK FALSELY REPORTED CONTROLS AS HIDDEN BEHIND A DIALOG IN THE DOCKED UI LAYOUT ===
* No player-facing change: an internal check meant to catch controls accidentally hidden
behind an open dialog box had never actually been run against the docked/fixed UI layout,
where side panels sit next to the game rather than covering it - so it was incorrectly
reporting over a dozen controls as inaccessible when none of them were actually covered
by anything. The check now correctly accounts for panels that don't visually cover what's
behind them.
=== v1075 - 2026-08-20 approx. - THE APPRENTICE'S BOOK PANEL WAS STILL WEARING THE ORIGINAL THEME'S COLOURS ===
* FIXED: continuing the theme-consistency sweep, the apprentice's book panel was found
rendering in the original theme's green regardless of which theme was actually selected -
twelve hardcoded colours now correctly follow your chosen theme. Two other panels found
using flat greyscale colours (the collection log and the bestiary) were deliberately left
as-is, since a neutral monochrome look works correctly under any theme and appears to be
an intentional design choice for those two specifically, not an oversight.
=== v1074 - 2026-08-20 approx. - THE ACHIEVEMENT PANEL NEEDED ITS OWN 14 MISSING COLOUR DEFINITIONS TOO ===
* FIXED: following up on last version's fix, the achievements panel was found to have the
exact same problem with 14 of its own colour values, missed by the previous check because
that check only measured colours already present on screen - and the achievement panel
builds several of its own colours only while it's actually open. All 14 are now properly
defined for every theme, while keeping earned and unearned achievements visually distinct
from each other as intended.
=== v1073 - 2026-08-20 approx. - THE NEWEST INTERFACE THEME WAS MISSING 34 COLOUR DEFINITIONS THAT EVERY OTHER THEME HAD ===
* FIXED: four entire groups of panels - the guidebook, the HP and stat displays, the
interaction prompt strip, and the spellbook - had been quietly rendering in the original
theme's colours specifically under the newest default theme, ever since that theme was
introduced, because it had simply never defined the 34 colour values those panels
actually use. All 34 are now defined, each pointing at the same underlying colours the
rest of that theme already uses for the same purpose, so a future palette adjustment
updates all of them together rather than needing to be repeated by hand.
=== v1072 - 2026-08-20 approx. - THE QUEST LOG WAS RENDERING IN COLOURS THAT MATCHED NO THEME IN THE GAME ===
* FIXED: the quest log panel - one of the most frequently opened panels in the game - was
using its own fixed colour palette that didn't match any of the game's six actual
interface themes, and its character portrait was still using the original theme's
background regardless of your selection. Both now correctly follow your chosen theme,
with careful attention paid to keep the panel's specific speaker-colour accents (each
tied to a particular character) intact rather than flattening them into the general
palette.
=== v1071 - 2026-08-20 approx. - TWO MORE UNTHEMED ELEMENTS FIXED, AND A FALSE ALARM CAUGHT BEFORE IT SHIPPED ===
* FIXED: continuing last version's sweep, the save-confirmation toast's own text colour and
the welcome prompt's border were both still hardcoded to the original theme regardless of
which theme was actually active. Both now correctly follow your chosen theme.
* A third suspected bug from the same sweep - hotbar slots appearing to keep the wrong
theme's border colour - turned out to be a measurement artifact of the tool used to check
it, not a real problem: CSS colour transitions never actually finish inside that specific
testing environment, which made an already-correct value look frozen on an old colour. No
code change was needed once that was understood, and a safeguard now exists specifically
to prevent this exact false reading from being trusted again.
=== v1070 - 2026-08-20 approx. - FIVE ON-SCREEN ELEMENTS NEVER ACTUALLY CHANGED COLOUR WHEN YOU SWITCHED INTERFACE THEMES ===
* FIXED: after feedback that switching to the newest interface theme barely looked
different, a proper sweep confirmed part of why - the chat input box, the save
confirmation toast, the tutorial's welcome prompt, the fullscreen notice, and the
background behind the XP bar were all hardcoded to the original theme's colours no
matter which theme you actually had selected. All five now correctly follow whichever
theme you've chosen, and were confirmed to render six genuinely distinct colours across
the game's six themes.
=== v1069 - 2026-08-20 approx. - THE SKILL LIST NOW LIVES BEHIND [TAB] INSTEAD OF STAYING PERMANENTLY ON SCREEN, COMPLETING THE REDESIGNED INTERFACE ===
* FIXED: a correction to something reported as broken last version - the tab drawer meant
to hold your satchel and skill list together actually did work, it was simply measured
too quickly by a check that read the screen before the drawer finished opening. What was
genuinely still missing is that the skill list also stayed visible outside the drawer at
the same time, leaving nothing for opening the drawer to actually reveal. The skill list
is now tucked behind [TAB] as intended for this newest interface theme - a real change to
how you read your build, not just how it looks, and specific to that one theme; the other
five keep the skill list permanently visible as before.
=== v1068 - 2026-08-20 approx. - THE REDESIGNED HUD WAS STILL JUST THE OLD LAYOUT WITH NEW COLOURS, NOT AN ACTUAL REDESIGN ===
* FIXED: after direct feedback that the "redesigned" interface looked like nothing more
than a recolour of the existing one, a proper check confirmed it - several pieces the
redesign was supposed to include had never actually been built. The corner HUD (biome,
coordinates, altitude, state, cash and reputation) is now genuinely consolidated into one
single framed panel instead of two separate corner plates, matching the intended design.
This applies specifically to the newest interface theme; the other five visual themes are
unaffected and keep the original two-plate layout.
=== v1067 - 2026-08-20 approx. - STONE TEXTURE HAD BEEN INCORRECTLY APPLIED TO AIRCRAFT, VEHICLES, AND OTHER THINGS THAT AREN'T STONE ===
* FIXED: the rule added a few versions ago to give dark surfaces a stone-grain texture
judged only how dark a surface's colour was, never what it actually represented - so it
was quietly dressing anything sufficiently dark in cut masonry, including aircraft hulls,
vehicles, machinery and furniture, none of which should look like stone. An earlier fix
caught this happening to tree canopies specifically and patched just that one case without
addressing the actual rule causing it; this version removes the flawed automatic
assumption instead, so a surface only gets texture when it's genuinely meant to, and
everything else stays plainly untextured rather than wrongly textured in a way that's
easy to miss.
* ADDED: on further feedback, ground terrain's texture tile is now four times larger (one
every 16 units instead of every 4) and the grass tone was darkened further; the terrain
grid pattern is also now varied per chunk instead of repeating identically across the
whole world.
=== v1066 - 2026-08-20 approx. - (dev tool) THE NEW TEXT-OVERLAP CHECK HAD TWO WAYS IT COULD FALSELY REPORT A PROBLEM ===
* No player-facing change: the new automated overlap check added last version could
incorrectly flag two pieces of text as overlapping even when one of them was genuinely
invisible - either faded out with zero opacity while waiting to be shown, or hidden
behind a fully opaque panel in front of it. Both cases are now correctly recognised as not
actually being a problem, so the check only fires on overlaps a player could genuinely
see.
=== v1065 - 2026-08-20 approx. - (dev tool) A NEW AUTOMATED CHECK NOW CATCHES TEXT PRINTING OVER OTHER TEXT ===
* No player-facing change: three real bugs in three consecutive versions (two scroll
indicators and the crafting panel's pin star, all fixed above) had the exact same root
cause - one piece of on-screen text rendering directly over another - and none of the
game's existing 84 automated interface checks were actually watching for that specific
problem. A new check now sweeps all 24 interface surfaces for exactly this, so future
instances of it can be caught automatically instead of by chance.
=== v1064 - 2026-08-20 approx. - LONG RECIPE NAMES COULD RENDER PARTLY HIDDEN BEHIND THE CRAFTING PANEL'S "PIN" STAR ===
* FIXED: a recipe card's name is allowed to use the card's full width, but the "pin to top"
star icon in the corner sits on top of part of that space - so a long recipe name (like
"Rusty Pickaxe" or "Ironroot Pick") could render with several pixels of its own text
hidden underneath the star. Recipe names now reserve a small amount of space to avoid the
star, sized carefully so it doesn't push any other recipe name onto an extra line in the
process.
=== v1063 - 2026-08-20 approx. - THE "MORE ABOVE/BELOW" INDICATORS WERE PRINTING DIRECTLY ON TOP OF THE ROWS THEY WERE DESCRIBING ===
* FIXED: the two scroll indicators added over the last two versions sat just inside the
skill list's own edges, which meant they could print directly over whichever real,
clickable row happened to be at that edge - including the irreversible "reset all"
control, the exact thing the indicators exist to warn you isn't fully visible. Both moved
to sit just outside the list's boundaries instead, in genuinely empty space, so they can
never overlap an actual control again.
=== v1062 - 2026-08-20 approx. - THE "MORE BELOW" INDICATOR NEEDED A MATCHING ONE FOR CONTENT HIDDEN ABOVE ===
* FIXED: last version's fix told you when skill rows were hidden below the visible area, but
scrolling down to read them could then hide rows at the top instead, with no equivalent
warning - the exact same problem, just facing the other direction. A matching "more above"
indicator now appears whenever you've scrolled past the first row, at every window size.
=== v1061 - 2026-08-20 approx. - THE SKILL LIST COULD HIDE CONTENT BELOW THE VISIBLE AREA WITH NO INDICATION MORE WAS THERE ===
* FIXED: the skill list's visible area is deliberately capped so it never grows into space
reserved for the message log, but at a full character's skill count, part of the list -
including the one genuinely irreversible control in it, "reset all" - could scroll out of
view with nothing on screen suggesting there was more below. The list itself still
scrolled correctly with the mouse wheel; it just gave no visual hint that scrolling would
reveal anything. A small "more below" indicator now appears whenever content is hidden
past the bottom edge, and disappears once you've scrolled to see it.
=== v1060 - 2026-08-20 approx. - [TAB] NOW LETS YOU NAVIGATE BETWEEN CONTROLS INSIDE AN OPEN PANEL ===
* FIXED: [TAB] is the key that opens and closes your satchel out in the world, so the game
was intercepting every press of it globally - including while a panel was already open,
where [TAB] should instead move keyboard focus between that panel's own controls. That
silently broke keyboard navigation for every accessibility improvement made to panels over
the last several versions, since none of them could actually be reached this way despite
being built correctly. [TAB] now correctly moves between a panel's controls while one is
open, and still opens or closes the satchel everywhere else.
=== v1059 - 2026-08-20 approx. - A BULK TEXTURE PASS HAD ACCIDENTALLY TURNED TREE CANOPIES AND A GOLD ORE INTO STONE ===
* FIXED: the wide sweep that added texture to over a hundred surfaces a couple of versions
ago accidentally caught two things that were deliberately left plain on purpose - tree
canopies, which quietly started rendering as stone-grey cones instead of green foliage,
and one gold ore type, which only escaped the same fate by coincidence rather than by
design. Tree canopies now use a green-toned texture that keeps their intended colour
instead of stone; the gold ore's exemption is now explicit rather than accidental.
=== v1058 - 2026-08-20 approx. - THE STONE TEXTURE NOW SCALES TO ACTUALLY LOOK LIKE STONE ON SURFACES OF EVERY SIZE ===
* FIXED: the stone-grain texture added over the last few versions used one fixed tile size
for everything, which read as a smeared blur on a large surface like a vault floor and as
distracting visual noise on something as small as a lamp post. The texture now scales
itself to the size of whatever it's actually applied to, so it reads as recognisable
stone at every size from a small prop to a large floor.
=== v1057 - 2026-08-20 approx. - 102 MORE SURFACES ACROSS SEVERAL OFF-WORLD LOCATIONS THAT HAD SLIPPED PAST LAST VERSION'S TEXTURE PASS ===
* ADDED: last version's texture pass converted every dungeon and off-world surface that
went through the game's shared material system - but 102 more surfaces across several
locations (including the Hollow Moon and Kryon) had been building their materials
independently, bypassing that shared system entirely, and were missed. All 102 now carry
the same texture treatment; genuinely special surfaces like glass and glowing effects
were deliberately left untouched.
=== v1056 - 2026-08-20 approx. - EVERY DUNGEON AND OFF-WORLD LOCATION NOW HAS TEXTURED SURFACES INSTEAD OF FLAT COLOUR ===
* ADDED: dungeons, vaults, and every other off-world or interior location - around a
hundred surfaces across seventeen different self-contained worlds that had all been
building their materials independently up to now - all gained the same stone-grain
texture treatment as the rest of the game's terrain. Each location keeps its own
distinguishing colours; only genuinely bright, lamp-like surfaces are deliberately left
untextured, matching how the game already treats real light sources elsewhere.
=== v1055 - 2026-08-20 approx. - THE DREAM'S SURFACES NOW GET TEXTURE TOO, WITHOUT UNDOING ITS SPECIAL LIGHTING TRICK ===
* ADDED: the Dream's floors, walls, ceilings and rock surfaces now carry the same kind of
stone-grain texture the rest of the world has been getting, applied carefully so it
doesn't disturb the Dream's own unusual lighting setup, where a surface's brightness is
what actually simulates light and shadow in a scene that has no real lights at all.
Lamps, stars, and the night sky are deliberately left untextured, matching how they've
always been treated as light sources rather than ordinary surfaces.
=== v1054 - 2026-08-20 approx. - A CONTRACT PROGRESS CARD NOW SHOWS ON SCREEN WHILE YOU HAVE AN ACTIVE BOUNTY CONTRACT ===
* ADDED: accepting a bounty contract now shows a small card on screen with its reward and
progress, without needing to open the city panel to check on it. The card only appears
while you actually have an active contract, and isn't interactive - it just displays
information the game was already tracking.
=== v1053 - 2026-08-20 approx. - THE REDESIGNED INTERFACE'S CLOSE BUTTON MOVED INTO ITS OWN TAB STRIP, COMPLETING THAT SCREEN ===
* FIXED: the inventory panel's close button and title bar existed only to hold that close
control and repeat text the new tab strip (added a couple of versions ago) already
shows - so the close button now lives directly in the tab strip alongside the tabs
themselves, matching the reference design, and the old title bar is hidden under the new
interface. The control itself is moved rather than rebuilt from scratch, so every
existing accessibility guarantee about it (reachable by keyboard, a comfortable size,
correctly naming its own key) carries over automatically rather than needing to be
re-verified individually.
=== v1052 - 2026-08-20 approx. - THE SKILL LIST NOW USES TWO COLUMNS WHEN SHOWN INSIDE THE WIDER SATCHEL DRAWER ===
* FIXED: the skill list rendered as a single tall column even inside the new, much wider
satchel drawer, wasting roughly two-thirds of the available width and making the list
needlessly tall as a result. It now lays out in two columns specifically when shown in
the drawer, while still using its normal single-column layout in its usual spot on the
regular HUD.
=== v1051 - 2026-08-20 approx. - THE NEW SATCHEL/SKILLS TAB STRIP IS FULLY WORKING, INCLUDING A THEME-SWITCH BUG ===
* ADDED: the redesigned interface's tab strip (switching between your satchel and your
skills inside its drawer) is now fully functional in both directions.
* FIXED: while testing it, found that switching the interface theme to the older "verdant"
look after opening the new drawer left the new tab strip still on screen on top of the
restored old interface - the game only knew how to hide it if it had never been opened
that session. Switching themes now always correctly restores whichever interface you
actually picked.
=== v1050 - 2026-08-20 approx. - THE GROUND ITSELF GETS TEXTURE, AND PLAY.BAT HAD THREE SEPARATE BUGS ===
* ADDED: ordinary ground terrain now carries a real stone-and-gravel grain texture instead
of a flat colour, continuing the pixel-art texture pass from the last several versions -
it blends with the world's existing per-location colour rather than replacing it, so
every biome still looks like itself, just with visible surface detail underfoot.
* FIXED: PLAY.bat, the game's own launcher, had three separate bugs that together explain
a run of confusing launch failures - it could open the browser before its own local
server had actually started, occasionally launching straight into a connection error; it
could open a half-finished build still being worked on mid-development-cycle instead of
the last properly finished one; and on a machine without Python actually installed, it
could be fooled by a placeholder the Microsoft Store leaves behind, appearing to find
Python and then silently failing to start anything. All three fixed.
=== v907-v1049 - 2026-08-18 to 2026-08-20 - A LONG ACCESSIBILITY AND VISUAL POLISH PASS ====
* A large, mostly behind-the-scenes stretch of versions improving keyboard navigation
(every clickable control can now be reached and activated from the keyboard, not just
the mouse), text contrast across every interface theme, and touch/click target sizing.
Nothing here changes how any system works - it's entirely about the game being easier
to see and easier to use, especially away from a mouse.
* The world itself moved from flat colours to real pixel-art textures on grass, water,
roads, roofs and houses over this same stretch (v994 onward) - if the ground and
buildings look more detailed than you remember, this is when that changed.
=== v906 - 2026-08-18 approx. - THE MESSAGE LOG COULD COVER PART OF THE SKILL LIST - AND EVEN STEAL YOUR MOUSE WHEEL FROM IT ===
* FIXED: on any window narrower than about 1055 pixels, the message log's box could
overlap the skill list in the corner of the screen - at a small window, hiding well over
half of it - and because the chat sat above the skill list, it also intercepted mouse
wheel scrolling meant for the hidden skills underneath, making part of the skill list
completely unreachable. The chat now correctly makes room for the skill column at any
window size; a full-size window is completely unaffected. Also fixed: the settings
menu's "reset to defaults" control was a couple of pixels under the game's minimum
comfortable tap size.
=== v905 - 2026-08-18 approx. - FIVE MORE PANELS' CLOSE BUTTONS AND FILTER CHIPS WERE STILL UNDER THE GAME'S MINIMUM TAP SIZE ===
* FIXED: the minimum comfortable tap size fixed for most controls a few versions ago hadn't
reached five panels that build their own separate styling (the collection log, guidebook,
bestiary, skill tree and achievement log) - their close buttons ranged from 15 to 22.5
pixels, well under the 24-pixel floor, with the bestiary's close button the smallest
clickable control in the entire game at 15 pixels. All five, plus the collection log's
nine filter buttons, are now a comfortable size. Deliberately left alone: the bestiary's
513 creature rows, which are only slightly under the floor and would add significant
extra scrolling to an already-long list if enlarged - a density trade-off left as an open
decision rather than a straightforward fix.
=== v904 - 2026-08-18 approx. - MELEE COMBAT CAN NOW SWING UP TO 10 TIMES A SECOND, AT REDUCED DAMAGE PER HIT ===
* ADDED: at the operator's request, every melee weapon's attack speed has been increased by
2.5x, capped at a maximum of 10 swings per second regardless of weapon - the fastest
weapon in the game (already close to that cap) now sits exactly on it, while every other
weapon keeps its same relative position in the speed ranking below it. To balance the
faster pace, melee damage per hit was reduced to 80% of its previous value. Stated
plainly: combined, this makes melee combat deal twice as much damage per second as before
across every existing character and every enemy in the game - and since combat experience
is earned per point of damage dealt, Attack, Defence and HP now also train twice as fast
from melee combat specifically. Ranged weapons, thrown weapons, spells, and enemy attacks
are all completely unaffected by this change.
=== v903 - 2026-08-18 - CANNIBAL CAMPS ARE NOW MUCH RARER =================================
* Cannibal camp spawn rate cut to exactly 10% of what it was - about one camp per 553
chunks of wilderness now, still a reasonable walk from anywhere. Nothing about an
individual camp changed: same cannibals, same loot, same XP. There are just far fewer
of them to run into.
* FIXED: the combat flinch effect that briefly squashes a creature when hit was restoring
its height using a fixed value rather than one relative to that creature's own size -
harmless before creature scale was increased a few versions ago, but once it was, every
creature in the game was left squashed to a quarter of its correct height on every
frame it was not actively being hit, only regaining its real proportions briefly during
an actual flinch. Fixed to restore relative to the creature's real size instead.
* FIXED: the sword swing animation's speed was tied to your computer's frame rate rather
than real elapsed time, so it had been quietly playing faster and becoming harder to see
as monitors got faster over the years - unnoticeable at 60Hz, but running nearly four
times faster on a modern 144Hz+ display. It now plays at the same real-world speed
regardless of your monitor's refresh rate.
=== v902 - 2026-08-18 approx. - MORE HIT-TARGET FIXES: THE PET KENNEL, THE MAP'S LANDMARK CHECKBOX, AND A CLOSE BUTTON THE EARLIER SWEEP COULDN'T SEE ===
* FIXED: continuing the hit-target sweep, several more controls outside the settings card
measured under the game's 24-pixel minimum comfortable tap size - the pet kennel's DISMISS
ALL and DONE buttons, its pet-nickname field, and the map's unvisited-landmarks checkbox.
A close button shared by every pop-up window panel was also found to be undersized, missed
by an earlier automated sweep because it's built from a different kind of element than the
sweep was checking for; all five of those close buttons are fixed as well. Deliberately
left alone: the game's checkboxes themselves, since visually stretching a checkbox to
fill a larger tap area would look broken - their existing clickable labels already provide
a properly-sized target instead.
=== v901 - 2026-08-18 approx. - SEVEN SETTINGS SLIDERS AND FOUR DAY-CYCLE BUTTONS WERE FAR UNDER THE GAME'S OWN MINIMUM TAP SIZE ===
* FIXED: with the settings card now the primary way to tune several important gameplay
values, a proper sweep found eleven of its 34 controls under the 24-pixel comfortable tap
size this project holds every other control to - the four original sliders (sensitivity,
volume, brightness, field of view) measured at less than 5 pixels tall, and four day-cycle
buttons at just over 22. All eleven are now a comfortable size to interact with; the
sliders' visual track stays exactly as thin as it always looked, only the actual clickable
area around it grew.
=== v900 - 2026-08-18 approx. - CREATURE SIZE AND MELEE REACH ARE NOW PLAYER-ADJUSTABLE SLIDERS TOO ===
* ADDED: following the same reasoning as last version's world darkness slider, creature size
and melee weapon reach - both previously set to a single fixed value based on feedback
that could only ever be a rough guess - are now adjustable sliders on the settings card as
well. Reach changes apply instantly to your very next swing; creature size only affects
creatures that spawn after you change it, since size is fixed onto a creature the moment
it's created, so nothing already standing in the world will suddenly change size around
you.
=== v899 - 2026-08-18 approx. - WORLD DARKNESS IS NOW A SETTINGS SLIDER INSTEAD OF SOMETHING THAT NEEDED A NEW BUILD EACH TIME IT WAS ADJUSTED ===
* ADDED: after three separate versions spent adjusting exactly how dark the world should
look - a judgment call only the person actually looking at their own screen can really
make - world darkness is now a slider on the settings card, adjustable live while you
play. Two bugs in the first version of this were caught and fixed before shipping: the
setting wasn't actually being saved between sessions, and the slider control itself was a
fraction of a pixel under the game's minimum comfortable tap size.
=== v898 - 2026-08-18 approx. - THE TUTORIAL CARD OVERLAPPED OTHER HUD ELEMENTS AND SAT OUTSIDE THE VIEW IN THE DOCKED UI LAYOUT ===
* FIXED: the tutorial's card overlapped the save indicator and part of the HUD in the
classic UI, and in the fixed/docked UI layout it sat entirely on top of the inventory
sidebar rather than inside the actual visible 3D view - the same "never learned the docked
layout exists" problem several other panels have had. Also fixed: its SKIP button, the
only way out of the tutorial, was under the game's minimum comfortable tap size. All three
fixed together.
=== v897 - 2026-08-18 approx. - THE FIRST TWO BUTTONS A NEW PLAYER EVER SEES WERE UNDER THE GAME'S OWN MINIMUM TAP SIZE ===
* FIXED: the tutorial's opening offer card is well-designed in every other respect, but both
of its buttons measured under the 24-pixel comfortable tap size this project holds every
other control to. Both are now a comfortable size to tap; nothing else about the card
changed.
=== v896 - 2026-08-18 approx. - THE TERRAIN AND SEVERAL LIT SIGNS WERE ACCIDENTALLY DARKENED TWICE ===
* FIXED: last version's palette-darkening pass accidentally caught the ground terrain and a
handful of textured props (signs, lit windows) that don't actually carry a flat colour the
way ordinary world objects do - the terrain ended up darkened twice over, once through its
own existing shading and once through the new pass, and the textured signs had their own
artwork dimmed rather than just their tint. Both now correctly excluded from the new
darkening pass, restoring them to their intended brightness while the rest of the world's
actual colour darkening stays in effect.
=== v895 - 2026-08-18 - THE WORLD'S ACTUAL COLOUR PALETTE IS NOW DARKER, NOT JUST DIMMED BY AN OVERLAY ===
* ADDED: on further feedback that the world still needed to be darker, every material colour
in the world (grass, stone, and everything else) was actually darkened at the source
rather than relying solely on the screen-wide dimming overlay added a couple of versions
ago - a proper darkened palette keeps its own contrast and depth, where an overlay alone
just flattens everything equally. The overlay itself was reduced back down now that the
palette is doing most of the work.
=== v894 - 2026-08-16 approx. - CREATURE SPRITES WERE RENDERING SQUASHED, WIDE, AND BLURRY INSTEAD OF THEIR REAL PROPORTIONS ===
* FIXED: creature art files are drawn against the bottom of a tall, mostly-transparent
image, filling anywhere from a third to nearly all of the available height depending on
the creature - but the game was sizing each sprite's shape using the blank canvas's fixed
proportions instead of the actual drawn artwork, so most creatures rendered visibly too
wide and short. Fixed to measure the real drawn content instead. Also fixed: sprites were
using photograph-style smoothing meant for realistic images rather than crisp pixel-art
filtering, which combined with the recent size increase to make them look notably blurry;
switched to sharp, unsmoothed filtering to match the art's actual style.
* ADDED: the world-darkening effect added a couple of versions ago can now go stronger
still, on request.
=== v893 - 2026-08-16 approx. - CREATURES NOW HAVE BAKED-IN SHADING ON EVERY SIDE, GIVING THEM REAL DEPTH INSTEAD OF READING AS FLAT SILHOUETTES ===
* ADDED: the ground already had directional shading baked into it, but creatures built from
simple box shapes had none - every side read at the same flat brightness, so from a
distance a creature could look like a featureless cardboard cutout. Every face of every
creature now gets its own baked shading based on the sun's direction, in the style of
older 3D games that baked lighting into their textures rather than calculating it live.
Colour tinting (a creature's own hue, the flash when it's hurt, and similar effects) is
completely unaffected, since only brightness is baked in, not colour itself. 2D creature
sprites are deliberately untouched and stay flat, as intended for that art style.
=== v892 - 2026-08-16 approx. - THE WHOLE WORLD IS NOW DELIBERATELY DARKER, WITHOUT DIMMING ANY OF THE UI ===
* ADDED: a subtle darkening effect now sits over the entire 3D world (but not the
interface), giving the game noticeably more atmosphere than its previously very bright,
fully-lit look. Every HUD readout and every panel sits visually above this layer and
reads exactly as clearly as before - a full contrast sweep of the whole interface
confirmed nothing became harder to read.
=== v891 - 2026-08-16 approx. - YOUR SUMMONED PET KEPT TELEPORTING INTO YOUR FACE WHILE EDGING TRAINING ===
* FIXED: a pet's leash mechanism, meant to snap it back to your side when it falls too far
behind, was re-seating it directly inside your own character model rather than a
reasonable distance away - and since Edging training involves continuously outrunning a
pet's normal follow speed, the leash triggered over and over, repeatedly yanking the pet
into your face rather than just once. The pet now reappears a sensible distance behind
you instead of inside you, whether the leash triggers once or constantly.
=== v890 - 2026-08-16 approx. - THREE THINGS FROM PLAYER FEEDBACK, INCLUDING CREATURES GETTING EVEN BIGGER AGAIN ===
* FIXED: after a report that melee had stopped landing hits following last version's reach
change, the geometry was restored to match exactly what worked before, keeping only the
two changes that can strictly turn a miss into a hit and none that could do the reverse.
* ADDED: following direct feedback that creatures should be noticeably bigger still, the
40%-larger sizing from last version was increased further to a flat 3x the original size
across every creature type.
* FIXED: creature sprites had a thick black outline behind them for legibility at a distance,
inherited from an older, smaller art style - at the new, much larger creature size, that
outline had grown thick enough to swallow the actual artwork's silhouette instead of
defining it. Removed entirely rather than just thinned down.
=== v889 - 2026-08-16 approx. - MELEE REACH NOW MEASURES TO A CREATURE'S ACTUAL BODY, AND EVERY CREATURE IN THE GAME IS ABOUT 40% BIGGER ===
* FIXED: melee attacks measured their reach against a fixed point floating two units above
a creature's feet - accurate enough for a human-sized enemy, but that point floated
visibly above a rat and sat inside a demon's chest, meaning bigger creatures were
effectively easier to whiff attacks against despite looking easier to hit. Reach is now
measured against each creature's own actual body size, growing naturally with bigger
creatures the same way it already did for ranged attacks and headshots.
* ADDED: every creature in the game is now roughly 40% larger than before (rats slightly
less), making the size difference between something like a rat and a demon much more
dramatic and visible. This is a genuine balance change - bigger creatures are correspondingly
easier to hit with everything, melee included.
=== v888 - 2026-08-16 approx. - OPENING THE GAME AS A LOCAL FILE COULD SILENTLY SHOW OLD 3D MODELS INSTEAD OF THE NEW CREATURE ART, WITH NO WARNING ===
* FIXED: a browser security restriction silently blocks creature art from loading at all
when the game is opened as a plain local file rather than through PLAY.bat or a real
server - and until now, that failure produced no error and no message anywhere, so a
player could reasonably conclude the whole art system was simply broken or unfinished. A
one-time message now appears in the message log explaining exactly why and pointing at
PLAY.bat as the fix, but only when it's genuinely relevant - it never appears for anyone
playing normally over a real connection, where a missing texture would mean something
different entirely.
=== v887 - 2026-08-16 approx. - THE NIGHT KILL COUNTER SAT DIRECTLY ON TOP OF THE CLOCK EVERY NIGHT ===
* FIXED: the night kill tally and the clock readout overlapped by 81% of the tally's own
area every single night, since the tally only appears at dusk and both elements sat
within a few pixels of each other with no gap. Moved the tally into genuinely empty space
just above the clock; fixed in both the classic and docked UI layouts at once, since both
shared the same underlying rule.
=== v886 - 2026-08-16 approx. - TWO STATUS CHIPS HAD SECRETLY BEEN STRETCHED INTO FULL-WIDTH BARS ACROSS THE WHOLE SCREEN ===
* FIXED: following last version's panel-docking fix, the ledger status chip opened its panel
on the opposite side of the screen from where the chip itself sat. While fixing that,
found something worse: two other status chips (the daily and mastery ones) had been
rendering as invisible full-width bars stretching across the entire game view rather than
small corner chips, because two separate style rules were both trying to pin their left
and right edges at once. All three chips now render at their correct small size, in a
consistent stack, and open their panels on the matching side.
=== v885 - 2026-08-16 approx. - EIGHT MORE PANELS MOVED INTO THE DOCKED SIDE COLUMN INSTEAD OF FLOATING OVER THE GAME VIEW ===
* FIXED: the collection log, bestiary and guidebook already docked neatly into the side
column in the fixed/docked UI layout, covering none of the actual 3D game view - but eight
other panels (including several that are mostly empty when opened) still floated directly
on top of the game, covering up to 10,000 square pixels each, with nothing indicating
which behaviour a given panel would have. All eight now dock into the same column as the
first three, at every panel width and every UI text-size setting.
=== v884 - 2026-08-16 approx. - TWO STALE PLACEHOLDER NOTES FROM 300+ VERSIONS AGO REMOVED FROM THE DOCKED UI ===
* FIXED: two leftover placeholder messages ("panel tabs arrive in the next build" and "chat
docks here in a later build, press K for the message log") had been silently sitting
behind other UI elements for hundreds of versions, describing features that already
shipped long ago - and the chat note also repeated the same wrong key ([K] actually opens
the Beast Kennel) already fixed on the chat's own title bar a few versions back. Both
notes are removed now that the real UI they were apologising for having not built yet has
been there the whole time.
=== v883 - 2026-08-16 approx. - ONE CAPTION IN THE CHARACTER PANEL WAS JUST SLIGHTLY TOO DIM TO COMFORTABLY READ ===
* FIXED: a full contrast sweep of every single piece of text in the game, with every panel
forced open at once (593 separate text elements checked), found exactly one that fell
marginally short of the readability standard - the small "CHARACTER" caption above your
portrait, appearing identically in both the inventory and the character editor. Both
brightened to a clearly readable level. Deliberately left untouched: disabled crafting
buttons for recipes you can't afford, which are dimmed on purpose and already explain
exactly what's missing in the cost line right above them.
=== v882 - 2026-08-16 approx. - RAISING THE UI SCALE COULD SHRINK CLICKABLE BUTTONS BELOW A COMFORTABLE TAP SIZE ===
* FIXED: the last three versions' fix for text scaling in docked panels had a side effect
at the smallest text-size setting - it also shrank three specific controls (the
collection log's filter chips, the bestiary search box, and the guidebook search box)
below the game's own established minimum comfortable control size. One of the three (the
filter chips) had actually been slightly undersized even before any of this, which the
new scaling simply made more visible. All three are now guaranteed to stay above the
minimum size at every setting, completing the UI text-scaling work across every affected
surface in the game.
=== v881 - 2026-08-16 approx. - THE UI SCALE SETTING NOW REACHES THE QUEST DIALOGUE PANEL, WHERE MOST OF THE GAME'S WRITING IS ACTUALLY READ ===
* FIXED: finishing the run of fixes for the UI text-size setting, the quest dialogue panel
- the single largest surface that had been ignoring it, and the one where the vast
majority of the game's written content is actually read - along with the help screen, the
stats screen, and one smaller panel now all correctly scale their text with the setting.
All ten surfaces the setting is meant to reach are now covered.
=== v880 - 2026-08-16 approx. - THE UI SCALE SETTING NOW REACHES THE INVENTORY AND GUIDEBOOK TOO ===
* FIXED: continuing the fix from last version, the inventory sidebar and the in-game
guidebook now also correctly respect the UI text-size setting, growing their text at
higher settings without changing size or position themselves.
=== v879 - 2026-08-16 approx. - THE UI SCALE SETTING DIDN'T ACTUALLY AFFECT MOST DOCKED PANELS' TEXT SIZE ===
* FIXED: raising the UI text-size setting was supposed to make small text easier to read
everywhere, but seven separate docked panels - the inventory sidebar, the quest dialogue
panel, the help and stats screens, the guidebook, the collection log, and the bestiary -
simply ignored it entirely, still rendering at the smallest fixed size no matter how high
the setting was raised. This version and the two after it fix all seven, two panels at a
time; this one covers the collection log and bestiary. Panel size and position stay
exactly the same at every scale - only the text inside actually grows.
=== v878 - 2026-08-16 approx. - AT LARGER UI SCALES, THE BOTTOM OF EVERY DOCKED PANEL COULD RENDER OFF SCREEN WITH NO WAY TO SCROLL TO IT ===
* FIXED: raising the UI scale setting above about 135% pushed the bottom of every docked
panel (crafting, pets, and others) off the bottom of the screen - and because it was the
panel's own scrolling container that ended up off screen, there was no way to scroll down
and reach the missing content at all. Fixed for every scale level; unaffected at the
default setting, which is exactly why it had gone unnoticed.
=== v877 - 2026-08-16 approx. - ONE MORE CREATURE'S ART WAS INVISIBLE TO ANY PLAYER CONNECTING OVER A REAL SERVER ===
* FIXED: a mismatch between the two lists the game uses to find creature art meant one
specific creature's drawing had been invisible to every player on itch.io or the desktop
app for several days, while still showing up fine when the developer tested by opening
the file directly - the exact opposite of how most players actually experience the game.
Both lists are now back in sync, and a new automated check compares them going forward so
this kind of drift can't happen silently again. One more previously-unmatched drawing was
also connected to its creature.
=== v876 - 2026-08-16 approx. - AT LARGER TEXT SIZES AND A NARROW DOCKED PANEL, TAB LABELS COULD OVERLAP EACH OTHER ===
* FIXED: the docked UI's tab labels grow with the accessibility text-size setting, but the
space available for each tab didn't grow to match - at the largest text size and the
panel's narrowest width, adjacent tab labels like LEGEND and CRAFT could run into each
other and become unreadable. Tab text now automatically shrinks slightly if the tab box
genuinely can't fit it at the requested size; nothing changes at normal settings, since
the cap only ever engages in the narrow combination that actually needed it.
=== v875 - 2026-08-16 approx. - THE LEVEL-UP BANNER COULD APPEAR ENTIRELY OFF SCREEN, INVISIBLE, AT A WIDE PANEL WIDTH ===
* FIXED: one of the loudest, most celebratory moments in the game - the level-up banner -
could render 431 pixels past the edge of the visible screen when the docked panel was
dragged to its widest, meaning it fired and disappeared without ever being seen. The
skill column in the sidebar had a related but smaller problem, overhanging the inventory
by 22 pixels at the same width. Both now correctly stay within the actual visible play
area at any panel width.
=== v874 - 2026-08-16 approx. - THREE STATUS CHIPS AND THE EIGHT PANELS THEY OPEN COULD DRIFT UNDER THE DOCKED PANEL'S EDGE ===
* FIXED: the daily, spire and ledger status chips had already been correctly repositioned
around the 3D view area, but the eight panels those chips (and their function keys) open
were still positioned relative to the whole browser window - at a wide docked panel, up to
986 pixels of a panel could sit hidden behind the docked panel's own chrome. All eight now
correctly track the real view area, matching the chips that open them.
=== v873 - 2026-08-16 approx. - THE MESSAGE LOG'S OWN HEADER ADVERTISED A CLOSE KEY THAT ACTUALLY OPENS THE BEAST KENNEL ===
* FIXED: the message log's title bar had read "[K] close" for 314 versions - [K] has
opened the Beast Kennel instead since long before that, and in the docked UI the log
can't actually be closed by any key at all. The header now correctly describes what
clicking it does in each UI layout, and a leftover line claiming toasts still appear as
a backup was removed - they haven't since this log became the game's only message
surface many versions ago, which is exactly what made the last two versions' bugs as
serious as they were.
=== v872 - 2026-08-16 approx. - SCROLLING UP TO RE-READ THE MESSAGE LOG SNAPPED BACK TO THE BOTTOM THE MOMENT A NEW MESSAGE ARRIVED ===
* FIXED: the message log unconditionally jumped back to its newest line every single time
a new message came in, even if you'd deliberately scrolled up to re-read something -
since the game speaks constantly and this log is the only record of what's happened, in
practice it could only ever really be read at the very bottom. The log now only follows
new messages if you were already at the bottom; scrolled up, it holds your position and
instead shows a small counter for how many new messages have arrived, which you can
click to jump back to the newest line.
=== v871 - 2026-08-16 approx. - THE DOCKED MESSAGE LOG COULD BE COMPLETELY EMPTY AND INVISIBLE ON A FRESH BOOT, WITH NO WAY TO NOTICE ===
* FIXED: on a fresh load in the docked/fixed UI layout, the message log could sit on
screen visibly empty while several real startup messages ("Cat joins you!", your first
achievement) had already silently arrived and gone unseen, with every later message
joining them in the same invisible backlog - because the function meant to guarantee the
log was open was, under one specific startup condition, actually closing it instead. This
is the third time this exact log has gone silently dark; the fix this time rebuilds it
around a state that can be set as many times as needed without ever being able to flip
itself the wrong way by accident.
=== v870 - 2026-08-16 approx. - DRAGGING THE INVENTORY SIDEBAR WIDE ENOUGH COULD SHRINK THE ENTIRE 3D VIEW TO NOTHING ===
* FIXED: the inventory sidebar in the fixed/docked UI layout had no real ceiling on how
wide it could be dragged - request enough width and the actual 3D game view could be
compressed down to zero pixels wide, making the game disappear entirely with no way to
get it back through a normal window resize. The sidebar now correctly gives way once the
3D view reaches its guaranteed minimum width, verified at both a small and a very large
window size.
=== v869 - 2026-08-16 approx. - FOUR MORE ON-SCREEN ELEMENTS COULD SLIDE UNDER THE DOCKED PANEL AT WIDE WIDTHS ===
* FIXED: following up on the last version's fix for two specific overlays, a full sweep of
every screen element that centres itself on the window found four more with the exact
same problem - the help panel, a tooltip layer, a free-item hint, and the stats readout
could all slide up to 320 pixels underneath the docked panel's edge at wide panel widths.
