- Update 0.7.0.26 - A Living Sky: Smooth Day, Night and Sunsets - 20 September 2026
A Living Sky The day and night cycle has been rebuilt from the ground up. It used to switch between a fixed "day" look and a fixed "night" look, so the world went dark all at once at 21:00 and lit up all at once at 05:00. That is gone. The sun and moon now travel across the sky. They follow a continuous path instead of snapping between states, and the light, fog, clouds and sky colours blend gradually through dusk and dawn. The sun is finally visible. A real sun disc is now drawn in the sky during the day. Previously only the moon was ever shown. The moon lights the night itself. It rises as the sun sets and casts the night shadows, while the sun handles the day. Sunlight rises and falls with the hour. It builds gently after sunrise, is strongest at midday, and fades out towards sunset. Clouds follow the cycle. Volumetric clouds fade out at night and return at dawn. Interiors breathe wi…
- Update 0.7.0.4 - Daily Quests, Zone Bosses & Custom Keybindings - 14 September 2026
Daily Quests and Zone Bosses Twenty-five repeatable daily quests. Seventeen culling contracts - Wild Pigglet, Cave Spider, Sea Crab, Tunneler Kobold, Corrupted Frog, Young Feral Werewolf and more - and eight gathering runs for Creature Meat, Crab Meat, Creature Blood, Creature Bone, Creature Skin, Tough Hide, Chipped Sea Pearl and Faoi Crystal. Korall, Adoria and Kendra handle the turn-ins, and a new quest board shows what is on offer. Five zone-boss hunts. Track down the Sounder Boar, the King of the Shallows, the Broodmother, the Bog Matriarch and the Alpha Werewolf. Gathering quests tell you when you are done. Collecting is now a real step of its own. While you gather, the tracker shows a live count such as Creature Meat 0 / 1; the moment you have everything, the count disappears and the tracker tells you where to deliver it - the same way kill objectives have always behaved. Meat fo…
- Update 0.6.9.151 - Combat Rebalance, Fast Travel Overhaul & Loading Screens - 4 September 2026
Combat Rebalance Armour keeps working, all the way up. Defense used to hit an invisible ceiling - past roughly 1.5x an attacker's Attack Power every extra point of armour did nothing, because at least 25% of every attack always got through. Defense is now subtracted from incoming damage in full, so tank builds, shields and heavy armour keep scaling. Attacks always land for at least 1 damage so the hit still registers for aggro, threat and combat credit; genuine immunity - safe zones, party members, true damage-immunity effects - is untouched. Monsters of your own level are a consistent fight. Enemy damage used to assume you were wearing the heaviest armour in the game, which meant a level 1 mage with 12 health was taking around 9.7 from a Young Corrupted Frog and died outright to a critical. Enemy attack power is now calculated against the gear you are actually expected to own at your l…
- Update 0.6.9.132 - Teleport Crystals, Cave Spiders & Bouncy Mushrooms - 2 September 2026
Teleport Crystals Fares are now shown as real items. Talking to a teleport crystal used to spell the price out in words. Each destination now shows the item's icon, its name, and an owned/required count that turns green or red depending on whether you can afford it. Hover a fare row for the full item tooltip. Situational pricing. Each waypoint can charge a surcharge for travelling while you are in combat, and a separate one for travelling while PvP-flagged. The two never stack - whichever applies decides the fare, and being flagged takes precedence. A crystal can also be closed to flagged players entirely, though by default they are still served. The price can no longer change under you. If your situation shifts while you are reading the destination list, the crystal refuses the trip and asks you to speak to it again rather than charging you an amount you never saw. Nothing is taken whe…
- Update 0.6.9.116 - Quest Markers, Records Tab, Timed Quests & Walking - 30 August 2026
Quests Now Point the Way Quest givers advertise themselves. An exclamation mark floats above any NPC offering a quest you are eligible to take, and a second marker appears above the character who can close out the objective you are working on right now. The markers are personal to your own quest log - your level, your prerequisites, what you have already taken and what you have already finished. Markers on the map and minimap. Every quest giver you have business with is now drawn on both the minimap and the full map, each with its own show/hide toggle, and your choice is remembered between sessions. A Quests panel in the map window. A new section beneath Points of Interest splits your Active Quests from the Available ones. Expand any quest to see its objectives, and click to focus the map on the character you need. "Ready to turn in" now means ready. The turn-in marker used to appear th…
