What’s new
The game changes most days. These are the last 25 releases, newest first.
What the catch becomes 0.99.16
New
- Cooking is a real trade now: four dishes per tier, made from fish at any campfire in the world -- a plate that hits harder, shrugs off more, closes a wound past what the shop sells, or refills your mana, the same shape Alchemy's elixirs come in.
Changed
- Catching fish now trains its own skill, Fishing, instead of something called "Cooking" that had nothing to cook. If you already had levels in it, they carried straight over to Fishing -- nothing was lost, and Cooking starts as what it actually is now. ---
Your account, your call 0.99.15
New
- You can change your own password now, from Settings while playing or from the character-select screen -- no need to ask anyone. ---
Room for the horse under you 0.99.14
Fixed
- Every mount with real art was rendering correctly the whole time -- directly underneath a rider large enough to hide it completely. The rider now sits properly above the animal instead of on top of where it used to be for a much smaller drawing. ---
No longer stuck on yesterday 0.99.13
Fixed
- A mount, or any other creature's art, could get permanently stuck showing a plain placeholder instead of its real look, on any browser that had ever cached that creature's data before -- no amount of waiting or reloading fixed it, only a manual cache clear. Reloading a mount's own data now always checks with the server first. ---
Facing the right way 0.99.12
Fixed
- Every mount, druid wild shape and critter companion was facing the mirror of the direction it was actually walking -- moving left showed it facing right and vice versa. This was not new; it had been backwards since these sprites were first drawn, and it is fixed everywhere now, not just for the newest shapes. ---
Felt it that time 0.99.11
Fixed
- Mining, chopping and fishing now actually show a swing. The 0.99.7 fix for this worked in testing but not for almost anyone in practice -- it was driving an animation channel that a real hero's sprite doesn't read. ---
Wings and roots 0.99.10
New
- An owl or tree wild shape now actually walks -- turning to face the camera or away from it as you move, instead of holding a single still pose while everything else animated around it. ---
Turning to face you 0.99.9
New
- A druid's bear form now has a real front and back -- walking toward or away from the camera shows an actual different pose, not the same sideways bear mirrored.
Fixed
- A stale client (old sprites, old fixes not showing up) now corrects itself within about a minute of a release going out, instead of up to five. ---
Steady 0.99.8
Fixed
- A druid's wild shape, and any pet following you, no longer flicker or spin around while walking close to a diagonal -- they were reading a direction signal that could flip on nothing more than a hair of movement noise. ---
Swing 0.99.7
Fixed
- Mining, chopping and fishing now actually show your character swinging at the node instead of the material simply appearing in your bag with nothing happening on screen. ---
Reachable 0.99.6
Fixed
- The login screen can be scrolled again on a phone in landscape (or anything else shorter than the card) -- "Log in" was there the whole time, just off the bottom of the screen with no way to reach it. ---
First impressions 0.99.5
New
- The login screen has a real crest above its title now, on a proper card instead of text floating on the page.
- A loading screen now covers the moment between picking a character and actually arriving in the world, instead of a blank flash.
Changed
- Every slider and checkbox in the settings panel is drawn in the game's own colours now, not whatever your browser draws by default.
Fixed
- The login title, the critter-battle screen (fighting, capturing, fleeing), and the arena challenge popup no longer show a phone emoji -- the sweep that cleaned up the rest of the game's icons never reached these. ---
Open for business 0.99.4
New
- Every town's plaza now has market stalls, lit lamp posts and crates scattered around it -- Hollowmarket, and every other town, actually look like somewhere people trade rather than bare cobble between the buildings. ---
Weather 0.99.3
New
- Every zone now carries its own drifting atmosphere: falling leaves in the woods, sea spray on the coast, embers over ash and fire, snow in the frost, driving rain in a storm, drifting dust in stone and crag, pale bog-light in the mire, and slow sparks through the void and the aether. Off entirely if you've turned particles down or asked for reduced motion. ---
Bred, not just hatched 0.99.2
The genetics behind breeding were always real. Now you can actually see them.