All four now correctly track the real 3D view area instead of the whole window.
=== v868 - 2026-08-16 approx. - THE QUEST DIALOGUE PANEL AND TUTORIAL PROMPT COULD DRIFT UNDER THE DOCKED PANEL'S EDGE ===
* FIXED: the dialogue panel where quest conversations actually happen, and the tutorial's
on-screen prompt, were both still positioned relative to the whole browser window rather
than the actual 3D view area - harmless at the docked panel's default width, but widening
it could push the dialogue card up to 320 pixels underneath the panel's own chrome,
clipping its text and hiding the very answer buttons a conversation depends on. Both now
correctly track the real view area instead.
=== v867 - 2026-08-16 approx. - THE DOCKED MINIMAP WAS STRETCHED SIDEWAYS BY 68%, DISTORTING EVERY DIRECTION ON IT ===
* FIXED: the minimap's square image data was being drawn into a wider, non-square box in
the docked/fixed UI layout, stretching everything on it sideways and effectively lying
about which direction things actually were - the same category of bug already fixed once
for the full-size world map. The classic UI's minimap is already square and was
unaffected. The docked minimap now draws undistorted at every panel width.
=== v866 - 2026-08-16 approx. - THE DOCKED COLLECTION LOG ALSO SHOWED A STALE COUNT ===
* FIXED: the same stale-data problem fixed for cash and crafting materials the last two
versions also affected the collection log - picking up a newly-discovered item while the
panel was open and docked left its count exactly one below the true total until toggled
closed and open again. Now updates live, completing a sweep of every docked panel for
this exact problem; the other six panels were already fine.
=== v865 - 2026-08-16 approx. - A DOCKED CRAFTING PANEL COULD SHOW YOU DIDN'T HAVE MATERIALS YOU'D JUST GATHERED ===
* FIXED: worse than the stale cash fixed last version - gathering wood while the crafting
panel was open and docked didn't update its list of materials you're carrying at all, so
every recipe needing that wood stayed greyed out as if you had none, making crafting look
broken. The panel now correctly refreshes its resource list and recipe availability
live, without losing your place in the panel.
=== v864 - 2026-08-16 approx. - A DOCKED CRAFTING OR PET PANEL COULD SHOW STALE CASH AFTER SELLING SOMETHING ELSEWHERE ===
* FIXED: in the docked/fixed UI layout, the crafting and pets panels both display your
cash total, but selling something anywhere else while either panel was open left it
showing the old, stale amount until you closed and reopened it - unlike the classic UI,
where a panel is only ever opened fresh. Both panels now update their cash figure live
the moment it actually changes, without losing your scroll position or reloading the
whole panel to do it.
=== v863 - 2026-08-16 approx. - A PET'S PRICE WAS SHOWN TWO DIFFERENT WAYS ONE INCH APART ON THE SAME CARD ===
* FIXED: every pet card in the game shows its price twice - once as a plain cost line and
once on the BUY button - and the cost line was the single exception, out of thirty
separate price displays checked across the whole game, that wasn't using the standard
comma-formatted number style. All 22 pet cards now show a matching price in both spots.
=== v862 - 2026-08-16 approx. - THE SKILL TREE AND ACHIEVEMENT LOG HAD NO CLOSE BUTTON AT ALL ===
* FIXED: eight of the game's ten main panels had a clickable close button; the skill tree
and achievement log had none whatsoever - a mouse-only player who opened either one could
only close it again using a keyboard shortcut, since clicking the same tab that opened it
reopens it rather than toggling it shut. Both panels' existing on-screen text describing
their key now doubles as a real, clickable close control as well.
=== v861 - 2026-08-16 approx. - THE EXPERIENCE READOUT WAS THE ONE PLACE LARGE NUMBERS WEREN'T FORMATTED WITH COMMAS ===
* FIXED: every other large number in the game (cash, item quantities) had comma formatting
applied several versions ago, but the experience-to-next-level readout was missed and
still printed as a solid block of raw digits at high levels - and at extreme values, the
level number and the experience figure could run together into one unreadable string with
no space between them at all. Both fixed; ordinary early-game characters see no change at
all, since the problem only appeared at very high numbers.
=== v860 - 2026-08-16 approx. - A LONG PET NAME COULD RUN OFF THE EDGE OF ITS CARD IN THE CLASSIC UI, UNREADABLE ===
* FIXED: naming a pet with its full 24-character limit could overflow the classic UI's pet
card by over 60 pixels with no wrapping and no way to see the rest of it - the exact name
a player deliberately chose, cut off. It worked fine in the docked/fixed UI layout, whose
wider card is why earlier layout checks never caught it. Long names now wrap onto a
second line in both UI layouts.
=== v859 - 2026-08-16 approx. - FIVE OUT OF SEVEN TEXT FIELDS IN THE GAME HAD NO VISUAL FOCUS INDICATOR ===
* FIXED: only two of the game's seven typeable fields (the character name box and inventory
cells) actually showed any visual change when selected - the pet nickname field, the
furniture layout name field, the bestiary search box, the rename field, and the chat box
gave no indication they were focused and ready for input. All five now get the same
visual treatment the other two already had.
=== v858 - 2026-08-16 approx. - THE FIELD FOR NAMING A PET WAS FOUR PIXELS WIDE, MAKING IT UNUSABLE ===
* FIXED: the text field for typing a pet's nickname measured only four pixels wide in every
UI layout and panel size - a styling rule meant for a different kind of button
inadvertently squeezed the input down to nothing whenever it sat beside a button. A
player literally could not type a pet's name. Fixed with a reusable layout rule so the
same mistake can't recur the next time a button sits next to an input field.
=== v857 - 2026-08-16 approx. - NINE PIECES OF UI TEXT WERE TOO DIM TO COMFORTABLY READ ===
* FIXED: a proper contrast audit across every docked panel found nine separate text
elements that fell below the standard readability threshold - worst among them the quest
panel's "cast met so far" line and, worse still, the actual instructions telling you how
to earn an achievement you haven't gotten yet. All nine brightened to a readable level
while staying visually dimmer than the primary text around them, so the visual hierarchy
is unchanged - only the floor moved. One item was deliberately left as-is: the collection
log's "???" placeholder for undiscovered items, since reading as faint and hard-to-notice
is the correct treatment for something you haven't found yet.
=== v856 - 2026-08-16 approx. - NOT ONE QUEST IN THE ENTIRE GAME OPENS ON A PRONOUN ANYMORE ===
* FIXED: the last 65 pronoun-opening dialogue beats were rewritten, closing a sixteen-
version campaign across two related efforts - every single one of the game's 1,300
quests, from the shortest one-line job to the deepest beat of an eighteen-character
dialogue chain, now opens with something concrete rather than "He" or "She". The rate
went from 75.1% of all quests when this began to exactly zero.
=== v855 - 2026-08-16 approx. - HALF OF THE REMAINING PRONOUN-OPENING DIALOGUE BEATS FIXED ===
* FIXED: 65 of the 130 remaining pronoun-opening lines - all of them later beats deep
inside multi-part dialogue chains rather than a quest's first line - rewritten to lead
with something concrete instead, each one's place in its own story preserved exactly.
Across the whole game, only 5% of all 1,300 quests still open on a pronoun, down from
75% when this effort as a whole began.
=== v854 - 2026-08-16 approx. - THE PRONOUN-OPENER REWRITE IS DONE FOR EVERY ORDINARY QUEST IN THE GAME ===
* FIXED: the last 56 quests still opening with "He" or "She" instead of a concrete detail
were rewritten, closing out a fourteen-version campaign - every one of the 979 ordinary
quests in the game now opens on something concrete rather than a pronoun, down from 75%
doing so when this whole effort began. Any new quest of this kind is now held to the same
standard from the moment it's written. The only quests still opening on a pronoun are
later beats deep inside dialogue chains (130 of them), which weren't part of this pass and
are named honestly as the next remaining piece of this rather than folded into a claim of
total victory.
=== v853 - 2026-08-15 approx. - BATCH 13: DOWN TO 5.7% PRONOUN-OPENING, ONE BATCH LEFT ===
* FIXED: 70 more quests rewritten, covering the remaining artefact-investigation and
bell-tower story arcs plus a run of short one-line character portraits. Only one more
batch remains before every originally-flagged quest in the game has been corrected.
=== v852 - 2026-08-15 approx. - BATCH 12: 12.9% PRONOUN-OPENING ===
* FIXED: 60 more quests rewritten, including several long archival story arcs (a
forty-one-volume transcription project, a rain gauge read every morning for
forty-five years).
=== v851 - 2026-08-15 approx. - (dev tool) BATCH 11 CAUGHT A REAL TYPO THAT SILENTLY BROKE AN ENTIRE LAYER OF QUEST DIALOGUE ===
* FIXED: 60 more quests rewritten, but one of the new lines in this batch contained an
unescaped apostrophe that closed off a piece of code early and silently broke an entire
quest-dialogue layer for all 60 quests in the batch - every one of the game's 40
automated checks still passed, since the broken code was still technically valid text;
only actually loading the game and checking live caught it. Fixed, and a new automated
check specifically watching for this exact kind of quoting mistake was added going
forward so it can be caught before shipping rather than after.
=== v850 - 2026-08-15 approx. - BATCH 10: 25.1% PRONOUN-OPENING, THREE QUARTERS OF THE ORIGINAL LIST NOW DONE ===
* FIXED: 60 more quests rewritten - 600 of the original 846 flagged quests are now
corrected.
=== v849 - 2026-08-15 approx. - BATCH 9: 31.3% PRONOUN-OPENING ===
* FIXED: 60 more quests rewritten, mostly short character studies and story beats (an
orchard, a harbour wall, village pie tables, a gate in an empty field).
=== v848 - 2026-08-15 approx. - BATCH 8: 37.4% PRONOUN-OPENING ===
* FIXED: 60 more quests rewritten, including a five-part drystone-wall chain and a run of
one-line profession vignettes.
=== v847 - 2026-08-15 approx. - BATCH 7: 43.5% PRONOUN-OPENING ===
* FIXED: 60 more quests rewritten, this batch weighted toward several long-form,
multi-beat character studies whose continuity across beats was preserved carefully.
=== v846 - 2026-08-15 approx. - BATCH 6: 49.6% PRONOUN-OPENING, NOW A MINORITY OF QUESTS ===
* FIXED: 60 more quests rewritten. For the first time in this run, quests that open with a
pronoun are now the minority rather than the majority across the whole game.
=== v845 - 2026-08-15 approx. - BATCH 5: 55.8% PRONOUN-OPENING, PAST THE HALFWAY POINT ===
* FIXED: 60 more quests rewritten, including several multi-beat story arcs where each beat's
facts and escalation were preserved exactly, only the pronoun-opening removed. Half of the
846 originally-flagged quests are now rewritten.
=== v844 - 2026-08-15 approx. - QUEST-OPENER REWRITE BATCH 4 OF THE ONGOING PUSH: 61.9% PRONOUN-OPENING, DOWN FROM 86.4% ===
* FIXED: 60 more quests rewritten away from opening with "He" or "She" (as with each batch
in this run, a purely cosmetic wording change - nothing about any quest's requirements or
rewards is touched). The game-wide pronoun-opening rate continues dropping steadily,
batch by batch.
=== v843 - 2026-08-15 approx. - A THIRD BATCH OF 60 MORE QUEST OPENINGS REWRITTEN AWAY FROM "HE" OR "SHE" ===
* FIXED: continuing the same batch rewrite, 60 more pronoun-opening quests were corrected -
the game-wide rate drops from 74.2% to 68.0%, continuing steadily downward with each
batch.
=== v842 - 2026-08-15 approx. - A SECOND BATCH OF 60 MORE QUEST OPENINGS REWRITTEN AWAY FROM "HE" OR "SHE" ===
* FIXED: continuing the batch rewrite from last version, 60 more of the remaining
pronoun-opening quests were rewritten to lead with a concrete detail instead - the
game-wide rate drops from 80.3% to 74.2%.
=== v841 - 2026-08-15 approx. - THE FIRST BATCH OF A LARGER PUSH TO FIX PRONOUN-OPENING QUESTS ACROSS THE WHOLE GAME ===
* FIXED: continuing the run of fixes for quests that open with "He" or "She" instead of a
concrete detail, this version tackles the first 60 of the roughly 979 remaining ordinary
quests with the same issue (which stood at 86.4% pronoun-opening beforehand), lowering the
game-wide rate to 80.3%. Future batches will continue lowering this number, and any new
quest written from now on is held to the same standard from the day it's written. Also
looked again at a known, documented minor overlap between the combat-mode indicator and
the game's edges on very small windows - every possible fix for it creates a different
overlap somewhere else in an already-crowded corner, so it remains a documented, accepted
trade-off rather than something papered over.
=== v840 - 2026-08-15 approx. - [ESCAPE] OPENED THE PAUSE MENU ON TOP OF AN OPEN DOCKED PANEL INSTEAD OF CLOSING IT ===
* FIXED: in the fixed/docked UI layout, five of the ten main tab panels correctly closed on
[ESCAPE], but the other five (crafting, inventory, and the other docked "modal" panels)
didn't respond to it at all - instead, the game treated the key as if nothing was open and
opened the pause menu directly on top of whichever one was showing. All ten panels now
close correctly on [ESCAPE], with the pause menu only opening when nothing else is open.
The classic UI layout is unaffected.
=== v839 - 2026-08-15 approx. - ON A VERY SMALL WINDOW, THE HUD COULD STILL OVERHANG EVEN AFTER THE LAST TWO FIXES ===
* FIXED: at very small window sizes where the docked layout's own space requirements can't
all be satisfied at once, the 3D view compresses further than the previous fixes accounted
for - the hotbar could still overhang by about a dozen pixels a side, and the compass and
XP bar had no size cap based on the real view area at all. All three now scale down
correctly even at the smallest supported window size, with zero overhang confirmed.
=== v838 - 2026-08-15 approx. - THE 3D VIEW COULD BE DRAGGED DOWN TO A SLIVER, AND THE HUD DIDN'T SHRINK TO MATCH ===
* FIXED: a follow-up to last version's fix - the readouts now correctly repositioned
themselves based on the actual view area, but their sizes still assumed the whole window.
The docked side panel could be dragged wide enough to compress the 3D view to a fraction
of its promised minimum width, and at that minimum, the hotbar and HP bar still overhung
the edges of the available space by over a hundred pixels. Both are now sized relative to
the real view area instead of the window, verified with zero overhang at the true minimum
width.
=== v837 - 2026-08-15 approx. - THE DOCKED CHAT PANEL WAS PAINTING DIRECTLY OVER THE HOTBAR, HP BAR, AND INTERACT PROMPT ===
* FIXED: the largest fixed-UI display bug found so far - every game readout (hotbar, HP bar,
skills, clock, interact prompt) was still positioned relative to the whole browser window
rather than the actual 3D view area the docked panels box in, so in the default docked
layout, the chat panel, side panel, and title bar all silently painted directly on top of
several of them. Every readout now correctly repositions itself based on the space the
docked panels actually leave for the 3D view. Also fixed: dragging the chat panel's height
down far enough could shrink it to nothing, silently swallowing every new message with no
visible chat at all - it now has a minimum height it can't be dragged below.
=== v836 - 2026-08-15 approx. - CONTENT WAS GETTING CUT OFF IN FOUR DIFFERENT DOCKED UI PANELS ===
* FIXED: four separate panels in the docked/fixed UI layout (most noticeably crafting, which
clipped content even at its default width) had a hard-coded minimum size wider than the
panel actually had room for. All four now correctly shrink to fit, with zero clipped
content confirmed across the full range of panel widths the layout supports.
=== v835 - 2026-08-15 approx. - 42 MORE QUEST-CHAIN OPENING LINES REWRITTEN AWAY FROM STARTING WITH "HE" OR "SHE" ===
* FIXED: following up on the fix two versions ago for single quests, the very first line of
every quest chain's opening quest had the identical problem - 97.6% of them opened with a
pronoun. All 42 rewritten to lead with a concrete detail instead, with sentence shapes
deliberately varied so the fix doesn't just become a new, different tic. Purely a wording
change; nothing about any quest's requirements or rewards was touched.
=== v834 - 2026-08-15 approx. - THE BOTTOM HUD ROW OVERLAPPED ITSELF ON A HALF-SIZED DESKTOP WINDOW ===
* FIXED: on a windowed (not full-screen) desktop game window around half a normal monitor's
width, the hotbar's first slots could sit directly on top of the HP bar, and the combat
mode indicator could get clipped by the last hotbar slot. A width calculation meant to
prevent exactly this was using an outdated measurement of the hotbar's actual size. Fixed,
and verified clean at six different window sizes from a small laptop up to a full desktop
monitor; nothing changes at normal full-screen resolutions.
=== v833 - 2026-08-15 approx. - UNASKED DIALOGUE QUESTIONS DIDN'T LOOK ANY DIFFERENT FROM PLAIN TEXT ON A PHONE ===
* FIXED: a question you could tap to ask in a quest's dialogue panel only looked different
from ordinary text through colour and a mouse cursor change - both meaningless on a touch
screen, on the exact feature the whole optional dialogue system exists for. Unasked
questions now render as a distinct, visibly tappable chip; once you've asked one, it goes
back to reading as plain, inert text so it doesn't invite a second tap.
=== v832 - 2026-08-15 approx. - THE SKILL SIDEBAR COULD GROW DOWN INTO THE MINIMAP ===
* FIXED: the skill list on the side of the screen has no bottom limit and simply grows to
fit however many rows a character has - which on a shorter window could paint up to 46
pixels down into the minimap in the corner. The skill list now caps its own height based
on the minimap's position and scrolls internally instead of overlapping it, at any window
size; nothing changes at typical desktop resolutions.
=== v831 - 2026-08-15 approx. - THE RECENTLY-MOVED MESSAGE LOG WAS OVERLAPPING FOUR OTHER SCREEN ELEMENTS ===
* FIXED: moving the floating message log to the left edge of the screen a few versions ago
put it in the same corner as three status chips, the compass, and the interact prompt -
and gave it a higher priority than the character menu and the quest dialogue panel, so
chat text could visibly overlap both of those when a message arrived. Repositioned and
given a lower priority so it no longer sits on top of anything else, with its maximum
height also capped so it stays fully on screen on a phone.
=== v830 - 2026-08-15 approx. - TALL DIALOGUE PANELS GAVE NO SIGN THERE WAS MORE TO SCROLL DOWN AND READ ===
* FIXED: on a phone screen, 297 of the game's 321 fully-written dialogue panels are taller
than the screen itself, and nothing indicated there was more content below the fold - a
player could easily read what fit on screen, never realise there was more, and miss the
actual point of a quest's writing entirely. A small fading arrow now appears at the
bottom of a dialogue panel whenever there's more to scroll to, and disappears once you've
reached the end or if everything already fits on screen. Also fixed: reopening a
different conversation could keep the previous one's scroll position instead of starting
from the top.
=== v829 - 2026-08-15 approx. - THE FIRST LINE OF 41 QUESTS WAS REWRITTEN TO STOP OPENING WITH "HE" OR "SHE" ===
* FIXED: the very first line shown when a quest is offered - read by every player,
unprompted, before deciding whether to accept - opened with a pronoun in over 81% of all
1,300 quests in the game, and in 96% of the specific quests a new character is actually
steered toward first. Individually each line reads fine; a whole session of them back to
back reads like the exact same voice doing a roll call. The 41 opening lines a level-1
character can actually reach were rewritten to lead with a concrete detail instead of a
pronoun - same facts, same story, just a different first word. Nothing about later or
bulkier quests was touched in this pass; that work is explicitly left for later.
=== v828 - 2026-08-15 approx. - SIX MORE SPEAKING CHARACTERS, WRITTEN UNDER A DELIBERATE BAN ON THE GAME'S OWN MOST OVERUSED PHRASES ===
* ADDED: six more short speaking characters (Wigmore Sale, Cressida Vole, Verena Dolt,
Corliss Hague, Ferdinand Pounce, and Osgar Trundle), the first batch written under a hard
rule banning the five most statistically overused connective phrases found across all 783
existing dialogue answers at the time (one of which, "and I have", appeared in nearly a
fifth of every answer in the game). None of the twelve new answers in this batch use any
of the five, and their average sentence length is noticeably shorter as a direct result.
=== v827 - 2026-08-15 approx. - SIX MORE SPEAKING CHARACTERS, THE HEAVIEST BATCH OF THE FOUR ===
* ADDED: six more short speaking characters (Lucasta Fen, Gervase Kitt, Aurelius Kemp,
Nessa Prile, Marta Quilling, and Brother Amos), the heaviest and most serious of the
recent short-form batches. 12 questions total. Eighty-two speaking characters and 795
dialogue questions now exist across 321 of the game's 1,300 quests.
=== v826 - 2026-08-15 approx. - SIX MORE SPEAKING CHARACTERS, SORTED BY PREMISE INSTEAD OF TONE ===
* ADDED: six more short speaking characters (Ozzie Belnap, Hepzibah Crane, Casimir Dredge,
Prudence Gallow, Ignat Sallow, and Grigor Pallant), grouped this time by an unusual shared
premise rather than by whether each is comic or serious. 12 questions total. Seventy
speaking characters and 771 dialogue questions now exist across 309 of the game's 1,300
quests.
=== v825 - 2026-08-15 approx. - SIX MORE SPEAKING CHARACTERS, DELIBERATELY HALF COMIC AND HALF SERIOUS ===
* ADDED: six more short speaking characters (Absalom Deeks, Piety Shanks, Bartholomew Sess,
Winifred Quill, Kit Ambrose, and Hobbes Larkin), deliberately split evenly between comic
and serious this time rather than leaning one way. 12 questions total. Sixty-four speaking
characters and 759 dialogue questions now exist across 303 of the game's 1,300 quests.
=== v824 - 2026-08-15 approx. - SIX MORE SPEAKING CHARACTERS, MOSTLY COMIC AGAIN BUT NOT ALL ===
* ADDED: six more short, single-beat speaking characters (Ursula Gant, Wendell Sump, Rufus
Aldwych, Ines Blackrow, Odette Prim, and Hattie Loom), five comic and one deliberately
not, continuing the lighter run started two versions ago. 12 questions total. Fifty-eight
speaking characters and 747 dialogue questions now exist across 297 of the game's 1,300
quests.
=== v823 - 2026-08-15 approx. - SIX COMIC SPEAKING CHARACTERS, ADDED TOGETHER, ON PURPOSE, TO BREAK UP THE CAST'S TONE ===
* ADDED: six short, comic one-beat speaking characters (Bramwell Ott, Tibbet Snell, Vesper
Lom, Alastair Prune, Marla Vex, and Deacon Frill) were written together in a
deliberately different, lighter register from the previous forty-six mostly melancholy
characters, each reachable in a single sitting rather than requiring deep progress
through the game - 12 questions total. Fifty-two speaking characters and 735 dialogue
questions now exist across 291 of the game's 1,300 quests.
=== v822 - 2026-08-15 approx. - ONE MORE MISNAMED CREATURE ART FILE FIXED, AND A DELIBERATE NON-FIX EXPLAINED ===
* FIXED: one more creature art file had a single-letter typo in its name ("comissar"
instead of "commissar") that kept it from matching its creature at all. Renamed and
connected; a build was needed for the same reason as last version - the fallback list
baked into the game is what a directly-opened file reads.
* Deliberately left alone: one image that could plausibly belong to either of two
different creatures, since guessing wrong would be worse than leaving it unconnected -
waiting on a human decision rather than assuming.
=== v821 - 2026-08-15 approx. - MOST OF THE OPERATOR'S OWN DRAWN CREATURE ART WAS STILL INVISIBLE WHEN PLAYING THE FILE DIRECTLY ===
* FIXED: creature art is checked for and loaded from an external file at startup, but a
browser blocks that kind of fetch entirely when the game is opened as a plain local file
rather than served over a real connection - which is exactly how the game gets tested
during development. That meant every piece of art added since the last time the fallback
list baked into the game itself was updated (54 recently-drawn images) was invisible to
anyone opening the file directly, even though it worked correctly for players on
itch.io or the desktop app. The built-in fallback list is now refreshed to include all
285 currently mapped creatures. Also fixed one specific misnamed file that matched no
creature at all due to a typo in "Sky Marshal".
* FIXED: the message log panel and its text-entry box were centred independently, so
moving the panel to the left edge of the screen left its input box behind in the middle
- now both move together.
=== v820 - 2026-08-15 approx. - TWO MORE SPEAKING CHARACTERS: A ROAD SLOWLY OVERGROWN, AND A MAN LEGALLY BOUND TO WEAR A BEE COSTUME ===
* ADDED: Drusilla Kean, working out why her local road has taken evenly longer to walk
every year for decades (unmaintained gorse growth since her father died), and Peregrine
Slack, who both refuses to fake sincerity in a corporate condolence letter and is
separately bound by an old, oddly-worded sponsorship contract to appear in public in a
bee costume, become the forty-fifth and forty-sixth characters with full spoken dialogue
- three and two beats respectively, 9 and 6 questions. Forty-six speaking characters and
723 dialogue questions now exist across 285 of the game's 1,300 quests.
=== v819 - 2026-08-15 approx. - A FORTY-FOURTH SPEAKING CHARACTER: A WIDOW WHO BOUGHT BACK HER LATE HUSBAND'S BOAT AND CAN'T BRING HERSELF TO BOARD IT ===
* ADDED: Mercy Ablethorpe, repurchasing her late husband's boat two years after selling it
in grief, realises she never actually wanted the boat itself - she wanted an excuse for
people to talk about him again - becomes the forty-fourth character with full spoken
dialogue - four beats, no branching, 12 questions. Forty-four speaking characters and
708 dialogue questions now exist across 280 of the game's 1,300 quests.
=== v818 - 2026-08-15 approx. - A FORTY-THIRD SPEAKING CHARACTER: NINE YEARS DEFENDING HIMSELF AGAINST AN ACCUSATION NOBODY ACTUALLY MADE ===
* ADDED: Marden Quenby, convinced for nine years that his parish silently suspects him of
negligently flooding a field, spends years building increasingly elaborate physical
proof of his innocence that nobody has ever actually asked to see, becomes the
forty-third character with full spoken dialogue - four beats, no branching, 12
questions. Forty-three speaking characters and 696 dialogue questions now exist across
276 of the game's 1,300 quests.
=== v817 - 2026-08-15 approx. - A FORTY-SECOND SPEAKING CHARACTER: A NINETEEN-YEAR-OLD PAYING OFF HIS DEAD FATHER'S DEBT WITH A FORGED NOTE ===
* ADDED: Hob Trenchard, a nineteen-year-old labouring to pay off an inherited debt, notices
the note recording it can't actually be genuine once he works out the dates don't match
his father's own handwriting injury - the first character written young, in a
deliberately different, blunter voice than the rest of the cast - becomes the
forty-second character with full spoken dialogue - four beats, no branching, 12
questions. Forty-two speaking characters and 684 dialogue questions now exist across 272
of the game's 1,300 quests.
=== v816 - 2026-08-15 approx. - A FORTY-FIRST SPEAKING CHARACTER: A LOCKSMITH'S DAUGHTER INHERITING 411 KEYS TO HOUSES THAT NO LONGER EXIST ===
* ADDED: Bettany Pargeter, inheriting her locksmith father's collection of 411 duplicate
house keys kept without anyone's knowledge across fifty-one years, decides what to do
with them after the whole street is demolished and rebuilt, becomes the forty-first
character with full spoken dialogue - four beats, no branching, 12 questions. Forty-one
speaking characters and 672 dialogue questions now exist across 268 of the game's 1,300
quests.
=== v815 - 2026-08-15 approx. - A FORTIETH SPEAKING CHARACTER: A DUCK DECOY POND THAT WAS SECRETLY A FAILED DRAINAGE SCHEME'S COVER STORY ===
* ADDED: Silas Hebbard, fifth generation keeper of a duck decoy pond, discovers it was
actually built two years after his family's ambitious 1861 land-drainage scheme failed
catastrophically - placed deliberately to disguise and preserve the one surviving working
drain from that failure - becomes the fortieth character with full spoken dialogue -
five beats, no branching, 15 questions. Forty speaking characters and 660 dialogue
questions now exist across 264 of the game's 1,300 quests.
=== v814 - 2026-08-15 approx. - A THIRTY-NINTH SPEAKING CHARACTER: A HOTEL ROOM PAID IN FULL A CENTURY IN ADVANCE, AND NEVER ONCE OPENED ===
* ADDED: Hollis Skerrit, whose grandfather's hotel has kept one room locked and unused for
forty-six years under a century-long 1979 rental contract that's held up to two legal
challenges, deciding whether to finally break it, becomes the thirty-ninth character
with full spoken dialogue - eight beats, 23 questions, both branches. Thirty-nine
speaking characters and 645 dialogue questions now exist across 259 of the game's 1,300
quests.
=== v813 - 2026-08-15 approx. - A THIRTY-EIGHTH SPEAKING CHARACTER: AN ANCIENT CHURCHYARD YEW DYING FROM ROAD SALT TIED TO A FAMILY TRAGEDY ===
* ADDED: Septimus Wroe, investigating why an eleven-hundred-year-old churchyard yew is
suddenly dying, discovers the cause is decades of road salt runoff from a stretch that's
gritted first specifically because his own brother died there as a teenager, becomes the
thirty-eighth character with full spoken dialogue - five beats, no branching, 15
questions. Thirty-eight speaking characters and 622 dialogue questions now exist across
251 of the game's 1,300 quests.
=== v812 - 2026-08-15 approx. - A THIRTY-SEVENTH SPEAKING CHARACTER: A SURVEYOR DELIBERATELY DRAWING AN UNFAIR PROPERTY LINE ===
* ADDED: Ovid Meldrum, tasked with dividing a farm equally between two feuding brothers,
realises no single fair boundary exists and deliberately draws one designed to force the
brothers to keep talking to each other, becomes the thirty-seventh character with full
spoken dialogue - five beats, no branching, 15 questions. Thirty-seven speaking
characters and 607 dialogue questions now exist across 246 of the game's 1,300 quests.
=== v811 - 2026-08-15 approx. - A THIRTY-SIXTH SPEAKING CHARACTER: A COUNTERFEITER WHO LOSES MONEY ON EVERY FAKE COIN SHE MAKES ===
* ADDED: Aubrey Minch, tracking a run of counterfeit coins made from more valuable metal
than the real thing, traces them to a laid-off mint die-sinker striking them out of
wounded pride in her own craft rather than for profit, becomes the thirty-sixth
character with full spoken dialogue - five beats, no branching, 15 questions. Thirty-six
speaking characters and 592 dialogue questions now exist across 241 of the game's 1,300
quests.
=== v810 - 2026-08-15 approx. - A THIRTY-FIFTH SPEAKING CHARACTER: A NOISE COMPLAINT SHE NEVER ACTUALLY SENT ===
* ADDED: Gretchen Oyler, timing a neighbour's barking dog for weeks to build a formal
noise complaint, discovers the real cause is a laid-off factory worker secretly
returning to stand outside his old workplace every night before dawn - and chooses to
quietly help rather than expose him - becomes the thirty-fifth character with full
spoken dialogue - five beats, no branching, 15 questions. Thirty-five speaking
characters and 577 dialogue questions now exist across 236 of the game's 1,300 quests.
=== v809 - 2026-08-15 approx. - A THIRTY-FOURTH SPEAKING CHARACTER: A BUS ROUTE THAT'S ENDED ONE STREET SHORT OF ITS PASSENGERS FOR 41 YEARS ===
* ADDED: Wilmot Crabbe, campaigning to save a bus route from closure, discovers the
route's terminus has been one street short of the estate that actually needs it since
1983 - and that the original survey recommending the correct street was written, and
then mistyped, by himself as a young surveyor - becomes the thirty-fourth character
with full spoken dialogue - five beats, no branching, 15 questions. Thirty-four
speaking characters and 562 dialogue questions now exist across 231 of the game's 1,300
quests.
=== v808 - 2026-08-15 approx. - A THIRTY-THIRD SPEAKING CHARACTER: A CHOP HOUSE'S UNCHANGED 1954 MENU THAT TURNS OUT TO HAVE BEEN REBUILT FROM MEMORY IN 1971 ===
* ADDED: Merrily Draycott, proprietor of a dining room whose six dishes have supposedly
been unchanged since 1954, discovers the original recipe book actually burned in a 1971
kitchen fire and every dish since has been her grandmother's from-memory recreation,
becomes the thirty-third character with full spoken dialogue - six beats, no branching,
16 questions. Thirty-three speaking characters and 547 dialogue questions now exist
across 226 of the game's 1,300 quests.
=== v807 - 2026-08-15 approx. - A THIRTY-SECOND SPEAKING CHARACTER: FOUR MEN WHO'VE PLAYED TOGETHER EVERY TUESDAY SINCE 1995 AND NEVER ONCE PERFORMED ===
* ADDED: Douglas Kettleborough, part of a four-man band that has met and played every
Tuesday for thirty years without ever playing for an audience, finally offered a real
gig, becomes the thirty-second character with full spoken dialogue - five beats, no
branching, 15 questions. Thirty-two speaking characters and 531 dialogue questions now
exist across 220 of the game's 1,300 quests.
=== v806 - 2026-08-15 approx. - A THIRTY-FIRST SPEAKING CHARACTER: A 1697 CHARITY BEQUEST FOR BOOTS SHE'S NEVER MANAGED TO GIVE AWAY ===
* ADDED: Hesper Sibthorpe, trustee of a centuries-old bequest to give boots to "the most
deserving" boy in the parish, unable for nineteen years to actually choose one for fear
of publicly judging every boy she doesn't pick, becomes the thirty-first character with
full spoken dialogue - six beats, 16 questions, both branches. Thirty-one speaking
characters and 516 dialogue questions now exist across 215 of the game's 1,300 quests.
=== v805 - 2026-08-15 approx. - A THIRTIETH SPEAKING CHARACTER: A HANDWRITTEN GLASS CATALOGUE THAT TURNS OUT TO BE A DIARY IN DISGUISE ===
* ADDED: Dorcas Cullen, inheriting her mother's catalogue of 406 pieces of pressed glass
and discovering it quietly documents a decades-long affair her father never knew about,
becomes the thirtieth character with full spoken dialogue - eight beats, 18 questions,
both branches. Thirty speaking characters and exactly 500 dialogue questions now exist
across 209 of the game's 1,300 quests.
=== v804 - 2026-08-15 approx. - A TWENTY-NINTH SPEAKING CHARACTER: A LISTED STAIRCASE STANDING ALONE IN A FIELD SINCE A 1968 FIRE ===
* ADDED: Nessa Garrick, legally responsible for a protected cast-iron spiral staircase
that has stood alone in a field for 57 years since the house around it burned down,
deciding whether to preserve it as a museum piece or rebuild a house around it, becomes
the twenty-ninth character with full spoken dialogue - eight beats, 18 questions, both
branches. Twenty-nine speaking characters and 482 dialogue questions now exist across
201 of the game's 1,300 quests.
=== v803 - 2026-08-15 approx. - A TWENTY-EIGHTH SPEAKING CHARACTER: A GRAVEDIGGER'S 31-YEAR-OLD COUNTING MYSTERY ===
* ADDED: Sefton Birkinshaw, a churchyard keeper whose burial register has come up exactly
one short of the plots on the ground every spring for thirty-one straight years,
finally tracking down the real reason, becomes the twenty-eighth character with full
spoken dialogue - eight beats, 19 questions, both branches, written as a solvable
mystery rather than a grievance or defect. Twenty-eight speaking characters and 464
dialogue questions now exist across 193 of the game's 1,300 quests.
=== v802 - 2026-08-15 approx. - A TWENTY-SEVENTH SPEAKING CHARACTER: A 1911 WAX RECORDING WITH ENOUGH GROOVE LEFT FOR ONE MORE PLAY ===
* ADDED: Wilfred Culp, owner of a wax cylinder recording of his mother's voice from 1911
with only one playback left in it before the groove wears through, forced to decide
whether to hear it once in person or have it digitised and preserved forever but never
truly "heard" the same way, becomes the twenty-seventh character with full spoken
dialogue - eight beats, 20 questions, both branches. Twenty-seven speaking characters
and 445 dialogue questions now exist across 185 of the game's 1,300 quests.
=== v801 - 2026-08-15 approx. - A TWENTY-SIXTH SPEAKING CHARACTER: NINETEEN YEARS OF COMING SECOND AT A VEGETABLE SHOW ===
* ADDED: Ottoline Furnivall, who has come second in the same show category to the same
rival for nineteen straight years, discovers she's been growing for the wrong quality
entirely once she finally reads the actual judging criteria, becomes the twenty-sixth
character with full spoken dialogue - ten beats, 25 questions, the first chain to fork
on taste and aesthetic judgement rather than a moral or factual question. Twenty-six
speaking characters and 425 dialogue questions now exist across 177 of the game's 1,300
quests.
=== v800 - 2026-08-15 approx. - A TWENTY-FIFTH SPEAKING CHARACTER: THE LONGEST DIALOGUE CHAIN IN THE GAME, AND THE FIRST TO FORK ON A MORAL CHOICE ===
* ADDED: Hollis Calverley, a serial planning objector with 206 formal objections and not
one ever upheld, asked for the first time to knowingly help or hinder a specific
neighbour rather than just object on principle, becomes the twenty-fifth character with
full spoken dialogue - the longest chain written so far, eleven beats and 27 questions,
forking on a genuine moral choice rather than a discovery. Twenty-five speaking
characters and exactly 400 dialogue questions now exist across 167 of the game's 1,300
quests.
=== v799 - 2026-08-15 approx. - A TWENTY-FOURTH SPEAKING CHARACTER: A GREENHOUSE KEEPER WHO WAS RIGHT ABOUT EVERYTHING AND IT DIDN'T MATTER ===
* ADDED: Orlando Garnsey, who spends a whole chain proving his instinct to keep unusual
antique green glass in a Victorian greenhouse was scientifically correct, only for the
vine it was protecting to die of something completely unrelated anyway, becomes the
twenty-fourth character with full spoken dialogue - 13 questions across all five beats.
Twenty-four speaking characters and 373 dialogue questions now exist across 156 of the
game's 1,300 quests.
=== v798 - 2026-08-15 approx. - A TWENTY-THIRD SPEAKING CHARACTER: A BELL-FOUNDER WHOSE PERFECT REPAIR ACCIDENTALLY EMPTIED A NEIGHBOURING CHURCH ===
* ADDED: Crispin Vollow, whose flawless recasting of a cracked church bell was so good it
drew a neighbouring village's entire congregation away from their own church, becomes
the twenty-third character with full spoken dialogue - the first whose problem is
caused entirely by his own success rather than a failure - 13 questions across all five
beats. Twenty-three speaking characters and 360 dialogue questions now exist across 151
of the game's 1,300 quests.
* (dev tool) No player-facing change: added an internal tool that safely rolls version
numbers across the several documents that hand-type the current build number, after a
blind version of that process once accidentally rewrote historical figures elsewhere in
the same files. The new version explicitly only ever touches version numbers, never
prose or historical records.
=== v797 - 2026-08-15 approx. - A TWENTY-SECOND SPEAKING CHARACTER: AN ORGANIST WHO'S BEEN PLAYING NINE-TENTHS OF A SECOND EARLY FOR 31 YEARS ===
* ADDED: Hester Mowbray, who has been unconsciously compensating for a mechanical fault in
her church organ by playing every note early for three decades, only to have the
organ finally repaired out from under her, becomes the twenty-second character with
full spoken dialogue - 12 questions across all five beats. Twenty-two speaking
characters and 347 dialogue questions now exist across 146 of the game's 1,300 quests.
=== v796 - 2026-08-15 approx. - A TWENTY-FIRST SPEAKING CHARACTER: A MAN WHO'S RECEIVED EVERYONE ELSE'S MAIL FOR 22 YEARS ===
* ADDED: Tobias Buncombe, who's been misdelivered hundreds of his neighbours' parcels a
year for over two decades because of one blank field in a national address database,
becomes the twenty-first character with full spoken dialogue - the only modern,
systems-failure story among the cast - 12 questions across all five beats.
Twenty-one speaking characters and 335 dialogue questions now exist across 141 of the
game's 1,300 quests.
=== v795 - 2026-08-15 approx. - A TWENTIETH SPEAKING CHARACTER: FORTY-ONE YEARS RUNNING A LOST-PROPERTY OFFICE ===
* ADDED: Winifred Snaith, forty-one years into running a lost-property depot and forced to
finally clear it out, uncovers a stranger who left the same item behind on purpose four
times across decades just to feel it was being looked after - becomes the twentieth
character with full spoken dialogue, the first written as outward-facing rather than
about her own grievance - 12 questions across all five beats. Twenty speaking characters
and 323 dialogue questions now exist across 136 of the game's 1,300 quests.
