- Game Development: Sleep Study - 26 August 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Study Circle", a small, fixed-in-place study desk for the early-game. (Re)-Added a/the Zzz-effect from Legacy when a character is away from keyboard. Key Fixes ----------------------- Keys can now be worn in the pouch equipment slots slots. The quest outliner now lists how many objectives, of the total objectives, of a quest have been completed. Small Fixes ----------------------- Added some amount of noise to the direction in which the character points when hearthing home, to preserve some degree of security by obscurity. Thatched Hut is now more allowing in terms of what tiles it can be built on. As always, if you liked what we did here: Support the patch. Today's Patch Item, for the fair price of $7, is the "Cloud Hat". $7 Few can be said to have their head in the clouds quite like the be…
- Game Development: World 16.2 - 14 August 2026
We've been developing, and here's what's new... New World Launch ----------------------- Tonight we end World 16.1 and launch a new world in its stead, W16.2, as first announced here! World 16 continues uninterrupted. Worlds 16 and 16.2 will run concurrently until further notice. The choice on which world to play will be made with the Wizard during character creation. We have made no changes which should impair custom clients. This post contains an updated, non-exhaustive, change log. Much has been left to the joy of discovery. Payment Model ----------------------- Nine new hats have/will been/be added to the store! Thank you for your consideration! All Bronze subscribers will be given the "Dark Tricorne" hat, free of charge. All Silver subscribers will additionally be given the "Popcorn Hat". All Gold Subscribers will additionally be given the "Honeypot Hat". Changes Only Applying to W…
- Game Development: Village Bomb - 20 July 2026
We've been developing, and here's what's new. New Implementations ----------------------- Reworked the handling of membership in political entities, primarily affecting villages. It is now possible to be a member of multiple villages. All political actions specific to a particular village (or Realm, technically) have been moved away from the action menu to buttons, instead, in the "Kith & Kin" window, where you can now select the entity which you wish to manage in a dropdown menu. Characters can now be described to Villages just as you would describe them to another character. (Simply select the person in your buddy list -> Describe -> Click the Village Idol) This allows villages to set and manage permissions and groupings for non-member characters. "Invite" permissions in the village are required to describe a character to it. Realms have technically been reworked in that their actions…
- Prelude: World 16.2 - 17 July 2026
We've been developing, and here's what's new... World 16.2 As was announced at the start of World 16, we intend to launch the next new world — World 16.2 — without resetting World 16. This post is to inform you that that, indeed, remains the plan, and that we intend to launch World 16.2 on Friday, August 14th, 2026 @ 19:00 UTC. Worlds 16 and 16.2 will, then, run concurrently until the threads of their fates again unravel. World 16.1 will end with the launch of World 16.2. Notable Changes in W16.2 The exact changes are still pending at the time of this writing, but: Single continent spawn Changes to disempower characters without "Rage" in combat. The current line of thinking is to make it possible to "evict" characters without "Rage" from more or less anywhere. Reworked system for Gildings. A series of other changes, big and small, will, as usual, be left to the joy of discovery. We will…
- Game Development: Pfefferbench - 15 June 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Hasenpfeffer", food item. Key Fixes ----------------------- Reworked the crafting input menu such that: You can hold an item, and left-click an input slot, to limit the slot to only take items of that type. You can also limit an input slot to a particular input type by shift-left-clicking with the slot's input selection cursor active. (I.e. Left click input slot -> Shift-Left-Click a "Chantrelles" -> Slot is now limited to "Chantrelles"). Added recipe search by input. In the "Action Search" menu, at the bottom, there is now a "Search by ingredient" button. Clicking this, and then some input type, presents all known recipes which accepts the item in question as input. "Mortar & Pestle"s can now be placed on "Alchemist's Table"s. Made it so that equippable tools placed on work-benches can be u…