New
- Breeding a critter now shows the whole story: both parents' sprites, a rarity badge (Common through Legendary, the same tiers a piece of gear uses), the generation number, and a table tracing every one of the child's traits back to whichever parent actually carries it -- or flagging it as a fresh mutation when neither one does.
- A critter's rarity reads as a tier everywhere it's shown now, not a bare number in one place and a name in another. ---
The last two emoji 0.99.1
Fixed
- The floating prompt for whatever you're standing next to -- attack, talk, loot, or a mine/chop/fish node -- now shows a hand-drawn icon in the game's own style instead of a phone emoji.
- The Prestige button no longer shows a stray emoji next to its own laurel icon. ---
Capstone techniques 0.99.0
The talent tree grants a real skill now, not just bigger numbers.
New
- Every class but the druid (who already had one) gets a brand new active skill at the bottom of each talent branch -- three per class, fifteen in all. Spend enough points down a branch to reach its capstone and the skill lands on your hotbar automatically, ready to use alongside everything you learned by levelling.
- The talent panel calls these out with their own badge and a line describing what they do, so you can see what a branch actually earns you before committing points to it.
Changed
- The talent tree is drawn as a tree now: four circles per branch, joined by lines that light up as you actually spend points down them, instead of a flat list with a rule between each row. ---
World Boss 0.98.0
Every two hours, worldwide, and open to anyone who can find their way there.
New
- A World Boss now appears somewhere in the world every two hours -- a named, dangerous creature, open to every level, not just the level cap. Everyone online is told the moment it appears, in-game and on Discord.
- Type `/boss` any time to find out whether one is up, where, and how much health it has left, or when the next one is due if not.
- Landing meaningful hits on it pays out a reward at your own level when it falls -- a level 120 character gets a shot at six new exclusive legendary weapons, one per class, found nowhere else in the game. Everyone under the cap gets an ordinary roll with the odds pushed hard toward rare and better. ---
A proper coat of paint 0.97.1
The interface actually redone this time, not just trimmed.
New
- Item tooltips now show exactly what you'd trade, not just the difference: a stat that would change reads as "12 -> 25" with the improvement still called out in colour beside it, instead of only the "+13".
- The comparison card and a filled equipment slot now pick up a glow and a border in the item's own rarity colour, so a rare or better stands out in your bag at a glance instead of only in its name.
Changed
- The whole interface -- the menu, the character sheet, your bag, the bars and portraits around the edge of the screen -- has been redrawn: every remaining emoji icon (the menu had over thirty of them) is replaced with a hand-drawn one in the game's own style, portraits sit in a round gold ring with a level badge instead of a flat square tag, and the washed-out violet tint on every panel and bar is gone in favour of the iron-and-leather look the rest of the game already used.
- Party frames now show a member's guild tag and their exact health number, the same as your own frame already did.
Fixed
- A menu switch that starts turned on (Auto abilities, Sound and the message log all do) no longer tiles its icon across the whole button instead of showing it once. ---
Gather round 0.97.0
A reason to walk past a fight instead of into one, and a richer coat of paint on the screen around it.
New
- Mining, Fletching and Cooking: three new skills that have nothing to do with combat. Walk up to a rock, a stand of timber, or the water with the right tool and gather ore, wood or fish -- no fight involved anywhere. Ore feeds straight into Blacksmithing; wood and fish are their own materials.
- Pickaxes, hatchets and fishing rods are sold by the merchant.
- Titles for levelling the new skills: the Prospector, the Woodwise, the Angler, and the Provisioner for all three.
- Every so often a gather turns out far richer than usual -- worth keeping an eye out for.
- Player frames, the party list, the target frame and the hotbar all have a richer look: round portraits in a gold ring with a level badge, guild tags on party members, and coloured accents on ability and potion icons that match what they are.