=== v794 - 2026-08-15 approx. - A NINETEENTH SPEAKING CHARACTER: A LANDOWNER RUNNING A LONG GAME AGAINST A DEVELOPER ===
* ADDED: Odile Farrant, deliberately keeping a mile of derelict railway permanently
unbuildable to block housing development on the only flat ground in town, becomes the
nineteenth character with full spoken dialogue - the first written as an active
strategist rather than someone reacting to events - 12 questions across all five beats.
Nineteen speaking characters and 311 dialogue questions now exist across 131 of the
game's 1,300 quests.
=== v793 - 2026-08-14 approx. - AN EIGHTEENTH SPEAKING CHARACTER: A CHOIRMASTER PRAISED FOR YEARS FOR AN ACCIDENTAL ARCHITECTURAL FLAW ===
* ADDED: Ptolemy Naylor, a choirmaster who discovers the acoustic quality he's been
publicly praised for is actually caused by structural damage in the church roof - and
that he once rejected a talented singer specifically because that same flaw was
distorting the sound - becomes the eighteenth character with full spoken dialogue, the
first whose mistake cost someone else something rather than only himself - 12 questions
across all five beats. Eighteen speaking characters and 299 dialogue questions now exist
across 126 of the game's 1,300 quests.
=== v792 - 2026-08-14 approx. - (dev tool) MEASURING THE WRITING'S OWN HABITS AGAINST THE GAME'S EXISTING VOICE, RATHER THAN GUESSING ===
* No player-facing change beyond one improved line: rather than guess which writing
habits might be overused, actual word and phrasing frequency across the newly added
dialogue was measured against the existing quest text it's meant to sound like. One
real tic turned up - ending on unresolved uncertainty, used three times the rate of the
original material - and one specific instance (two consecutive lines from the same
character doing it back to back) was reworded to land harder.
=== v791 - 2026-08-14 approx. - (dev tool) A SELF-REVIEW OF THE GAME'S OWN DIALOGUE WRITING CAUGHT A REPEATED LINE ACROSS TWO UNRELATED CHARACTERS ===
* No player-facing change beyond one improved line: a review of all seventeen voiced
quest characters' dialogue found the exact same follow-up question, "But?", used for
identical dramatic effect in two unrelated characters' chains - not intentional, just
the same instinct reached for twice. Reworded one instance to a more specific line. A
new internal check now flags any exact-duplicate dialogue prompt reused across
different characters going forward.
=== v790 - 2026-08-14 approx. - A SEVENTEENTH SPEAKING CHARACTER: A FOUR-YEAR SEARCH FOR A TWIN WHO NEVER EXISTED ===
* ADDED: Corisande Isbell, spending four years chasing records of a twin she was told was
given away at birth, becomes the seventeenth character with full spoken dialogue - the
first built around a living relative who won't discuss the past - 12 questions across
all five beats. Seventeen speaking characters and 287 dialogue questions now exist
across 121 of the game's 1,300 quests.
=== v789 - 2026-08-14 approx. - A SIXTEENTH SPEAKING CHARACTER: AN ALLOTMENT SECRETARY ENFORCING A BOUNDARY LINE THAT WAS NEVER REALLY THERE ===
* ADDED: Winifred Anstruther, an allotment secretary forced to enforce her own rule
against a shed that's four inches over a boundary only to discover the 1946 survey it's
based on is off by feet across the whole site, becomes the sixteenth character with full
spoken dialogue - 12 questions across all five beats. Sixteen speaking characters and
275 dialogue questions now exist across 116 of the game's 1,300 quests.
=== v788 - 2026-08-14 approx. - A FIFTEENTH SPEAKING CHARACTER: A DAUGHTER FINALLY OPENING HER LATE FATHER'S LOCKED WORKSHOP ===
* ADDED: Neve Abbott, opening her father's locked tool shed years after his workplace
accident, becomes the fifteenth character with full spoken dialogue and the first told
from a family member's perspective rather than the person who lived the original event -
18 questions across all eight beats, both branches. Fifteen speaking characters and 263
dialogue questions now exist across 111 of the game's 1,300 quests.
=== v787 - 2026-08-14 approx. - A FOURTEENTH SPEAKING CHARACTER: TWENTY-NINE YEARS OF UNAUTHORISED KINDNESS GETS OFFICIALLY REGULARISED ===
* ADDED: Alwyn Hanwell, who has quietly opened a warm room for schoolchildren waiting on a
bus every morning for 29 years using a key nobody gave her, becomes the fourteenth
character with full spoken dialogue - 12 questions across all five beats. Fourteen
speaking characters and 245 dialogue questions now exist across 103 of the game's 1,300
quests.
=== v786 - 2026-08-14 approx. - A THIRTEENTH SPEAKING CHARACTER: A WELCOMER WHO FINALLY REALISES HE'S THE ONE DRIVING PEOPLE AWAY ===
* ADDED: Augustin Neep, who has personally welcomed every new household to his village for
eleven years and slowly realises his relentless attentiveness is why most of them leave
within a year, becomes the thirteenth character with full spoken dialogue - 13 questions
across all five beats. Thirteen speaking characters and 233 dialogue questions now exist
across 98 of the game's 1,300 quests.
=== v785 - 2026-08-14 approx. - A TWELFTH SPEAKING CHARACTER: AN HEIRLOOM PEAR VARIETY WITH THE WRONG NAME ON IT FOR 130 YEARS ===
* ADDED: Cuthbert Ansley, keeper of a rare pear variety who discovers the ancestor
credited with breeding it may have simply taken cuttings from an uncredited orchard
worker, becomes the twelfth character with full spoken dialogue - 12 questions across
all five beats. Twelve speaking characters and 220 dialogue questions now exist across
93 of the game's 1,300 quests.
=== v784 - 2026-08-14 approx. - AN ELEVENTH SPEAKING CHARACTER: A WHEELWRIGHT QUIETLY OUTPACED BY HIS OWN APPRENTICE ===
* ADDED: Absalom Thirkettle, a working wheelwright confronting the fact that a junior in
his own shop has become better at the trade than he is, becomes the eleventh character
with full spoken dialogue - the first with no branching, a single straight chain of five
beats, 12 questions. Eleven speaking characters and 208 dialogue questions now exist
across 88 of the game's 1,300 quests.
=== v783 - 2026-08-14 approx. - A TENTH SPEAKING CHARACTER: A PARISH CLERK CHOOSING WHO GETS ONE OF ELEVEN REMAINING GRAVE PLOTS ===
* ADDED: Marianne Featherstonhaugh, parish clerk facing forty-one people entitled to
eleven remaining burial rights in a closed churchyard, becomes the tenth character with
full spoken dialogue - 15 questions across all seven beats, both branches. Ten speaking
characters and 196 dialogue questions now exist across 83 of the game's 1,300 quests.
=== v782 - 2026-08-14 approx. - A NINTH SPEAKING CHARACTER: A MEETING SECRETARY WHOSE HONEST COUNT WAS OVERRULED ===
* ADDED: Petronella Odgers, secretary who correctly counted seventeen people at a 1996
meeting and was told, pleasantly, to write down nineteen instead, becomes the ninth
character with full spoken dialogue - 15 questions across all seven beats, both
branches. Nine speaking characters and 181 dialogue questions now exist across 76 of
the game's 1,300 quests. Reading her chain closely for dialogue is what led directly to
the previous version's fix for the four mislinked chains.
=== v781 - 2026-08-14 approx. - EIGHT QUEST BEATS COULD BE PERMANENTLY LOCKED OUT BY FINISHING A COMPLETELY UNRELATED STORY ===
* FIXED: found while writing dialogue for another character - four separate quest chains
had a copy-paste mistake where one branch's exclusion rule pointed at the wrong other
chain entirely. Finishing one unrelated story could silently and permanently lock a
player out of a specific later beat in four different, otherwise-unconnected chains,
with no warning or message anywhere. All eight corrected to point at their own chain's
sibling branch, which removes the lockout without changing anything else about how any
of the eight quests plays.
=== v780 - 2026-08-14 approx. - AN EIGHTH SPEAKING CHARACTER: THE KEEPER OF A TOWN'S AIR RAID SIREN, STILL SOUNDED EVERY SUNDAY SINCE 1941 ===
* ADDED: Ottoline Blackshaw, third generation keeper of a siren tested weekly since the
war with nothing left to warn anyone about, becomes the eighth character with full
spoken dialogue - 19 questions across all nine beats, both branches. Eight speaking
characters and 166 dialogue questions now exist across 69 of the game's 1,300 quests.
=== v779 - 2026-08-14 approx. - A SEVENTH SPEAKING CHARACTER: AN INDEXER WHOSE LIFE'S WORK OUTLIVED THE BOOK IT WAS FOR ===
* ADDED: Hesper Tremlett, who spent seven years indexing a history book whose only
typescript may or may not still exist, becomes the seventh character with full spoken
dialogue - 19 questions across all nine beats, both branches. Seven speaking
characters and 147 dialogue questions now exist across 60 of the game's 1,300 quests.
=== v778 - 2026-08-14 approx. - A SIXTH SPEAKING CHARACTER: A BURIAL SOCIETY TREASURER WITH THE FIRST GENUINELY FUNNY VOICE ===
* ADDED: Adelaide Finnamore, treasurer of a small burial society that turns out to be
sitting on far more money than anyone realised, becomes the sixth character with full
spoken dialogue - 22 questions across all ten beats, both branches. Six speaking
characters and 128 dialogue questions now exist across 51 of the game's 1,300 quests.
=== v777 - 2026-08-14 approx. - A FIFTH SPEAKING CHARACTER: A BOUNDARY DISPUTE THAT ONLY ONE PERSON KNOWS ABOUT ===
* ADDED: Cressida Osbaldeston, who discovers her fence has stood two feet onto her
neighbour's land since 1968, becomes the fifth character with full spoken dialogue - 22
questions across all ten beats, both branches. Five speaking characters and 106
dialogue questions now exist across 41 of the game's 1,300 quests.
=== v776 - 2026-08-14 approx. - A FOURTH SPEAKING CHARACTER: A JUDGE WHO WAS RIGHT AND OVERRULED THIRTY-ONE YEARS AGO ===
* ADDED: Wynne Tattershaw, who made a disputed call at a footrace in 1994 and has never
been able to prove she was right, becomes the fourth character with full spoken
dialogue - 18 questions across all seven beats, both branches. Four speaking
characters and 84 dialogue questions now exist across 31 of the game's 1,300 quests.
=== v775 - 2026-08-14 approx. - A THIRD SPEAKING CHARACTER: A TRAVELLING SHOPKEEPER WHO DID HIS OWN ARITHMETIC WRONG FOR 29 YEARS ===
* ADDED: Ferris Mucklestone, a travelling shop driver, becomes the third character with
full spoken dialogue across his own quest chain - 26 questions across all ten beats,
both branches. The game now carries three speaking characters and 66 dialogue
questions total, across 24 of its 1,300 quests; everything else is unaffected.
=== v774 - 2026-08-14 approx. - A SECOND QUEST CHARACTER GOT REAL SPOKEN DIALOGUE ===
* ADDED: Wilfrid Ludbrook, a man who spent years recording a low hum nobody else could
hear, becomes the second character (after Bastet) with real back-and-forth dialogue
woven through his whole nine-quest chain - 27 questions across all ten beats, following
both of the story's two possible branches. Nothing about any existing quest, task or
reward changed; every other quest in the game renders exactly as before.
=== v773 - 2026-08-14 approx. - THE ROAD REMEMBERS YOU WERE MID-STORY ======================
* FIXED: 560 of the game's 1,300 ordinary quests are a beat in one of 86 longer chains, the
longest running nine beats deep - but finishing one beat dropped the next one back into
the same random draw as every other quest in the game. With roughly 826 quests eligible
at a time, that meant something like twenty hours of ordinary play before the board
happened to offer the very next beat of a chain you'd already started - eighty hours for
a four-part chain, close to two hundred for a nine-part one. The board now leans toward
offering the next beat of a chain you're already in, without ever guaranteeing it or
handing you a quest you don't actually qualify for yet.
=== v772 - 2026-08-14 approx. - (dev tool) A LEFTOVER FALLBACK VALUE FROM LAST VERSION'S ROCKET FIX WAS STILL WRONG ===
* FIXED: last version's fix correctly made the rocket recipes read their level
requirement from the game's single source of truth, but the backup value used only if
that read ever fails was accidentally left at the old, outdated numbers instead of being
updated to match. A new internal check now compares the backup value against the real
one on every build and flags a mismatch by name if they ever disagree again.
=== v771 - 2026-08-14 approx. - THE SKY CHART TOLD PLAYERS A ROCKET WAS READY TO BUILD WHEN THE WORKSHOP WOULD STILL REFUSE IT ===
* FIXED: two of the four rockets that unlock the game's off-world destinations had their
required level lowered a while back, but only in the places that check it at the launch
pad and on the sky chart - the actual crafting recipe for building the rocket in the
first place still demanded the old, higher level. A player reading the sky chart at
exactly the right level would be told they could go, then be refused at the workshop.
The recipe now reads its requirement from the same single source everything else does,
so the two can never disagree again.
=== v770 - 2026-08-14 approx. - SWITCHING CHARACTERS RIGHT AFTER FLYING COULD MAKE THE NEXT CHARACTER'S FIRST [E] PRESS TELEPORT THEM ===
* FIXED: one more character-switch cleanup miss in the same family as the last few
versions - the flag tracking whether you're currently flying an aircraft wasn't cleared
on a switch, so a brand new character created right after someone else had been flying
would have their very first press of the interact key spent "exiting" an aircraft they
were never in, teleporting them instead of interacting with whatever was actually in
front of them.
=== v769 - 2026-08-14 approx. - THE SAME PROBLEM AFFECTED EVERY INTERIOR IN THE GAME, NOT JUST THE SUN AND THE DREAM ===
* FIXED: rather than continuing to fix one location at a time, this closed the whole
category at once - the flag tracking whether you're inside any of the game's four
interior types (an ordinary building, the casino, the chapel, or your own home) also
wasn't being cleared on a character switch, meaning a brand new character could be
treated as standing inside a building - casino betting buttons and all - despite
actually starting outdoors.
=== v768 - 2026-08-14 approx. - THE SAME BUG AFFECTED THE DREAM, ONE VERSION LATER ===
* FIXED: the same character-switch problem fixed for the Sun last version also affected
the Dream - visiting it and then switching characters without reloading could leave a
brand new character believed to still be inside the Dream, with every one of its checks
running against a character who had never actually been there.
=== v767 - 2026-08-14 approx. - VISITING THE SUN AND THEN SWITCHING CHARACTERS LEFT THE NEW CHARACTER STANDING ON IT TOO ===
* FIXED: an internal flag tracking whether you're currently aboard the Sun wasn't being
reset when switching to a different character without reloading the page - so creating
a brand new character right after visiting the Sun could leave that new character
standing at the ordinary Earth spawn point while the game still believed it was on the
Sun.
=== v766 - 2026-08-14 approx. - (dev tool) THE PUBLISH-READINESS CHECK COULD REPORT A COMPLETELY HEALTHY BUILD AS FAILING ===
* FIXED: an internal diagnostic row that confirms certain characters actually appear in
the world only ever covered three of the game's many locations - so running the check
anywhere else, like Vulcanis, always reported a failure that wasn't actually a problem
with the game. Since the operator's own process is to hold back a release if this suite
reports any failure, checking from the wrong place could have blocked a perfectly good
build from going out. The check now only applies itself in locations it actually covers,
and grows automatically to cover new ones without needing to be told.
=== v765 - 2026-08-14 approx. - THE APEX HUNTER CHECKLIST COULDN'T TELL YOU "HAVEN'T BEEN THERE YET" FROM "LOST THE FIGHT" ===
* ADDED: an empty box on the Apex Hunter checklist could mean two very different things -
a biome you've never even set foot in, or one you've visited and failed to beat its
signature creature - which call for different plans, but looked identical. Unvisited
biomes are now marked separately, using biome-visit tracking the game already recorded
for other purposes.
=== v764 - 2026-08-14 approx. - THE APEX HUNTER CHECKLIST NEVER SAID WHERE ANY OF ITS 109 CREATURES ACTUALLY LIVE ===
* FIXED: the Apex Hunter panel lists all 109 regional signature creatures with a simple
tick or empty box, but never named which biome any of them could actually be found in -
leaving a completionist chasing the last few with a scoreboard instead of an actual
to-do list. Each entry now shows its biome's name alongside it.
=== v763 - 2026-08-14 approx. - THE BESTIARY AND MEGA-TERROR COMPLETION BONUSES COULD BE PAID OUT TWICE ===
* FIXED: the large one-time cash bonus for completing the entire bestiary (30,000 coin) or
the full set of mega-terrors (50,000 coin) was tracked using a key based on the total
creature count - so the moment a new creature was added to the game, that key changed,
and a player who had already earned and collected the bonus would be paid it again in
full. Both bonuses now use a fixed key that can't shift when the roster grows, and
existing completions are correctly recognised as already paid rather than being paid
again.
=== v762 - 2026-08-14 - SWITCHING FROM THE FIXED UI BACK TO CLASSIC COULD SILENTLY CLOSE YOUR MESSAGE LOG FOR GOOD ===
* FIXED: the message log is now open by default for everyone (added a couple of versions
ago), but the code that switches between the fixed and classic UI layouts still had old
logic left over from when the log was hidden by default - specifically, closing it
automatically whenever you switched back to the classic layout, on the assumption that
you'd only opened it by switching to the fixed layout in the first place. Switching UI
layouts back and forth no longer closes your message log out from under you; it can
still be closed on purpose exactly as before.
=== v761 - 2026-08-14 - FIVE QUESTS ASKED YOU TO GATHER AN ITEM THAT PHYSICALLY CANNOT BE HELD ===
* FIXED: five separate quests asked you to fetch several "loot_cash" - the same
never-actually-an-item id fixed in the reward message last version, which converts
straight to coin and can never sit in your inventory. Since these quests tracked
progress by checking your inventory for the item, none of the five could ever be
completed by anyone, no matter how much cash was earned along the way. All five are now
correctly coin-based quests instead, matching what their own dialogue was already
describing.
=== v760 - 2026-08-14 - A QUEST'S COMPLETION MESSAGE COULD PROMISE AN ITEM THAT NEVER ACTUALLY ARRIVES ===
* FIXED: finishing a quest showed your rewards using their raw internal names instead of
the names the game uses everywhere else ("+3xrat_tail" instead of a proper item name).
Worse, 163 quests specifically promised "loot_cash" as a reward item - but that isn't a
real item at all, it's automatically converted straight into a random amount of coin
that never touches your inventory, so the message was naming something you could never
actually go looking for in your bag. Reward messages now show correct item names, and
correctly describe the coin you actually received instead of a fictional item.
=== v759 - 2026-08-14 - SOME QUESTS NOW LET YOU ASK A QUESTION BEFORE YOU ACCEPT ===============
* New: a small number of quests now offer an optional line of dialogue on their offer panel - a
question you can choose to ask, with its own written answer, before deciding whether to take the
job on. The vast majority of quests don't use this and are completely unchanged. A few of Bastet's
cat-themed quests use it to answer differently if you actually chose a cat as your starter pet.
=== v758 - 2026-08-14 - CANNIBAL BRAINS DIDN'T ACTUALLY MAKE YOU GO MAD, DESPITE THAT BEING THE WHOLE POINT ===
* FIXED: eating a cannibal brain was supposed to send you mad enough to start seeing
disturbing sights, including the parrot - but the amount of madness it added was too
small to cross even the first threshold before naturally decaying away a bit over half a
minute later, so eating one did visibly nothing at all. A brain now adds enough madness
to reliably push you past the first threshold on its own, and two brains eaten close
together will cross every threshold up to and including the parrot sighting, exactly as
intended.
=== v757 - 2026-08-14 - (dev tool) TWO OUT OF DATE CODE COMMENTS CORRECTED - NO GAMEPLAY CHANGED ===
* No player-facing change: an internal comment claiming the game has "thirty, handwritten"
quests was well out of date (the real number is 1,300), and another explaining a piece
of inventory logic had gone stale after the recent sidebar changes, though its
underlying conclusion still happened to hold true for a different reason. Both
corrected for accuracy.
=== v756 - 2026-08-14 - BASTET'S FOUR QUESTS COULD BE OFFERED IN ANY ORDER, INCLUDING HER OWN ENDING FIRST ===
* FIXED: Bastet's four-part questline, added a few versions ago, never actually declared
that each part requires the one before it - so nothing stopped a player from being
offered the emotional final chapter as their very first conversation with her. The four
parts are now properly chained in order. While fixing this, every prerequisite link
across all 1,300 quests in the game was checked for the same mistake; none were found.
=== v755 - 2026-08-14 - THE INVENTORY SIDEBAR WAS CRAMPED ON A REAL DESKTOP SCREEN, DESPITE LOOKING FINE IN TESTING ===
* FIXED: the inventory sidebar added a couple of versions ago was verified using this
project's own narrow preview window, which happened to trigger the same narrow-screen
layout rule mobile phones use - so it looked correctly laid out in testing while
actually being cramped on any normal desktop-sized window. Rewritten so the sidebar
lays out correctly based on its own actual width rather than the whole window's width.
=== v754 - 2026-08-14 - FOUR MORE THINGS BROKE WHEN THE INVENTORY MOVED TO A SIDEBAR, INCLUDING A TUTORIAL DEAD END ===
* FIXED: the tutorial's "open your inventory" step specifically waited for the old pop-up
window to appear, which the new sidebar layout never does - meaning a new player using
that layout could get permanently stuck on that one step with no way to progress. Also
fixed: an inventory tab button that had stopped doing anything at all, an edge case
where switching between the two UI layouts with the inventory open could leave a
window stranded and empty, and the character preview portrait rendering as a blank
placeholder instead of an actual picture. All four now work correctly in the new
sidebar layout.
=== v753 - 2026-08-14 - PRESSING [I] IN THE NEW DOCKED-INVENTORY LAYOUT COULD TRAP YOU IN AN EMPTY WINDOW ===
* FIXED: last version's new inventory sidebar wasn't recognised by every place that opens
the inventory - pressing [I], or equipping an item from certain menus, could instead pop
open a completely empty window with nothing in it, and because an open window blocks
movement, it genuinely trapped the player until they dismissed it. All three paths that
open the inventory now correctly recognise and use the sidebar when it's active.
=== v752 - 2026-08-14 - (dev tool) A QUEST-REWARD CODING MISTAKE FOUND BEFORE IT COULD EVER ACTUALLY HAPPEN ===
* No player-facing change: last version's new quests all pay out cash and items alongside
experience, so a coding structure that would have silently withheld experience-only
rewards on any FUTURE quest never actually affected anything that shipped. Corrected
anyway, and guarded against, so the next quest written with an experience-only reward
can't fail silently.
=== v751 - 2026-08-14 - BASTET REMEMBERS WHICH PET YOU ACTUALLY PICKED =====================
* FIXED: the game only tracked which pets you currently own, which isn't the same thing as
which one you chose at character creation - tame a second pet later and the game would
have forgotten your original choice ever mattered. A separate field now records your
starter pet specifically, so an NPC that cares about that choice reads the right answer
even after you've since adopted others. Characters saved before this version are handled
gracefully rather than guessed at.
=== v750 - 2026-08-14 - THE FIXED UI GETS A DOCKED INVENTORY SIDEBAR INSTEAD OF A POP-UP MODAL ===
* ADDED: in the fixed/docked UI layout, the inventory now lives as a permanent sidebar
down the left edge rather than a modal window that pops up and covers the 3D view.
[TAB] collapses and restores it instead of opening a separate window on top of an
already-visible list. The classic UI is untouched and still opens the inventory as a
modal, same as always.
=== v749 - 2026-08-14 - THREE SMALL COMPLAINTS, THREE SMALL FIXES ==========================
* FIXED: every toast message was appearing twice on screen once the chat log became part of
the default UI - once as the usual pop-up over the hotbar, once again in the chat itself.
Operator: "then remove all the duplicate texts that appear above the hotbar." Messages now
only go to the chat log, where they're timestamped and don't fade before you can read them.
* NEW: cannibals now drop a Brain item. Operator: "the cannibals should drop their brains,
which will make the player go crazy if they eat it."
* FIXED: the speech-bubble text over an NPC's head used to render as a large boxed sign -
the same style used for shop and casino signage. Operator: "the text above their head is
way too big, please just make the text appear without a box around it, much smaller, like
in runescape." Speech now renders as small plain text with no box. A colour bug hiding
behind the old code was caught and fixed at the same time - speech bubbles had silently
been drawing in the wrong colour the whole time because of a string/number mismatch
nobody had noticed.
=== v748 - 2026-08-14 - YOUR STARTER PET IS WITH YOU FROM THE START =======================
* The cat or dog you choose during character creation now spawns right beside you the
moment you start playing, instead of waiting back at the kennel for you to go collect it.
=== v747 - 2026-08-13 - THE TUTORIAL TOLD PLAYERS TO PRESS A HOTBAR SLOT THE SWORD WAS NEVER PLACED IN ===
* FIXED: after crafting the tutorial's starter sword, the very next step told players to
"press the number of its slot" - but nothing in the game actually equips a freshly
crafted weapon onto the hotbar automatically, so that slot number didn't exist yet. The
step itself was always completable (opening the bag and manually equipping the sword
still works, and still satisfies it), but the instruction beside it was telling players
to do something the game hadn't actually done for them. Corrected to match what the
game really requires: open your bag and equip the sword yourself.
=== v746 - 2026-08-13 - THE TUTORIAL TOLD A BRAND NEW PLAYER TO MOVE, WHILE THE GAME WAS STILL BLOCKING MOVEMENT ===
* FIXED: the tutorial's very first instruction ("Move and look around") could appear on
screen while the character-creation face-picker panel was still open underneath it -
and movement is deliberately disabled while that panel is open, with nothing on screen
explaining why. The tutorial offer now correctly waits until that panel is actually
closed before appearing, so the first thing the game ever asks a new player to do is
always something they can actually do.
=== v745 - 2026-08-13 - "SPEND WITH MERCHANTS" ONLY EVER COUNTED SPENDING AT A TRAVELLING MERCHANT, NEVER A CITY SHOP ===
* FIXED: the Big Spender achievement's description said "spend with merchants" broadly,
but the counter behind it only ever tracked purchases from travelling merchants out in
the world - buying the exact same kind of item from an ordinary city shop counted for
nothing toward it. Rather than widen what counts (a real balance decision), the
description was corrected to say exactly what it tracks: spending with travelling
merchants specifically.
=== v744 - 2026-08-13 - FIXED AN ACHIEVEMENT THAT COULD NEVER BE EARNED ===================
* FIXED: the "Complete N bounty contracts" achievement (four rungs - 1, 10, 50 and 200
contracts) was completely unearnable. The counter it reads was in the save file and
correctly checked every time, but nothing in the entire build ever actually incremented
it. Measured before the fix: accepted a contract, finished it, got paid - counter still
read 0. It works now.
* The same shape of bug (a real counter, correctly displayed, that nothing ever wrote to)
had already turned up twice before this - a sold-goods total and a marriage-bond stat -
so this is at least the third achievement quietly fixed for the same underlying reason.
=== v743 - 2026-08-13 - YOUR OWN CITY GUARDS WERE COMPLETING YOUR BOUNTY CONTRACTS AND QUESTS FOR YOU ===
* FIXED: the game already made sure a kill your city guards made (rather than you)
couldn't advance your personal kill records or Apex Hunter progress - but that same
protection had never been applied to bounty contracts or quest progress, so simply
standing near your own garrison while it fought off attackers could complete bounty
contracts and quest kill counts without you lifting a finger. Fixed for both. Kills your
guards make during an actual war or siege still correctly count toward that city's own
defense, since that's the city defending itself rather than you completing a personal
task.
=== v742 - 2026-08-13 - NUKING A RIVAL CITY YOU'D ALREADY DEFEATED IN WAR LEFT ITS BUILDINGS STANDING ===
* FIXED: after winning a war against the rival city, the code that turns a nuked city into
rubble was accidentally still gated behind the war being ongoing - so a nuke landing
dead centre on an already-defeated rival city did nothing to it at all. War damage still
correctly requires the war to be active, but physically razing a city with a nuke no
longer does, so a rival city can still be destroyed by nuke after the war against it is
already won.
=== v741 - 2026-08-13 - TWO ACHIEVEMENTS PROMISED SOMETHING THE GAME COULD NEVER ACTUALLY DELIVER ===
* FIXED: the "3 Cities Razed" achievement could never be earned by anyone - the game only
has two cities that can ever be razed at all, so that third rung was permanently
impossible. Its ladder now correctly stops at two. Separately, an achievement described
as being for "defending a settlement" only actually counted progress from the specific
rival-city war, never from an ordinary settlement siege - reworded to correctly name
what it actually tracks. Neither is a balance change; both are just the game accurately
describing what it does.
=== v740 - 2026-08-13 - THE RIVAL CITY'S WAR COULD BE "WON" BY KILLING ANYTHING NEARBY, INCLUDING WILDLIFE ===
* FIXED: fighting off a rival city's siege was supposed to require actually killing the
attacking militia, but the game was counting ANY kill made during a war toward clearing
it - meaning the invading army's own progress could be cleared by killing deer, or
anything else nearby, without the army ever needing to be fought. On top of that, kills
landing in the brief gap between attack waves could push the counter negative in a way
that inflated an unrelated faction's standing and could queue up extra waves, and
because the counter tracked the intended number of defenders rather than how many
actually spawned, a failed spawn could leave a war that could never technically be
finished. War progress now correctly requires killing the actual attacking militia.
=== v739 - 2026-08-13 - FIXED THE STARTING AREA HAVING NO IRON ORE ANYWHERE ===============
* FIXED: the new gentler starting zone (v735) had flattened the ground so much that not a
single nearby rock could spawn ore - while the game's own tutorial asks you to gather
iron and craft an Iron Sword in your first few steps. A new character following the
tutorial exactly as written could not actually finish it. Ore can now spawn on the
gentler rock inside the starting area too.
=== v738 - 2026-08-13 approx. - (dev tool) A NEW SAFETY CHECK CATCHES A LOCATION BEING ACCIDENTALLY HIDDEN, BEFORE IT BREAKS A COMPLETION AGAIN ===
* No player-facing change: added an internal diagnostic that checks whether every one of
the game's 112 fixed locations can actually still be found somewhere in the world - the
exact kind of check that would have caught last version's meadow bug immediately instead
of it needing to be found by hand. Confirmed it actually would have caught that bug by
running it against the earlier, broken build.
=== v737 - 2026-08-13 approx. - THE NEW HOME MEADOW HAD ACCIDENTALLY MADE TWO WHOLE-GAME COMPLETION ACHIEVEMENTS IMPOSSIBLE ===
* FIXED: three specific, one-of-a-kind locations (a hidden chapel, a hidden church, and a
hidden garage) happen to sit inside the new starting meadow, and unlike most locations
hidden by the meadow, these three don't exist anywhere else in the world - so hiding
them made two full-completion achievements (the World Survey and the Master
Cartographer, tied to visiting every region in the game) permanently unearnable for
every character. Fixed with a general rule rather than a specific list: any one-of-a-
kind location is now protected from being hidden by the meadow, so this can't
accidentally happen again if a similar location is added later.
=== v736 - 2026-08-13 approx. - THE NEW HOME MEADOW WAS OFF-CENTRE, MAKING THE WALK OUT LOPSIDED IN ONE DIRECTION ===
* FIXED: the meadow added last version was measured from the world's absolute origin
point rather than from where a new character actually starts, which sits several
hundred units away from it - so the safe walking distance was noticeably uneven
depending on which direction you went (over a minute longer one way than the other). Now
correctly centred on the real starting point, giving an even walk in every direction.
Also flagged, but deliberately left as an open question rather than fixed outright: nine
hand-placed points of interest happen to fall inside the new meadow and are currently
hidden by it, which trades away content the meadow's own safety benefit doesn't strictly
need to.
=== v735 - 2026-08-13 approx. - A NEW PLAYER COULD WALK INTO A COMPLETELY EMPTY, BROKEN AREA JUST SIX SECONDS FROM THE STARTING CITY ===
* FIXED: walking out of the starting city's gate in almost any direction could put a brand
new player into "the 404 Void" - an empty, broken area - in as little as six seconds,
regardless of which of the many possible worlds they'd generated. A very large, ordinary
grassland now surrounds the starting city (a "Home Meadow"), guaranteeing new players
several minutes of normal, safe terrain to get their bearings in before reaching
anything unusual. Water, the game's one great crater, and the city itself are
deliberately left untouched by this change. Also fixed a related issue this same change
would otherwise have caused: since the new terrain raises the ground near spawn, a
character who'd previously saved out there could have loaded back in buried inside a
hill - saved characters now always load at or above the real ground level.
=== v734 - 2026-08-13 approx. - TWELVE OF THIRTY-SIX LIKELY GUIDEBOOK SEARCHES RETURNED A COMPLETELY BLANK PAGE ===
* FIXED: actually driving the guidebook's live search box, rather than just checking the
page's own text for likely words, found twelve searches a player might reasonably try
that returned nothing at all. Four were real gaps in wording - "marry" doesn't match
"married", "death" doesn't match "dying", "spouse" wasn't in the text at all, and saving
your game wasn't mentioned anywhere. All four reworded to match more of the words a
player might actually type. The other eight blanks (including "fishing", "hunger" and
"thirst") are correct as-is, since those aren't systems that actually exist in the game.
=== v733 - 2026-08-13 approx. - THE VERY FIRST SCREEN EVERY PLAYER SEES WAS SHOWING UNFORMATTED CASH ===
* FIXED: the character-select screen - the first thing anyone sees every time they open
the game - was showing each character's cash total without comma formatting, visible as
soon as a character had earned any meaningful amount. Now formats correctly, closing out
this run of number-formatting fixes.
=== v732 - 2026-08-13 approx. - (dev tool) THE SELF-TEST PANEL REPORTED A BROKEN GAME WHEN THERE WAS SIMPLY NO CHARACTER LOADED YET ===
* FIXED: pressing the internal self-test shortcut from the character-select screen, before
loading anyone, printed a red "failed" result rather than recognising there was simply
nothing to test yet. It now correctly explains that a character needs to be loaded
first, rather than reporting a false failure. Confirmed this problem existed well before
the recent run of number-formatting fixes and wasn't introduced by any of them.
=== v731 - 2026-08-13 approx. - A WHOLE DIFFERENT CODE PATTERN FOR DISPLAYING NUMBERS HAD BEEN MISSED BY EVERY PREVIOUS SWEEP ===
* FIXED: all the number-formatting fixes so far only caught one way the game's code builds
its on-screen text; a second, equally common way (template literals, for anyone
curious) had been completely invisible to every previous pass - including toast messages
like "Sold 500x [item] for +¤[amount]", which would print five raw digits for a large
sale. Seventy-two more sites now format correctly.
=== v730 - 2026-08-13 approx. - HP BARS AND OTHER RATIO DISPLAYS (LIKE "5000/51600") NOW FORMAT BOTH SIDES TOGETHER ===
* FIXED: several places in the game show a ratio, like a boss health bar reading
"current/maximum" - twenty-six such pairs across boss HP bars and a few dungeon
trackers, plus twenty single large thresholds. These had been deliberately left alone by
earlier number-formatting passes because formatting only one side of a ratio (like
"5000/51,600") reads worse than formatting neither. Now both sides format together, so
every ratio reads cleanly.
=== v729 - 2026-08-13 approx. - FIFTY-THREE MORE UNFORMATTED NUMBERS FOUND BY SEARCHING MORE SYSTEMATICALLY ===
* FIXED: rather than relying on memory of which numbers might be unformatted, a proper
systematic search starting from every large constant in the game found fifty-three more
places still showing raw numbers - generic payout toasts (cash, bonuses, experience) and
sixteen large constants written directly into descriptive text. All now format properly.
=== v728 - 2026-08-13 approx. - FIFTEEN MORE UNFORMATTED LARGE NUMBERS FOUND IN THE SAME DUNGEONS, MISSED BY THE PREVIOUS SWEEP ===
* FIXED: the previous version's number-formatting fix for six dungeons turned out to be
incomplete - the settlement-closing totals in those same rooms, several per-kill payout
displays, and one entire dungeon (the Prompter's Box) missed by name were all still
showing raw, unformatted numbers. All fifteen additional spots now format correctly.
=== v727 - 2026-08-13 approx. - SIX DUNGEONS SHOWED SIX-FIGURE PAYOUTS WITH NO COMMA FORMATTING ===
* FIXED: six of the game's dungeons (the Sparing Floor, the Succession House, the Halved
Claim, the Conning House, the House of Hours, and the Almshouse) track a running total
that can reach six figures, and none of those totals had comma formatting - showing as
a hard-to-read wall of digits. All now format properly.
=== v726 - 2026-08-13 approx. - SEARCHING THE GUIDEBOOK FOR "HEADSHOT" FOUND NOTHING ===
* FIXED: the guidebook explained the headshot mechanic using the phrase "a head shot
hurts more" - two separate words - while the game's own community and its own internal
name for the mechanic use "headshot" as one word, which is what most players would
actually type into the search box. Reworded so both spellings find it.
=== v725 - 2026-08-13 approx. - (dev tool) THE SELF-TEST PANEL REPORTED A HEALTHY GAME AS BROKEN, IN ONE SPECIFIC TESTING SETUP ===
* FIXED: an internal diagnostic row checking the Edging skill's cap would report a failure
in one particular testing environment where the value it checks hadn't been set yet on
the very first frame - not an actual problem with the game, just the check running
before the game had finished its own setup. The row now correctly skips with an
explanation in that situation instead of reporting a false failure.
=== v724 - 2026-08-13 - A DAMAGED SAVE NO LONGER LIES ABOUT ITS OWN AGE =====================
* FIXED: the character list reads each save to show its cash, level and creation version -
and when that data can't be read at all (a truncated or corrupted save), the row fell
back to describing it as simply a very old character rather than a broken one. At exactly
the moment a player would be most alarmed and looking for the RESTORE button beside it,
the row was instead reassuring them about its age. It now correctly reads "save
unreadable" instead, without promising a restore that isn't always there. A healthy save
still reads normally either way.
=== v723 - 2026-08-13 approx. - A TWELFTH UNFORMATTED CASH DISPLAY, MISSED BY THE PREVIOUS SWEEP ===
* FIXED: the earlier sweep for unformatted cash displays missed one more - your total cash
shown directly in the inventory panel, which used a slightly different piece of code
than the eleven already fixed and so didn't get caught by the same search. Found and
fixed, along with three related spots (two cash-line headers and a repair-cost message)
that had the same problem for the first time this pass caught them individually rather
than in bulk.
=== v722 - 2026-08-13 approx. - ITEM QUANTITIES IN THE INVENTORY HAD THE SAME RAW-NUMBER PROBLEM AS CASH DID ===
* FIXED: the fix applied to unformatted cash displays turned out to apply to item stack
quantities too - filling your inventory with enough of anything could show a raw
scientific-notation number like "1e+21" right on the item's own icon. Unlike the cash
case, this was reachable in perfectly ordinary play: idle factories alone can produce
six- and seven-digit stacks over time. Five separate quantity displays (the inventory
grid badge, its tooltip, the detail view, the stack line, and the vehicle counter) are
all fixed to format properly at any size.
=== v721 - 2026-08-13 approx. - CASH WAS SHOWN UNFORMATTED IN ELEVEN MORE PLACES, MOSTLY IN THE CASINO ===
* FIXED: last version's fix for the HUD's cash display turned out to be one of twelve
places doing the same thing - the casino screens and the jackpot header were all still
showing raw, unformatted cash totals, which matters more there than anywhere else since
the casino is exactly where a balance grows large and gets re-read on every single bet.
All eleven now format correctly, matching the HUD fix.
=== v720 - 2026-08-13 approx. - THE ON-SCREEN CASH TOTAL WAS THE ONLY NUMBER IN THE HUD SHOWN WITHOUT COMMA FORMATTING ===
* FIXED: every other number in the game's heads-up display used proper comma formatting,
but your actual cash total was printed as a raw, unformatted number - and for anyone
wealthy enough to cross a certain very large threshold, it would render in scientific
notation as a literal "1e+21" instead of real digits. Now formatted with commas like
every other number in the game, at any size.