- Update 0.6.9.94 - Karma & Outlaws, Quest Overhaul, Combat Fixes - 26 August 2026
This is the largest update the playtest has had so far. Murder now carries a real price, quests have been rebuilt from the ground up with a proper journal and an on-screen tracker, and a set of long-standing combat bugs have been put down. Karma and the Outlaw System Killing other players is now a decision with consequences that follow you around. Murder earns you Karma. Kill another player unprovoked and your Karma rises and you are marked a Player Killer. Attacking someone flags you for PvP, and both states now travel to every player near you. Everyone can see what you are. A Player Killer's name is tinted red above their head, and the red fades as they work their Karma back down, so you can tell a fresh murderer from someone making amends. A player who recently attacked someone but is not a PK shows purple. Danger always shows, even for someone in your own party. The Outlaw Lockout.…
- Update 0.6.9.58 - Membership Store Overhaul - 22 August 2026
Membership Store Products finally say what they are. "VIP Silver - 7 days" and "VIP Silver - 30 days" are now distinguishable at a glance, instead of both simply reading "Silver". Your tier and expiry are on screen. The store now shows the membership you currently hold and the exact date it runs out, right at the top. A "+" marks purchases that extend your time. Buying more of the tier you already hold shows a "+" in front of the product name, so it is obvious which purchases add days to your existing membership rather than restarting it. Upgrading to a higher tier still restarts your membership and credits the unused time against the price, as before. Tier names are translated. Bronze, Silver, Gold and Platinum now read correctly in every supported language. Refusals explain themselves. When something cannot be purchased, the store says why in plain language on a single message line in…
- Update 0.6.9.55 - Crafting Professions, Server Queue & VIP Tiers - 21 August 2026
This is a big one. Crafting has been rebuilt around a full Professions system, full servers now hand you a queue instead of a closed door, and a long list of fixes lands alongside them. Details below. Crafting Professions Crafting is no longer a flat menu you click through. It is now driven by five professions - Blacksmith, Alchemist, Chef, Jeweller and Tailor - that you level independently, and every part of the crafting experience has been rewritten around them. Recipes are gated by profession level, not character level. Each recipe now asks for a minimum level in its own profession. Tier 1 recipes want profession level 1, Tier 2 recipes want level 2, and starter recipes stay open to everyone. Your character level no longer decides what you may craft - the profession you have actually practised does. Recipes can be learned permanently. Craft the same recipe enough times and you learn…
- Update 0.6.9.35 - Restart-Proof Progress & Tier 0 Armor Fixes - 17 August 2026
Your Progress Survives Server Restarts Nothing is lost when a server goes down. Until now, a restart could roll your character back by up to five minutes. Your progress was only written to the database on a timer or when you logged out cleanly, so a restart in between threw away whatever you had done since - items picked up or crafted, experience earned, quest steps completed, gear equipped, and even where you were standing. Every online character is now saved as part of shutting down. The server waits for the database to confirm each save instead of firing it off and closing anyway, and it retries once if a save does not land. Verified live. On the production server, a character that had been playing for nearly four minutes was restarted mid-session and came back exactly where it left off, rather than reverting. Saves finish in a fraction of a second, so restarts are no slower than bef…
- Update 0.6.9.26 - Containers Count, Safer Item Drops - 17 August 2026
Containers Now Pull Their Weight Loot files itself away. If you are carrying a container that accepts an item, anything the world hands you goes straight into it. Right now that means recipes and your Recipe Book, so picking one up no longer means opening your bag and dragging it across. It covers every source of loot. Items off the ground, chests and knowledge lootables, gathering nodes, drops that go directly to your inventory from a kill, and loot shared to you by your party. A pickup is never split. Auto-filing only happens when the container can take the whole stack. If it does not all fit, the lot goes to your bag exactly as before. Stored materials now count. Anything inside a container you are carrying is counted when the game asks whether you can afford a cost: crafting ingredients, quest hand-ins, class-change and skill purchase costs, and ability costs. Spending order is pred…