- Game Development: Gongalong! - 27 May 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Gong Stand", a decorative "instrument"/piece of furniture. Right-click to activate, and right-click again to whack. No two metal types sound quite alike! Key Fixes ----------------------- Reworked the crafting input selector a bit. Input slots are now highlighted in red if they lack input. You can hover over an input slot to highlight the item currently selected for it. You can left-click an input slot to get a cursor with which you can point at the input you would like to use for the slot. Noticed that e.g. alchemy recipes were quite unwieldy to craft. Did more work on the "Alchemy Book". Negative effects are now properly displayed. You can now filter your elixir list on effects and/or inputs. There is now a separate page which lists known effects on primitive alchemical inputs. (Some outst…
- Game Development: Orange Alchemy - 17 May 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Alchemy Book", helpful user interface. The "Alchemy Book" collects and remembers the recipes of all (effectful) elixirs you have discovered. Note that processed alchemical ingredients, e.g. "Herbal Grind"s, crafted before the patch won't be properly represented in the alchemy book. Additional feature requests and UI feedback welcome! "Crane Fly", insect, curiosity. "Duck à l'Orange", dish. Suggested here. Key Fixes ----------------------- Reworked the internal wound healing definitions to make it so that time-to-heal is a function of wound and treatment, rather than just being a property of the treatment itself. This is mostly a technicality of specification, but the main idea is that a treatment should increase the native healing speed of a wound, rather than dictate the healing pace. Most…
- Game Development: Duckwall - 2 May 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Duck"s! Mallards placed in coops may come to lay eggs, and those eggs will be "Duck Egg"s, from which "Duck Drake"s and "Duck Hen"s hatch, by way of "Ducklings". Feathers, eggs, and meat. Will add "Ugly Duckling"s at some point. Key Fixes ----------------------- Thingwalls displaying their tooltip will now show their connectivity to other Thingwalls. In adding this we had the opportunity to extend generically the support for providing additional information through map markers. You may have to see a Thingwall again to update the resource to unlock this cool new info. Small Fixes ----------------------- Map marker information should now be properly invalidated when relevant, and there should be no need to reload/reload to refresh them. As always, if you liked what we did here: Support the pat…
- Game Development: Coq au Arch - 23 April 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Stone Arch Tunnel", a larger tunnel made from stone. Added "Henpecked", wound given by birds when you attempt to raid their nests. Added "Coq au Vin", food. Key Fixes ----------------------- Refined some interactions for the "Produce Sack"s; When carrying and emptying a "Produce Sack", it moves to a held item on your cursor if able. The held cursor item should now more generally also support operations previously only available to the carried sack, e.g. drawing from "Tar Kiln"s or "Sawmill"s, drawing from other sacks, &c. Fixed auto-stacking in equipment containers ("Creel", "Poacher's Pouch", &c). Items in them should now auto-stack properly much like they do in the normal inventory, quite simply. Yay! Small Fixes ----------------------- May have a fixed a bug by which higher order map segm…
- Game Development: Reinforced Map - 16 April 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Reinforced Tunnel", a wider/longer tunnel mine support. Added "Wickerman Mask", mask. Key Fixes ----------------------- Added support for automatic update of map markers. There is now support for updating map markers automatically with server side info. Thingwalls now use this to attempt to communicate their status, if they are controlled, when they can be challenged, &c. On existing maps, you must re-visit the Thingwalls to get them registered to your local map as updating objects. Dynamic icons have some update problems to be ironed out in that you need to invalidate the client-side tooltips in order to refresh them properly. This can be done by logging out/in, or scrolling the icon out of view. Relatedly, standardized the scale rendering of map icons. The immediate consequence is that all…