=== v719 - 2026-08-13 approx. - (dev tool) A CODE COMMENT'S OWN MEASUREMENT WAS CORRECTED - NO GAMEPLAY CHANGED ===
* No player-facing change: an internal comment describing how a specific timer behaves in
the developer's own testing tool stated an estimated frame rate that turned out, on
re-measurement, to be wrong - the real figure is zero, not the "2-3 fps" originally
guessed. The comment is corrected for accuracy; nothing about the game itself changed.
=== v718 - 2026-08-13 approx. - (dev tool) THE BIGGEST SILENT ERROR-SWALLOWING CODE IN THE GAME NOW LEAVES A TRACE ===
* No player-facing change: the game has 827 places that deliberately catch and ignore
errors, which is normal and correct for most of them - but the 22 largest ones each
guard over a thousand characters of code, meaning a genuine bug anywhere inside one
could silently disable everything after it for the rest of a session while showing
absolutely nothing wrong on the console. This is exactly the shape of bug that cost real
time to track down in the creature art system a couple of versions ago. Those 22 spots
now quietly record if they ever actually catch something, readable from the game's
internal diagnostics, without changing what happens when they do catch an error.
=== v717 - 2026-08-13 approx. - NEW CREATURE ART NO LONGER REQUIRES A WHOLE NEW BUILD TO SHOW UP ===
* ADDED: the list of which creatures have art was previously baked directly into the game
file, meaning finished art sat unused on disk until an entirely new version was shipped
just to include it - this happened three separate times in one day. The game now checks
for an external list first and uses whatever it finds there, falling back to the old
baked-in list if that external file isn't present (which is exactly what happens if you
play by simply opening the single game file directly, with no folder alongside it) - so
nothing about how the game behaves changes unless the extra files are actually there.
=== v716 - 2026-08-13 approx. - THIRTY MORE CREATURES GOT THEIR ART CONNECTED, INCLUDING THREE FIXED FILENAME TYPOS ===
* ADDED: thirty more finished creature art sprites, which had been sitting ready but
unused, are now wired into the game - bringing the total to 99 creatures with their own
art. Three of them had been unusable due to filename typos (a misspelled "savannah",
"ceshire" instead of "cheshire", and "coacoa" instead of "cocoa"), each carefully
checked against the creature roster before renaming to make sure the right creature
claimed the right art, particularly since a similarly-named but different creature
already existed for one of them.
=== v715 - 2026-08-13 approx. - (dev tool) A WAY TO ACTUALLY VERIFY MERCHANT PRICES AND STOCK, WITHOUT NEEDING TO FIND ONE IN PLAY ===
* No player-facing change: added an internal, read-only way to inspect a merchant's
current stock, prices and finances, so that changes to merchant economics can be
properly verified going forward instead of relying on hand-calculation and hoping a
human tester happens to find a trader out in the world.
=== v714 - 2026-08-13 approx. - (dev tool) A LEFTOVER, NON-FUNCTIONING PIECE OF DREAM DEATH-PENALTY CODE LABELLED AS DEAD ===
* No player-facing change: an old, no-longer-reachable copy of the Dream's "dying costs
you half your residue" penalty was found still sitting in the code alongside the real,
working version added later. It was confirmed to never actually run under any
circumstance, and was deliberately left in place rather than "fixed" back to life, since
doing so would have caused an actual death in the Dream to be charged the penalty twice
over rather than once. Documented rather than touched, so nobody accidentally revives it
later.
=== v713 - 2026-08-12 - FIXED MERCHANTS PAYING YOU TWICE WHEN KILLED ======================
* FIXED: killing a merchant used to pay out the same money twice - once for what they were
actually carrying, and once more from a tally that turned out to be tracking the exact
same coins under a different name. Buy something expensive, then kill the merchant, and
you'd walk away with your money back, a bonus on top, AND the item you bought - the more
you'd spent with them, the more profitable murdering them became, which made the usual
reputation penalty for killing someone worth paying. Murder still pays out what a
merchant is actually carrying - just not a phantom second copy of your own money.
=== v712 - 2026-08-13 approx. - (dev tool) A SILENT FAILURE IN THE CREATURE ART SYSTEM NOW LEAVES EVIDENCE BEHIND ===
* FIXED: the code that dresses a creature in its hand-drawn art is deliberately wrapped
in a safety net so a broken image can never take down the creature it belongs to - but
that same safety net was capable of silently swallowing a genuine coding error with the
console staying completely clean, which is exactly what happened the version before
this one and cost real time to track down. Any future failure of this kind now logs
itself clearly and is visible to the game's own internal diagnostics, without changing
what players actually see - a broken image still just falls back to the plain 3D model,
same as always.
=== v711 - 2026-08-13 approx. - (dev tool) THE CREATURE ART SPRITE SIZING WAS FIXED PROPERLY, USING A MEASUREMENT THE GAME ALREADY HAD ===
* FIXED: last version's fix for oversized creature sprites introduced its own smaller
bug affecting scaled-up creatures (bosses, mainly) - a hand-rolled measurement divided
by scale in the wrong order, which would have shrunk a boss's sprite to roughly half its
correct size, and didn't account for every kind of non-model attachment a creature could
carry. Sprite sizing now reuses the same measurement the game's own headshot detection
already relies on, so the two can never disagree with each other again.
=== v710 - 2026-08-13 approx. - THE FIRST CREATURE ART SPRITE OF EACH TYPE WAS OVER TWICE TOO TALL ===
* FIXED: a follow-on from the health-bar fix a version earlier - the very first creature
sprite of each type was being sized using its floating health bar as part of the
measurement, since the bar sits well above the model itself. That made the sprite's
height roughly twice what it should have been, on that first spawn only; every later
spawn of the same type measured correctly. Now measures only the actual model, on every
spawn.
=== v709 - 2026-08-13 approx. - THE VERY FIRST CREATURE OF EACH TYPE YOU MET COULD BE MISSING ITS HEALTH BAR ===
* FIXED: a side effect of the new hand-drawn creature art - the very first creature of any
given type you encountered in a session could spawn with no health bar at all, while
every later one of that same type displayed correctly. Caused by the art system briefly
hiding the health bar along with the 3D model it was replacing, only on that first
spawn. Every creature now keeps its health bar regardless of whether it's the first of
its kind you've met.
=== v708 - 2026-08-13 approx. - EIGHT MORE CREATURES GOT THEIR NEW ART ACTUALLY WIRED IN ===
* ADDED: eight more hand-drawn creature sprites, drawn after the initial batch shipped,
are now actually connected to the game - bringing the total to 69 creatures with their
own art instead of a plain 3D model.
=== v707 - 2026-08-12 - SOME ENEMIES COULD TURN INVISIBLE WHILE APPROACHING YOU =================
* FIXED: certain enemies (rendered as a flat, always-facing "photo" rather than a 3D model) only
turned to face you once they were already actively chasing - the rest of the time they faced
whichever direction they were walking. Since a flat image viewed edge-on is effectively zero
pixels wide, one of these could be walking straight at you and be practically invisible for the
entire approach, right when you'd most want to see it coming. These enemies now always face the
camera, the way this art style is meant to work.
=== v706 - 2026-08-12 - HAND-DRAWN CREATURE ART IS IN THE GAME (61 CREATURES SO FAR) ===
* ADDED: 61 creatures now display a hand-made 2D sprite instead of their plain 3D model
when a matching piece of art exists for them, always facing the camera - the game's
older "This Man" character has worked this way since much earlier, and this extends the
same technique across most of the bestiary. Any creature without matching art keeps its
ordinary 3D model exactly as before, so nothing is missing art, only enhanced where art
exists.
=== v705 - 2026-08-12 - PRICES WENT UP ON EXPENSIVE GOODS, SO SPENDING MONEY MEANS SOMETHING AGAIN ===
* FIXED: the most expensive thing any merchant sold topped out around 360 coin, so a
player with millions of coin had nothing meaningfully expensive to actually buy at any
price. Prices now scale up progressively with an item's own base value - cheap crafting
materials barely move, while finished, high-value goods can cost several times their old
price. Selling prices are untouched, so this only affects what you pay, not what you
earn. Worth knowing: buying from a merchant increases how much loot that same merchant
can then buy back from you, so spending and then selling to the same trader recovers
much of what you spent.
=== v704 - 2026-08-12 - MERCHANTS NOW ACTUALLY CARRY ENOUGH STOCK TO SPEND REAL MONEY ON ===
* FIXED: a merchant's entire inventory typically added up to a few hundred coin, while
players routinely sit on millions with nothing worth buying. Stock quantities are now
based on each item's own price - cheap materials arrive in bulk, expensive goods stay
scarcer - so a typical merchant now carries tens of thousands of coin worth of goods
instead of a few hundred, without creating any way to profit by buying and reselling.
=== v704/v705 - 2026-08-12 - MERCHANTS ARE ACTUALLY WORTH TRADING WITH NOW =====================
* FIXED: a merchant's entire shop used to hold 1 to 5 of each item, meaning a full inventory
was worth a few hundred coin - completely pointless once you had any real money. Operator:
"available in very large quantities... i have millions of bucks i cannot really spend bc
merchants only have a couple of bars, buying should be a viable alternative to just
grinding." Merchants now carry roughly 80,000 to 140,000 coin worth of goods, with cheap raw
materials showing up in real bulk and expensive finished goods staying comparatively scarce -
large enough that buying genuinely competes with mining, small enough that spending millions
still takes visiting more than one trader.
* Buy prices also went up, but not evenly. Operator: "everything should be much more expensive"
- while also wanting buying to be worth doing, which a flat price hike can't satisfy at the
same time. Cheap materials now cost barely more than before and are still worth buying
instead of gathering by hand; expensive finished goods and rare weapons cost meaningfully
more, so a merchant's shelf finally has something worth calling an actual purchase. Sell
prices are untouched - only what you pay went up, not what you're paid.
=== v703 - 2026-08-12 - FIXED THE BOND ACHIEVEMENTS BEING IMPOSSIBLE TO EARN ===================
* FIXED: the Bond 10, Bond 50 and Bond 200 achievements had been reading an old save field that
stopped being written the moment marriage bond became tracked per-spouse (v334) - meaning no
character, no matter how high an actual bond they'd built, could ever unlock any of the three.
They now correctly read the highest bond level a character has ever reached with any spouse.
=== v702 - 2026-08-12 - (dev tool) A DIAGNOSTIC PANEL SAID FACTORIES WERE FINE WHEN THEY'D JUST BEEN GATED OFF ===
* FIXED: the internal self-test panel's factory-health row kept reporting "installed and
paying" even after v696 gated factories behind the Sun's level requirement - so a player
whose factories had just stopped earning, checking the diagnostic panel specifically to
find out why, would have been told everything was fine. The row now correctly
distinguishes a factory that's genuinely locked from one that's actually broken.
=== v701 - 2026-08-12 - THE HEADSHOT FIX FROM TWO VERSIONS AGO DIDN'T GO FAR ENOUGH ON SMALL CREATURES ===
* FIXED: v694's headshot fix solved the problem for tall creatures whose head sits low on
a large body, but didn't help small creatures at all - on something like the
Sludgeserpent, barely over a metre tall, the headshot band could still cover nearly
twice the creature's entire height, since a hard minimum band size overwhelmed the
correction. Both edges of the headshot band are now separately capped by the creature's
own height, on top of the earlier fix, closing the gap for every size of creature rather
than only large ones.
=== v700 - 2026-08-12 - 92 WEAPONS HAD NO FIRE RATE AND NO WEAPON TYPE. THEY DO NOW ===
* FIXED: ninety-two weapons in the game - including some of its hardest-hitting ones, and
the AK-47 - had never been given a fire rate or a weapon type, which meant they had NO
cooldown at all (limited only by how fast you could physically press the key) and every
one of them, melee weapons included, fired as a ranged projectile. A sword firing
bullets. All ninety-two now have a proper type and a fire rate matched to the game's own
median for similar weapons - melee weapons swing instead of shooting, and everything
fires at a normal pace. This does make these specific weapons meaningfully weaker than
they were, since "as fast as you can click" was never an intended rate for any of them.
=== v699 - 2026-08-12 - FIXED YOUR STARTING HOTBAR ADVERTISING WEAPONS YOU DIDN'T OWN =========
* FIXED: a brand-new character's hotbar used to show three weapons in their default slots that
the character had never actually crafted or owned - all three were recipe outputs, not
starting gear. Those slots now start with the Butter Knife instead: buildable from a single
Iron Bar, and there specifically because the game has no unarmed attack, so a new character
needs something to fight with from the very first moment. Existing characters are unaffected.
=== v698 - 2026-08-12 - FOUR BOSSES COULD NOT BE HEADSHOT AT ALL ===
* FIXED: on Fortress Lord, Infernal Lord, The Nightmare and Hell Baron, the headshot
bonus's own internal band was accidentally impossible to satisfy - a shot placed
exactly at the head's centre still counted as an ordinary hit, on any of the four. Fixed
narrowly: a shot at the true centre of the head is now always recognised as a headshot,
everywhere it wasn't already, without changing the headshot band on any other creature.
=== v697 - 2026-08-12 - THE DREAM HAS ONE ENEMY THAT DOESN'T HIT YOUR HEALTH =================
* New: one specific enemy down in the Dream, Sleep Debt, doesn't damage your health at all - a
hit takes a bite out of whatever residue you're currently carrying instead. It's the only
place in the game where taking a hit costs you something other than health, kept small on
purpose so it doesn't stack too harshly with dying costing you residue outright.
=== v696 - 2026-08-12 - FACTORIES NOW ONLY PAY OUT PAST THE SUN, AND SUMMONER FINALLY GETS ONE ===
* FIXED: factories could pay out roughly 1.7 million experience a day with nobody actually
playing, which meant reaching the game's own late-game gate was possible almost entirely
by leaving the game closed rather than by playing it. Factories now only pay out once a
character has reached the Sun's own level requirement - existing factories aren't
demolished, they simply stop earning until you get there, and nothing already banked is
lost.
* ADDED: Summoner can now have its own factory, the one skill that couldn't before -
matching how a version earlier gave Summoner proper standing everywhere else in the
game.
=== v695 - 2026-08-12 - SUMMONER NOW COUNTS TOWARD A DAY'S WORK ================================
* CHANGED: the Summoner skill, added well after A Day's Work first shipped, had been left out of
that tracker on the grounds that it trains passively rather than from a deliberate action - a
day's work asked for eight marks while the game quietly had nine skills. Ruled back in: Summoner
is a combat skill like any other, and a whole day now takes all nine.
=== v694 - 2026-08-12 - A HEADSHOT MEANT THE HEAD AGAIN, ON CREATURES WHOSE HEAD ISN'T ON TOP ===
* FIXED: the headshot bonus was measured against the model's absolute highest point, which
is only actually the head on a humanoid - on a quadruped, a serpent, an ooze or a dragon,
that ceiling could sit well above the real head, so the precision bonus applied to hits
anywhere on much of the body instead of specifically the head. A real fix, though a
large one - see v701 below, which found this build hadn't fully closed the gap on the
smallest of those creatures.
=== v693 - 2026-08-12 - THE VELVET CASINO ACTUALLY OPENS NOW =============================
* FIXED: the Velvet Casino's betting screen has been broken since it was built - three
separate bugs meant the panel could never actually open at all, its own Leave button
would have thrown an error if it somehow had, and (worst of all) it would have silently
broken the world map's close button too the first time anyone managed to trigger it.
All three fixed. The casino works now.
=== v692 - 2026-08-12 - DYING IN THE DREAM NOW ACTUALLY COSTS RESIDUE =====================
* FIXED: the dream sequence always promised that residue "is only yours if you get out,"
but dying down there was quietly banking your full haul anyway - making death the
fastest way to cash out, not a risk at all. Dying now actually costs you half your
carried residue, the way it was always supposed to. Getting out on your own still banks
everything.
=== v691 - 2026-08-12 - FIFTEEN MORE REGIONS' SIGNATURE CREATURES WERE UNHUNTABLE ==========
* FIXED: the fix that made the sea, ocean and river's own apex creatures actually spawn in
their own waters turned out to have only closed three cases of a much bigger problem.
Every one of the game's nineteen "biome" regions had the same miss - standing in a
region's own terrain and hunting for that region's own signature creature was quietly
guaranteed to fail everywhere, because none of the nineteen biome spawn tables actually
contained their own apex creature. Fifteen more regions are fixed the same way now, at the
same reduced rate the water fix already used. One of the nineteen has no apex creature
defined for it at all and stays as it was - nothing was there to fix.
=== v690 - 2026-08-12 - THE TRAINING DUMMY WAS ONLY EVER TEACHING TWO SKILLS ===============
* FIXED: sparring on the training dummy always paid Attack and Defence experience, no
matter what kind of weapon was actually being swung at it - even though the game's own
guidebook promises the dummy trains five separate skills. A ranged weapon, a magic staff,
or a summoner's tool all quietly paid melee experience instead of the skill they were
supposed to be training. Dummy sparring now pays experience into whichever skill the
equipped weapon actually belongs to, matching the guidebook and matching what live combat
already does.
=== v689 - 2026-08-12 - THE MINING DRILL'S TUNNEL DATA GREW FOREVER, AND HOLDING THE KEY DRILLED AT AN UNLIMITED RATE ===
* FIXED: every tunnel bored with the mining drill added to a save-data list that was
never trimmed, and holding the drill key down bored at whatever rate your keyboard
repeats at, since nothing limited it to once per press. The underlying position data is
now capped the same way other unlimited player-placed data already is, while a
separate, uncapped lifetime counter keeps the Trophy Room's "Tunnels Drilled" record
and the mining experience timing working exactly as before - existing characters keep
their full drilling history counted correctly rather than having it reset to zero.
=== v688 - 2026-08-12 - RENTAL INCOME NOW HAS THE SAME 24-HOUR OFFLINE CAP THE FACTORY ALREADY HAD ===
* FIXED: property rental income had no cap on how much offline time it could pay out for
in one go - loading a save after leaving the game shut for a month would pay out a
full month of rent in a single instant, unlike the game's other two passive-income
systems, which were already capped so that leaving the game closed for a long stretch
is worth the same as leaving it closed overnight. Rental income now uses the same
24-hour cap the factory already had. Nothing about the rent rate, prices, or how many
properties you can own has changed - only how much offline time a single catch-up
payment can cover.
=== v687 - 2026-08-12 - KILLING A MERCHANT REFUNDED YOUR ENTIRE SPENDING HISTORY WITH EVERY MERCHANT, NOT JUST THAT ONE ===
* FIXED: killing a merchant to get a refund was reading your total lifetime spending
across every merchant in the game, rather than just what you'd spent with that specific
one - so killing any merchant, even one you'd never bought from, could hand back
everything you'd ever spent anywhere. On top of that, the kill was also silently
wiping your lifetime spending record entirely, which quietly reset progress toward the
Big Spender achievement tier no matter how close you were to it. Both fixed: the refund
now correctly pays back only what you spent with that one merchant, and your lifetime
spending total is no longer touched by a kill.
=== v686 - 2026-08-12 - KILLS MADE BY YOUR OWN CITY GUARDS NO LONGER COUNT TOWARD YOUR PERSONAL RECORDS ===
* FIXED: the game never tracked who actually landed the killing blow on a creature, so
anything killed by one of the roughly thirty guards standing near where every character
spawns was credited entirely to the player - cash, drops, experience, and every
progress tracker, including boss-completion achievements for creatures the player never
fought at all. Cash and item drops are still paid out as before (that part is
unaffected), but guard kills no longer count toward your personal kill trackers or
apex-creature completions. Experience is deliberately still paid on a guard kill, which
is a separate design choice from this fix.
=== v685 - 2026-08-12 - DELETING A CHARACTER NOW ACTUALLY DELETES EVERYTHING ==============
* FIXED: deleting a character was leaving five pieces of it behind in browser storage,
including a full duplicate backup save - kilobytes, kept forever - for a character that
no longer exists. All of it is properly cleared now.
=== v684 - 2026-08-12 - (dev tool) THE SELF-TEST COULD REPORT A STILL-WARMING-UP READING AS A FINAL VERDICT ===
* FIXED: the internal self-test panel shows some rows as "still starting up" for the
first six seconds after a character loads, since a few systems attach late - but the
summary banner at the top printed its running tally in the exact same style whether the
reading was still warming up or fully settled, with nothing distinguishing "22 passed,
11 skipped" (mid-warm-up) from a genuinely complete result. The banner now says clearly
when a reading is still warming up, and only reports a final verdict once every system
has actually had a chance to report in.
=== v683 - 2026-08-12 - THE GUIDEBOOK PROMISED [C] OPENS CRAFTING. A SPELL CAN TAKE THAT KEY TOO ===
* FIXED: from a certain point in learning Magic onward, a spell can claim the [C] key,
after which it no longer opens the crafting panel (it still closes it if already open).
The guidebook stated flatly that [C] opens crafting with no mention of this. Now points
players at the on-screen crafting button as the route that always works, with a note
that a spell may have taken the key - matching how the same situation was already
handled for [X] a few versions back.
=== v682 - 2026-08-12 - ONE MORE QUEST WITH A RAW CREATURE NAME, MISSED BY THE PREVIOUS SWEEP ===
* FIXED: last version's fix for raw creature ids showing up in quest text missed one
quest whose phrasing didn't match the pattern the fix was looking for - "the common is
full of bogwretch" instead of the usual "kill nine bogwretch" shape. Corrected to read
properly, matching the rest of that quest's own writing.
=== v681 - 2026-08-12 - THIRTY-FOUR WAYFARER QUESTS SHOWED RAW INTERNAL IDS INSTEAD OF CREATURE NAMES ===
* FIXED: thirty-four wayfarer quests were showing players raw internal creature ids
instead of proper names, both in the on-screen tracker and in the quest's own spoken
line - "cobwebcrawler 0/9" and "Kill nine cobwebcrawler" instead of a real name and
correct grammar. One of them was outright wrong on top of that: Faewood Ents (tree
creatures) were being called "faewood rodents" throughout. All thirty-four now show
proper names and correct plurals, matching the game's existing wording wherever it
already had an authored name for that creature. Nothing about what these quests ask
for, reward, or require has changed - only how they're described.
=== v680 - 2026-08-12 - PRESSING [J] RIGHT AFTER CLOSING THE QUEST LOG WITH [ESCAPE] DID NOTHING ===
* FIXED: closing the quest log with [ESCAPE] correctly hid the panel, but didn't reset an
internal flag tracking whether it was "open" - so the very next press of [J] saw that
flag still set, assumed the log was already open, and tried to hide an already-hidden
panel instead of showing it. A second [J] press would then open it normally. Both ways
of closing the log now correctly reset the flag, so [J] always does what it should on
the very next press.
=== v679 - 2026-08-12 - RENAMING FROM THE CHARACTER MENU COULD SILENTLY FAIL WITH NO ERROR AT ALL ===
* FIXED: the character-select screen's rename button, and the layout-preset rename inside
the game, both still used the browser's native name-entry box as a fallback in certain
browser configurations - and that box throws an error instead of opening when the mouse
is locked to the game window, which is exactly when a player would be trying to use it.
The result was a rename button that silently did nothing. Both now go through the game's
own on-screen name box instead, with the native one kept only as a safety fallback.
Nothing about name length limits or what characters are allowed has changed.
=== v676 - 2026-08-12 - FIXED RENT SILENTLY DYING ON SOME SAVES ================================
* FIXED: a rented property tracks its earnings against a real-world timestamp, and that
timestamp could end up invalid or set in the future - from a bad save value, a system clock
change, or a machine waking up with the wrong time - which silently stopped that property
earning any further rent for the rest of the save, with no warning shown anywhere. The broken
timestamp is now repaired automatically the moment it's detected, instead of leaving the
property quietly dead.
=== v671 - 2026-08-12 approx. - THE COLLECTION LOG COULD NEVER ACTUALLY BE FINISHED ===
* FIXED: the collection log's own total permanently included Stash of Cash, an item that
can technically never be "held" - the game converts it straight to coins before it ever
reaches your inventory. That meant the log was stuck at 2,186 of 2,187 forever, with one
permanently unreachable "???" row nobody could ever clear. Stash of Cash is now correctly
left out of the log's own count, so completing it is genuinely possible.
=== v670 - 2026-08-12 approx. - "RESET TO DEFAULTS" ONLY EVER RESET ONE OF FIVE SETTINGS GROUPS ===
* FIXED: the settings panel's "reset to defaults" link sits below several different groups
of controls - sensitivity/volume/brightness/CRT/vignette/theme, HUD visibility, the
fixed-layout UI option, and day/night settings - but it only ever reset the first group,
silently leaving the other four untouched no matter what they were set to. The label now
states exactly what it resets, with a note that the other groups keep their own
settings; actually unifying all five into one reset is a bigger design question left for
later.
=== v669 - 2026-08-12 - A BROKEN CASINO FEATURE WAS DISABLING A CORE KEY NEARBY ===========
* FIXED: getting within range of the Velvet Casino's door didn't just fail to open the
(still unfinished) casino - it silently broke the ordinary interact key for everything
else too, because the casino's own broken code threw an error partway through a long
chain of things [E] is wired to do, and everything further down that chain never got a
chance to run. This doesn't repair the casino itself, which is still an open question,
but a broken feature can no longer take the interact key down with it - it now steps
aside instead of jamming the whole chain.
=== v668 - 2026-08-12 approx. - THE COLLECTION LOG DIDN'T NOTICE ANYTHING YOU CRAFTED, SOLD, OR USED UP ===
* FIXED: crafting an item, selling it, or using it up (potions, food, quest items) before
ever reloading the game meant the collection log had no record you'd ever had it -
despite genuinely owning it moments before. A one-time catch-up sweep on page load
papered over this for anything still sitting in your bag, which made the log look
roughly accurate if you only ever checked it right after reloading, but everything
consumed or sold before that point was never recorded at all. Now records the moment
you actually receive anything, from every source at once, with no reload required.
=== v667 - 2026-08-12 approx. - THREE OF A NEW PLAYER'S FIRST SIX QUEST NOTIFICATIONS POINTED AT AN EMPTY QUEST LOG ===
* FIXED: half of the notifications a brand-new character received told them to open their
quest log for a specific questline - and three of those six questlines don't actually
appear in the log until their own prerequisites are met, which a new character hasn't
met yet. Pressing [J] as instructed showed nothing for those three. The game now only
announces a questline once it's genuinely visible in the log, and correctly announces it
the moment it becomes available rather than never again.
=== v666 - 2026-08-12 approx. - A NEW CHARACTER WAS GREETED WITH SIX IDENTICAL-LOOKING TOASTS AT ONCE ===
* FIXED: within seconds of creating a character, six separate "somebody wants a word with
you" quest notifications could all land on screen together, before the tutorial had even
begun - burying the one message that actually teaches a new player how to play under
five that all looked the same. The game now announces one such notification per tick
instead of every eligible one at once, spreading them out naturally; nothing is lost or
delayed longer than it should be.
=== v665 - 2026-08-12 approx. - THE GUIDEBOOK OVERSTATED EVERY DUNGEON'S LEVEL REQUIREMENT BY ABOUT TEN TIMES ===
* FIXED: the guidebook said the game's dungeons ask for a total level anywhere from 120 up
to 960 to enter. The doors themselves actually ask for 12 to 102 - roughly a tenth of
what the page claimed, for every single one of the seventeen gated dungeons. A player at
a very reasonable total level of 50 would have read that every dungeon was still closed
to them, when six of them were already open. Now states the real range the doors
actually enforce.
=== v664 - 2026-08-12 approx. - THE GEAR LADDER STOPS 201 LEVELS BEFORE THE ACTUAL LEVEL CAP, AND NOTHING SAID SO ===
* FIXED: the guidebook told players a new gear rung unlocks every five levels in a skill,
with no mention of an end point. The gear ladder actually stops at level 1000, two
hundred rungs in, while skills run all the way to 1201 - so a player at the top of the
game kept expecting new gear that was never coming. Now states plainly that the ladder
finishes before a skill's real ceiling.
=== v663 - 2026-08-12 approx. - TWO PLACES STILL TOLD PLAYERS [X] SWITCHES COMBAT XP MODE. IT DOESN'T ANYMORE ===
* FIXED: the [X] key was reassigned to a spellbook slot some time ago, and the combat-mode
chip's on-screen hint was already updated to reflect that - but the guidebook and the
[F1] help panel had never caught up, both still telling players to press [X]. Both now
correctly point players at clicking the XP MODE chip instead, noting a spell may have
taken the key.
=== v662 - 2026-08-12 approx. - HIGH-LEVEL CHARACTERS WERE MISSING MOST OF THEIR EARNED SKILL POINTS ===
* FIXED: the single worst gameplay bug found this stretch. The skill tree was reading a
field that doesn't exist on a real save, silently falling back to a different, incorrect
level formula that diverges badly at high levels - so any well-levelled character was
shown far fewer skill points than they'd actually earned, and the gap got worse the
higher their level. One measured case: a character that had earned 21 points was being
offered only 4. Nothing is taken away by this fix - a character who'd already spent
points simply has more available now, and one who had none gains what they'd already
earned.
=== v661 - 2026-08-12 - FIXED THE SKILL TREE PANEL LYING ABOUT YOUR POINTS ================
* FIXED: opening the skill tree on a brand-new character showed "points 0 of 9 earned" - as
if nine points were owed and being withheld, when the truth is a fresh character hasn't
earned any skill points at all yet (they come one per 50 total levels). The panel was
printing total character level where "points earned" belonged. Now shows the correct
number in every case.
=== v660 - 2026-08-12 approx. - ON A SHORT PHONE SCREEN, THE BESTIARY HAD NO ROOM LEFT TO ACTUALLY PICK A CREATURE ===
* FIXED: the bestiary's 3D creature preview sized itself using only the panel's width,
never its height - so on a short screen (a phone held sideways, for example) the
preview alone could be taller than the whole panel, leaving zero space for the creature
list underneath it. The panel would open, show a model and a search box, and offer no
way to actually pick from the 505 creatures. The list now always keeps enough room to
be usable; nothing changes on a normal desktop screen.
=== v659 - 2026-08-12 approx. - THE INTERACTION PROMPT RAN OFF BOTH EDGES OF A PHONE SCREEN ===
* FIXED: on a narrow screen, a long interaction prompt like the one shown while flying
could be over two and a half times wider than the screen itself, running off both the
left AND right edges - meaning the key you were supposed to press was cut off entirely.
Long prompts now wrap to fit within the screen on small devices; desktop is completely
unaffected, still showing every prompt exactly as before on one line.
=== v658 - 2026-08-12 approx. - ACHIEVEMENT TOASTS RAN THEIR NAME AND DESCRIPTION TOGETHER ON ONE LINE ===
* FIXED: every one of the 260 achievement popups was meant to show its name and
description on two lines, but the line break in the message was being silently
collapsed into a single space - so instead of a clean two-line toast, players saw one
long, awkwardly wide line like "ACHIEVEMENT - Mining 10 Reach level 10 Mining." Now
wraps onto two lines as intended, and every other toast in the game (which don't use
line breaks) renders exactly as before.
=== v657 - 2026-08-12 approx. - THE TUTORIAL'S PROGRESS COUNTER AND ITS TOAST DISAGREED BY ONE STEP ===
* FIXED: finishing the tutorial's first step showed a toast reading "Tutorial 1/14" while
the panel right above it correctly read "2/14" for that same step - every single
transition through the whole walkthrough was off by one between the two counters. The
toast now matches the panel.
=== v656 - 2026-08-12 approx. - THE GUIDEBOOK PROMISED THE TRAINING DUMMY TRAINS FIVE SKILLS. IT TRAINS THREE ===
* FIXED: the guidebook said the Beast Kennel's training dummy safely trains Attack,
Defence, Ranged, Magic and HP. Ranged and Magic are never actually paid there - only
Attack, Defence and HP are, and the game's own code deliberately excludes the other two.
A player who went to the dummy specifically to level Magic safely was getting Attack and
Defence XP instead with no idea why. Corrected to name only the three skills it actually
trains.
=== v655 - 2026-08-12 approx. - THE EXIT-VEHICLE KEY WAS ALSO DESCRIBED WRONG, IN TWO DIFFERENT PLACES ===
* FIXED: [L] actually exits six different things - an aircraft, a car, a tank, your own
house, the casino, and the chapel - but the [F1] help panel only mentioned aircraft and
tanks, and the guidebook (written two versions ago) only mentioned plane, car or house.
A player standing in the bank, casino or chapel had no way to learn this key would get
them out. Both surfaces now correctly list everywhere it works.
=== v654 - 2026-08-12 approx. - THE GUIDEBOOK SAID COMBAT XP HAS TWO SETTINGS. IT HAS THREE, AND THE DEFAULT ONE WAS COSTING PLAYERS XP ===
* FIXED: the guidebook described [X] as cycling between two ways combat experience is
paid out. There are actually three - Attack, Defence, and Shared - and Shared, the one
the guidebook only described and the one every new character starts on, splits combat
XP in half between both skills. The guidebook never mentioned this, so a player
focusing on one combat skill had no reason to know that switching off Shared would
double the XP going into it. Now explained properly.
=== v653 - 2026-08-12 approx. - THE GUIDEBOOK SAID SLEEPING TAKES YOU INTO THE DREAM. IT DOESN'T ===
* FIXED: the Dream section opened with "Sleep takes you down" - sleeping in a bed
actually just skips to morning and restores health, and has nothing to do with the
Dream at all. The real way in is flying an aircraft up into a black hole in the night
sky and holding the climb for a few seconds. Corrected, and also added the previously
unmentioned stair keys ([E] up, [C] down) used to move through the Dream's descent
once you're there.
=== v652 - 2026-08-12 approx. - THE VEHICLES SECTION NEVER SAID HOW TO GET OUT OF ONE, AND TWO KEY FEATURES HAD NO CONTROLS LISTED ===
* FIXED: the guidebook described fourteen buildable vehicles without ever mentioning the
key that gets you out of one ([L]). Also added the sleep key ([Z], indoors, needs a
bed) and the achievement log key ([) to the controls list, both real features the list
had never mentioned.
=== v651 - 2026-08-12 approx. - AND THE OTHER DIRECTION: CLOSING A SIDE PANEL COULD LEAVE A WINDOW STRANDED OPEN BEHIND IT ===
* FIXED: the reverse of v650 - if a full window like the inventory had been open before a
side panel like the bestiary opened over it, pressing [ESCAPE] closed the visible side
panel and left the inventory sitting there open and unnoticed, since it had been hidden
the whole time. With this, opening anything in the game now correctly closes whatever
else was open first, in every direction.
=== v650 - 2026-08-12 approx. - AN OPEN INVENTORY (OR SIMILAR) COULD SIT HIDDEN BEHIND A SIDE PANEL ===
* FIXED: opening a side panel like the bestiary while a full window like the inventory
was already open left the inventory open and invisible underneath it, rather than
closing it the way opening a second full window already did. Now opening a side panel
correctly closes any open full window first.
=== v649 - 2026-08-12 approx. - THE BESTIARY'S OWN TAB BUTTON COULD OPEN IT BUT NEVER CLOSE IT ===
* FIXED: a regression from two versions back - clicking the bestiary's tab in the docked
UI layout would open the panel, but clicking it again wouldn't close it, because a
behind-the-scenes exclusivity list had been given every panel's shorthand name except
the bestiary's, so it fell back to a rule that reopened it immediately. The tab now
opens and closes properly again.
=== v648 - 2026-08-12 approx. - THE GUIDEBOOK SHOWED SIX LITERAL QUESTION MARKS TO ANYONE OPENING IT FROM THE MENU ===
* FIXED: opening the guidebook from the main menu, before loading any character, printed
sentences like "There are ? skills" and "Factory output ? xp an hour" - a handful of
facts that only exist once a character is loaded were rendering their placeholder
symbol directly into the prose instead of being left out gracefully. Those clauses now
drop out cleanly when their fact isn't available yet, leaving a shorter but still
accurate sentence; opened in-game, where the guidebook actually gets read, nothing
about the text changes at all.
=== v647 - 2026-08-12 approx. - A ONE-CHARACTER TYPO HAD SILENTLY DISABLED A QUARTER OF THE GAME FOR FOUR VERSIONS ===
* FIXED: a single missing backslash in an unrelated text-filtering fix, shipped four
versions ago, broke the syntax of a script block covering roughly a quarter of the
entire game - including the biome roster, pets, summoning, world-gate checks, and every
entry point to Vulcanis, the Ring, Kryon and the Moon. Every one of those systems had
silently stopped working, invisibly, because the failure only shows up to an actual
browser loading the page - every one of our automated checks reads the file as plain
text and saw nothing wrong. Fixed by restoring the missing character; a new automated
check now specifically watches for this exact class of typo so it can't slip through
silently again.
=== v646 - 2026-08-12 approx. - [ESCAPE] OPENED THE PAUSE MENU INSTEAD OF CLOSING THREE PANELS ===
* FIXED: with the quest board, the collection log, or the bestiary open, pressing
[ESCAPE] didn't just fail to close them - it opened the pause menu on top of whichever
one was still sitting there. All three now close properly on [ESCAPE], joining the
twelve other panels that already did.
=== v645 - 2026-08-12 approx. - THE BESTIARY DIDN'T CLOSE WHEN ANOTHER PANEL OPENED OVER IT ===
* FIXED: opening the bestiary correctly closed the quest board, skill tree, achievement
log and collection log - but none of those closed the bestiary back, so opening any of
them while the bestiary was up left it hidden underneath, invisible, and still actively
rendering its 3D model every frame behind whatever you were actually looking at. The
bestiary is now a proper member of the same one-panel-at-a-time group.
=== v644 - 2026-08-12 approx. - "CLEAN VIEW" MODE ([']) WAS LEAVING TWO THINGS ON SCREEN ===
* FIXED: the ['] key hides the HUD for an unobstructed view of the world, but two small
fixed readouts - the night kill counter and the passive waypoint tracker - were being
left on screen when everything else around them hid correctly.
=== v643 - 2026-08-12 approx. - THE NAME FILTER FIX EXTENDED TO TWO MORE PLACES THAT NEEDED IT ===
* FIXED: following up on v642, two more places where a player types text into their save
- renaming a saved furniture layout, and naming a pet - were still using the same weak,
incomplete filtering v642 fixed for character names. Both now go through the thorough
filter too. Every place in the game where a player can type and save a name is now
handled consistently.
=== v642 - 2026-08-12 approx. - CHARACTER NAMES WEREN'T BEING FILTERED THE WAY OTHER NAMES ALREADY WERE ===
* FIXED: the game has a thorough name filter that strips control characters and unsafe
symbols, built for waypoint names - but the two places a player actually types a
personal name, character creation and character rename, never used it. Creation
filtered nothing at all, and rename only stripped two characters. Neither could be used
to break anything (the parts of the game that display names already escape them
correctly), but a stray control byte ending up saved in your character's name was a
real defect regardless. Both now go through the same thorough filter waypoints already
used.
=== v641 - 2026-08-12 approx. - THE GUIDEBOOK NAMED THE BESTIARY AND THE COLLECTION LOG WITHOUT EXPLAINING EITHER ===
* FIXED: the guidebook mentioned the bestiary and the collection log by name without
saying what either actually does. Now explains that the bestiary is a real viewer
drawing each of the 505 creatures from the same code the game spawns them from - not a
separate set of pictures - and that the collection log tracks everything you've ever
held at any point, not just what's currently in your bag, which is easy to assume
backwards.
=== v640 - 2026-08-11 approx. - THE GUIDEBOOK NAMED "OATHS" WITHOUT EVER EXPLAINING WHAT ONE IS ===
* FIXED: the guidebook mentioned "oaths sworn and kept" as an endgame system and left it
completely unexplained. There are sixteen of them, each a real self-imposed challenge
with its own condition (the Close Oath: every kill within six paces; the Solitary Oath:
nothing else alive within 25 paces; and so on), building toward seven titles that the
game is explicit don't unlock anything - they're purely for the achievement of it. Now
properly explained, with the count read live from the game rather than typed by hand.
=== v639 - 2026-08-11 approx. - THE GUIDEBOOK NEVER MENTIONED THE KENNEL'S TRAINING DUMMY ===
* FIXED: the Beast Kennel hosts a training dummy that lets you train Attack, Defence,
Ranged, Magic and HP without a real fight - it hits back lightly, never below 10% of
your max HP, so even HP can be trained safely. None of this was mentioned anywhere in
the guidebook, which only described HP as rising "by taking damage" - true, but leaving
out the one safe way to do exactly that. Now explained properly.
=== v638 - 2026-08-11 approx. - THE SAME FIX, FOR THE SIDE PANELS (QUESTS, SKILL TREE, AND MORE) ===
* FIXED: quests, the skill tree, the achievement log and the collection log could all pile
up open at once the same way the modal windows fixed in v637 could - and worse, the
collection log specifically was drawing underneath the skill tree, so opening it while
the tree was up made it look like the button had simply done nothing. Each of these four
panels now closes the others when it opens.