- Update 0.6.9.19 - Party Colours, Trade Tooltips & Spell Impacts - 16 August 2026
Parties Spot your party at a glance. Every player in your party now shows their overhead name in the same green used by party chat, while everyone else stays white. It is personal to you: another party's members are green to each other, never to you. Names change colour the moment someone joins, leaves or the party disbands, with no reloading. Monster and NPC nameplates are unchanged. No more duplicate parties. If you and a friend both sent each other an invite before either accepted, accepting both used to create two separate parties with the same two people, each listed in World Parties. Now the leftover invitations are cancelled the moment a party forms, the invite window closes on its own, and a stale invite simply reports that it is no longer available. Trading Tooltips work on both sides of the trade window. Hovering an item now shows its full tooltip, including the items your par…
- Update 0.6.9.1 - Basic Attack Rework, Fire Bolt & The Class Master - 14 August 2026
A big one. The basic attack has been rebuilt from the ground up with all-new effects, a new Fire Bolt spell joins the game, the Class Master is finally open for business, and every monster in the world has been rebalanced onto a single difficulty curve. The Basic Attack, Rebuilt Your bread-and-butter attack was rebuilt from scratch — new ability, new effects, new audio. The old attack has been retired entirely. All-new impact effects. Landing a hit now plays a purpose-built effect stack: a distortion pulse, a flash with sparks, and an expanding impact ring, all driven by new shared effect materials written for the game rather than borrowed from anywhere. New slash trails. Melee swings carry a rebuilt slash-trail effect on its own material and colour curve, so a swing reads clearly at speed instead of smearing. Unarmed characters actually punch. Fighting bare-handed no longer mimics a sw…
- Update 0.6.8.127 - Radius Pickup, Gathering Polish & Smoother Looting - 5 August 2026
Radius Pickup Grab everything at once. Press the interact key while you are not aiming at anything interactable and your character sweeps up every eligible drop around you, closest first. Aiming directly at a single drop still works exactly as before, and aiming always takes priority - if you are looking at a gathering node, an NPC, a craft station or a specific item, you interact with that instead. Loot rules still apply. Items reserved for another player or their party are quietly skipped instead of cluttering your chat with refusals, and party loot distribution still governs everything you pick up. There is a per-press cap, so a truly enormous pile takes a couple of presses - and since the sweep always takes the closest items first, the leftovers are simply the furthest ones. A dedicated sweep animation. Radius pickup can play its own gather animation, separate from the single-item p…
- Update 0.6.8.111 - Eleven Languages, Scaling Skills & Combat Fixes - 3 August 2026
Eleven Languages Eight new languages are live. Deutsch, Francais, Italiano, Polski, Portugues (Brasil), Korean, Japanese and Simplified Chinese join English, Espanol and Russian. Open Settings, then System, and pick your language from the dropdown - the game switches immediately and remembers your choice next time you play. The whole game is translated now, not just the menus. Item names, crafting recipes, ingredient names, skill descriptions, tooltips, and party, trade, chat and map messages used to appear in English no matter which language you had picked. All of that text is translated in every supported language. Stat names read correctly at last. Several attributes could only display in English, and some of the translated ones came out in entirely the wrong sense - Constitution as the legal document, Intelligence as espionage, Wit as a joke. All eleven languages now use proper RPG…
- Update 0.6.8.93 - Level Cap 100, XP Rework & Monsters Fight Back - 1 August 2026
Level Cap Raised to 100 The ceiling is now level 100. Levels 1 through 50 are completely unchanged - your character keeps its exact level and experience, nothing was rescaled or reset. Beyond 50 the curve continues along the progression it always followed internally, so the climb past the old wall should feel like a natural continuation. Characters sitting at the old cap simply resume earning toward 51. Experience totals are now exact. Experience is stored as a whole number rather than a decimal, which is what makes the higher levels actually work - the old storage could not hold the much larger totals at the top of the curve precisely, so level-ups near a threshold could fire slightly early or late. Party frames update levels instantly. A party member's level now refreshes the moment it changes rather than waiting for them to leave and rejoin. Experience and Rewards Rebalanced Experien…