- Game Development: Onion Marker - 2 April 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "White Onion", a plant, and a variety of onion, complete with another variant of crying onion. Added "Millet Beer", beer brewed from malted Millet Seeds. Added the ability for (your, client local) map marker flags to also be displayed as in-world objects, by checking a box in their map gui. You can also now place the map markers in the normal game viewport. Felt this could be useful e.g. when planning base layouts and such. The placement mode could improve. Currently using a version of the land survey flag. Key Fixes ----------------------- Fixed the bug by which, if carrying a sled or corcacle on the "Shoulders" equipment slot, capes would spazz out a bit. The fix is a general fix for the problem that certain animations have not combine with certain other animations, e.g. chopping wood while…
- Game Development: Monumental Tunnel - 26 March 2026
We've been developing, and here's what's new. New Implementations ----------------------- Reworked mine supports to handle more arbitrary support definitions. Added "Monumental Column", a pretty massive mine support. Suggested here! Added "Timber Tunnel", a small, cheap, directional mine support used to form a tunnel. Added "Liver Paté", food. Added "Roe in Wine", signature dish for Roe Deer. Key Fixes ----------------------- Fixed a number of issues with the (dropped in water) trash, trash fishing, &c. Should work better now. "Produce Sack"s should now properly and more generically support substance and item transfers to (e.g. to troughs, tarkilns, &c) and from (e.g. sawmill, tarkilns) things. May have fixed the long-standing bug by which Mound Bed effects would occasionally be interrupted by grid borders. Let us know your mileage! Small Fixes ----------------------- Redrew icon for "s…
- Game Development: Radish Butchery - 12 March 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Radish"es, plant. They have three harvestable stages, where the later stages give more seeds, and the earlier stages more radishes. They count as "Tuber"s. Radishes as such cannot be replanted. There is now a mass butchery command. You can Shift-click a carcass lying on the ground to get an area select indicator using the harvest pointer. The character will butcher anything in the commanded area from start to finish without asking questions. Added "Pickled Peas", food. Key Fixes ----------------------- Reworked the quests for the "Fisherman" credo, pushing them more in the direction of catching generic categories of fish (E.g. "Catch Nx Big Fish", "...Ocean Fish", &c, and somewhat away from "catch these awfully specific ones". The latter quests still exist, but show up later in the credo and…
- Game Development: Melon Support - 5 March 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Watermelon", a crop. Key Fixes ----------------------- Reworked the mine support display to one which properly indicates the actually supported tiles, rather than a somewhat difficult to read radius. The tiles indicated as supported are visually distinct; if only covered by a damaged support, if covered by mutliple supports, or if in the placement mode for a new support. Let us know your mileage, and feel free to suggest improvements. Reworked the (mini)map handling, in that: You can zoom in further. Terrain types now present a tooltip when hovered over in the map view. Map icons (e.g. herbs) now present proper tooltips. Clicking an icon should now always imply clicking the icon you have a tooltip for. Added variable materials to "Tanning Tub"s, such that they now reflect the woods they were…
- Game Development: Thatched Totem - 26 February 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Totemic Gate". A massive building project requiring the Totemic Skull of a mighty beast to construct. The gate has all the functionality of a normal gate, in that it can be closed and locked, but it needs to be manually placed. For purposes of W16, the "Totemic Gate" is always a visitor gate. Added "Thatched Hut", the smallest buildable house yet. They have no internal walls. Added "Pipes & Pipeweed", skill (now) required for planting Pipeweed, and which unlocks Pipeweed related recipes. Added "Adder's Lying Tongue", curiosity occasionally dropped when cleaning "Adder"s. Added "Nasty Pond Scum", curiosity occasionally found in Bogs, Swamps, Ponds, and Tidepools. Key Fixes ----------------------- Added/Reworked handling of skeletons for Mammoths & Trolls by creating/exporting/using proper ani…