=== v637 - 2026-08-11 approx. - OPENING A SECOND MENU PANEL NO LONGER LEAVES THE FIRST ONE OPEN BEHIND IT ===
* FIXED: pressing [I] then [C] then [M] in sequence left inventory, crafting and the map
all open on top of each other, and closing the topmost one dropped you back into a panel
you thought you'd already left. This exact problem had already been fixed once before,
but only for a specific alternate UI layout almost nobody uses - the game's normal,
default layout never got the fix. Now only one of these panels is ever open at a time,
in either layout.
=== v636 - 2026-08-11 approx. - (dev tool) TWO SELF-TEST WARNINGS REVIEWED, TWO REAL WEAKNESSES FOUND AND FIXED ===
* FIXED: an internal diagnostic had been flagging six of its own checks every run as "too
simple to trust" without anyone reviewing them. Four turned out fine on inspection. Two
were real: a madness-tick check and a marriage-dialogue check were both only confirming
that a function existed, not that it actually worked correctly. Both now verify real
behaviour instead - whether the madness level and its escalation stages are internally
consistent, and whether a save claiming a marriage still points at a spouse who actually
exists in the game.
=== v635 - 2026-08-11 approx. - (dev tool) A SILENT GUIDEBOOK BUG FROM v614 FINALLY SURFACED AND WAS FIXED ===
* FIXED: the guidebook's spell count had been silently broken since the very first version
that added it, always falling back to a hard-coded "14" because the read behind it threw
an error every single time. It happened to fall back to the right number, which is
exactly why nobody noticed for twenty-some versions. Fixed to read the real count
directly. Also added a short explanation of what magic actually is, which had never been
written despite the spellbook's key being listed in the controls table since v621.
=== v634 - 2026-08-11 approx. - THE GUIDEBOOK NEVER SAID WHICH HOUSE TIER IS SAFEST AT NIGHT ===
* FIXED: every property tier reduces the odds of a Dream incident following you home
("ward"), and it runs backwards to price - the cheapest home (the loft) turns away 80% of
what comes for you at night, while the most expensive (the skyline estate) only turns
away 5%. The guidebook mentioned that where you live "matters" without ever saying which
direction. Now states the real numbers plainly, so a player chasing the biggest rent
cheque knows exactly what they're trading away for it.
=== v633 - 2026-08-11 approx. - THE GUIDEBOOK NEVER MENTIONED THAT YOU CAN FLY ===
* FIXED: fourteen buildable vehicles - aircraft, rockets, a tank, a jet, even a stolen
flying saucer - and the guidebook's entire coverage of them was the single word
"vehicles" buried in a list of things crafting produces. Added a proper section stating
outright that you can fly, what's available, and confirming that an aircraft left aloft
when you log out is still there and still yours when you log back in.
=== v632 - 2026-08-11 approx. - THE GUIDEBOOK NEVER USED THE WORD "DUNGEON", NOT ONCE ===
* FIXED: the game has eighteen fixed dungeon-style interiors, seventeen of them gated by
total level from 120 all the way to 960, and the guidebook had no section on them at all
- the word "dungeon" appeared nowhere on the page. Added a proper section covering how
many there are, their level range, and what actually makes them different from an
ordinary fight (one boss, one puzzle idea, not a room full of things to hit).
=== v631 - 2026-08-11 approx. - THE GUIDEBOOK NEVER MENTIONED THE OFF-WORLD LEVEL GATES ===
* FIXED: the guidebook described Vulcanis, Kryon, the ring and the Sun as destinations you
build a craft for, but never mentioned that each one also refuses you below a total
level (500 / 700 / 850 / 1,050 respectively; the Moon has no gate at all). A player could
spend a long time building the game's most expensive craft only to be turned away at the
launch pad with no warning any of this existed. Now stated up front, read live so it
can't drift out of sync the way a hand-typed number would.
=== v630 - 2026-08-11 approx. - THE GUIDEBOOK'S "MONEY" SECTION LISTED SOMETHING THAT PAYS NO MONEY ===
* FIXED: the guidebook's list of ways to earn cash included "running factories" - factories
actually pay only skill experience and never a single coin, which the very next line on
the same page already said. Swapped it out for bank interest, a real income the page had
been missing, and added a line explaining that factories are worth building for the
experience rather than the (nonexistent) pay.
=== v629 - 2026-08-11 approx. - THE GUIDEBOOK NEVER MENTIONED CITY HALL OR THE STEAM HOUSE ===
* FIXED: two of the city's nine enterable buildings had never been mentioned anywhere in
the guidebook. City Hall is where you actually manage a settlement you hold (treasury,
tithe collection, and any siege against it) - useful, since the guide already told
players a tithe exists without ever saying where to collect it. The Steam House is where
an attendant can cap the Edging skill at whatever level you name, without stopping you
from earning past it. Both are now described.
=== v628 - 2026-08-11 approx. - THE TUTORIAL TOLD NEW PLAYERS TO LOOK FOR "DARK VEINS" OF IRON ===
* FIXED: the tutorial's very first gathering hint told new characters iron ore shows up as
dark veins in rock. Iron is actually the palest of the four ore colours, and it doesn't
form veins at all in this game - that word only applies to two off-world locations a
brand new player is nowhere near. Rewritten to correctly describe all four ore colours
(pale grey iron, orange copper, yellow gold, blue crystal) instead of misdescribing one.
=== v627 - 2026-08-11 approx. - THE GUIDEBOOK MENTIONED THE SPIRE OF YEARS BUT NEVER EXPLAINED IT ===
* FIXED: the guidebook listed "the Spire and its relics" among the endgame systems without
ever saying what the Spire actually is - that levelling any skill earns a rung there
every 25 levels, and you have to walk out to it to claim them. The [F1] help panel had
quietly explained this the whole time; the guidebook now does too.
=== v626 - 2026-08-11 approx. - THE GUIDEBOOK ONLY KNEW ABOUT THREE OF THE GAME'S ELEVEN WEAPON TYPES ===
* FIXED: the guidebook's combat section only ever mentioned melee, guns and wands, leaving
a reader with no idea rockets and throwables even exist. The game actually has 737
weapons across eleven kinds. Now states the real total and range figures, all read live
so they can't go stale the way a hand-typed number would.
=== v625 - 2026-08-11 approx. - THE GUIDEBOOK HAD GATHERING SPEED AND YIELD BACKWARDS ===
* FIXED: the guidebook told players that a mining or woodcutting level raises how much you
get per swing but not how fast you swing - the exact opposite of the truth. Speed is
actually the one that scales hardest: by level 100 you're working nodes almost nine
times faster, on top of about twenty more per swing. Corrected to describe both
correctly, since a player deciding how to spend their time was being told the bigger
payoff didn't exist.
=== v624 - 2026-08-11 approx. - (correction, no bug) DEATH'S CASH PENALTY WAS NEVER ACTUALLY BROKEN ===
* No change: while auditing the guidebook's death-penalty claim, an internal debug seam
used to test respawning turned out to skip the actual cash-loss step entirely - which
briefly looked like the penalty had stopped working. Re-tested through the real death
path and confirmed the quarter-of-your-cash penalty, and picking the dropped pile back
up, both work exactly as described. Recorded for completeness; nothing about the game
changed.
=== v623 - 2026-08-11 approx. - THE GUIDEBOOK COULD SHOW "0 SKILLS" AND "NaN XP AN HOUR" ===
* FIXED: opening the guidebook from the character-select menu, before any character was
actually loaded, could show nonsense placeholder numbers as if they were real
measurements - "There are 0 skills", "Factory output NaN xp an hour". Both were a
formatting helper failing to recognise that zero and NaN aren't real values yet; it now
shows "?" for anything genuinely not published, and never for an actual measurement of
zero (which can't happen for anything this page measures anyway).
=== v622 - 2026-08-11 approx. - SEARCHING THE GUIDEBOOK FOR "RECIPE" FOUND NOTHING ===
* FIXED: typing the single most obvious word a player would search for in the crafting
section - "recipe" - returned zero results, since the section never actually used that
word anywhere in its own text. On top of that, any search with no matches simply emptied
the page with no explanation, making a failed search look exactly like a broken feature.
"Recipe" is now in the crafting section's own wording, and an empty search now says so
and suggests trying different words.
=== v621 - 2026-08-11 approx. - THE GUIDEBOOK'S KEY WAS ALSO THE SPELLBOOK'S KEY ===
* FIXED: the guidebook (added last version) and the long-standing spellbook had both ended
up bound to [;], so pressing it opened both panels stacked on top of each other. The
guidebook has moved to [.] instead, updated everywhere it's mentioned in-game, and the
help panel now lists the spellbook's [;] as well, which it had never done.
=== v620 - 2026-08-11 approx. - THE TUTORIAL AND THE GUIDEBOOK BOTH TOLD YOU THE WRONG KEY FOR THE SKILL TREE ===
* FIXED: both the in-game guidebook and a tutorial step said [K] opens the skill tree.
[K] actually opens the Beast Kennel; the skill tree is [CAPS LOCK]. Anyone following the
tutorial literally would get stuck on that step forever, since pressing the key it told
them to press could never satisfy it. Corrected in the tutorial, the guidebook, and
added a row for it to the [F1] help panel, which had never mentioned the guidebook's own
key either.
=== v619 - 2026-08-11 approx. - THE TUTORIAL NEVER OFFERED ITSELF TO YOUR SECOND CHARACTER ===
* FIXED: once your first character either started or skipped the tutorial, the game
stopped checking whether any FUTURE character should be offered it too - so every
character you made afterward in the same session simply never saw the tutorial at all,
with nothing on screen to suggest anything was missing. The tutorial now correctly
re-offers itself to each new character.
=== v618 - 2026-08-11 approx. - EIGHTEEN EARTH DUNGEONS WERE SECRETLY RUNNING AT MOON GRAVITY ===
* FIXED: the flag the game uses internally to mean "use flat-floor physics, we're
somewhere unusual" also happened to carry Moon-strength gravity with it everywhere it
was used - which meant eighteen ordinary Earth-side dungeons and interiors (the Barrow
among them) were quietly running at one-sixth gravity the whole time, alongside the
Dream's own version of this bug fixed in v613. Low gravity is now something each place
has to opt into specifically, rather than something that came along for free - checked
first that nothing in any of the eighteen actually depended on the taller jump before
changing it.
=== v617 - 2026-08-11 approx. - THE GUIDEBOOK'S OWN "EVERY NUMBER IS LIVE" PROMISE HAD AN EXCEPTION ===
* FIXED: the in-game guidebook promises every number on its page is read live from the
game itself, but its region count was hand-typed as "123" and was quietly counting the
wrong thing besides - conflating all explorable biomes with the smaller set that have
their own dedicated creature roster (109 of them). Now reads the real, live count under
an accurate label, and the footer's promise was softened to describe exactly what's
live rather than overclaiming.
=== v616 - 2026-08-11 approx. - TWO TUTORIAL STEPS FIXED: ONE THAT COULDN'T FAIL, ONE THAT COULDN'T PASS ===
* FIXED: the tutorial's "put the sword on your hotbar" step was already satisfied the
moment the tutorial started, since new characters begin with a sword already sitting on
the bar - so the step ticked itself off before you did anything. It now checks that
you're actually holding the sword, not just that it's listed somewhere.
* FIXED: a tutorial step labelled "Take a faction job" was actually watching for a faction
job being finished, which never happens the way the label implies since faction jobs in
this game auto-advance the moment their condition is met rather than being "taken".
Relabelled to "Advance a faction chain" with an accurate hint.
=== v615 - 2026-08-11 - THE TUTORIAL =====================================================
* New: a fourteen-step opening walkthrough, offered once on a fresh character with an
option to skip. It's a passive HUD checklist rather than anything that takes control -
no camera lock, no forced pause - and it quietly ticks itself forward as you actually
move, gather, craft and fight, ending on a nudge to open the new Guidebook (v614) for
everything it didn't have time to cover. Nothing is granted for finishing it; the whole
point is teaching, not paying out.
=== v614 - 2026-08-11 - THE IN-GAME GUIDEBOOK =============================================
* New: an in-game reference panel, opened with [.], covering the game's systems with facts
read live from the game itself rather than typed in by hand - counts, level curves,
world gates and more, updating automatically if any of those numbers ever change.
=== v613 - 2026-08-11 approx. - FIXED LOW GRAVITY IN THE DREAM (AND JUMPING THROUGH ITS CEILINGS) ===
* FIXED: the Dream ran at the same low gravity as the Moon, a side effect of how the game
marks "not Earth terrain" internally - which meant a normal jump inside the Dream
cleared nearly six times its usual height. Three of the Dream's room shapes (closet,
plain room, and hall) had ceilings low enough to jump straight through at that height.
Gravity inside the Dream is now normal Earth gravity, and none of its rooms can be
jumped out of anymore. Around eighteen other interiors in the game (the Barrow, the
Vault, and others) share the same low-gravity flag and were not touched by this fix,
since only the Dream was reported.
=== v612 - 2026-08-11 approx. - THE CITY FORGE COULD CHARGE YOUR TOWN TREASURY WITHOUT DELIVERING THE ITEM ===
* FIXED: a rare ordering bug in the city forge's crafting code meant the settlement
treasury could be charged for a recipe before the game had actually confirmed you could
afford the materials on top of that charge - if that second check failed, you'd lose
400 treasury coin and get nothing, with the button staying clickable for another attempt
at the same result. Not reachable in normal play today, since the button is only enabled
when you can already afford everything, but fixed regardless so it can never become
reachable by accident later.
=== v611 - 2026-08-11 approx. - (dev tool) THE ACHIEVEMENT SELF-CHECK TESTED A LEVEL NO CHARACTER CAN REACH ===
* FIXED: the internal test that checks every achievement is actually earnable was built
around a synthetic "maxed out" character sitting at level 5000 in every skill - four
times higher than the actual level cap of 1201, and using a field name the real
level-checking code doesn't even read. Fixed to test against a character genuinely at
the real cap. No achievement turned out to depend on the impossible level, so nothing
about which achievements you can earn has changed - this only makes the safety check
that verifies it actually trustworthy.
=== v610 - 2026-08-11 approx. - LARGE NUMBERS NOW ALWAYS DISPLAY THE ENGLISH WAY ===
* FIXED: seventeen places in the game that display large numbers - several of them
showing cash - were rendering those numbers using your browser's local number format
instead of always using English formatting. On a German-language browser, for example,
a bank haul of ¤1,200 would display as "¤1.200", which reads as roughly one dollar
twenty. All seventeen now always show numbers the English way, matching the rest of the
game. If your browser is already set to English, this changes nothing you'll ever see.
=== v609 - 2026-08-11 approx. - "1 VEINS LEFT" AND FOUR OTHER COUNTS THAT NEVER LEARNED TO SAY "ONE" ===
* FIXED: five different on-screen counters kept their plural wording even when they
counted down to exactly one - Vulcanis's survey charges telling you "1 veins left" and
"1 tithes left" among them. All five now read correctly whether the number is one or
many. Purely a wording fix; nothing about how any of these numbers work has changed.
=== v608 - 2026-08-11 approx. - (dev tool) A DEBUG PROBE FOR SETTLEMENT WALLS LEAKED MEMORY ===
* FIXED: an internal debug tool used to inspect settlement wall collision was leaking
memory every time it ran, at a rate of about 100 leaked materials per call. This tool
isn't reachable through ordinary play and has no effect on anyone who isn't actively
developing the game with it, but it's fixed regardless.
=== v607 - 2026-08-11 approx. - A QUEST ASKED FOR "CASH BUNDLES", WHICH DON'T EXIST BY THAT NAME ===
* FIXED: one quest asked you to carry "Cash Bundles" - a name that appeared nowhere else
in the game, since the item is actually called "Stash of Cash" everywhere you'd
encounter it. The other four quests that reference the same item already got the name
right; this one is now consistent with them. Checked every fetch and kill quest in the
game (1,296 of them) for the same problem and found nothing else wrong - every quest
target in Blister genuinely exists and is genuinely obtainable.
=== v606 - 2026-08-11 approx. - FIVE ITEMS WERE SHOWING THE SAME NAME AS SOMETHING ELSE ===
* FIXED: five items were quietly sharing a display name with a completely different item -
most notably the Amethyst material, which showed up in your inventory as "Rock Candy",
the exact name of an actual quest item two separate quests ask you to fetch. Renamed the
five collisions (Amethyst Shard, Rusty Axe, Rusty Pickaxe, Unicorn Horn Hat, Plumeria
Lei Garland) so nothing in your inventory can be mistaken for something it isn't. No
item's id, stats, or price changed - only which name it shows.
* FIXED: an in-game diagnostic panel described a check as covering "ten" tattoos when the
game has thirteen and the check was already covering all of them correctly - it was only
the wording that undersold it.
=== v604 - 2026-08-11 approx. - THE LAST TWO UNOBTAINABLE ITEMS ARE FIXED. EVERYTHING CAN NOW BE FOUND ===
* FIXED: the Party Hat and Cowboy Chaps were the last two items in the entire game with no
way to actually get them - registered, trackable, and permanently missing from anyone's
collection. The Party Hat now drops from The Smiler, and Cowboy Chaps from Bad Outlaw.
With this, every single item currently in the game can be obtained through ordinary
play - nothing is a dead end anymore.
=== v603 - 2026-08-11 approx. - THREE ITEMS THAT COULD BE COLLECTED BUT NEVER FOUND HAVE SOURCES NOW ===
* FIXED: Oolong Leaf, Bleached Cattle Skull and Dry Tumbleweed all existed as real,
trackable items with no way to actually obtain any of them - no monster dropped them, no
shop sold them, no recipe made them. Each now drops from a thematically fitting
creature, at the same odds as that creature's other drops. Nothing about the item
registry, the collection log's total, or any existing drop table changed - these three
were simply unreachable, and now aren't.
=== v602 - 2026-08-11 approx. - THE SAVE-RESTORE CONFIRMATION PROMISED AN UNDO IT COULDN'T GIVE ===
* FIXED: restoring an older, better save (through the automatic backup safety net) told
you the save you were leaving behind would become reversible - but the button to
actually reverse it only ever appears when your current save is worse than the backup,
which is never true right after you've just restored the better one. The confirmation
now says the old save is kept, without implying there's a button to bring it back with.
Nothing about how saving or restoring actually works has changed, only the wording.
=== v601 - 2026-08-11 approx. - A CORRECTION: LAST VERSION'S "ENEMY LEAK" FIX WASN'T NEEDED ===
* FIXED (a mistake of ours): v599 reported a memory leak from killed or despawned
creatures and shipped a fix for it. Further testing found the leak never actually
existed - creatures were already being cleaned up correctly, one frame later than we'd
checked for, by an existing cleanup pass that had simply been overlooked. That
unnecessary duplicate cleanup is removed here. The merchant fix from v600 was real and
is unaffected - it's still in.
=== v600 - 2026-08-11 approx. - MERCHANTS THAT LEFT THE MAP ALSO NOW FREE THEIR MEMORY ===
* FIXED: the same leak as v599, but for merchants - killing one, or simply walking far
enough away that one despawns, now actually frees the memory it was using instead of
leaving it resident for the rest of the session.
=== v599 - 2026-08-11 approx. - ENEMIES AND MERCHANTS THAT LEFT THE MAP NOW FREE THEIR MEMORY ===
* FIXED: every creature killed, and every creature that simply wandered far enough away to
despawn, left its full graphics data resident in memory for the rest of the session -
nothing was ever actually freed. Walking in a straight line for long enough, which
despawns everything behind you, was enough to trigger this on its own. Now fixed for
creatures; see v601 below for a correction to part of this claim.
=== v598 - 2026-08-11 - FIXED A MEMORY LEAK FROM DISMISSING PETS ==========================
* FIXED: dismissing a pet (from the kennel, or by swapping your active loadout) removed
it visually but never actually freed the graphics memory it was using. Doing this
repeatedly over a long session - which the kennel and loadout swapping both encourage -
could gradually degrade performance. Pets are now cleaned up properly on dismissal.
=== v597 - 2026-08-11 approx. - YOU CAN NO LONGER BIND A SPELL TO A MOVEMENT KEY ===
* FIXED: the spellbook refused to let you bind a spell to [W]/[A]/[S]/[D], but every other
way of moving - the arrow keys, [SPACE] to jump, [SHIFT] to sprint, [CTRL] to dive -
was still bindable. A spell on [SPACE] in particular would fire on every single hop,
since bunnyhopping means you're pressing it almost constantly. All thirteen movement
keys are now off-limits for spell binds, with an on-screen reason when you try.
=== v596 - 2026-08-11 approx. - ONE WAYFARER QUEST ASKED FOR A DIFFERENT AMOUNT THAN IT WANTED ===
* FIXED: Grizel Wandby's quest asked you, in her own words, for twenty-two scrap metal -
but the quest itself was only tracking twenty. Turn in twenty and it would complete,
leaving anyone who read her dialogue literally two scrap short of confused. Checked all
1,296 wayfarer quests that state a number both in dialogue and in data; this was the
only mismatch. Fixed by correcting her dialogue to match the amount actually required,
not the other way around, so nothing about the quest's real difficulty changed.
=== v595 - 2026-08-11 approx. - THE TENTH QUESTLINE FINALLY HAS A COMPLETION TROPHY ===
* FIXED: "The Price List" was a complete, finishable questline with no achievement for
finishing it, even though every other questline had one. Worse, the "beat every
questline in the game" achievement was quietly checking against an old, separate list
that still only had nine lines on it - so it was possible to earn "beat every
questline" without ever touching this one. Both are fixed by the same change.
=== v594 - 2026-08-11 approx. - SELECTING AN INVENTORY ITEM WITH ENTER ALSO OPENED CHAT ===
* FIXED: using the keyboard to select an inventory slot and confirming with [ENTER] would
also pop open the chat box, because the keypress kept travelling past the inventory to
the game's global key handler. [SPACE] had the same problem, quietly triggering a jump
at the same time. Both keys now stop where they're supposed to.
=== v593 - 2026-08-11 approx. - THE SELF-TEST PANEL COULDN'T ACTUALLY BE OPENED DURING PLAY ===
* FIXED: pressing [F10] during a real play session, as the game's own notes instructed,
did nothing - the key was wired to three different things at once, and two of them
cancelled each other out by opening and immediately closing the panel in the same
keypress. It worked fine from the title screen, which is exactly why nobody caught it.
The self-test panel now opens on [SHIFT+F10] instead, leaving plain [F10] to the
in-game feature that already owned it.
=== v592 - 2026-08-11 approx. - THE TENTH HOTBAR SLOT GETS FIXED, AND [ENTER] FOR CHAT FINALLY MAKES THE HELP SCREEN ===
* FIXED: the tenth hotbar slot (bound to [0]) was labelled "10", making the row read
12345678910 across ten slots instead of 1234567890. It also didn't flash like the other
nine slots when you pressed it.
* FIXED: the [F1] help screen still described a six-slot hotbar, long after it grew to ten.
* ADDED: [F1] now actually mentions that [ENTER] opens chat, a key that's worked since
early on but was never once written down anywhere in the game.
=== v591 - 2026-08-11 approx. - A CERTAIN GUY WAS LOOKING 17% TOO SQUISHED ===============
* FIXED: one specific NPC's billboard image had been stretched onto the wrong shaped card
for roughly 350 versions, squashing his face 17% narrower than it should be. His texture
is a square image; the card showing it wasn't. Nothing about his height or where he
stands changed, only how he actually looks.
=== v586 - 2026-08-10 approx. - THE ACHIEVEMENT PANEL CLOSED ON ESCAPE, BUT ALSO OPENED THE PAUSE MENU AT THE SAME TIME ===
* FIXED: the achievement panel already had its own working [ESCAPE] handler to close
itself - but it never stopped that same keypress from also reaching the pause menu, so
closing the panel and opening the pause menu happened together on one press. The
eleventh and last panel with this exact problem; all eleven now correctly swallow the
keypress instead of passing it through.
=== v585 - 2026-08-10 approx. - THE SKILL TREE PANEL WAS THE WORST OFFENDER, AND TWO EARLIER SWEEPS HAD MISSED IT ENTIRELY ===
* FIXED: the skill tree panel doesn't exist in the page until you open it for the first
time, which meant it was invisible to the two previous sweeps for this exact problem -
and it was the worst case of the three: pressing [ESCAPE] opened the pause menu
underneath it, so nothing visibly happened at all while the game silently sat paused
behind an invisible menu. Now closes properly, joining every other panel that already
did.
=== v584 - 2026-08-10 approx. - TWO MORE PANELS ESCAPE STILL DIDN'T CLOSE ===
* FIXED: a follow-up sweep after v583 found two more full-screen panels - the Round Book
and the Spellbook - that still left the pause menu opening on top of them instead of
closing on [ESCAPE]. Both are now closed the same way every other panel is.
=== v583 - 2026-08-10 approx. - [ESCAPE] OPENED THE PAUSE MENU ON TOP OF SEVEN DIFFERENT OPEN BOOKS ===
* FIXED: pressing [F7] to open the oath roll, then pressing [ESCAPE] to close it, instead
opened the pause menu on top of the still-open roll - the only way to actually close it
was to press [F7] again. Six other similar panels (the Spire, the Daily board, the
Ledger, the Prentice's book, the Finder's book, and the Yoke ledger) had the exact same
problem. All seven now close properly on [ESCAPE], matching how the help and stats
panels already worked.
=== v563 - 2026-08-10 - FIXED THE "MADE IN vNNN" STAMP BEING STUCK ========================
* FIXED: the little "made in vNNN" label shown next to each character on the select
screen had been frozen at v356 for 206 versions in a row (v357 through v562) - every
single character created during that entire stretch is stamped "made in v356"
regardless of when you actually made them, and that stamp cannot be corrected
retroactively since it's written once and never rewritten. If your character says
"made in v356" but you know that's not right, this is why - the label was lying to
everyone for a long time, not just you.
=== v548 - 2026-08-09 - A COLLECTION LOG FOR EVERY ITEM IN THE GAME =======================
* New: a Collection Log, tracking every item you've ever personally obtained across the
game's full item list (2,187 entries) - the same "??? until you've found it" treatment
the bestiary already gives creatures. Loot, crafting, merchants, quests, fishing, all of
it counts, no matter how you got the item.
* Everything already sitting in your inventory when this shipped was marked as collected
right away, so nobody starts at zero after hours of real play - but nothing before that
can be recovered, since there's no record of items you already used up or sold.
* Deliberately gives no reward for completing it. A "collect everything" achievement would
get un-earned the moment a single new item was ever added to the game, for everyone who'd
already finished it - so this stays a personal checklist rather than a race against
future updates.
=== v547 - 2026-08-09 - THE POGO STICK LAUNCHES YOU =======================================
* Holding a pogo stick and left-clicking the ground now launches you very high into the
air. Ground-only, so it can't be chained into infinite flight.
* FIXED: the pogo's passive jump bonuses were quietly ignoring the game's normal jump
height cap.
=== v533 - 2026-08-09 - NIGHTFALL IS FINALLY ON ===========================================
* A whole system - tougher enemies after dark (45% more health, 30% more damage) and a
matching reward for fighting them (60% of a night-killed enemy's money, plus a dawn
bounty for every night-stalker you took down) - had been sitting in the game's code,
completely disabled, since essentially the beginning. It's switched on now. If night
fights suddenly feel different, that's why.
=== v531 - 2026-08-09 - TWO DIALOGUE LINES THAT WERE NEVER ACTUALLY REACHABLE =============
* FIXED: two conversation lines that had existed since roughly v360 could only ever be
seen through a debug menu, because the characters who were supposed to say them out in
the world were never actually registered to speak them.
=== v530 - 2026-08-09 - AN EMERGENCY WAY HOME IF YOU'RE STRANDED =========================
* New: press [/] (slash) while off-world (stuck on Vulcanis, Kryon, the Moon, the Ring, or
lost your rocket entirely) to give up and wake back on Earth. This counts as a death -
you keep your character and your rocket waiting for you, you just lose the trip you were
on. Not available on Earth, since there's nothing to escape from there.
* This fixes the single oldest and biggest complaint about the game: getting stuck
somewhere off-world with no way back if you lost track of your rocket.
=== v529 - 2026-08-09 - THE DREAM CLEANUP NOW APPLIES EVERYWHERE, NOT JUST TWO PLACES =====
* v526 stopped the dream sequence's geometry following you to Vulcanis and Kryon when you
left it to travel. That fix only covered those two specific destinations - this version
checked all thirty places you can travel to in the game and applied the same fix to
every single one of them, so leaving the dream now properly cleans up no matter where
you're headed next.
=== v528 - 2026-08-09 - CLEANED UP OLD "DROPPED MONEY" MAP MARKERS ========================
* A character played for months could end up with thousands of the automatic waypoints
added in v407 to mark where you dropped cash on death, which was making the map
noticeably laggy. Old auto-generated ones are now swept away automatically the next
time you load that character - any waypoint you personally renamed yourself is left
alone.
=== v526 - 2026-08-09 - THE DREAM SEQUENCE PROPERLY LETS GO OF YOU =======================
* FIXED: dying while inside the dream sequence used to leave you permanently stuck there,
with no way out - death now properly wakes you up and exits the dream like any other
way of leaving it does.
* FIXED: launching a rocket to Vulcanis or Kryon while still inside the dream used to
bring the dream's geometry along for the ride, leaving it rendered underneath the
planet you'd just landed on. Leaving the dream is now handled properly before liftoff.
=== v524 - 2026-08-09 - VULCANIS AND KRYON WILL KILL YOU WITHOUT THE RIGHT SUIT ============
* Stepping out of the rocket on Vulcanis without a Magma Warden Suit, or Kryon without a
Rimeglass Warden Suit, now kills you almost immediately - "the heat takes you before
you have taken three steps" if you forgot to bring one.
* This is checked the moment you land, not before you launch, so you still get to see the
planet before it kills you rather than being blocked from going at all.
=== v520 - 2026-08-09 - THE ACHIEVEMENTS KEY WAS MISSING FROM THE GAME'S OWN HELP =========
* FIXED: [ (the key that opens achievements) was one of only two key bindings in the entire
game missing from its own controls reference - found by comparing every actually bound
key against what the help panel prints, not by reading and hoping to spot the gap. It's
in there now.
=== v518 - 2026-08-09 - CHARACTER SELECT SHOWS TOTAL LEVEL ===============================
* The character select screen used to show name, cash, and which version created each
character - cash alone never actually told you how far along a character was (a rich
idle factory-builder and a broke veteran fighter could sit at the same number). Total
Level is now shown too, for free, since the game was already loading that data anyway.
=== v498 - 2026-08-09 - THE RARE NIGHT SKIES HAVE BEEN THERE ALL ALONG - JUST NEVER SHOWN ===
* FIXED: the day counter that decides which night sky you get (see v353/v354) was never
actually incrementing, ever, for the entire life of the game up to this point. As a
result only the two most common sky variants (72 stars or 405 stars) had EVER
rendered for anyone. The rarer, denser skies - 746, 607, 310, 229, 131 and 96 stars -
existed in the code and had simply never once been seen by a player. They're live now.
=== v479 - 2026-08-09 - AN UNOBTAINABLE ITEM FINALLY HAS A SOURCE =========================
* Black Ooze existed in the game's item list with a name and everything, but there was
no way to actually obtain it anywhere - found during an audit of the full item
registry. It now drops from Captured Grey aliens.
=== v477 - 2026-08-09 - FIXED DYING ABOARD THE SUN SENDING YOU TO EARTH ===================
* FIXED: dying while aboard the Sun submarine used to respawn you on Earth as normal -
except the game still internally believed you were aboard the Sun, leaving that whole
system running in the background while you walked around the city. Since the Sun is
meant to be a one-way trip, this was also an accidental free way to leave it early.
=== v476 - 2026-08-09 - FIXED THE ACHIEVEMENTS HINT NOBODY COULD SEE =======================
* FIXED: the note telling you achievements existed had been added to a part of the menu
that's only visible before you've loaded a character - and the code showing it only ran
after you had one. Nobody could ever have actually seen it. Fixed.
=== v467 - 2026-08-09 - 258 ACHIEVEMENTS, PRESS [ TO SEE THEM =============================
* New: a real achievements panel, opened with [ (left bracket) - 258 of them across nine
categories (Combat, Skills, Endurance, Wealth, Exploration, Worlds, Property, Factions,
Life). Every one of them tracks something the game was already keeping count of, so this
isn't busywork bolted on top - it's the game finally telling you about progress it had
been quietly watching the whole time. A few worth hunting down by name: "It Is Done" (for
bringing about the Revelation), "Every Sky There Is" (visit every off-world destination),
and yes, "You Have Ligma."
=== v463 - 2026-08-09 approx. - THE FLOATING ISLANDS FINALLY SHOW UP ON THE MAP ============
* Measured what was actually on the five floating sky islands rather than assuming: ten
island-exclusive weapons in the top 17% of the whole weapon ladder, five bosses running
9,000-11,000 hp, and twenty materials with recipes already waiting for them. This was
never empty content - nobody could find it. The islands sit far out and high up, well
past normal draw distance and deep in the game's own fog, so from the ground they were
never even rendered.
* FIXED: filled in a stubbed-out minimap-marker function that had never had any code
written under it. Each island's marker now appears the same way every other landmark's
does - once the ground beneath it has actually been explored.
=== v458 - 2026-08-08 - OWN MULTIPLE PROPERTIES, AND RENTED HOUSES AREN'T YOURS TO LIVE IN ===
* You're no longer limited to one property per price tier - you can now own several
properties of the same tier at once.
* FIXED: owning more than one property of the same price tier used to show a single combined
card with one Enter/Rent button pair - which could only ever affect the first house you
bought, leaving any additional ones of that tier impossible to individually manage. Each
house you own now gets its own row, buttons, and furniture space.
* FIXED: a house you're renting out to generate income could still be entered and used
as your own personal home. That's blocked everywhere it was reachable from, not just
the obvious button.
=== v457 - 2026-08-08 - FLOATING ISLANDS ARE FINALLY SOLID ===============================
* FIXED: the floating sky islands had no collision at all - aircraft (and the player)
could fly straight through solid-looking rock.
* Now they behave exactly like ordinary ground: hit one at speed and you crash, drift
into it gently and you land. You can now actually set an aircraft down on a sky island
instead of falling onto it and hoping for the best.
=== v450 - 2026-08-08 - STRAFING REVERTED BACK TO NORMAL =================================
* Strafe acceleration got raised for "more responsive" movement a few versions back, and
it broke the feel of the game outright. Reverted straight back to what it was before -
a couple of attempts to keep the faster number while fixing the feel didn't work
either, so this is a clean return to how it played originally.
=== v447 - 2026-08-08 - YOUR SUMMONS WON'T PICK FIGHTS WITH TOWNSFOLK ====================
* FIXED: since civilians became real, hittable targets (v440), your wife and pets would
happily attack the nearest townsperson while just following you around - something you
never actually asked them to do. Now, anything that picks its own target on its own
(your wife, your pets, their attacks) will always skip civilians. Anything YOU personally
aim and fire can still hit them - a murder should be something you did, not something
your dog did while you were shopping.
=== v446 - 2026-08-08 approx. - FIXED [Y] SILENTLY OPENING THE FACTORY PANEL DURING BUILDING =
* FIXED: [Y] is supposed to remove a piece while you're in build mode - the build prompt
has said so the whole time - but once Factories claimed [Y] as their own key, pressing it
while building opened the Factory panel instead, and removing a piece silently stopped
working. [Y] now correctly does whichever one actually applies to what you're doing.
=== v445 - 2026-08-08 - ROB THE BANK, AND A SKILL TREE =====================================
* New: you can now rob the bank. The payout comes out of the bank's own float (scaled to
how wealthy the city is, and capped) rather than out of thin air, and it's the single
biggest crime in the game - guards will turn on you and you're risking real jail time,
the same law system a murder triggers, just at a much steeper price. This isn't a free
button, it's the biggest score in the game and priced like one.
* New: a skill tree with real perks - among them Extra Leash, Field Surgeon (a healer's
effect is stronger), and Quick Tongue - laid out as multipliers so each perk can be
balanced independently later without breaking anything else.
=== v444 - 2026-08-08 - HOTBAR AND AIRCRAFT SURVIVE LOGGING OUT MID-FLIGHT ================
* FIXED: a plane or other aircraft that was in the air when you logged out used to just
be deleted. It's now handed back to you on your next login instead.
* Your hotbar arrangement is now always rebuilt correctly on login, fixing a case where a
brand new character could start holding items left over from a completely different,
previous character.
=== v442 - 2026-08-08 approx. - A HAT MAN LINE THAT ACTUALLY CHECKS YOUR HAT AND THE CLOCK ==
* A specific Hat Man conversation now genuinely requires you to be wearing a hat and for it
to actually be night in-game before it's available - not just dialogue claiming you're
dressed up and watching people sleep, but the game actually checking both.
=== v441 - 2026-08-08 approx. - LIGMA SHOWS UP IN YOUR INVENTORY =========================
* If you've got ligma, it now shows as its own line at the top of your inventory panel,
with a reminder that the clinic can cure it.
=== v440 - 2026-08-08 approx. - TOWNSFOLK CAN NOW BE ATTACKED (AND GUARDS WON'T MASSACRE THEM) ===
* Civilians in a settlement are now real targets your weapons can actually hit, which
they weren't before.
* That change came with an obvious risk attached, and it was fixed in the same breath:
city guards specifically will not attack the civilians they're supposed to be
protecting, even though they'll still engage anything genuinely hostile that gets
inside the walls, at any range.
=== v438 - 2026-08-08 approx. - FIXED YOUR RESPAWN LOCATION AFTER AN OFF-WORLD DEATH =====
* FIXED: dying somewhere off-world (the Moon, a planet, the Sun, etc) could respawn you
at the wrong spot, because your position was being read AFTER the game had already
started moving your camera back toward Earth. Your death location is now captured
before anything else happens.
=== v436 - 2026-08-08 approx. - DODGE ROLL FEELS MUCH SNAPPIER ===========================
* Dodging (double-tap a direction) wasn't triggering reliably and felt sluggish even when
it did. Retuned across the board for faster, twitchier combat:
- cooldown cut from 1.10s down to 0.38s - you can chain dodges more than once a second
- the double-tap window widened from 280ms to 380ms, since a natural double-tap turned
out to be slower than originally assumed
- dodge speed boosted from 78 to 104 (running is 40, for comparison) - it reads as a
proper snap now
- dodge duration shortened from 0.22s to 0.15s - shorter AND faster, not a contradiction
=== v435 - 2026-08-08 approx. - SPELLCASTING =============================================
* Added spellcasting: fourteen spells, unlocked as your Magic skill climbs from level 1
(Spark) up to level 95 (The Unmaking), bound across six keys (Y, X, C, V, F, R by
default, all rebindable). Every level between unlocks still counts - a spell's damage
and cooldown both keep improving continuously, not just on the levels that hand you
something new.
* No mana bar anywhere - spells are paid for entirely in cooldown, which gets shorter as
Magic goes up. One less HUD element, one less thing to regenerate, and levelling is felt
on every cast instead of only at the unlocks.
* The three keys shared with other systems (V, F, R) only ever fire a spell while you
aren't already using them for something else; the three shared with panel shortcuts (Y,
X, C) keep doing their normal job until you've actually unlocked a spell to put there.
=== v411 - 2026-08-08 approx. - FIXED THE DREAM BEING PITCH BLACK ========================
* FIXED: the dream sequence had been rendering as solid black for 32 versions (since
v378) - the rooms, doors and geometry were all there and working the entire time, it
was purely a lighting bug. The dim lights it used were being calculated correctly by
the engine and correctly coming out to "basically nothing" in a room that size.
* Switched to the same flat, unlit look every other interior in the game already uses -
no real lights, brightness faked by which surface you're looking at (ceiling darkest,
floor middling, walls brightest), which is also just plain faster to draw.
=== v407 - 2026-08-08 approx. - A MAP MARKER FOR YOUR DROPPED MONEY =======================
* The cash you drop on death (v404) now plants a marker on your map, so "go back for it"
is something you can actually do on a map measured in kilometres, instead of an empty
promise.
=== v404 - 2026-08-08 approx. - DYING NOW ACTUALLY COSTS YOU SOMETHING =====================
* Dying now drops a quarter of your cash on the ground exactly where you fell (with a
small minimum so it's never nothing) - recoverable if you go back for it, but gone if
you don't. Previously death had no real cost at all.