- Update 0.6.8.53 - Live Server Player Counts & Ability Icon Fix - 27 July 2026
The Server List Knows How Busy It Is Live player counts on every server. Each row in the server list now shows how many people are on it right now, next to a capacity bar that fills as the server gets busier — green while there is plenty of room, shading through yellow and orange, and turning red as it fills up. Full servers are marked, and Join is disabled. A server with no room left is clearly labelled Full and the Join button greys out while it is selected. You no longer find out a server was full only after trying to enter it. Selecting a server re-checks it. Picking a server queries that server immediately, so the number you are looking at is the number right now, not whatever it was when the list loaded. You are told why you were turned away. If a server refuses you — because it is full, or because your account is already logged in somewhere — the reason now appears on the server…
- Update 0.6.8.50 - Arrows, Aiming Fix & the Cave Spider - 27 July 2026
Arrows and Ammunition Wooden Arrows are here. Craft them from the smithing recipe, stack them up to 999 per bag slot, and equip the whole quiver into your off-hand alongside a bow. They have their own icon and world model. Cheap Shot now spends arrows. Every shot costs one arrow, and firing on an empty quiver tells you "You have no arrows." instead of loosing a phantom shot. Arrows are a real ammunition type. They no longer eat a bag slot each, they swap cleanly with shields in both directions, and item tooltips now name the correct slot for them. Ammo requires its launcher. You can no longer equip arrows with no weapon at all, and unequipping your bow returns your arrows to your bag automatically. Aiming and Projectiles Ranged and magic attacks now hit what your crosshair is on. If you have ever put the crosshair squarely on a monster's chest, fired Energy Bolt and watched the shot sai…
- Update 0.6.8.36 - Overhead Chat Bubbles & Speed-Hack Blocking - 25 July 2026
Overhead Chat Bubbles Chat now happens in the world, not just the chat box. When a nearby player sends a message on a public channel - Global, Region, Zone, Proximity or Party - it appears as a speech bubble above their character, coloured to match the channel it was sent on. Bubbles fade after a few seconds and only show for players close enough to see them. You can see when someone nearby is typing. A neutral indicator appears above a player who is composing a message. It is deliberately colourless: it tells you someone is writing without revealing which channel they are writing to, and the text itself is never sent anywhere until the message is actually posted. Bubbles respect line of sight. A player hidden behind a wall will not give away their position with a floating bubble. Bubbles sit above player nameplates instead of overlapping them, and disappear the moment someone walks out…
- Update 0.6.8.29 - Fairer Death Penalty & Speed-Hack Blocking - 24 July 2026
Death XP Penalty Rebuilt The same cost at every level. Dying now costs 20% of your current level's bar - the same visible amount at level 5 as at level 50. The old penalty took a fifth of your total lifetime experience, which sounds fixed but was not: because each level costs far more than the last, that same fifth bought progressively more of your progress bar the higher you climbed. Around level 10 it crossed half a level, by level 19 it was a full level, and past level 40 it was well over two levels per death. That is the "I lost over 50% of my XP" reports. Dying while logged out no longer charges you twice. A bug re-applied the full death penalty every time you logged back in while still defeated, stacking on top of the original death - a character who died and reconnected a few times without resurrecting could lose a very large share of their total experience to a single death. Rec…
- Update 0.6.8.26 - Hide UI Fix & Server Stability - 24 July 2026
Fixes Hide UI no longer traps you. The Hide UI button (and the H hotkey) had a problem: after a recent HUD layout change, hiding your interface also hid the Hide UI button itself, leaving no way to click it again and get your HUD back. Hiding now correctly hides everything except the toggle button and on-screen messages, so you can always click it again to restore your HUD. The H key works as a second way in and out either way. Minimap restores after the fullscreen map. The minimap now comes back properly if you open and close the fullscreen map while your HUD is hidden. Game Master button visibility. The GM button now keeps its correct visibility across a hide/show cycle. Behind the Scenes Server reliability work on the shutdown path, so servers stop cleanly and safely. Includes diagnostics work that pinned down the root cause of a shutdown crash. No in-game changes.