- Game Development: Fine Produce - 19 February 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Produce Sack". Produce Sacks are crafted using a bunch of cloth (and sundry), and can hold the contents of one stockpile of any kind. Hold (or carry) the sack, and Right-Click a stockpile, to bag it. When in a sack, the stockpile can be carried around, stashed in e.g. carts, sleds, and all such. Produce Sacks stack three high when in your inventory. Variable materials, cute icon upfront, otherwise pretty much a stockpile variant. Added "Wood Scorpion". A nasty li'l stinger of a guy who lives occasionally in select forest biomes, and abundantly in "Badlands". Scorpions can be picked up, at risk of stinging, but can also decide to attack, and can't be picked up while in combat. Ultimately, when dead, they are a curiosity, and a bug. Added "Fine Sled", an improved sled carrying three, rather th…
- Game Development: Polar Crocus - 11 February 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Ice Bear"s. These are what you and I would know as Polar Bears, but Hearthlings have no conception of poles. "Ice Bear"s appear only during Winter, as the colder season extends their range from out of the farthest, uncharted, North, angrier and deadlier than ordinary "Bear"s. (I realize that ingame Winter just having ended makes this slightly anti-climactic, but maybe something to look forward to for the next?). They come complete with teeth, meat, hides and a cape. Added "Crocus", springtime flower. Can be planted. Very common on snowy tiles while they last during spring, but generally present on several grassy terrains. Added "Chewing Straw", curiosity. Equippable in the mouth slot for mild bonus. Added "Silk Suture Kit", medicine. Suggested here. Treats a variety of open wound types. Key…
- Game Development: Grand Pickle Brain - 5 February 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Grand Study Desk", a massive Study Desk with an 11x11 inventory for curiosities, and five display points. Added "Pearl Glue", and "Wet Pearl Glue". A concentrate glue made from, 10x "Bone Glue" + processing in the form of Coal, Lime, Lye, and Salt. Craft "Pearl Glue" by a cauldron to recieve "Wet Pearl Glue", and then dry that on a "Herbalist Table" for an ingame week to turn it into "Pearl Glue". Required for "Grand Study Desk". Added "Pickling Crock", a free-standing larger crock for pickling, holds some combination of 36 items and 20l of "Pickling Brine". Thread here. Displays whatever is picklin' at the moment. Variable metal material on the lid. Added "Smokering". Occasionally when puffing a pipe, you will blow a "Smokering". If you catch it in time, it is a curiosity, and a ring. Furth…
- Game Development: Chessebell Poaching - 29 January 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Belltower", A massive structure to support a bell. You ring the bell by pulling (Right-click) the rope. The sound it makes varies with the metal used to build it. Added buildable chess pieces. The ability to build chess pieces is acquired by learning a new skill "Boardgames". Chess pieces are built from a new input type "Sculptable Material": wood, metal, clay, or stone. (Debated including snow, but decided against it for now.) If you use Wood Blocks for "Sculptable Material", it will present visually as the bark material of the wood type in question, whereas Boards will present as the pulp material. Moved the old curiosity "Tafl Board" in under the "Boardgames" skill. You can, of course, put hats on the chess pieces. Added "Poacher's Pouch", a "Creel" alternative for hunters. The "Poacher's…
- Game Development: Narwhal Study - 22 January 2026
We've been developing, and here's what's new. New Implementations ----------------------- Added "Narwhal", fun-loving deep ocean dwelling whale, often found in pods, and often equipped with a mighty tusk! Added "Fine Study Desk", a more spacious study desk! Added "Sackcloth Cloak", a piece of clothing. Added "Ashen Faced". You can now hold at least 0.25kg of Ashes, and right-click a player (yourself or someone else) to paint them with ashes. The (de)buff can be removed by going for a swim (will fix so soap can be used, but reasons). Added "Chitterlings", offal food made from boiled intestines. Added a new input type "Frutti di Mare". Fruits of the Sea include Edible Seashells, such as Mussels and Clams, and crustaceans such as Crabs, Lobsters, or Shrimp. Added "Surf'n'Turf", food item made from "Meat" and "Frutti di Mare". Added "Pelican Pouch Pocket", pocket made from a pelican's pouch…