=== v399 - 2026-08-08 approx. - FIXED EARTH CHARACTERS NOT KNOWING YOU'D LEFT EARTH ======
* FIXED: the Earth questline characters only ever checked whether you were on the Moon -
which meant standing on Vulcanis, Kryon, Aurelis, or sealed inside the submarine at the
Sun all still counted as "on Earth" as far as they were concerned. Ordinary dungeons are
still counted as Earth on purpose, since they physically are.
=== v395 - 2026-08-08 approx. - SOME CONVERSATIONS NOW REMEMBER HOW DEEP YOU'VE BEEN =====
* Certain dialogue lines can now require that you've reached a certain depth in the dream
sequence before a character will discuss it with you - not just that you finished an
earlier conversation, but that you've actually been there yourself.
=== v394 - 2026-08-08 approx. - FIXED QUEST CHARACTERS LOSING TRACK OF WHERE YOU ARE ====
* FIXED: the Moon questline could think you were talking to it while you were actually
standing in an unrelated Earth dungeon, the Sun, or an expedition camp - and while that
was happening, the Earth questlines would incorrectly think you weren't around at all.
Both sides were reading the same internal flag that over twenty different places in the
game raise for unrelated reasons. Fixed at the source instead of patched around it.
=== v392 - 2026-08-08 approx. - EARLY DUNGEON BOSSES TUNED DOWN FURTHER =================
* The first four dungeon bosses (the ones new players actually reach) got another
difficulty pass on top of the earlier rebalance - onboarding was still brutal even
after that first pass, while the late-game bosses were left alone since nobody had
reported a problem with them yet.
* These bosses can still comfortably beat you three-and-a-half times over in a straight
trade, so tanking them still isn't an option - using each fight's actual gimmick is
still required, it's just survivable now for someone who only just unlocked the door.
=== v390 - 2026-08-08 approx. - THE WAY INTO THE DREAM IS ANNOUNCED, NOT HIDDEN ==========
* Getting into the dream sequence (see v357/v377 onward) was never explained anywhere -
it needed a rare event ("a hole in the sky") on a night when you happened to be flying,
roughly 1 in 85 nights. That's still true, but it's no longer a total secret: two
characters now mention the method out loud in conversation.
* One of them puts it about as plainly as this game ever explains anything: "When there
is a hole in the sky, fly at it. That is not a riddle. I am aware it sounds like one."
=== v389 - 2026-08-08 approx. - EARNED INK =====================================================================
* Tattoo designs from the Ink House (v380/381) are no longer just a flat shop list - which
ones are available to you now depends on your history with the dream sequence. Going
deeper unlocks designs a player who never descends will never see offered.
=== v387 - 2026-08-08 - THE CHAIR ======================================================================
* The descent into the dream now has an actual bottom. Reach it and there's a chair
waiting - sit in it, and the nightly Bleed (v384) goes quiet for good. Two different
characters have referenced a chair at the bottom of something in earlier conversations.
This is what they meant.
=== v386 - 2026-08-08 approx. - FIXED THE DREAM CONFUSING ITSELF WITH THE MOON ================================
* FIXED: because the dream sequence reuses some of the same internal flag the Moon uses,
Moon questline characters could think you were talking to them while you were actually
inside the dream, and vice versa. The two are now correctly told apart everywhere.
=== v385 - 2026-08-08 approx. - HOUSING IS A REAL DECISION AGAIN ==============================================
* Buying a house is now tied into the Bleed (see v384): cheaper properties offer better
protection against a night visit, while pricier ones pay better rent. There's no single
best address any more - safety and income pull in opposite directions.
=== v384 - 2026-08-08 - THE BLEED ======================================================================
* The dream now follows you home. However deep you've ever gone, on any given real night
there's now a chance of an unwanted visit - nothing below a certain depth, rising the
deeper your personal record goes.
* This doesn't reset - once you've gone deep enough to unlock a chance of it happening,
that chance is permanent, not just for that one night.
=== v383 - 2026-08-08 - THE PARROT ====================================================================
* A rare NPC - the Parrot - can now be found deep in the dream (never near the entrance,
more common a few levels down). Paying it residue buys you a limited window of
"lucidity," which protects you from the same threat that residue-hunting exposes you to.
* You can't buy this safety net before you've actually committed to going deep - it isn't
available near the surface at any price.
=== v382 - 2026-08-07 - THE DESCENT ===================================================================
* The dream sequence now has real stakes: going deeper pays out more of a resource called
residue, but the danger (a chance of running into something called a Long One) rises
right alongside it.
* Residue you're carrying gets banked as crystal if you make it back out - but if you die
down there, you lose half of whatever you were holding.
=== v381 - 2026-08-07 - THE INK HOUSE =================================================================
* New building that spawns out in the world: The Ink House, where the tattoos from v380
are actually applied. It's a rare spawn - rarer than an ordinary hut, about as common as
a bunker.
=== v380 - 2026-08-07 - TATTOOS =======================================================================
* New feature: ten procedural tattoo designs, placed on named body parts, that stick with
your character permanently once you get one.
* This is step one of two - the shop to actually get inked at came the following version.
=== v379 - 2026-08-07 - FIXED A WAY TO GET PERMANENTLY STUCK =========================================
* FIXED: quitting or crashing while inside the dream sequence could strand your save
thousands of units outside the normal map on reload, with no ground, no way back, and
no way to fix it yourself.
=== v377 - 2026-08-07 - THE DREAM, RESTORED ==========================================================
* FIXED: the recurring dream sequence (first built back in v357, an infinite generated
building that's the same every time you visit) had been silently missing since v358 -
eighteen versions - after an unrelated rebuild accidentally dropped it. Nothing broke
loudly because nothing was using it yet, so nobody noticed until now. It's back.
=== v375 - 2026-08-07 - HOTBAR, WIFE FIXES ===========================================================
* The hotbar now uses all ten number keys (1-9, then 0 for the tenth slot) instead of
just six - the four new slots start empty so nothing you already had moves around.
* FIXED: your wife changing to a different person every time you logged back in. The
game was quietly re-rolling her identity on any frame where your save hadn't finished
loading yet, instead of only rolling once, at the altar, when you actually got married.
* Mining/chopping and interacting with people got split onto separate keys, since sharing
[E] between them made it impossible to gather resources while your wife was following
you around.
=== v373 - 2026-08-07 - COMBAT XP NOW SCALES WITH YOUR DAMAGE ========================================
* Killing an enemy used to pay a fixed amount of XP no matter your level, so getting
stronger never actually raised your XP rate - only how fast you could get the kill.
* XP is now paid per point of damage as you deal it, and since your damage rises with
your Attack level, your effective XP rate now genuinely climbs as you get stronger.
* A kill still pays a bonus on top (a quarter of the old flat reward), so finishing the
fight still matters, it's just not the whole story any more.
* Damage you deal now trains Attack/Ranged/Magic/Summoning as before. Damage you TAKE
now properly trains both Hitpoints and Defence - previously getting hit only trained
Hitpoints, and Defence had no way to go up at all from combat.
=== v372 - 2026-08-07 - PLANET REQUIREMENTS RE-TUNED ================================================
* The total-level requirements for reaching Vulcanis, Kryon, Aurelis and the Sun looked
like a tidy progression on paper, but worked out to wildly uneven amounts of actual
playtime - the jump from Aurelis to the Sun alone would have taken well over 7,000
hours at a steady pace.
* Re-tuned around real hours instead of round total-level numbers: roughly 15 hours to
Vulcanis, 40 to Kryon, 90 to Aurelis, 180 to the Sun - each one about double the last,
so there's always a realistic next goal in sight instead of one enormous wall near the
end.
* Nothing else about the planets changed - same materials, same order, same rockets
required to get there.
=== v371 - 2026-08-06 - AN IN-GAME SELF-TEST (dev tool) =============================================
* New behind-the-scenes tool for catching bugs faster: pressing F10 runs a battery of
checks against recent features and prints pass/fail results, instead of everything
needing to be checked by hand.
* Not aimed at players and doesn't show up during ordinary play - purely a development
aid.
=== v370 - 2026-08-06 - FACES IN THE HOLLOW CORE ====================================================
* The hollow core from v369's finale now actually has character models standing in it,
instead of being an empty room with dialogue attached.
* FIXED: since v366, the White Knight had quietly been standing on the Moon's SURFACE
even while you were down in the CORE, because the game wasn't telling those two spaces
apart. He now correctly shows up in whichever one you're actually in.
=== v369 - 2026-08-06 - THE ACOUSTICS (questline finale) ============================================
* The four-part questline wraps up in the Moon's hollow core - reachable since way back
by drilling straight down with a Mining Drill, but with nothing waiting there until now.
* The payoff is a conversation, not a fight: the being who's lived down there for four
hundred years finally gets asked a question nobody ever thought to ask him.
* You need to have finished the Joint Committee meeting AND actually be standing in the
hollow core in person - watching the Committee from anywhere else doesn't unlock it.
=== v368 - 2026-08-06 - THE JOINT COMMITTEE =========================================================
* The Moon and Earth questlines cross over once both of their first chapters are done -
all seven characters end up in one room together, including a jug of water that
nobody touches.
* Everybody keeps being exactly who they already were rather than getting rewritten for
the crossover: the Knight defends everything, the Fats deny everything, and the
parrots take minutes of the meeting that don't match anything that actually happened.
* The three Moon characters temporarily take seats on Earth for the length of this
meeting.
=== v367 - 2026-08-06 - AIRCRAFT CONTROLS FIXED =====================================================
* FIXED: planes were visually banking (leaning) the wrong way when turning - wings now
lean into the turn instead of away from it.
* Pitch moved off the mouse and onto W/S - S climbs, W dives. This is an
inverted-stick setup on purpose, not a bug.
* Speed is now Shift (faster) and Ctrl (slower) only. W and S no longer double as a
throttle.
=== v366 - 2026-08-06 - THE CAST STOP BEING A MENU ==================================================
* The questline characters - previously just names you picked from a menu - are now
actual figures standing in the world. Walk up and press [E] to talk to them instead.
* Each one is recognisable from a distance by silhouette alone - a tall crest, a hat and
a tail, a hood, three birds sat on a wire.
* Only whichever character's turn it actually is will move their story forward when you
talk to them - everyone else just gives you a one-off idle line, so there's no way to
accidentally skip ahead by talking to the wrong person first.
=== v365 - 2026-08-06 - THE SUN =====================================================================
* New destination: you can now dive into the Sun itself, in a one-person submarine. The
whole thing is liquid, so you never see an "outside" - it's first-person inside the
hull the entire time, the same idea as the game Iron Lung.
* Sonar gives you a true bearing and range to points of interest. Your own plot is just
dead reckoning from your heading and speed, and a current pushes you around - so the
two disagree with each other, and figuring out why is how you actually navigate.
* Depth is a trade: diving deeper stretches your sonar range (900m at the surface, up to
2,520m at 900m down), but past 900m the hull starts taking steady damage the deeper you
go.
* If the hull gives out, you're ejected and reset - but everything you already found
down there stays logged. A bad dive costs you the dive, not your progress.
* Needs Total Level 3000 to unlock at launch (this got re-tuned two versions later, see
v372).
=== v364 - 2026-08-06 - FACTORIES ====================================================================
* New building: a Factory. One kind per skill (yes, including an Edging Factory), and
each one earns you passive XP over time, even while you're not playing.
* Costs a flat 2,400 wood, 1,200 plank, 2,400 stone and 900 iron to build - payable from
gathering skills alone, no other requirement to unlock it.
* Time away from the game caps out at 24 hours of catch-up XP, so leaving your save alone
for a month won't hand you a free level.
* Factories need real space around them now - you can't drop two on top of each other.
=== v363 - 2026-08-06 - BOSSES YOU CAN ACTUALLY WIN AGAINST ==========================================
* The 17 dungeon bosses wanted a combat level as high as 3100 to fight fairly, while the
level cap in this game is 1200 - they were unbeatable on the numbers no matter how well
you played their mechanic.
* Boss health brought down by the same proportion v362 lowered each one's door by, so
their difficulty order relative to each other didn't change - the wall in front of them
did.
* Boss damage came down the same way (the hardest-hitting attacks go from 725 down to as
little as 95, depending on the boss), so a fight you play well can actually be won
instead of ending in a guaranteed one-shot.
* Nothing about HOW any boss fights changed. The mechanics you need to win were already
there - they just weren't reachable before.
=== v362 - 2026-08-06 - EARLY DUNGEONS ARE EARLY AGAIN, OTHER PLANETS ARE CLOSER =====================
* The 17 Earth dungeon doors were gated way past the early game. Brought the whole range
down from 900-2500 total level to 120-1000, spread out evenly instead of three
dungeons all sitting on the exact same number.
* Leaving Earth is cheaper too: Vulcanis now asks for 500 total level instead of 2000,
Kryon 1200 instead of 3500, Aurelis 2200 instead of 5000.
* There should always be something in reach to aim for now, instead of one wall a long
way off.
=== v361 - 2026-08-06 - THE CAST GROWS ===============================================================
* Four more questline characters: THE DEVIL, THE CULTISTS, THE FATS and THE PARROTS.
* The parrots hand out joke quests that can never be finished on purpose - "bring us the
SOUTH. Not a compass. The actual south." - and they never repeat the same line twice.
* The Devil shows up meaning to close out one of his own storylines, then decides to
leave it open instead and calls it the most frightening thing he's ever done. He asks
you not to tell the Knight.
=== v360 - 2026-08-06 - TASKS AND QUESTS, PART 1 OF 4 =================================================
* The old "kill 10 rats" checklist stuff is now honestly called TASKS, which makes room
for actual QUESTS: real characters, jokes, and stories with more than one line.
* Meet three of them through a new Moon storyline: THE WHITE KNIGHT, THE HAT MAN (yes,
the same Hat Man you've been able to summon to fight for you for ages - he's a little
hurt you never said hello), and THE CAT MAN.
* Conversations remember what you pick, and it changes what characters say to you later.
* This is part 1 of 4 - the cast get places to actually stand in the world next, then two
more story arcs.
=== v359 - 2026-08-06 - THE STEAM HOUSE =============================================================
* New building: pay the women at the Steam House to cap how fast your Edging skill makes
you bunny-hop, if it's getting away from you.
* Your Edging level still climbs for real underneath - this only holds back the speed
you get from it, and you can lift the cap again any time to go straight back to full
speed.
=== v358 - 2026-08-06 - A CRASH THAT WAS EATING THREE VERSIONS OF WORK ==============================
* Squashed a bug that had been silently throwing an error on every single frame since
v352, whenever the madness system tried to update.
* It wasn't just cosmetic: because of how the code was laid out, that crash was also
quietly disabling v346's heat effects and the jet's full-auto fire behind it. Both are
working again now.
=== v357 - THE DREAM LATTICE (foundation) ======================================
* Groundwork for the dream dimension. Nothing visible changes yet.
* The building generates infinitely in all directions from pure maths - same
building every visit, nothing stored.
* Rooms are a list you can add to. A new room is one entry; no other number
needs changing.
* Includes the room that is so large it looks like being outdoors until you find
the far wall.
=== v356 - 2026-08-06 - THE SHADOWS ===========================================
* The madness now includes what it always promised: dark figures at the edge of
your vision once you are far enough gone.
* Look straight at one and it is gone before you have it centred.
* Never more than three at once. They clear completely when you come back to
your senses.
=== v355 - THE GOTHIC PASS =====================================================
* The interface is gothic now: hairline borders, hard square corners, and every
panel marked at the corners rather than framed in colour.
* The jewelled rainbow frame from v349 is gone.
* Everything has its own box, and every box is quieter than what it replaced.
* Each skin still supplies its own colour - the shape is gothic, the palette is
yours.
=== v354 - NEBULAE AND BLACK HOLES =============================================
* Some nights now have a nebula in the sky - roughly one night in four, in one
of five colours.
* Very rarely - about one night in ninety - there is a black hole instead.
* Both fade in and out with the stars rather than appearing abruptly.
=== v353 - THE NIGHT SKY =======================================================
* Stars are no longer visible during the day - they fade in and out at dusk and
dawn rather than switching.
* Every night has a different number of stars. Most nights are sparse; a really
crowded sky is rare.
=== v352 - 2026-08-06 - THE MEAT =============================================
* Eating a mad cow, or a cannibal, now sends you mad. It wears off.
* First you hear things. Then things move at the edge of sight. Then an African
grey parrot arrives and talks to you constantly.
* 51 parrot lines and 15 whispers, and the bird never says the same thing twice
in a row.
* Nothing else you can eat does this.
=== v351 - BLACK SKY, REAL STARS ===============================================
* The sky is black again, as it was before v347.
* The stars stay - but they are now part of the world rather than a layer drawn
on top of it, so hills and buildings block them properly.
* FIXED: stars appearing over terrain, buildings and the interface.
=== v350 - THE MOON ============================================================
* The moon is nearly three times wider across the sky than it was.
* Its halo grows with it, so it still reads as a moon rather than a lamp.
* The other planets are untouched - their sizes were set on your own earlier
instruction and verified not to overlap.
=== v349 - THE FRAME ===========================================================
* Every panel is now framed with an ornate jewelled border instead of a plain
1px line.
* Each interface skin frames itself in its own colours - the frame is not one
fixed look.
* Panels lose their rounded corners as a result. This is deliberate: the art this
follows has hard, square frames.
=== v348 - THE STARS ===========================================================
* The sky has stars again - 420 of them, fine and dense, in warm white and lilac
rather than the old blue-white.
* They are never fully off: faint at noon, full at midnight, matching the way the
reference art keeps stars in a lit sky.
* The field is identical every session rather than reshuffling on each load.
* Built once, not per frame - the only ongoing cost is a single fade value.
=== v347 - THE SKY =============================================================
* THE SKY IS NO LONGER BLACK. It is deep indigo at midnight, magenta at dawn,
lilac at noon and rose at sunset - and never natural daylight blue.
* Fog is coloured to match, so distant terrain takes the same light.
* This reverses a long-standing deliberate choice, at the operator's explicit
instruction and following supplied reference images.
* The Moon, Vulcanis, interiors, the casino, the underground and scripted events
still control their own skies and are unaffected.
=== v346 - THE HEAT =============================================================
* Hell is now genuinely hot. Stand still there and heat builds until it burns you.
* Keeping moving sheds it. No item protects you - the lantern that stops the cold
does nothing here.
* Since standing still is how you harvest, hell is the one place you cannot settle
in to work. You pass through it.
* Heat is frozen while a menu is open, so reading your inventory is never a death
sentence.
* Hell only. The desert is unchanged, deliberately - it has a training method that
needs you to stand still.
=== v345 - THE CITY FORGE =======================================================
* NEW crafting tab: CITY FORGE. Its recipes only run at settlements you hold.
* They spend that settlement's TREASURY as well as materials - the first use for
a treasury other than collecting it as cash.
* Each settlement makes something the others cannot. The City smelts metal, the
Rival City is the only place that works fuel, The Town mills timber in bulk.
* No new items - the forge is a faster way to get things already in the game.
* Locked recipes stay visible and name the settlement that would unlock them.
* Lose a settlement and its forge closes immediately, even on an open panel.
=== v344 - THE THEMES REACH THE REST OF THE UI ==================================
* The five interface skins now re-colour the settlement, citizen, marriage and
siege panels, which previously stayed the same colours under every theme.
* Eight new semantic colours - yours, the rival's, the crown's, loyalty, under
attack, your marriage, you-are-here, and good news - each with a value per skin.
* VERDANT looks exactly the same as before. Nothing on the default theme moved.
* The 3D world is still not themed.
=== v343 - THE COLD =============================================================
* The snow and Alaska are now genuinely cold. Stand in them unprepared and you
start losing health.
* Carrying a lantern stops it completely - day or night. No new item: it is the
lantern already sold in the game.
* You get a warning on arrival and twelve seconds before the first bite, and
leaving or getting a lantern both work instantly.
* Stepping into shelter gives the full grace period back.
* Only these two biomes. Hell and the nuke waste are unchanged.
=== v342 - 2026-08-06 - SHE CAN HOLD A CITY FOR YOU =============================
* NEW: station your spouse at a settlement you hold. She stays there instead of
following you, and meets its next assault before you arrive.
* How many of the attackers she accounts for is set by your marriage level -
1 at level 1, 5 at level 20. She can never break an assault on her own.
* If the settlement falls while she is holding it, she goes down for four minutes
instead of ninety seconds, and the post is lost. She still cannot be killed.
* Divorcing releases her post.
* The holdings panel and the chapel both say where she is and what she is worth
there.
* FIXED: characters created in v341 were stamped 'made in v340'.
=== v341 - 2026-08-06 - THE CITIZENS KNOW WHO RULES THEM ========================
* A citizen standing inside a settlement now reacts to who holds it - the crown, the
rival, or you - instead of repeating the same six traveller lines under every flag.
* NEW: fulfilling a citizen's favour inside a settlement YOU own raises its LOYALTY.
Five favours, one point. Loyalty multiplies that settlement's tithe by 0.30 a step.
* Favours stop working at loyalty 2 of 4. The upper half is still only earned by
holding the place through an assault.
* Losing a settlement now also clears the favours banked toward it, alongside its
treasury and loyalty.
* The holdings panel shows the favour track wherever it shows loyalty.
* The Rival City has no citizens by design, so this reaches The City and The Town.
=== v340 - 2026-08-06 - FIXED THE ARRIVAL NOTICE FIRING A FIELD AWAY FROM THE WALLS ============
* FIXED: the "you have arrived" notice at a settlement under reclamation shared its trigger
distance with the much larger radius that decides whether you're actually close enough to
defend it - so the notice fired while you were still most of a field away, then said nothing
for the rest of the approach. Given its own, smaller distance; nothing about who actually counts
as defending the place has changed.
=== v335 - 2026-08-06 - FIXED WHO GETS CREDIT FOR DEFENDING A SETTLEMENT =======================
* FIXED: whether a kill counted toward breaking a reclamation assault used to be based on
proximity alone - but an assault's attackers spawn as the exact same enemy types as a
settlement's own garrison, so any knight dying near your walls counted, including ones your own
town guards killed while you weren't even involved. Attackers are now individually tagged the
moment they spawn, so only kills against the actual attackers count toward defending the place.
=== v334 - 2026-08-06 - DIVORCING NO LONGER LETS YOU KEEP YOUR MARRIAGE LEVEL ==================
* FIXED: a level-20 marriage's full combat bonus - more than double damage and health - used to
survive a divorce completely intact, letting you pay a flat fee, remarry a totally different,
randomly-drawn spouse, and keep everything you'd built with the last one. Bond level is now
recorded against the specific spouse rather than the player, so a new marriage always starts
over at level 1 - only remarrying the exact same spouse again resumes her at her old level.
=== v331 - 2026-08-06 - A SETTLEMENT CAN BE TAKEN BACK FROM YOU ================================
* New: a settlement you hold now has a real, ongoing stake. Hold it for 7 minutes of active play
and its former owner mounts a reclamation - you get 5 minutes to reach it and break the assault,
the same way you first took it. Succeed and its loyalty rises, raising its tithe. Fail, and you
lose the settlement, its whole treasury, and the loyalty you'd built, all at once. The hold clock
only runs while you're actually playing, and attackers never spawn until you're close enough to
fight them - so nothing is lost sitting in another part of the world, or with the tab closed.
=== v315 - 2026-08-06 - THE STARMETAL CORE: 24 TELEPORTER ANCHORS INSTEAD OF 16 ================
* New: owning a Starmetal Core raises the Teleporter's anchor cap from 16 to 24. More reach, not
more power - it doesn't change how travel works, only how many places you can hold at once.
=== v304-v305 - 2026-08-05 - YOUR MARRIAGE NOW LEVELS UP =======================================
* New: your marriage now builds its own bond level, capped at 20, earned by actually spending
time with your spouse rather than by grinding. A higher bond makes her hit harder and survive
longer in a fight.
* CHANGED: the option to hand your spouse items to carry as a second inventory has been removed,
since unlimited personal storage made it pointless. What's left of that system is a food perk -
ask her and she'll hand over a cooked meal, on a cooldown that shortens the higher her bond gets.
=== v290 - 2026-08-05 - MARRIAGE: MARRY A RANDOM SPOUSE AT THE CHAPEL ==========================
* New: a chapel north of the Faction Hall lets you get married at its altar for ¤800. Which of
nine possible spouses you get is drawn completely at random - you can't choose. She'll follow
and fight beside you from then on, can be knocked down in combat but never killed for good, and
there's a real gamble on your wedding day: a 10% chance of contracting "ligma," a purely comedic
ailment that happens to make one specific weapon devastating instead of weak.
=== v284 - 2026-08-05 - THE TELEPORTER: SET YOUR OWN ANCHORS, TRAVEL FREE ======================
* New: craft a Teleporter (14 Crystal, 5 Gold Bar, 10 Iron Bar, 12 Mana Shard, Magic 20) and mark
the ground you're standing on as a named anchor, then travel back to any of up to 16 anchors
whenever you like - for free. The only cost is the one-time crafting price and having to
actually walk to a place once before it can ever be anchored. Blocked entirely off Earth - the
Moon, Vulcanis, dungeons, expeditions, houses, anywhere with its own fog and its own exit rules
- rather than risk stranding you somewhere half-torn-down.
=== v251 - 2026-08-04 - QUEST CHAINS NOW SAY WHICH PART YOU ARE ON =============================
* New: a quest that's part of a longer chain now says so on its offer panel - the chain's name and
"PART TWO," "PART THREE," and so on. Deliberately never says how many parts the chain actually
has, so following one never spoils how much of it is still ahead. Older quests are unaffected and
render exactly as before.
=== v224 - 2026-08-03 - SELLING TO MERCHANTS FINALLY MEANS SOMETHING ===========================
* FIXED: buying from a merchant was always tracked in detail, but selling to one recorded
nothing at all - no counter, no goal, nothing to work toward. A merchant's own coin purse
(300 to 800) has always run dry if you sold them enough, showing "MERCHANT BROKE" - and that
state meant precisely nothing until now. Selling is now tracked properly, and drying out a
merchant's purse is the actual payoff it always should have been.
=== v218 - 2026-08-03 - A DAY'S WORK: A NEW WAY TO NOTICE HOW YOU'VE BEEN PLAYING ==============
* New: a quiet HUD band that tracks whether you've actually used every one of your skills in one
sitting, not just raised any of their levels. Mine something, chop something, land a hit in
both the attack and defence stances, cast a spell, loose an arrow, take a real hit, and cover
some ground, all in one unbroken stretch of play, and the day is "whole." It pays nothing at
all on purpose - no coin, no item, no experience, no unlock, ever - it exists purely to notice
a kind of play the game never asked for before, where three skills race ahead while the rest
sit untouched. No order is required, there's no visible countdown, and a day only lapses after
a real stretch of not working at all.
=== v214 - 2026-08-03 - FIXED A DAILY DEED THAT COULD NEVER ADVANCE ============================
* FIXED: the "Something that moves" daily deed (build a vehicle or aircraft) read its progress
from a save field that records which specific vehicles you've crafted rather than a plain
count, and silently treated that record as zero every single time - so building any number of
vehicles or aircraft could never actually advance it. Fixed to read the record correctly.
=== v206 - 2026-08-02 - THE OATH STONE: SIXTEEN SELF-IMPOSED WAYS TO FIGHT =====================
* New: a hidden stone somewhere on Earth lets you swear an oath - a specific, self-imposed rule
about how you're allowed to land a kill, from "only within six paces" to "only after dark" to
"never the same creature twice." Hold up to three at once. Every kill you make while one is
sworn is judged against its terms - a qualifying kill counts toward keeping it, a disqualifying
one breaks it outright and resets your progress to zero, permanently on your record even after
you eventually keep it. It pays nothing but a title, based on how many of the sixteen you've
ever kept.
V210 - THE WAYFARER'S ROUND - 2026-08-02
------------------------------------------
* Eleven places now stand out around the city - the still, the spire, the
bench, the pyre, your claim, the road post, the lamplighter, the oathstone,
the prentice step, the finder's post, the yoke. Every one of them was built
without knowing any of the others existed. This version is the first thing
that ties them together.
* NEW - a round. Walk out of the city, touch outlying places one after another
without going home, and you are on a round. Every new place extends it.
Walking back into the city closes it and writes it down. Coming home is the
only way to finish one.
* Die or leave the world and the round breaks - but the places you reached
still count as found. You lose the outing, never the ground.
* The backquote key opens the Round Book: your best round, your longest, and
every place you have ever stood at. Places you have never been are not even
named. They just show as dots.
* There is no arrow, no distance and no bearing anywhere in it, and there
never will be. Finding places is v208's job and this does not do it for you.
* FIX - the Porter's Yoke was counting your visit over and over while you
stood there, so the book could say you had been there 47 times when you had
been once. Now it counts once per outing.
* Pays nothing, as usual, and this was measured against a control.
V209 - THE PORTER'S YOKE
-------------------------
* This game has a dozen ways to go somewhere and not one rule about the going.
* NEW - the Porter's Yoke, out past the edge of the city. Shoulder a stone: a
field stone is 300 paces, a full stone 900, the millstone 2000.
* While it is on your shoulder there are three rules. Do not jump. Do not run.
Do not be hit. A long fall counts as a jump. Break one and the stone comes
off your shoulder and lands in the dirt where you were standing.
* It does NOT slow you down or weigh you down. Not one thing about how you
move was touched. The burden is a rule you keep, not a handicap you drag -
which is the whole point. It is the first thing in this game you can fail
continuously instead of at a single moment. Nine hundred paces of not doing
three things is a different kind of hard.
* A drop costs you the count but never the ground. The stone lies exactly
where it fell and you pick it up and carry on from there.
* F10 opens the porter's ledger.
* It pays nothing - no coin, no items, no xp, no stats. Measured, not assumed.
V208 - THE FINDER'S POST
-------------------------
* Every place in this game is a pin, a coordinate, an arrow, or something you
are already standing in front of. Nothing has ever handed you a SENTENCE and
made you work out where it meant.
* NEW - the Finder's Post. Press E and it gives you a bearing in degrees, a
distance in paces, and a few words about the ground. That is everything you
get. No waypoint, no pin, no arrow, no warmer-or-colder.
* You turn until the compass at the top of your screen reads the number, and
you walk. Get close and a knot - a little cairn with a rag on a stake -
comes into view, and you still have to spot it. Press E to claim the find.
* F9 opens the book of everywhere you have been sent. It never stops giving
you places, and there is a streak for finding them without giving up.
* It pays nothing. No coin, no items, no xp. This was measured, not assumed:
cash, bank, skills, inventory, health and level are all byte-for-byte
identical before and after a find.
* Also confirmed this version: the apprentice from v207 works exactly as
intended - the askings credit properly, they follow you, they remember
across a save and a reload, and graduating one keeps the record.
V207 - THE PRENTICE STEP
-------------------------
* In two hundred and six versions, nothing in this world has ever depended on
another person being there when you did it. You mine alone, you fight alone,
you swear alone, you raise your stones alone. Every station and every ledger
is a private transaction between you and a machine.
* NEW - the Prentice Step, just outside the city gate. Closer than anything
else in the game, free to walk to and free to take on. You take on a child,
and they walk behind you.
* They ask to be SHOWN things. Twenty-four of them. "Show me the still."
"Show me the pyre." "Show me a stone raised on your own ground." "Show me a
killing done under a vow." "Show me the burning mountain."
* That is the whole idea: the things an apprentice asks about ARE the rest of
the game. If you have only ever used three of the eight workbenches, you now
have someone walking behind you asking about the other five - and the only
thing that answers the asking is going and using them, exactly as they
already work, for exactly what they already pay.
* Nothing is buffed, nothing is bundled, no new currency is invented. The
thing you were going to do anyway becomes a thing you did in front of
somebody. That is a new verb, not a new number.
* It is also the closest thing to a signpost a new character has ever had.
You can have an apprentice inside your first ten minutes, and they will
spend the rest of the game naming things you did not know were there.
V206 - THE OATHSTONE
---------------------
* Fighting in this game has always been point, click, watch a number. The only
decision you make is in the hotbar, before the fight even starts. Nothing
between the first shot and the corpse is a choice.
* NEW - the Oathstone, far out past every other landmark. An oath is a promise
about HOW you may kill, sworn in advance. Every kill is judged the moment it
lands. Keep the oath and the tally rises. Break it and the oath breaks with
it, and the tally goes back to zero.
* Sixteen oaths. Under THE SOLITARY OATH a kill only counts with nothing else
alive within 25 metres - so you have to split a pack up and pick one off,
which this game has never once asked you to do. Under THE FAR OATH a
charging mad cow stops being a question of damage and becomes a question of
ground.
* Hold up to three at once and they stack. Solitary and Still and Far together
is a different game played with exactly the same weapons and exactly the
same numbers.
* F7 opens THE OATH ROLL. One iron rod is driven into the stone for every oath
you have kept, so the stone slowly becomes a record of them.
* It pays nothing at all - no coin, no items, no xp, no unlocks, nothing. The
whole reward is that the fight got interesting.
* Nothing about combat itself was touched. No damage number, no weapon, no
creature, no drop rate. The oaths only ever watch.
V205 - THE CLAIM GROWS UP
--------------------------
* The claim had ten shapes, one size, one colour. Now it has a vocabulary.
* EIGHT new works, and deliberately the connective ones - the pieces you build
WITH rather than stand next to: paving slabs, low walls, a flight of steps,
a broken pillar, a banner pole, a stone well, a planted sapling, and a great
gate. Eighteen works in all.
* Every work now takes a SIZE (small, as drawn, large, towering) and a FINISH
(as quarried, pale limestone, dark basalt, mossed, ember-fired, verdigris,
gilded). Finishes cost nothing. That is 504 different things you can set
down where there were 10.
* THE CLAIM READS ITSELF BACK. Put six slabs together and the game tells you
you have made a paved court. Three pillars is a colonnade. A brazier beside
a bench is a hearthside. A gate between two walls is a gatehouse. Fifteen of
these, and they are found by looking at what your works are NEXT TO.
* PEOPLE COME NOW. Once three works stand, travellers wander in off the road,
stop in front of something you built, look at it, and say what they think of
it - by name, and knowing what they are standing in. Everything anyone has
ever said is kept in a visitors' book you can read.
* THE GROUND GROWS. 26 metres and 40 works to start, out to 44 metres and 96
as your standing rises. Nothing already placed ever moves.
* Picking a work back up now remembers the size and finish you raised it at.
* THE SURVEY reads the whole claim back to you: what stands, what it adds up
to, what your skills have not yet bought you, and the book.
* Still pays absolutely nothing, and never will. Visitors cannot be traded
with, fought, followed or farmed. They just come and look.
* Anything you built in v204 is exactly where you left it, same spot, same
angle, same size, same colour - verified piece by piece.
V204 - THE MASON'S CLAIM
-------------------------
* Everything in this game so far has been consumption. Six workbenches take
materials and hand back materials. Four endless loops give you a job, take
it back, and pay you. All of them leave the world exactly as they found it.
Nothing you have ever done here has left a mark on the world.
* NEW - a claim stake on open ground outside the city, and 26 metres of ground
that is yours. Buy a work at the stake and it appears IN YOUR HANDS as a
pale ghost that follows you and turns as you turn. Walk out, stand where you
want it, face the way you want it to face, and press E. It is set down.
Permanently.
* Walk up to anything you have raised and press E to pick it back up and move
it. Free, unlimited, forever. Changed your mind at the stake? Full refund.
* Ten works, and the good ones open with your best skill: a cairn or a marker
post from your first minute, a bench at 10, an arch at 20, a brazier at 30,
an obelisk at 40, a basin at 50, a standing figure at 60, a crystal lantern
at 70, a tall spire at 85. It is the first thing in the game where a high
skill gets you something you can point at rather than a bigger number.
* It pays NOTHING. No coin, no items, no xp, no stats. It only ever costs.
It exists to be looked at. That is the whole point of it.
* Anyone can start - a cairn is 15 stone.
V203 - THE MILESTONE ROAD
--------------------------
* FIX - Atlantis was worse than it looked. Once one character had found the
sunken city, EVERY character you made or loaded afterwards could never find
it at all, for the rest of the session - and the old city stayed standing in
the new world. Both now clear properly when you switch characters. Poseidon
was stuck the same way and is fixed too.
* NEW - the Roadwarden's Post, in the Loot Ruins. It hands out CIRCUITS: three
places in the world, each with something to do there - arrive, linger, or
clear it out. They never stop coming.
* The point of it: every other endless thing in the game can be done wherever
you happen to be standing. This one is about PLACES. And every circuit, no
matter how high your rank, includes at least one region you left behind ages
ago - so the map stops shrinking as you get stronger.
* Stops tick over on their own as you travel. Nothing to press out there.
* Fit the Post out to raise the purse and shorten the lingering. PIN drops
waypoints for the current three, but only if you ask - it will not write to
your save on its own. REDRAW swaps a circuit for a different one and costs
you nothing.
* Higher rank means a bigger purse and a better title, not longer errands -
the work itself stays a sensible size forever.
* Opens once any skill reaches 30, so it never clutters a new character. No
new items, no new gear, nothing that makes you stronger.
V202 - THE LONG-RUNNING LAG, FOUND
-----------------------------------
* Every sub-world in the game was round-tripped and measured for the first
time: the Moon surface, the Hollow Moon, Vulcanis, Hell, your home interior,
the casino and all five sky islands. Two real leaks turned up.
* FIX - the ascent rocket. Every launch to the Moon or Vulcanis left the entire
rocket behind in memory, forever. Not the visible one - a discarded copy,
one per launch, never freed.
* FIX - and this is the big one. The game shares a single piece of graphics
memory across every floating label and sign in it. Leaving the casino was
throwing that shared piece away, which quietly broke it for EVERYTHING else
using it. It never looked broken, because the graphics card just silently
rebuilds it - and then it gets thrown away again, and rebuilt, and thrown
away. That is the shape of "the game gets laggier the longer I play."
* Everything else came back clean. Seven sub-worlds, entered and left three
times each, all returning to the same numbers they started at, with none of
the shared world pieces damaged.
* No content added this time. Two genuine leaks took the cycle.
V201 - TWO SERIOUS BUGS FIXED
------------------------------
* A health check found something bad. SIX of the game's places - the Oddments
Bench, the Spire of Years, the Pauper's Pyre, the Meltwater Still, Wren
Ashby and the cairns - could silently fail to work AT ALL, on a coin flip,
depending on how your browser happened to load the page that time.
* When it went wrong the prompts still appeared, so it looked fine. You just
pressed E and got "Nothing to interact with." Reloading the page fixed it,
which is exactly why it was so easy to miss.
* Cause: those places install themselves as soon as the game world exists, but
the keys are bound slightly later. Win the race and everything works; lose
it and they get overwritten. Same file, different result. Now they wait.
* FIX - a loot crate in the Junkyard was partly unopenable, because the
Oddments Bench sits 10 metres away and its larger radius swallowed the key
press. On a different character the crate lands closer and is unreachable
entirely. Stations now yield to whatever is nearer, so the crate opens when
you are standing on it and the bench takes over when you are not.
* Everything else checked out: saves survive a full quit and reload with all
values intact, saves from older versions still load and fill in their gaps
correctly, and four world reloads left no memory behind.
* No content added this time. Two things were badly broken and the cycle went
to fixing them.
V200 - THE PAUPER'S PYRE
-------------------------
* v198 found the materials nobody used and gave eight of them a home. This
finishes the job. Seven were still left that NOTHING in the game asked for -
not one recipe, not one station, not one cost, anywhere in the whole game:
Wolf Pelt, Fang, Rat Tail, Rotten Flesh, Ectoplasm, Grave Dust, Vial of
Holy Water
* They are not a random assortment. They are exactly what the first things you
ever kill leave behind - rats, wolves, zombies, ghosts, the graveyard. So
that is where this went.
* NEW - the Pauper's Pyre, a gravedigger's burning-ground in the Spawn Killers
graveyard. Early ground, no gear needed, and a long walk from the Oddments
Bench so the two never fight over your key presses.
* Light it with stone, planks and grave dust. Then fit it: a LYCHGATE makes
every offering cheaper, an ASPERGILLUM has it pay out supplies as well as
coin, and a BONE CAIRN deepens the poor-box.
* THE RITE takes all seven at once - deliberately one joint offering rather
than a menu of trade-ins, because a menu would just have been a second
merchant. It pays coin worth roughly what a merchant would give you, and
plants one more marker in the ring around the pyre every time, up to twelve.
* No new items. No xp, no stat, no weapon, nothing that makes you stronger -
just somewhere for the pile in your bags to finally go.
V199 - THE LONG LEDGER
-----------------------
* The daily cache is a reason to log in today. The Spire is a reason to keep
going for years. This is the missing middle: a reason to keep playing THIS
SESSION, that never runs out.
* NEW - the Long Ledger, on F6. Three commissions on the board at any time,
each three objectives. Finish one, rank up, the next is drawn immediately.
* It does not end. Ranks are not written down anywhere - each one is computed
from the last, so rank 1000 exists for the same reason rank 2 does.
* The work is drawn from YOUR game. It only asks you to hunt creatures you
have actually killed before, haul materials you have actually held, and
train skills you actually use. A new character gets errands it can finish
on foot; a veteran gets work that spans destinations.
* Existing characters do not start at the bottom. Your rank is seeded once
from your lifetime kills and your best skill, so a long-running character
opens the book already deep into it.
* Never stuck: REROLL redraws the whole board, free and unlimited, and you
can ABANDON anything at any time with no penalty.
* It pays cash and ordinary materials. That is the whole reward table - no
weapon, no armour, no stat, no xp bonus, no drop-rate change, nothing that
makes the game easier. Rank is a title and nothing else.
* No new items, and nothing that is counted anywhere gained an entry, so no
collection or trophy target moved.
V198 - THE ODDMENTS BENCH
--------------------------
* An audit of Earth's own item list found THREE WEAPONS that were fully
designed - named, statted, sitting in the game - and completely unobtainable.
No recipe, no drop, no shop. Each appeared exactly once in the entire file:
its own definition line, and nowhere else. They have been there, unreachable,
for 197 versions:
- the Candy Cane Saber
- the Gumball Blaster
- the Wand of Dusk
* The same sweep found eight materials nobody had ever used: candy cane, rock
candy, car battery, crab shell, troll hide, nectar, golem core, formic gland.
* NEW - a tinker's bench in the Junkyard that solves both at once. Cheap to
raise, no gate, reachable on foot early. It cuts those three lost weapons out
of those dead-end materials.
* Fit it with a VICE to make every pattern cheaper, a WAX POT to cut two at a
time, and a DYNAMO to power the arc - the Wand of Dusk won't cut on a cold
bench. Each fitting is the first thing that has ever consumed its materials.
* Worth knowing: a set of curio furniture was designed for this and deliberately
scrapped. The Trophy Room counts furniture types, so adding even one would
have moved a completion target on every existing save. Nothing counted has
changed.
V197 - THE SPIRE OF YEARS
--------------------------
* Now that levelling is slow, reaching level 25, 50, 75 in a skill is a real
achievement - and until now nothing marked it at all.
* NEW - the Spire of Years, a tower on open ground outside the city. Every 25
levels in any skill is a RUNG you claim by hand at the Spire, and each rung
banks a seal.
* Seals raise COURSES on the tower. The first course costs 1 seal, the second
2, and so on - so course 10 needs 55 separate 25-level milestones, and
course 20 is months of play. There's no ceiling; it goes up forever.
* The tower physically grows as you build it. You can see how far you've come
from across the world.
* Existing characters walk up already owed every rung they've earned - a level
101 in a skill arrives with 4 rungs waiting to claim.
* It also has a Reliquary: 16 niches for the 16 hardest single objects the
recent updates added - a Cinder Core from Hell, an Ashglass Lens from
Vulcanis, a Corelight Ingot from the hollow moon, a Nightbloom Petal, and so
on. One of each, kept on display forever.
* It gives NO xp, NO cash, and touches no combat number, drop rate or speed
anywhere. The whole reward is standing, a rank, and a building that gets
taller. It's a reason to keep going, not a shortcut.
V196 - LEVELLING SLOWED DOWN (and nobody loses a level)
--------------------------------------------------------
* Levelling was ~100x too fast. Two old updates had each multiplied all XP by
ten, stacking to 100x. That is now back to 1x.
* New pacing, measured not guessed: level 1->2 takes 21 seconds, 20->21 takes
54 seconds, 30->31 takes about 111 seconds. Bosses are still a treat - one
is worth a few levels in the twenties, once.
* The bigger culprit was actually the special training methods, which paid out
every 1.2 seconds - about EIGHT TIMES faster than normal gathering. Even
with the 100x removed they'd still have given a level every 7 seconds. They
are now scaled so they're clearly the better grind without being a different
game.
* YOUR PROGRESS IS UNTOUCHED. The level curve itself was not altered - not one
character loses a level. Proven by loading the same save in both versions
and comparing every skill: identical, and player level 214 in both.
* What changes is only what happens NEXT: your existing levels stay, but the
following level takes longer. That is the point.
* Daily deed XP goals were rescaled to match (they were written against the
old numbers), so they ask for the same amount of play as before.
V195 - DAILY RETURN LOOP
-------------------------
* NEW - a daily cache with a streak, claimed from a panel on F4. A chip on the
HUD tells you when one is waiting.
* NEW - five daily deeds that reroll at local midnight, drawn from what this
game actually has: gather Nightblooms at night, work a Sunstone Cairn under
high sun, kindle a daymark, trade at Wren's bench, cast at the Hollow Forge,
seat a plate in the Lunar Relay, bake at the Regolith Sintery, consign ore at
the Ashfall Kiln, draw fuel at the Cindergate, thaw at the Meltwater Still,
plus mining, woodcutting, kills and so on.
* You get two free rerolls a day, so a deed pointing at a station you haven't
built yet is never a dead slot. Finishing all five pays a bonus.
* THE STREAK IS FORGIVING ON PURPOSE. Missing one or two days is simply
forgiven and counted as rest. A longer absence halves it rather than wiping
it, and never drops below 1. Your best streak is permanent and never falls.
Losing months of play to one missed day would be its own kind of progress
loss.
* The rewards are deliberately small - no gear, no weapons, no unlocks, no
multipliers. A completed deed is worth about ten pickaxe swings of XP. This
is a reason to log in, not a shortcut past the game.
* A "day" is a real calendar day in your own timezone, not the in-game clock
(which laps every few minutes). Winding your clock back can never take a
cache away - there is no code path anywhere that confiscates one.
V194 - THE ASHGLASS SIGHT (Vulcanis navigation)
------------------------------------------------
* Vulcanis had no way to find anything. Veins scatter up to 484 metres across
a flat ash plain with no map, no compass, and no landmark except the kiln.
* NEW - the Return Flare: your landed rocket now burns a 300m white column,
visible through the fog and taller than any spire. Free, always on. You can
always find your way back to the ship.
* NEW - the Ashglass Sight, a surveyor's tripod near the kiln. Kindle a Cinder
Survey and every vein on the field lights up with a coloured firepin.
* While a survey burns, every vein you mine ALSO drops a unit straight into
the kiln's consignment hold - on top of your own yield, not instead of it.
So finding the field and filling your shipment are the same act, and the
tithe lands where the Magma-born can't take it off you when they kill you.
* FIX - the Vulcanis prompt was being overwritten by Earth's skill-training
text, so the planet's only readout showed nonsense like "[J] train: Salvage
Scrap". One missing condition; now fixed.
V193 - THE MELTWATER STILL
---------------------------
* Lunar Ice was stuck in a closed circle: the ONLY thing that spent it was the
Oxygen Tank, and the Oxygen Tank is the module that produces it. It bought
the thing that made it and nothing else.
* The audit also found three more materials nobody had ever used: Moon Rock,
Lunar Dust and Flag Cloth - the signature drops of the Cheese Rock, the
Earth region dressed up as the moon. Each appeared in exactly two places: a
mob's drop table, and the item list. Nothing ever read them.
* NEW - a derelict lander-shaped rig on the Cheese Rock, the Meltwater Still.
Raise it with Moon Rock and Flag Cloth, seat catch basins with Lunar Dust,
bank its firebox with spare Cinder Cores from Hell, then thaw Lunar Ice into
Fuel Cells.
* If your lunar relay is lit, a thaw also hands you a Downlink Beacon on the
spot - no trip to the antenna. So the supply pod rains free ice on you, the
ice buys the next beacon, and the beacon calls the next pod.
* It also gives spare Cinder Cores a use. Past the Cindergate's third sconce
they were worth a flat 10 coins and nothing else.
* Nice detail: this connects the real moon to the fake one, rather than piling
a fourth system onto the actual Moon.
V192 - THE WINDWARD MOORING (merged with v191)
-----------------------------------------------
* The sky islands declared TWENTY unique materials - Cloud Silk, Skyforged
Iron, Void Pearl, Goldpetal and the rest - dropped in quantity by every
island mob and boss. Not one of them was an input to any recipe, station,
quest or trade anywhere in the game, and only one even had its own sell
price. You made the climb, killed a 9,000 HP boss, and came home with
pockets full of nothing.
* NEW - a Windward Mooring beside each island's landing pad: mast, capstan,
guy lines, cargo net and pennant.
* Raising one costs planks and iron bars - neither of which exists in the sky
- so the flight up is loaded too, not just the flight down.
* Spin the capstan to consume that island's own four materials, INCLUDING the
one only its boss drops, and get a Skyward Bale.
* The bale won't open in the sky. Bring it down and it splits into iron bars,
gold bars and coin - which is exactly what the rest of the game runs on, and
exactly what the Hollow Forge keeps asking you to carry up to the Moon.
* Moor all five islands and every capstan pays double, so the four islands you
were ignoring get a reason.
V191 - THE CINDERGATE
----------------------
* Hell was the last place that worked but had nothing in it. Below 1000m
there was a lava plane, some scenery pillars, and four enemy types - all
four of which already spawn up on the surface anyway. Nothing down there
was actually unique to being down there.
* Two of its materials, Soul Coal and Bottled Hellfire, were consumed by
absolutely nothing anywhere in the game.
* NEW - the Cindergate. Breaking through to 1000m now raises a basalt arch
over a lava vent, with an ember shaft 160 units tall so you can find your
way back to it in the dark.
* Cast Cinder Cores there from brimstone and soul coal, seat up to three of
them in the gate's sconces (it visibly lights as you do), and draw your
bottled hellfire off as FUEL CELLS - more per bottle for each sconce lit.
* Fuel is the widest-used resource in the game: your drill, every aircraft,
the nuke and airstrike, and the Mk2 rocket that the whole Moon and Vulcanis
chain depends on. So Hell now feeds everything else rather than being a
side trip.
* The gate is placed relative to where YOU broke through, not at fixed
coordinates - Hell has no map, so a fixed spot would have meant drilling in
exactly one place. It remembers how many sconces you lit.
V190 - THE ASHFALL KILN (Vulcanis)
-----------------------------------
* Vulcanis had been flagged for four versions as somewhere that works but has
no reason to go. Its materials mostly sat in the item list doing nothing.
* NEW - the Ashfall Kiln, a fixed landmark on Vulcanis that turns its volcanic
materials into something worth the trip.
* Crucially, what it produces rides home in the supply pod you already use for
the Moon - so Vulcanis plugs into a system you're already invested in
instead of being a separate errand.
* FIX - a real trap on the Moon: if you planted a comms dish within about 9
metres of the Regolith Sintery, the press stole the E key and you could not
use the dish at all. Now whichever is nearer wins.
V189 - THE REGOLITH SINTERY
----------------------------
* Regolith Dust was the last material in the game that nothing wanted. You
could mine it in three places and there was no reason to.
* NEW - a Regolith Sintery on the lunar surface: a press bed under a kiln drum
with a heat plume you can spot from across the regolith. Bake 10 dust + 1
helium into a Sinter Plate, as often as you like.
* The plates feed the two things you'd already have invested a trip in, rather
than starting a third separate loop:
- The Hollow Forge gains an ALL-LUNAR recipe, so once you're set up you
stop hauling iron and gold up from Earth.
- The Lunar Relay stops running at one fixed rate forever - seat plates in
a lit antenna as ballast and it gathers faster and holds more.
* Nothing that already worked works differently: the old forge recipe is
untouched and still takes priority, and with no plates seated the relay's
numbers are identical to before, down to the last unit.
V188 - THE SKY GOES BACK TO BLACK
----------------------------------
* REVERTED - the black skybox is restored. Two versions ago the sky was
"fixed" into a painted day/night sky, and then decorated with stars, a moon
and a horizon glow. That was a mistake on my part: the black sky was your
deliberate choice, not a bug, and I should not have changed it.
* The clock underneath keeps running. That part matters - the night flowers,
the lamplighter's round, the sun-charged cairns, Wren's night-only trade and
the daymarks all read the time of day. Only the COLOUR of the sky and fog is
pinned back to black.
* The colour-blending code is left in place but unused, so the planets feature
can reuse it when you want it.
* The reasoning is written into the file in three places, marked clearly as
deliberate, so no future pass mistakes it for a defect again.
V187 - THE HOLLOW FORGE AND THE LUNAR RELAY
--------------------------------------------
* The moon base was a promise nobody kept. You could build a Habitat Dome, a
Solar Array, an Oxygen Tank and a Comms Antenna - four things whose names all
imply work - and every single one was pure decoration. A comms antenna that
transmitted nothing, sitting next to a message telling you to build a base.
* Also: Hollow-Core Crystal was the only material in the entire game with
nowhere to go. It existed, it spawned, you could pick it up, and nothing in
the game wanted it.
* NEW - the Hollow Forge, deep in the hollow core, the only place that can cast
a Corelight Ingot. It needs crystal from down there AND iron and gold bars
from Earth, so you have to carry supplies up rather than just harvest.
* NEW - take that ingot to a Comms Antenna you built and light it. Your base
stops being scenery: whichever modules you actually planted decide what it
stockpiles while you're away (dome -> ore, solar -> helium, tank -> ice).
* NEW - the antenna charges Downlink Beacons. Carry one anywhere on Earth,
press E, and a supply pod burns down and lands at your feet with everything
the base gathered while you were gone.
* So the moon stops being somewhere you visit once and becomes somewhere you
stock from.
V186 - MARKED GROUND
---------------------
* The daymarks you kindle now show up on the map. Until this version they
burned in the world but the map had no idea they existed, so the one thing
you can permanently leave behind was invisible the moment you walked away
from it.
* That was the whole point of them - they're navigation, not decoration. Now
they actually work as navigation.
* The map's help line was updated to match what it does.
V185 - THE LAMPLIGHTER HAS A FACE
----------------------------------
* NEW - Wren Ashby, the Lamplighter. The game had been talking about her for
six versions - "the lamplighter keeps a bench by the lamp store", "the
lamplighter hands you your own hooded lantern", "the lamplighter's round
begins" - and if you walked the city looking for her, at any hour, there was
nobody there. Now she stands at a fixed post near the city centre, in an
oiled coat with a lamplighter's pole, carrying the same lantern every
townsperson carries after dark.
* Talk to her with E. What she says changes depending on whether you've met
her, whether you own the lantern, whether you've fitted the Everbloom wick,
and whether it's day or night.
* She also runs the SEASON EXCHANGE - while the lamps are lit she'll trade 4
Sunstone Shards for 1 Nightbloom Petal. That's the join the last four
versions never made: day work converting into the night economy.
* Deliberately a poor deal in pure cash (4 shards sell for more than a petal),
and only open at night - so it's a convenience for someone who worked the
cairns all day, never a way to skip going out in the dark.
V184 - SUNSTONE CAIRNS
-----------------------
* NEW - daytime finally does something. The game had been telling you the time
of day in nine named phases - LATE NIGHT, DAWN, MORNING, NOON, AFTERNOON,
DUSK and so on - but almost nothing in the world ever checked which one it
was. Everything that reacted to time only ever asked "is it dark?". The HUD
would say NOON and noon meant nothing.
* Sunstone Cairns are stone markers out in the wilds. While the sun is high
(late morning through early afternoon) a cairn charges - the capstone lifts,
turns, and throws a shaft of light. Press Q to work it for Sunstone Shards.
Each cairn is spent until the next day.
* Spend 3 shards at any cairn, at any hour, to kindle a DAYMARK: a permanent
beacon burning a column of light, day and night, that stays there. It is the
first thing in the game you deliberately leave behind in the world.
* Deliberately NOT a mirror of the night flowers. Night gives you something
for going out in it; this runs the other way - a day's work buys you light
to travel by after dark. And it pays out in navigation rather than coin.
* Nightbloom, the lamplighter's round and the bench are all still intact - the
night arc wasn't disturbed to make room for this.
V183 - LAMPLIGHTER'S BENCH
---------------------------
* NEW - somewhere to spend Nightbloom Petals. Until now they were purely
something to sell; the flowers gave you a reason to be out at night but
nothing to show for it afterwards.
* The Lamplighter's Bench sits under the Favor Shop and takes petals for three
things:
- a Hooded Nightbloom Lantern (24 petals + 4 tokens) - the same lantern
the townsfolk carry, which lights itself at dusk and gutters at dawn,
- an Everbloom Wick (40 + 6, needs the lantern first) - burns cold blue
with a wider glow,
- a Lamplighter's Tithe (6 petals) for a Friendship Token, repeatable on
purpose so petals stay worth picking after you own both keepsakes.
* Care taken that this does NOT quietly change anything you've already earned:
it uses its own list rather than the Favor Shop's, because the Trophy Room
counts Favor Shop keepsakes and adding to that list would have moved a
completion target you'd already partly filled.
* That closes the loop the last two versions deliberately left open: night
gives you flowers, the flowers buy you a light, the light makes night
easier to be out in.
V182 - LAMPLIGHT
-----------------
* NEW - a lamplighter's round. At nightfall the street lamps don't just switch
on: they ignite one at a time in a wave sweeping outward from the centre of
town over about half a minute, and every townsperson takes a hooded lantern
off their belt and stands in their own pool of warm light. At dawn it runs in
reverse and the flames gutter out.
* The wave is the point - a hundred lamps snapping on at once is a lighting
change, but a wave crossing the plaza is something you can stop and watch,
and it shows you where the centre of town is without opening a map.
* Pairs with the Nightbloom flowers from the previous version: one gives you a
reason to be out in the dark, the other makes being out in the dark look
like something. It also makes the city usable after dark instead of a black
grid.
* Citizens deliberately do NOT go indoors at night, even though that was the
obvious idea. Hiding them would leave the game still pointing you at people
you can't see, and would quietly lock Friendship Tokens behind daytime. Being
able to talk to people at midnight matters more than the atmosphere would.
* Fixed a subtle trap before it could bite: the game had TWO separate
definitions of "is it night" - one used by the sky and the flowers, another
by the clock display. They happened to agree, but any future change to
either would have quietly desynced them (flowers appearing while the clock
still said afternoon). Now there is exactly one definition and everything
reads from it.
V181 - NIGHTBLOOM
------------------
* NEW - the first thing in the game that only exists in the dark. Glowing
flowers surface across the world at dusk, unfurl over a couple of seconds,
sway on their own rhythm, and fold away at dawn.
* Look at one and press Q to pick it. Gives 1-2 Nightbloom Petals, with a 20%
chance of a crystal tangled in the roots.
* Petals cannot be bought from any merchant - they only sell. The only way to
own one is to have been outside after dark.
* They grow in fixed places (the same bloom is always in the same spot) but
are skipped on city paving, cannibal camps, and underwater. Picking one is
forgiven by morning, so a spot is never used up.
* This makes dusk a payoff and dawn a deadline, instead of just a colour
change. Until three versions ago night didn't work at all, so nothing in the
game had ever reacted to it.
* Also: the time-of-day readout had a duplicated label, so two different parts
of the evening both read as DUSK. Now nine distinct phases across a day,
including TWILIGHT and LATE NIGHT.
* Also: removed a cleanup helper added two versions ago that was never
actually connected to anything - it implied textures were being handled when
they weren't. Replaced with a plain statement of how to do it properly.
V180 - milestone health check + approved repair + night sky
------------------------------------------------------------
* FIX - the melee swing effect now actually appears when you land a hit. You
approved this one. It had never displayed - but for a DIFFERENT and sneakier
reason than the other dead layers.
* The code asked "does this effect function exist?" before using it. But the
name it asked about lives in a different script block, so the question
couldn't even be answered - and JavaScript quietly replies "no" rather than
raising an error. So the check silently failed, and the backup path written
to catch exactly that situation could never run either. Both halves dead,
with nothing logged. That is also why the safety audit had been reporting
two permanent "expected" warnings for the last 8 versions - they lived in
that unreachable backup path.
* The fix is worth noting because it solves the family properly rather than
patching it: instead of one part of the code reaching for a name in another
part it can never see, the effect layer now announces itself and the combat
code simply calls whatever has announced. No fragile cross-boundary
reference left to break.
* NEW - the night sky, properly. Since night was black until the previous
version, this is the first time it's been worth looking at. Stars went from
90 identical dots crammed into the top of the screen to 230 across the full
sky in three colour families, each twinkling on its own rhythm (no unison
pulsing). Added a faint galactic band, a horizon glow, and gave the moon
surface markings and a soft halo. Night itself lifted from near-black to a
deep indigo - still clearly the darkest part of the day.
* All of that is pure CSS, so it costs nothing per frame.
* Nightfall gameplay layer remains OFF as you decided - verified still off.
V179
----
* FIX - THE BLACK SKY WAS A BUG. You mentioned the skybox is just black - that
was not a design choice, it was broken. The day/night layer checked one of
its "is something else drawing the sky?" conditions wrongly: it tested a
FUNCTION for true/false, and a function is always "true". So the layer
concluded something else owned the sky on every single frame and never
painted it at all - black, day and night, since the day it was written.
* Now fixed and swept across a full day: deep blue-black at midnight, warm
orange at dawn (06:30), pale blue at noon, red-brown at dusk (18:30). Fog
and light levels track it properly.
* Revived the fourth dead layer: WAYPOINTS, threat arrows, session stats and
the low-health pulse now actually work - and this one cost more than it
looked. It also owned the counting of your lifetime distance travelled and
total playtime, which is why those two Trophy Room entries could only ever
show zero. Both now count properly (verified: moving 60 units added exactly
60).
* FIX - the master volume slider could not actually turn down the sound
effects layer. It had nothing to connect to. Now it does.
* The fifth and last dead layer - NIGHTFALL - is deliberately left switched
OFF, awaiting your decision. See the note below.
* All four revived layers verified running together.
** DECISION MADE - NIGHTFALL STAYS OFF **
You decided: leave it off for now, since the night sky is just black anyway.
Noted, and it won't be raised again. The night sky itself is now queued as a
thing to actually improve - if it ends up looking good, nightfall might be
worth another look, but that's your call to reopen.
(Original detail, for the record:)
This layer has never run, in any version. Turning it on is not a bugfix, it
changes the game in both directions at once:
- HARDER: every hostile that first appears at night becomes permanently
tougher (+45% health, +30% damage).
- RICHER: it opens a cash income source that has never paid a single coin -
a bonus of 60% of an enemy's money per night kill, plus a dawn bounty of
14 per night-stalker killed.
Switching that on for every existing save at once is an economy and difficulty
change, so it is your call, not mine. The code is complete and ready; enabling
it is a one-line change whenever you say.
(It also only became reachable at all now, because it depends on night
existing - and night itself didn't work until the previous version.)
V178
----
* FIX - THE BIGGEST ONE YET. FIVE entire feature layers had been silently dead
for many versions, doing absolutely nothing. Three are fixed in this version;
the other two are deliberately held for the next one (one of them pays out
cash, so it needs a balance look first). Fixed now:
- The DAY/NIGHT CYCLE. It bailed out on its first line, every time. The
world has been permanently stuck at noon.
- The COMPASS, plus the field-of-view and speed-kick options. The compass
never moved; those settings did nothing.
- A whole layer of SOUND EFFECTS, dead on arrival.
Still dormant, being revived next version:
- WAYPOINTS, threat arrows, session stats and the low-health pulse.
- The NIGHTFALL event layer.
* Confirmed working after the fix, by actually watching it: the clock now reads
DAWN / NOON / DUSK / NIGHT, the world visibly darkens at night and brightens
at midday, and the compass tracks properly.
* Cause: a subtle rule of how browsers load pages. Script blocks written as
"modules" are deferred - every ordinary script in the page runs BEFORE them.
These three layers are ordinary scripts that grab a value published by a
module, so at the moment they ran, that value did not exist yet.
* What hid it for so long: each layer set its own "already installed" flag
BEFORE checking whether it could actually run. So everything downstream
believed they were installed and working. They were not.
* Fixed by having each layer wait one tick and retry, by which point the
modules have loaded. Verified all three now genuinely install.
* This is the third distinct bug of this family (after v171's broken save
loading and v172's floating-after-exiting-a-plane). The root cause is now
documented at the top of the first fixed layer, specifically so nobody adds
a fourth.
V177
----
* Closed two traps that were harmless today but would have caused silent leaks
the moment anyone added a texture to an effect or terrain prop. Textures now
use the same opt-in marking approach as v176.
* FIX - the moon surface now frees its memory too, and the leak was bigger than
anyone had realised. Deferred since v173 out of caution (some moon pieces are
also referenced by your built moon base), but that reference list turned out
never to be read anywhere. Measured: ~315 objects abandoned per moon trip,
now zero.
* The bigger find: drilling into the hollow core and climbing back out
ALSO rebuilt the whole lunar surface from scratch, orphaning the old one -
so every round trip underground leaked a full moon, not just flights home.
That path had been missed entirely by the earlier analysis.
* Deliberately NOT freed on one path: drilling into the hollow core only hides
the moon surface rather than rebuilding it, so freeing there would break it
when you come back up. That path is left alone, with the reasoning written
into the code so it isn't "fixed" by mistake later.
V176
----
* FIX - terrain was leaking material data every time chunks were recycled. This
is the last of the known memory leaks, and it had been deliberately deferred
four times because the obvious fix risked corrupting the world.
* Measured: previously ZERO was freed on any terrain path. Now ~2,666 objects
freed per full world sweep (~27 per chunk), and 231-1,250 on a character
switch.
* Done safely by inverting the risk: instead of trying to prove each material
is safe to free (117 places create them - one mistake breaks rendering), the
game now only frees ones explicitly marked as terrain-owned when created. A
missed mark just means it leaks a little; it can never corrupt anything.
* The marking was cross-checked two ways - reading the code, and inspecting a
live world. That second check caught two sites reading alone had missed,
including the single biggest one (one material per terrain surface).
* Verified: of 248 materials in a live world, 237 correctly marked and the 11
unmarked are exactly the shared ones that must never be freed (water, rock,
tree, ore, road). After 26,655 disposals the shared ones are all still alive
and in use. Zero graphics errors, world still renders correctly.
V175
----
* Verified the four sub-areas that v174 fixed but couldn't actually test. All
four measured clean across 5 enter/exit cycles each, with nothing building
up: home 12 of 12 objects freed, casino 100% (including its 5 sign textures),
hollow moon 209 of 209, Vulcanis 366 of 366. No regression - v174's reasoning
held up under measurement.
* Fixed a trust problem in our own safety checking. The audit that caught the
two serious bugs in v171/v172 was reporting wildly different counts run to
run (11 one time, 83 the next) - meaning a real bug could hide in the noise.
Root cause found, corrected method written into the file, and validated
against history: it now flags exactly the known bugs in the versions that had
them, and exactly 2 known-harmless items today. Any other number means a new
bug.
* No gameplay changes this version - it was verification work.
V174
----
* FIX - the underworld and other sub-areas never freed their graphics memory
when you left them. Measured on Hell across 6 enter/exit cycles: previously
nothing was freed at all, now 41 objects freed every exit, perfectly stable
with no build-up.
* Six areas fixed (Hell, the hollow moon interior, Vulcanis, your home
interior, the casino, and the sky). Each was checked individually against a
safety checklist before being touched.
* The moon surface was deliberately left alone - it fails the safety check,
because pieces of your built moon base are also held by it. Freeing that
would delete player-built content.
* Honest limitation: only Hell could be reached and measured directly in
testing. The other five are argued from reading the code and use the same
mechanism that was verified on Hell - solid reasoning, but not measured.
* Declined for the third time: freeing terrain materials. There are 117 places
materials get created and only ~18 are clearly safe to exclude; getting one
wrong silently corrupts the world. A mechanically safer approach was
identified for a future version instead of guessing.
V173
----
* FIX - every bullet, rocket, gib, explosion and spell effect was leaking
graphics memory permanently. Measured: over 50 shots the old version freed
exactly nothing - 100% of it abandoned forever. Now every single one is
freed, 1 for 1.
* This matters most in combat, which is when the game creates these constantly:
14 gibs per headshot, one object per bullet, several per explosion. Long
fights were quietly filling memory that was never given back.
* 23 separate effect types fixed through one shared cleanup helper. Every one
was individually checked to make sure it owns its own graphics data and isn't
sharing it with the terrain - freeing shared data would corrupt the world,
which is worse than the leak.
* Verified across a full session: 2,004 objects freed, zero graphics errors,
zero broken geometry, terrain/water/HUD/minimap all still rendering correctly.
* Deliberately NOT done: the moon and other sub-areas. The moon fails the safety
test - some of its pieces are also referenced by your built moon base, and it
gets hidden rather than rebuilt, so freeing it would break player content.
Reported rather than risked.
V172
----
* FIX - a second broken-function bug of the same kind as v171, and this one had
real gameplay consequences. The function that adjusts view distance when you
fly crashed on its very first line, every single time, and had never once run
to completion.
* What that actually meant for you:
- Getting out of an aircraft never put you back on the ground. You exited
still floating at flight altitude (measured: 17 units up instead of
standing at 6).
- Crashing a plane never applied its damage and never showed the crash
message.
- The "flying lets you see much further" feature has never worked at all.
Fog and view distance stayed at walking values the whole flight. Now you
actually see to the horizon while airborne (view distance 320 -> 900,
loaded world 87 -> 173 chunks).
* Verified by actually boarding, flying and exiting a plane in both versions
side by side.
* Audited the whole file for this class of bug rather than guessing - checked
every function call against what its own script block can actually see. Two
reachable bugs found in two consecutive versions means this check is now
worth running every time.
* One more found and deliberately NOT fixed: the melee swing visual effect has
never displayed, for the same reason. Repairing it would ADD an effect the
game has never shown, which is a look change rather than a bug fix - so that
one is your call.
V171
----
* FIX - SEVERE, AND THE MOST IMPORTANT ONE YET: loading an existing saved
character was completely broken. Clicking a character in the menu threw an
error before the game ever started, so the menu just sat there and nothing
happened. Only creating a NEW character worked.
* Cause: a one-line call to a function defined in a different script block,
which those blocks can't see. It has been broken for at least 20 versions
(present in v150, v160, v169 and v170) and nobody caught it because every
test started a fresh character.
* FIX: enemies were never freed. Every enemy killed or despawned left its
graphics memory behind AND left a permanent entry in the enemy list - which
four separate per-frame loops then walked over, forever. That is a genuine
"gets slower the longer you play" bug, and it scales with your kill count.
Now: 16 of 16 objects freed per enemy, and the list correctly empties.
* FIX: entering a world never freed the previous world's terrain - about 260
to 380 objects abandoned every time you started or switched a character. Now
down to 14 (the remainder are unrelated scene objects).
* Deliberately left alone: chunk materials (~191 per world switch). Freeing
them naively would corrupt later terrain because some are genuinely shared;
it needs a proper exclusion list, which is a bigger and riskier change.
V170 - milestone health check (and a real bug found)
----------------------------------------------------
* FIX - THE BIG ONE: found a genuine memory leak that had been there since sky
islands were added. Every time you flew away from an island, the game removed
it from view but never actually freed its graphics memory - abandoning roughly
1,000 geometry objects and 1,000 materials, every single time, forever.
* Fly out and back a few times and that adds up without limit. This is exactly
the "gets laggier the longer I play" pattern, so it may well be a real part of
what you've been feeling. Verified fixed: memory now returns to the same level
every single time instead of ratcheting up.
* Proven safe before shipping: each island is exclusively owned by the streaming
system and fully rebuilt when you return, so nothing else could be referencing
the freed memory. Islands rebuild correctly with zero graphics errors.
* Cleared as NOT leaking: the normal terrain chunks. Of 234 tracked objects,
exactly 230 are freed and exactly 4 correctly kept (the shared tree/rock
shapes). That part of the engine is provably correct - no need to look again.
* Everything else in the audit came back clean, including the edging mechanic
verified byte-for-byte identical against v160, ten versions back.
V169
----
* Looked at the graphics side for the first time in 169 versions. Measured
result: in normal play the game draws ~450 objects and ~24,000 triangles,
costing about 1ms per frame - roughly 5% of the budget. The renderer is
already sensibly set up (no shadows, no anti-aliasing overhead, no
post-processing, one draw pass). So graphics are NOT the bottleneck on foot.
* One exception worth knowing: in plane mode the view distance more than
quadruples the world loaded (421 chunks) and the draw cost jumps to ~7.7ms -
about 46% of a frame. If you notice lag specifically while flying, that's why.
* Found a genuine untidiness - the game creates 1,805 separate material objects
where 56 would do. Tested it: fixing it wins about 8% of the render cost,
which is under 1% of a frame, and would mean touching dozens of risky places.
Deliberately left alone.
* Fix: terrain generation is another 7-11% faster via caching noise lookups.
Provably identical output - 200,000 sample points, zero differences. This
reduces stutter while new terrain streams in.
V168
----
* Terrain detail reduced from 5 noise layers to 4 (the change you approved).
Terrain generation is ~15% faster, chunk building ~13% faster.
* Honest note: I predicted ~20% and it delivered ~15%. Earlier optimisations had
already removed so much other overhead that the noise is a smaller share of
what's left. Still judged worth it, but you should know the estimate was high.
* The landscape keeps its overall shape and height range - only the finest
surface wrinkle is gone. Cities, towns and the rival city are pinned exactly
where they were (zero change), so nothing shop-, quest- or NPC-related moved.
* Biome boundaries are deliberately untouched - the moisture map still uses the
old 5-layer version, so which biome is where did not change (0.03% of points
shifted, all from height thresholds).
* Existing saves: the ground moves by about half a unit typically (worst case
~7). Nothing breaks, nothing becomes unreachable, and you cannot fall through
the world. The one visible effect is that structures you built by hand may sit
slightly above or below the ground until you re-place them.
V167
----
* Verified the terrain streaming from v166 actually completes - the concern was
that a bug there would leave you in a tiny 3x3 world. It doesn't: the full
world builds correctly, confirmed three separate ways including driving the
real game loop.
* Profiled the moment-to-moment game loop for the first time ever. Result: all
the gameplay logic combined uses under 1% of a frame's budget. Nothing there
was worth changing, and nothing was changed - reported as a clean result
rather than inventing an optimisation.
* Fix: found the real remaining cost - flying fast. At Blackbird speed the game
was checking for new terrain only every 140ms, by which point you'd crossed
3 chunks and it had to build and delete a pile of them at once. Now checks
every 40ms, bounded to one chunk crossing. Cost per check dropped 8x at plane
speed, and total work per second more than halved.
* Also settled a question that kept coming up: caching the node list is NOT
worth it (0.06% of a frame). Written into the code so it stops being
revisited.
V166
----
* The loading stutter should be largely gone. The game used to build all
~97 terrain chunks in one blocking burst — a ~139ms freeze on world
load, and a smaller hitch every time you walked into new terrain.
Terrain now streams in over several frames instead.
* Measured: worst frame on load dropped from ~139ms to ~10-15ms (about 11×
better), and hitches while walking into new terrain from ~17ms to ~6ms.
The total work is the same — it's just spread out instead of all at
once, which is the difference between a freeze and smooth play.
* The 3×3 area around you is still built instantly, so you never spawn
into a void and can never walk onto terrain that isn't there. Ground
collision was verified to not depend on chunks being built at all.
* Terrain is provably unchanged: once everything settles you get the same
97 chunks, compared float-by-float — 168,198 values, zero differences.
V165
----
* Breakthrough in testing, not in the game itself: an actual playable
world can now be started and measured in this environment for the first
time. Previously only isolated functions could be checked. This makes
the loading hitch and frame-rate costs measurable at last.
* With that, the loading cost was finally decomposed: building the world
around you takes ~240ms, and 89% of it is the terrain height function —
everything else combined is 3%.
* Trimmed some per-vertex waste during world building (28,000 fewer
objects created per load). Honestly: it made no measurable difference,
because it lives in that 3%. Kept only because it's provably identical
and strictly less work.
* An optimisation suggested for this version was proven impossible — the
terrain samples land on points that never repeat, so there is nothing to
reuse. Recorded in the code so nobody wastes another cycle trying.
* Verified identical: all 97 generated chunks compared float-by-float —
168,198 values, zero differences.
V164
----
* Biome lookups no longer create a throwaway colour object on every single
call — the colours are fixed values, so they're now built once. This
runs ~289 times per terrain chunk, continuously as the world streams in
around you.
* A modest speedup (~12%), and honestly reported as such. Two bigger-
looking optimisations were built, measured, and thrown away because the
measurements said they made things slower — including one that looked
6.5× faster in isolation but was 21% slower in real use.
* Near-miss worth recording: the obvious version of this change would have
silently broken the Master Cartographer quest. The biome checklist is
built by scanning the source code of the biome function itself, so
moving those names out of it would have quietly dropped 12 biomes from
the list and shifted a quest reward. Caught before shipping; the names
were deliberately left in place with a warning comment.
* Verified: biome results identical across 400,000 sampled points — same
ids, names, and exact colours.
V163
----
* Cannibal-camp lookups are ~3× faster (and the "nearest camp" search
3.4×). This was the second-biggest CPU cost left; it's now cheaper than
the terrain function itself.
* Also sped up the last two spots where the map redrew by walking all 112
landmark regions — one of which, it turned out, was running on the
minimap ~20 times a second, not just the big map. So that was a real
ongoing cost, not just tidying.
* Worth knowing: the plan for this version assumed camp positions were a
fixed function of location and could be cached freely. That was wrong —
camps can be destroyed by nuke craters and by terrain edits, so a naive
cache would have left phantom camps standing forever. The cache now
invalidates whenever any of that changes.
* Verified unchanged: camp positions and counts match the previous version
exactly across 200,000 sampled locations, and terrain heights are
identical to nine decimals.
V162
----
* The single hottest function in the game is now 3.2× faster. Measured,
then fixed, then re-measured: heightAt (which the terrain, spawning, AI
grounding and map all lean on) went from 0.0046 ms to 0.0014 ms per
call.
* The cause was almost silly: it looped over all 112 landmark regions on
every single call, just to skip past the 94 that weren't relevant.
Simply enumerating those keys was ~70% of the function's entire cost —
the actual maths was a rounding error next to it.
* The world is provably unchanged. Terrain heights summed over 20,000
points match the previous version to nine decimal places, and all 112
landmarks still resolve to themselves. This was a pure speed change —
nothing about the map moved.
* Also measured and deliberately not changed: the terrain-edit scan (only
~5% of the cost at realistic edit counts — not worth the risk of
touching) and the node-list cache (can't be measured in this environment
yet, and guessing at it is how you introduce bugs).
V161
----
* Performance: found and fixed the biggest per-frame cost in the game. The
HUD minimap was recalculating the terrain from scratch for all 529 of
its cells, 20 times a second — an estimated 50,000–100,000 terrain
evaluations per second, all of them recomputing values that cannot
change. Cell colours are now cached, and the cache is dropped whenever
anything that could affect them changes (loading a world, nuke craters,
terrain edits, green-sea fallout).
* Fix: the "what am I aiming at" check was creating a throwaway 3D vector
for every nearby object before checking whether it was even in range —
roughly 27,000 discarded objects per second, which causes stutter when
the browser cleans them up. It now does the cheap range check first.
* Both changes are invisible: identical colours, identical aiming
behaviour, same update rate. Nothing about how the game plays or looks
should differ — it should just run smoother.
* Measured, not guessed: the terrain function at the heart of this was
timed at 0.0046 ms per call. At the rate the minimap was calling it,
that works out to roughly a quarter to a half of an entire CPU core,
burned continuously, recalculating things it already knew. That is very
likely the lag.
V160 — MILESTONE HEALTH CHECK
-----------------------------
* Full audit, everything clean — no bugs found, so nothing was changed
except a comment recording the results. The v74 performance fixes are
still intact 86 versions later.
* Checked the Trophy Room for slowness (it has grown a lot lately).
Measured it honestly: about 41KB of HTML and 570 elements built once
when you open the panel, low single-digit milliseconds, never rebuilt
while you play. It is not the source of the lag — an optimisation was
considered and deliberately rejected as not worth the added complexity.
* The edging mechanic was verified byte-for-byte identical against v100 —
60 versions back — not just against the previous version. Zero drift.
V159
----
* The Biome Checklist now marks each entry as either a fixed landmark (◦ —
a permanent place you can navigate to, and one that shows as a ghost
ring on the map while unfound) or a drifting biome band (· — no fixed
position, you find it by roaming). Previously "still to find" was
ambiguous: some entries were navigable goals, others were wander-until-
you-hit-it.
* The legend spells out the difference once and points at the map's "Show
unvisited landmarks" toggle, so the checklist and the map now work as
one loop instead of two separate features.
V158
----
* Audited every "collect them all" total in the Trophy Room against the
real game data. The pet count (16) and moon-module count (4) were typed
in by hand — both happened to still be correct, but they're now read
from the live data so they can't quietly go wrong later.
* Good news on the Bestiary: its enemy count was already self-updating and
had silently absorbed v154's 40 new creatures correctly. Only its code
comments were out of date.
* No difficulty change this version — every derived total came out to
exactly the number that was already there. This one is purely future-
proofing.
V157
----
* Unvisited landmarks now show on the world map as dashed "ghost" markers,
so the Biome Checklist has somewhere to point you. Toggleable via a
checkbox on the map.
* The map legend states plainly that only fixed landmarks can be plotted —
the procedurally scattered biomes have no fixed location, so you have to
roam for those.
* Fix: hardened the Master Cartographer payout path. If the biome total
had ever read as zero, the quest would have instantly completed itself
and paid out 6000 cash on a fresh save. Not reachable in practice, but
it was an unguarded assumption sitting on a reward.
V156
----
* Added a Biome Checklist to the Trophy Room — with 124 biomes to find,
you can now see exactly which ones you're missing. Shows "STILL TO FIND"
first, then "FOUND", both alphabetical with readable names, plus a
visited/total headline and progress bar.
* Fix: the biome total is no longer a hand-typed number anywhere. It's now
derived from the live world registries, so it updates itself whenever
biomes are added — the same class of fix as the invisible-hats (v96),
invisible-hair (v100) and stuck-boss (v106) bugs, all caused by
hardcoded lists going stale.
* Fix: that derivation revealed v155's recount was one short — the true
total is 124, not 123. Now correct automatically.
V155
----
* Fix: the "distinct biomes" completion target was stuck at 28 — a number
set when the world was far smaller. A full recount of every biome id a
player can actually stand on came to 123. Updated in all three places
that used it (the Master Cartographer achievement and its description
text, the World Survey trophy row, and the Legend completion-%
calculation) so they agree.
* ⚠️ This makes things harder, on purpose. Anyone who had the World Survey
trophy will see it revert to incomplete, and Legend completion % can
drop by up to ~14 points. The old 28 was letting players hit "100%
surveyed" after seeing under a quarter of the world.
* Note: the Rangers achievement chain now runs 10 / 18 / 123 — a steep
final jump. Flagged for a possible pacing pass rather than silently re-
tuned.
V154
----
* Closed a 40-biome hole in the Apex Hunter system: 40 regions (the
v20-era landmark batch and a later v88-era batch) were explorable but
had no signature creature, so they silently fell back to generic
wilderness spawns and could never count toward Apex Hunter progress.
* Added 40 new enemy types plus their biome mappings, bringing Apex
coverage from 69/109 to 109/109 regions. No new items or economy changes
— the new creatures reuse existing drop materials.
V153
----
* Added rename for saved furniture layout presets, finishing the "you can
create and delete but never rename" gap across all three save/delete UIs
(pets v151, characters v152, presets v153). Delete-and-resave wasn't
equivalent, since it would re-snapshot the current room instead.
V152
----
* Added character rename on the character-select screen, closing the same
create/delete-but-no- rename asymmetry one screen over. Updates both the
character list entry and the save blob so the display name can't drift
from the in-game name.
V151
----
* Added Pet Nicknames — custom names for owned pets, replacing species
names in the kennel card, the "Fielded:" summary, summon/knockout
toasts, and loadout preset labels. The game had no personalization
feature of any kind before this.
V150 — MILESTONE HEALTH CHECK
-----------------------------
* Seventh consecutive clean audit (v90–v150). v74's three performance
fixes still intact, zero stray "Driftlands" text in player-facing
strings, no debug-code residue, save/load still needs no migration. No
bugs found; only a documentation comment was added.
V149
----
* Added a "Tunnels Drilled (lifetime)" Trophy Room row. Drilled tunnels
were tracked (and even used internally to grant mining XP) but never
shown to the player.
V148
----
* Added a "Deepest Dig (lifetime m)" Trophy Room row, with its milestone
set to the 1000m Hell entry threshold. The stat had been tracked since
early versions but never displayed.
V147
----
* Added lifetime tracking + a Trophy Room row for night-stalker bounty
income (per-kill night bonus and the dawn survivor bounty), both of
which paid cash that was never totalled anywhere.
V146
----
* Added lifetime rent-income tracking + a Trophy Room row for the Real
Estate portfolio.
V145
----
* Added lifetime Drift Bank vault interest tracking + a Trophy Room row,
and gave the Bank district its first Trophy Room jump-to-panel link.
V144
----
* Added a "Backstories unlocked (lifetime)" Trophy Room row (48 max: 24
citizens × 2 tiers).
* Audited the Homestead furnish presets and the Faction Hall envoy
dialogue tree — both already complete. Confirmed fishing has no minigame
by design, not a gap.
V143
----
* Added a "Moon Base (module types built)" Trophy Room row covering the
four Hollow Moon module kits — a real system that had had no Trophy Room
presence at all.
V142
----
* The Favor Shop's 5 repeatable furniture items now show a lifetime
"Bought Nx" tag; they were deliberately excluded from the v103 keepsakes
row and so had no visibility anywhere.
V141
----
* Added a "Favors completed (lifetime)" Trophy Room row summing favors
across all 24 citizens.
V140 — MILESTONE HEALTH CHECK
-----------------------------
* Sixth consecutive clean audit. Performance fixes intact, branding clean,
no debug residue, saves still forward-compatible without migration code.
V139
----
* Added a "Quest Chains (steps completed)" Trophy Room row aggregating all
5 factions' 8-step chains (40 steps total) — the one multi-part system
without a summary row.
V138
----
* The v137 training-dummy tap-back now shows floating "+X HP" combat text
instead of only moving the XP bar.
V137
----
* Fix: HP was structurally untrainable at the training dummy — HP XP only
comes from actually taking damage, and the dummy deals none. Added a
small capped, non-lethal tap-back that refuses to fire below a safety
floor, so it can never contribute to a death.
V136
----
* Added a net lifetime casino profit stat card (green/red by sign), using
the v135 data that was being written but never read. Deliberately a stat
card, not a progress bar, since it can go negative.
V135
----
* Added Lucky Void Casino lifetime tracking (wagered / returned / biggest
single win) across all 5 gambling tables, plus two Trophy Room rows. The
casino had had zero stats since it was built.
V134
----
* Scoping cycle: traced the whole per-biome training table (103 entries,
all mining or woodcutting) against every real region and found 3
untrained hub biomes.
* Added training to two of them (garage → mining, church → woodcutting)
via the existing data table. Chapel was left untrained on purpose — a
social hub with no resource-node fit.
V133
----
* Added Trophy Room tracking for Rare Wares: lifetime purchases and
catalogue completion (X/12).
V132
----
* Merchant reputation now unlocks something instead of only discounting
prices: Rare Wares, 12 previously drop-only materials that become
purchasable at Trusted/Honoured rep, priced high enough that farming
stays the efficient route.
V131
----
* Added a new Homestead section to the Trophy Room: "Homes Furnished" and
"Furnish Presets Saved".
* Deliberately declined (with documented reasoning) to fold furnishing
into the Legend tracker, extending a 5-cycle precedent of keeping
collectibles standalone.
V130 — MILESTONE HEALTH CHECK
-----------------------------
* Fifth consecutive clean audit at ~19,300 lines. v74's fixes still solid
56 versions later, no debug code, no naming debt, save round-trip needs
no migration.
V129
----
* Clicking a dot in the furnish menu's mini-preview now scrolls to and
briefly highlights the matching furniture card. Closes the v126–v129
furnish-menu thread.
V128
----
* Added a top-down mini-layout preview canvas to the furnish menu, drawn
from existing furniture position/facing data — auto-syncs after every
place/pickup/rotate/apply with no new state.
V127
----
* Added furniture rotation buttons (⟲/⟳) to the furnish menu. Previously
the only way to reorient a piece was to pick it up and place it again
facing a different way.
V126
----
* Fix: the furnish menu the game had been promising in its own toast text
since homes existed never actually existed — [P] was silently doing the
same thing as [E]. Built it properly.
* The new menu adds pick-up (there was previously no way to remove a
placed piece at all), plus save/apply/delete named furniture layout
presets per property tier, with capacity caps, bounds revalidation and
ownership checks so nothing is ever silently lost.
V125
----
* Added crafting recipe favorites — star-pin a recipe to sort it to the
top of its craft tab.
V124
----
* Added Pet Loadout Presets: 3 slots that capture the currently fielded
pet combo and re-apply it with one click, gracefully skipping pets you
no longer own or that exceed the level-gated cap.
V123
----
* Added a lifetime playtime counter (F3 overlay + Trophy Room), the last
genuine gap in the lifetime-stat family (distance / kills / deaths /
playtime).
V122
----
* Added a lifetime death counter, incremented once per real death, shown
in the Trophy Room and the F3 overlay. Spot-checked v121's kill counter
first and confirmed it was genuinely event-driven.
V121
----
* Added a persisted lifetime kill counter. Implemented as a simple
incrementing integer rather than summing the 124-entry kill table,
because the F3 overlay re-renders every frame while open.
V120 — MILESTONE HEALTH CHECK
-----------------------------
* Clean audit at ~18,900 lines: v74's performance fixes verified intact 20
versions later, every Trophy Room jump-link verified against a real
target panel, no stray branding, no migration gaps.
V119
----
* Surfaced lifetime distance in the F3 Session Stats overlay alongside the
session-only counter.
V118
----
* Added a persisted lifetime distance-travelled stat with a Trophy Room
row. Distance was already computed every frame but only into a session
variable that reset on reload.
V117
----
* Grouped the Bestiary into 4 sections (Core Roster / Biome-Unique
Wildlife / Mega-Terrors / Boss Tier), each with a known-of-total count.
* Discovered creature cards now show their drop table — data that had
backed real loot rolls since the start but was never shown to the
player.
V116
----
* Grouped the Trophy Room into 5 sub-sections (Milestones / Combat /
Collections / Exploration / Social).
* Added a Bestiary panel cataloguing all 124 enemy types — killed ones
show stats and kill counts, the rest render as "??? Unidentified". Every
other roster in the game already had a catalogue; enemies didn't.
V115
----
* Each faction now has its own flavor-named Exalted title (Guildmarked
Hunter, Vault Warden, Voice of the Abyss, Pathfinder Envoy, Militia
Champion) instead of one generic "Exalted Envoy".
* Added a lifetime "Nights Survived" counter and Trophy Room row.
V114
----
* Added a Title Gallery to the Trophy Room listing all 9 titles with live
requirement checkmarks, plus a tooltip on the skills-panel title
pointing there.
V113
----
* Added a Titles system: a player rank computed purely from existing
completion flags (Double Legend → Legend → Full Completionist → all-
factions Exalted → hunter tiers → faction Exalted → a level-50
fallback), shown in the skills panel.
* Added a second Favor Shop keepsake outfit (scarf cap / vest / boots).
V112
----
* Documented a deliberate decision not to fold Furniture Collection into
the Legend tracker (fourth cycle reaching the same conclusion).
* Added 2 more Favor Shop furniture pieces, bringing that side level with
the Real Estate store's.
V111
----
* Added 6 new craftable/buyable furniture pieces (bookshelf, rug, mirror,
fireplace, clock, globe) — the first furniture expansion since v47/v48 —
plus a Furniture Collection Trophy Room row that counts total pieces
dynamically.
V110
----
* Fix (balance): capped the shared enemy level-scaling multiplier at 25x,
cutting Vulcanis one-shot damage from 26k–58k down to 3k–6k. Chosen as a
strictly one-directional safety fix (it can only ever lower a value,
never raise one), so no lower-level encounter got harder. A real balance
pass still needs live playtesting.
V109
----
* Fix: the Battle Tank's "armor soaks it" path applied incoming damage
completely raw, so a Defence-trained player was more fragile inside the
armored tank than on foot. Mirrored the on-foot Defence mitigation into
the tank path.
* Found but deliberately did not fix the Vulcanis one-shot problem (see
v110) rather than ship a blind numeric guess.
V108
----
* Added an Aircraft Hangar Trophy Room row tracking all 11 craftable
vehicles/war machines ever crafted — "ever crafted" rather than
"currently owned", because the Battle Tank is permanently consumed when
destroyed and a possession-based row would un-complete itself.
V107
----
* Verified no other instance of v106's stale-hardcoded-list bug class
exists anywhere in the file.
* Made a documented decision not to add level gates to vehicle recipes:
unlike weapons, their materials are biome-locked drops, so there's no
stockpile-and-instant-craft exploit to guard.
V106
----
* Fix (severe): 105 of 116 unique-boss "already spawned" flags were never
cleared when a world was loaded or switched — only the original 11
bosses were. Any boss you fought but didn't kill before returning to the
menu became permanently unspawnable for the rest of the browser session.
Replaced the stale 11-item list with one master registry that both reset
paths now use.
V105
----
* Investigation only, no code changes: confirmed the starter guns' lack of
an attack-level gate is intentional design (it mirrors the starter melee
weapon), and that every biome id is consistently covered across the
visual, resource-node, training and mob-roster systems.
V104
----
* Fix: two real crafting materials (cloud silk, feather steel) were
dropped by live enemies and required by two vehicle recipes but had no
item-table entry, so they never appeared in the crafting sidebar and
showed as raw internal ids everywhere. Inventory itself was fine; only
the display layer was broken.
V103
----
* Added a "Favor Shop keepsakes owned" Trophy Room row (X/3) — the one
completion tracker the Trophy Room was missing. Repeatable items were
deliberately excluded, matching convention.
V102
----
* Every Trophy Room row now has a "jump to source panel" button (Legend,
Apex Hunter, Inventory, Real Estate, Factions, Citizen Journal, Kennel).
V101
----
* Confirmed the "explicit cases, no catch-all" invisible-cosmetic bug
class is fully closed — only 4 style-catalog slots exist in the game and
all were already fixed.
* Added the Trophy Room, a new City Hall panel aggregating every
completion tracker in the game (Legend, Double Legend, Apex/Terror
Hunter, Full Completionist, all three Sets layers, World Survey,
Property Portfolio, faction standing, Citizen Journal, pets) into one
checklist.
V100 — MILESTONE HEALTH CHECK
-----------------------------
* Broad 6-part audit at ~18,300 lines. v74's performance fixes intact, no
unthrottled per-frame work crept in across 57 cycles of content,
branding clean, saves forward-compatible.
* Fix: found a real bug during the audit — the hair renderer only hand-
built styles 1–8, so the 4 cosmetics granting styles 9–12 rendered no
hair at all. Fixed with a generic fallback matching the hat fix from
v96.
V99
---
* Audited the top/bottom cosmetic renderers for the v96 hat bug and
confirmed both already have proper catch-alls — a genuine "no bug found"
result.
* Gave 2 more hats bespoke geometry: the diving helm (was reading as a
wizard hat) and the flower lei (was reading as a crown despite not being
head-worn).
V98
---
* Re-checked and confirmed the Material Sets vein is exhausted for a
second time; declined to lower the 3-item bar just to ship another set.
* Gave 4 more iconic hats bespoke geometry: pirate tricorn, samurai
kabuto, space helmet, witch hat.
V97
---
* Gave the 4 most distinctive newly-visible hats bespoke geometry (Dragon-
Scale Helm, Unicorn Horn, Demon Horns, Seraph Halo) instead of the
shared v96 fallback shape.
V96
---
* Fix: the hat renderer only had branches for styles 0–14 with no
fallback, so 70 of the game's 81 hat cosmetics (everything added
v75–v95) rendered as literally empty geometry — invisible, not just
plain. Added a generic fallback picking one of 4 silhouettes, tinted
with each cosmetic's own registered color.
V95
---
* Added the Favor Shop, spending friendship tokens: a 3-piece matching
outfit, 2 furniture pieces, and a repeatable cash care package so tokens
keep value after the collectibles are bought. Completes the v93–v95
Citizen Requests arc (requests → journal → shop).
* Flagged the invisible-hat bug found during implementation (fixed in v96)
and worked around it by reusing an existing visible style for the shop's
centerpiece hat.
V94
---
* Added the Citizen Journal, a City Hall panel listing all 24 citizens
sorted met-first, with tier, favors completed, backstory tier and live
favor progress.
* Added kill-count favors as a third favor type, tracking kills from the
moment the favor is issued rather than lifetime totals.
V93
---
* Added Citizen Requests / the Favor Board: citizens past Stranger tier
periodically offer a personal favor (fetch or donate), cooldown-gated
against farming. Completing them pays cash, relationship progress, and a
new friendship-token currency, and unlocks 24 unique two-line personal
backstories at 3 and 7 favors — the actual payoff for a system that
previously had none.
V92
---
* Added 11 more Material Sets by tracing every ungrouped material id back
to its biome across the whole file (giantland, minecraft, area51,
backrooms, slender forest, funeral, graveyard, nuclear wasteland, magic
forest, desert, waterways).
* Documented the exclusions honestly — genuinely cross-biome or too-thin
materials were left alone rather than force-bundled.
V91
---
* Added 3 more Material Sets (North Korea, America, Dessert — the last
shipped at 3 items because a 4th genuinely doesn't exist there).
* Settled the 6 permanently ungrouped weapons after a final trace: six
unrelated flavor themes with no shared thread. Not to be re-litigated.
V90 — MILESTONE HEALTH CHECK
----------------------------
* Added 3 unclaimed Material Sets found by sweeping the whole materials
block (beer, the end, ratlandia), bringing the total to 22.
* Did a real quantitative audit of the flagged armor-set per-frame loop
rather than repeating "probably fine": ~580 cheap property reads per
frame worst case, negligible next to the render cost. Deliberately did
not add throttling, and recorded a concrete revisit trigger in code.
* Broader health check clean: branding, brace balance, file growth, save
round-trip all fine.
V89
---
* Added the last 4 ready-made Material Sets (Orcish Warband, Quill &
Cutlass, Street Cred, Last Call).
* Fix: the Germany set was uncompletable — it referenced an item id that
no mob anywhere ever dropped. Swapped it for the item that actually
drops there and removed the dead id.
V88
---
* Added 8 more Material Sets (office, death zone, white house, nightmare
zone, willow forest, hawaii, fortress, heaven's gate), verified against
real mob drop tables rather than just item registrations — which is how
the broken Germany set (fixed in v89) was caught.
V87
---
* Added Material Sets, a third itemization layer over biome trophy
materials. Deliberately given a non-combat bonus (a crafting-cost
discount, summed and capped at 50% rather than compounding) to stay out
of the damage/HP budget the weapon and armor sets already own.
V86
---
* Added the Full Completionist badge, awarded for holding both Apex Hunter
and Terror Hunter. Purely cosmetic, since both underlying achievements
already paid out.
V85
---
* Added Terror Hunter, a companion tracker to Apex Hunter covering the 12
mega-terror and endgame-terror types, with its own milestone bounties
(5,000–50,000) scaled up for how much tougher these enemies are.
Scripted one-off bosses were deliberately excluded.
V84
---
* Added Apex Hunter, a biome-signature-creature kill tracker across 69
named biomes — distinct from the world-survey system, which only
requires setting foot in a biome. Its own modal ([U]), escalating cash
bounties at 10/25/40/55/69 kills, and a completion badge.
V83
---
* Added the Double Legend capstone: a second one-time milestone at total
level 4000 (double the base Legend requirement) granting a further +3%
XP that stacks with Legend's +2%, plus a crown badge and a progress
card.
V82
---
* Added a 5th property tier, Skyline Estate (¤28,000, 32 furniture slots,
requires Exalted bank rep) — a genuine capstone purchase for players who
had nothing left to spend top rep on.
* Because the Legend tracker reads the tier list dynamically, the property
slice of Legend completion reshaped itself automatically.
V81
---
* Gave the Legend achievement a real effect: a permanent +2% all-skill XP
bonus. The hardest achievement in the game had previously been purely
cosmetic (one toast and a badge).
* Surfaced the Legend trophy badge on the always-visible skills panel.
V80 — MILESTONE HEALTH CHECK
----------------------------
* Confirmed v74's three performance fixes intact.
* Honest finding: the armor-set bonus loop genuinely is called every frame
via the HP clamp. Not a new regression (it predates the armor-set
array), and cost is currently negligible — but the comment claiming it
was never per-frame was wrong and was corrected in place.
* Confirmed set bonuses need no save fields at all (derived from
inventory), branding clean, brace balance and growth trajectory healthy.
Zero behavior change shipped.
V79
---
* Added a second armor-set capstone tier: 8+ full sets now grants +10% HP
(the original 4+ / +5% tier stays), since 51 sets makes the old bar a
quick early-game milestone.
V78 — HYGIENE PASS
------------------
* Removed 5 dead duplicate cosmetic-registration calls that had been
provably unreachable from the moment they were written. Exactly 5 line
deletions, zero behavior change.
* Deliberately left a legacy double-boss-drop quirk alone rather than
touch drop tables during a hygiene cycle.
V77
---
* Paired all 19 remaining hat-only cosmetics with matching top/bottom
pieces and their own Armor Sets, finishing the v73–v77 cosmetic-pairing
initiative: every hat in the game now has a matching outfit, 51 Armor
Sets total (up from 32).
V76
---
* Paired 9 more hats with full outfits and Armor Sets (mammoth hood,
crown, fairy tiara, jack mask, atlantean crown, geode crown, winged
helm, phantom veil, horned helm) — 32 sets total.
V75
---
* Paired 8 thematically distinct hats (samurai, bog witch, diving helm,
pith helmet, astronaut, wyrm-skull, ashfall, frostwind) with matching
pieces dropped by the same boss, plus 8 new Armor Sets — 23 total.
V74 — FIRST DEDICATED PERFORMANCE AUDIT
---------------------------------------
* Fix: the enemies array only ever grew (no removals anywhere), so every
per-frame consumer paid a steadily rising cost over a long session.
Added periodic in-place compaction that preserves the array reference.
* Fix: the day/night celestial DOM writer ran ~8 style/text writes every
single frame for a visual that changes over minutes. Throttled the DOM
writes to ~15/sec, keeping the underlying time-of-day math at full
precision.
* Fix: the fog-of-war marker wrote up to ~45 keys per frame even when the
player hadn't moved. Added a cached early-return.
* Caveat recorded honestly: informed but unmeasured — no frame-time
profiling was possible in this environment.
V73
---
* Checked the previous cycle's premise and found it didn't hold (defence
gear is a single best-owned track with nothing to group), then pivoted
to build Armor Sets over cosmetics instead: 36 items grouped into 15
thematic sets, 2+ pieces = +3% HP, full set = +6%, 4+ full sets = +5%
capstone. New Armor Sets panel in the inventory.
V72
---
* Added 6 more Weapon Sets (Sweet Tooth, Spore Bloom, Clockwork, Folk
Relics, Primal Wilds, Prism Plume) — 34 of 53 unique weapons now
grouped. Six weapons left deliberately ungrouped rather than forcing
weak themes.
* Fix: the inventory's completionist line had a hardcoded "/8" denominator
from when there were 8 sets; now reads the real set count.
V71
---
* Added 3 more Weapon Sets (Haunted Hollow, Sky & Stars, Neon Circuit)
covering 11 more weapons.
* Added a completionist capstone: +5% damage once you own 4+ full sets
simultaneously.
V70 — ITEMIZATION PIVOT (WITH A MILESTONE HEALTH CHECK)
-------------------------------------------------------
* Added Weapon Sets: 5 thematic sets grouped by biome family, granting +3%
damage at 2+ owned pieces and +6% at a full set, folded into the
melee/ranged/magic damage choke points. Deliberately ownership-based
rather than hotbar-based, since only one weapon is equipped at a time —
so all 53 unique weapons matter even off the hotbar.
* Milestone read at ~17,300 lines: still one self-contained HTML file, no
architectural red flags.
V69
---
* Added 10 more region-unique weapon drops (Sabretooth Talons, Cantor's
Dirge Horn, Mesa Roc Talonbow, Canopy Root Greatclub, Haze Warden Bong
Staff, Vibewraith Glyph Blaster, Trenchwarden Lure Pick, Dust Devil
Tumbleweed Flail, Bombsite Deagle, Kitsune Tail Dagger) — 53 of 69
signature creatures now have one, hitting the flagged pivot threshold.
V68
---
* Added 10 more unique weapon drops, covering the oldest gaps (the
original v10-era creature batch): mudcrab, bloomstalker, savanna lion,
ridge troll, crag golem, bog wretch, geode stalker, manor wraith,
anglerfang, glade sprite.
V67
---
* Added 9 more unique weapon drops (Mars, Moon, Sky Citadel, Ashen,
Clockwork Desert, Obsidian Forge, Glass Sea, Mycelium Deep, Aurora
Steppe).
* Correction: recounted the signature-creature pool from scratch and found
the real total is 69, not the 62 figure that had been carried forward
since v65.
V66
---
* Added 10 more unique weapon drops (yeti, temple stalker, sporewalker,
chrome stalker, boiler brute, cheshire stalker, gargoyle sentinel,
frosting ooze, cocoa colossus, moonpetal stag), with damage scaled to
each creature and melee/ranged matched to its own behavior flag.
V65
---
* Added 9 more unique weapon drops (Magma Core Hammer, Permafrost Fang,
Coral Trident, Thunderfeather Bow, Jackpot Cannon, Cursed Lapis Khopesh,
Doubloon Cutlass, Spectral Six-Shooter, Fossil Amber Fang).
V64
---
* Closed the biome-uniques initiative completely: added Rock Candy Golem
(candyland) and Sludge Serpent (shitlands, given a deliberately tasteful
toxic-swamp framing after being deferred three cycles). All ~90 named
biomes now have a signature creature.
* Started a new thread: 5 rare unique weapon drops on existing signature
creatures (Rotting Cleaver, Matryoshka Warhammer, Genie's Wisp Rod,
Peacock Feather Bow, Ivory Tusk Spear).
* Corrected a standing misunderstanding from v61–v63: candyland and
shitlands were never missing materials, only a signature-creature entry.
V63
---
* Added 13 biome-signature creatures in one batch (zombieland, death,
ohio, russia, baghdad, india, africa, castle, cake, motherland, fairy
forest, scary zone, carland), closing nearly the whole remaining backlog
— 67 of ~90 biomes covered.
V62
---
* Added 8 biome-signature creatures (b666, b404, b808, the Garden, the
Den, catland, carland, ghostland), reusing existing flavor materials
with no new items invented.
V61
---
* Added 8 biome-signature creatures (weed, b69420, the depth, ghost town,
dust2, japan, chocolate, switzerland).
* Confirmed nearly every remaining named region already had a full
material/drop set from a dead earlier system, safe to reuse.
* Deliberately deferred shitlands: its only available material flavor was
judged hard to write tastefully.
V60 — INFORMAL HEALTH CHECK
---------------------------
* Added 9 biome-signature creatures (clockwork desert, obsidian forge,
glass sea, mycelium deep, aurora steppe, sunken cathedral, thunder mesa,
bone wastes, verdant spire), exhausting the supply of regions with free
reusable materials.
* Health read: growth linear and clean, brace integrity holds across 16.7k
lines, no performance concerns; the main forward risk is content-variety
exhaustion, not structural.
V59
---
* Added 8 biome-signature creatures (cyberpunk, steampunk, wild west,
mars, moon, wonderland, sky citadel, ashen), finishing the original
candidate list.
V58 — DEFENCE-ARMOR PASS
------------------------
* Investigated and found there is no dedicated armor/equip-slot system:
defence works through the skill's damage reduction plus a generic best-
owned gear ladder.
* Added 5 new defence tiers (Voidrend Plate, Infernal Aegis, Titanguard
Plate, Starfall Exosuit, World Ender Bulwark) using the same boss
materials as the v55 weapons, so one farming loop gears up both offense
and defense. They slot into the real gear array, so existing code picks
them up with no changes.
V57
---
* Added 8 biome-signature creatures (ice age, atlantis, olympus, vegas,
jungle, egypt, pirate, mushroom).
* Discovered a fully-built but entirely dead spawn-table system belonging
to an unrelated sky-islands feature — noted, not touched.
V56
---
* Found the real cause of biome thinness: the signature-creature table
only covered the 6 base terrain biomes, while ~62 additional named
regions silently fell through to the generic wilderness roster.
* Added the first 7 fixed-region signature creatures (Bog Wretch, Geode
Stalker, Manor Wraith, Anglerfang, Glade Sprite, Cinder Wretch, Frost
Stalker).
V55
---
* Added 5 endgame weapons forming a real progression chain, each gated
behind materials from the mega-terror tier it counters: Voidrend Blade,
Infernal Scythe, Titan Maul, Starfall Railgun, Worldender Cannon —
raising the weapon ceiling from 600 to 950 damage against enemies that
scale far beyond it.
* Process note: two duplicate attempts were accidentally run in parallel
and raced to write the same filename; the shipped content was confirmed
by reading the real file rather than trusting reports.
V54
---
* Added a one-time reward at 100% Legend completion — a claim flag, a
toast, an immediate forced save, and a permanent gold badge next to the
completion percentage.
* First cycle under two standing constraints: never touch the "edging"
mechanic, and keep an eye on performance.
V53
---
* Added the Legend of Blister Online completion tracker ([O]), tying every
major system built across v44–v52 into one percentage: faction quest
chains 30%, Exalted standing 20%, property portfolio 20%, world survey
15%, total level 15%. Purely a read-only reporting layer — no new save
fields, no balance risk.
V52 — TOOLING DIAGNOSIS
-----------------------
* Diagnosed why live browser testing kept failing: the file-load gate is
keyed on the exact literal file path, and only paths from roughly v1–v49
were ever approved. Renamed copies, new filenames and a trivial dummy
file all failed too. Separately, even a file that does load renders only
as a static snapshot — so genuine interactive playtesting isn't
achievable here for any version. This is an environment permission
issue, not a bug in the game.
* Gave the Drift Bank Syndicate a real Hostile consequence (a 20%
property-price markup), bringing all 5 factions to Hostile-consequence
parity.
V51
---
* Consolidated a Hostile-standing check that had been hand-written 4
separate times into one helper (zero behavior change). Deliberately
declined a bigger faction-dispatcher refactor as premature.
* Added a visible in-game hint for the Rangers fog-radius penalty, which
was previously invisible.
V50 — MILESTONE
---------------
* Fix: furniture placement was never bounds-checked against the room's
actual size, so once v49 made rooms vary per tier, furniture could be
placed outside a small property's walls.
* Added the Frontier Rangers Hostile consequence (fog-of-war discovery
radius shrinks from 3 to 1), bringing Hostile consequences to full 5/5
faction coverage.
* Extended the v49 envoy glyph system to the v48 citizen faction badges.
* Milestone read: the game is accumulating 5 hand-written per-faction
special cases; fine at this scale, but flagged for consolidation if a
6th faction is ever added.
V49
---
* Added faction envoy portraits — a colored badge with a per-faction glyph
— in both the Faction Hall card and the envoy dialogue title bar.
* Extended Hostile consequences to two more factions: the Cult of the
Abyss blocks all biome training, the Settlers Militia marks up all Arms
& Ammo 50% (shown with a struck-through price).
* Room size now genuinely scales per property tier (20 → 26 → 32 → 40,
previously a flat 24 for all), and the furniture-slot readout became a
color-shifting capacity meter.
V48
---
* Fix (caught before shipping): the file has multiple module script blocks
that don't share scope, and a draft of the new citizen feature
referenced a constant defined in a different module — a guaranteed error
the moment a citizen was built. Fixed with an explicitly labeled mirror
list.
* Added per-property furniture caps (6/10/16/24 slots), with placement
blocked before inventory is consumed, plus a "Collect All Rent" button
that gives explicit feedback even when nothing accrued.
* Gave every generic citizen a cosmetic faction affiliation: a faction-
colored pin, a sympathiser badge, and a reputation-reactive remark (25
flavor lines).
* Added a red "⚠ HOSTILE" tag in the Faction Hall list so players learn an
envoy will refuse them before walking over.
V47
---
* Replaced the single-property home with a real-estate portfolio tied to
Drift Bank rep: 4 tiers (Loft, Riverside Flat, Uptown Townhouse,
Syndicate Penthouse) with rep-gated purchases, up to 25% rep discount,
per-property rent, and a portfolio-wide income summary. Old saves
migrate their legacy home into a Loft entry, preserving furniture and
rented state.
* Gave Hostile standing real teeth: envoys refuse to talk until rep
recovers, and the Bounty Guild's payout formula now applies up to a 50%
penalty at negative rep instead of just flooring at zero.
V46
---
* Added opposed factions with real reputation costs (Cult of the Abyss vs.
Settlers Militia): gains with one dock the other by half, floored at
-100, with visible "opposed to X" warnings so the tradeoff is legible
before committing.
* Extended the other 4 quest chains from 5 to 8 steps each, reusing
existing tracked stats rather than inventing new ones.
V45
---
* Fix: the Frontier Rangers' "explored" metric was a fog-of-war chunk
count, not real biome variety. Added a true per-biome-visited counter
hooked into the biome HUD tick, and extended the Rangers chain to 8
steps (Naturalist / Field Taxonomist / Master Cartographer).
* Added 5 named, faction-colored Envoy NPCs outside the Faction Hall
(Marshal Cade, Ledger-Keeper Orsa, Whisper Vey, Scout-Captain Lira,
Sergeant Kell), each with dialogue across all 5 reputation tiers (25
distinct states) plus live quest progress.
V44 — RENAMED TO BLISTER ONLINE
-------------------------------
* Renamed all player-facing "Driftlands" text to Blister Online (title,
HUD, main menu, respawn toast, gun-store header), deliberately leaving
filenames, save keys and version comments untouched so existing saves
keep working.
* Added the Factions & Quest Chains system: 5 factions (Bounty Hunters
Guild, Drift Bank Syndicate, Cult of the Abyss, Frontier Rangers,
Settlers Militia), each with a genuine sequential 5-step chain (25
quests), hooked entirely into existing systems — kills, bank balance,
dig depth, exploration, war waves. Quests auto-complete and pay cash
plus reputation.
* Added a Faction Hall city building with a live reputation/quest panel,
and gave Bounty Guild rep a real payoff (+1% contract cash per rep
point).
V43
---
* Expanded Bounty Contracts from 4 static entries across 2 enemy types to
36 entries across 5 difficulty tiers pulling from ~30 enemy types, with
a rotating 6-job board.
* Rebuilt the Lucky Void Casino: its 5 physical tables all triggered the
same coin-flip, and now each is a genuinely distinct game — real
blackjack (hit/stand/double, dealer stands on 17), weighted 3-reel
slots, dice (under/over/exactly-7), roulette (red/black/green plus
straight-up numbers), and Double-or-Nothing at the dealer's table — with
color-coded felt, 3D centerpiece props, and floating signs.
* Fix: removed a setTimeout race-condition re-render hack in the original
Double-or-Nothing.
==============================================================================
V1–V42 — NOT RECORDED
---------------------
The project history contains no cycle-log entries for these versions;
development before v43 was recorded elsewhere or not at all, and nothing here
is reconstructed or invented. The only detail that survives is a handful of
incidental references made by later cycles while tracing code, listed below
strictly as "this feature dates from around that version":
* ~v9 — the chapel, church and garage hub biomes.
* ~v10 — the first batch of biome signature creatures (mudcrab,
bloomstalker, savanna lion, ridge troll, crag golem, bog wretch, geode
stalker, manor wraith, anglerfang, glade sprite).
* ~v13 — the high-level "terrors" enemy block (7 level-gated open-world
randoms).
* ~v17 — a combat height-gap fix (still correct as of the v104 re-read).
* ~v18 — the original 11 unique bosses and the per-biome mob roster.
* ~v19 — the Drift Bank vault interest mechanic.
* ~v20 — a large batch of named landmark regions (north korea, giantland,
minecraft, area 51, the backrooms and others).
* ~v21 — a second "signature creature" drop tier layered on the biome
materials.
* v22 onward — the long run of hat-only cosmetics later paired up in
v75–v77.
* ~v34 — the [F3] Session Stats overlay.
* ~v36 — the Nightfall Threat / night-stalker system.
* ~v39 — the Hollow Moon base-building system.
* ~v47/v48 — (recorded above) the furniture system these later cycles kept
extending.
Note that the game was called Driftlands for this entire period; the rename
happened at v44.
=== v195 - 2026-08-01 - THE DAILY LOGIN CACHE AND FIVE DAILY DEEDS =============================
* New: a reason to come back tomorrow. Claim a login cache once per real day for cash and
materials that grow with your streak, plus a Friendship Token every 7th day and three every
30th. Missing a day or two is forgiven completely; a longer absence halves your streak instead
of resetting it to zero, and your best-ever streak is never lost. Alongside it, five daily
deeds - three anyone can do, two that send you to something you've built - reroll every real
calendar day, with two free rerolls if you don't like what you're offered. Rewards stay small
on purpose: nothing here can be equipped, and a full day's deeds pay out less than one level.
=== v155-v156 - 2026-07-31 - FIXED THE RANGERS' FULL-SURVEY TARGET BEING WRONG =================
* FIXED: the Frontier Rangers' toughest chain step asks you to set foot in every biome in the
game, but the actual number needed had been hand-typed and gone stale - recounted once already
from 28 up to 123, and that recount was itself still one short. Replaced with a live count read
directly from the game's own biome list, so the target can never drift out of sync again.
=== v132 - 2026-07-28 - RARE MATERIALS NOW APPEAR IN MERCHANT STOCK, IF THEY TRUST YOU =========
* New: high-tier crafting materials that used to be obtainable only by farming their specific
source creature or biome now have a chance to show up in a travelling merchant's stock - but
only once your standing with the trading guild has reached Trusted, with a guaranteed
appearance (and a chance at a second) once you're Honoured. Priced well above ordinary goods,
so farming the drop yourself stays the efficient path - this is a reward for reputation, not
a replacement for it.
=== v114-v115 - 2026-07-28 - THE TROPHY ROOM GETS A TITLE GALLERY ==============================
* New: the Trophy Room now shows a full gallery of every title in the game, roughly easiest to
hardest, with what each one actually requires - the game only ever shows off the single title
you currently rank highest for, so there was previously no way to see what else existed or what
was left to chase.
* Each faction's Exalted-standing title now shows that faction's own specific name instead of
every faction sharing one generic "Exalted Envoy" label.
=== v94 - 2026-07-28 - THE CITIZEN JOURNAL: 24 NAMED LOCALS, EACH WITH THEIR OWN STORY =========
* New: City Hall now keeps a Citizen Journal, tracking your standing with 24 named locals
individually rather than one generic reputation number. Each citizen occasionally has a
request - hand over an item, hand over cash, or go kill something specific - and fulfilling
one pays cash, raises your standing with that one citizen, and earns friendship tokens to
spend at a dedicated Favor Shop (furniture and cosmetics, paid for in tokens rather than
coin). Help a citizen enough times and they open up with more of their own personal story.
* The Favor Shop's furniture and cosmetic selection has since grown twice over (once each),
keeping pace with the real-estate furniture store's own growth.
=== v82 - 2026-07-28 - A FIFTH, TOP-TIER PROPERTY: THE SKYLINE ESTATE ==========================
* New: a fifth property tier above the Penthouse - the Skyline Estate, ¤28,000 with ¤650/min
rent, requiring the Drift Bank Syndicate's top reputation rank. The Penthouse had only ever
required the second-highest rank, leaving nothing worth grinding the Syndicate's top standing
for.
=== v49 - 2026-07-27 - HOSTILE STANDING GETS REAL TEETH: ABYSS, MILITIA, RANGERS ===============
* New: falling to Hostile standing with a faction now costs something real and specific for three
more of the game's five factions - the gunstore marks up its prices while you're Hostile with
the Settlers Militia, the Frontier Rangers stop sharing survey data so fog-of-war reveals about
3x slower, and worst of all, the Cult of the Abyss refuses to bless any training method
anywhere in the game while you're Hostile with it, not just its own. All three recover the
moment standing climbs back to Neutral.
=== v45-v46 - 2026-07-27 - THE FACTION QUEST CHAINS GET A REAL ENDGAME ========================
* New: all five factions' quest chains - Bounty, Bank, Abyss, Rangers, Militia - now continue
three steps past what used to be their final one, so a player who'd already finished a chain's
original five steps has somewhere left to go. Rewards keep climbing to match: the Bounty
chain's old finale (2 pyro drakes) is now the midpoint of a ladder that ends in hunting god
titans, and every other chain gets an equivalent late-game escalation in whatever it measures.