Changed
- The professions panel now explains what to do on each gathering skill's tab, instead of an empty recipe list -- and it names the right material for each one, not "ore" on all three. ---
Bug hunt 0.96.2
A batch of player-reported fixes, mostly bites of a different kind.
New
- Character creation now shows real skin tone and hair colour swatches instead of a plain dropdown, so you can actually see what you're picking.
Fixed
- Bosses no longer keep getting stronger forever while nobody's around to fight them -- enrage now stops building once a zone empties out, and is capped instead of climbing without limit.
- Loot from the kill that clears a dungeon stage is reachable again -- it was landing in the stage the party had just left, so it could never be picked up ("nothing within reach" / "that is not yours yet").
- Capture charms bought from the merchant now actually work in critter battles.
- Sprites no longer sometimes get stuck on their generated fallback instead of their real art in battle and other screens.
- The message log can no longer be resized (or reloaded with a saved size) large enough to cover the hotbar. ---
Things that bite back 0.96.1
New
- Monsters and bosses now have hand-styled sprite art of their own, with idle, walking and attacking poses -- the same treatment mounts, companions and heroes got in Forged Realms.
Fixed
- A monster's attack no longer flickers back to its generated body when it takes a hit mid-swing. ---
Forged Realms 0.96.0
New roads, live adventures and a stronger endgame are open.
New
- Friends now support requests, online status, privacy controls, party invites and join requests. The group finder can filter by activity, role and level.
- Every class now builds and spends its own combat resource. Combos, timed casts, interrupts and a two-charge dodge add decisions to each fight.
- Bosses can use phased attacks, adds and cone, line, ring or sweeping hazards.
- Private multi-stage dungeons now save checkpoints and pay rewards when the final stage is clear.
- Zone events, rare encounters and hidden discoveries now rotate through the world. The Adventures screen tracks what is active.
- Seasons add weekly chapters, profile rewards and a capped ranking board.
- Guilds can pursue shared weekly objectives.
- Experimental layered character atlases can be compared with production procedural actors in the development galleries.
- Mounts, companion critters, druid wild shapes, town NPCs and player heroes now have hand-styled sprite art, drawn in place of the built-in shapes. Mounts and companions have walk cycles; heroes come in three armour looks per class, and a rarity-coloured aura marks your best equipped item. Anything without a sprite yet still falls back to the generated art, so nothing regresses.
Changed
- The opening is shorter, each class gets practical build advice, and Captain Vale now leads new characters into a staged Old Mill dungeon.
- Character creation, quest dialogue, ability descriptions and the website now use shorter, clearer language.
- Anonymous performance and crash diagnostics can be disabled in Settings.
Fixed
- Auto abilities once again cast useful legal skills after you attack or an enemy hits you, without starting fights from selection or proximity.
- Production characters and portraits again use the detailed procedural rig. Builds and body styles alter adult proportions, martial starter cloth reads as a tunic instead of a shared long robe, open helms retain readable faces, and north-facing weapons pass behind the body from the held hand.
- Town NPC trades now vary body style, complexion, hair, clothing, equipment and class silhouette instead of sharing one robed authored shape.
- The First Steps guide now follows the real quest state, points to the correct gate and resumes after a reconnect without losing progress. ---
Room to fight 0.95.1
Fixed
- Wide landscape phones and tablets now keep all ten skills in one compact row instead of wrapping the last two beneath the message log.
- Narrow landscape layouts reserve enough height for a two-row skill bar, so combat messages no longer cover abilities.
- Saved HUD positions from the previous layout revision are discarded before they can restore the overlapping arrangement. ---
Teeth in the wild 0.95.0
New
- Every critter species now has its own silhouette and battle-worn anatomy, including cinder blades, thorn lances, stone plating, razor pinions, abyssal fins and rune-cut armour.
- Druid forms now carry supernatural war regalia: sabres and fetishes for the tiger, cracked bone plating for the bear, a deadwood antler crown for the ancient tree and moon-metal brow blades for the owl.
- Supported mobile devices now show a small live battery bar and percentage beside the zone clock, including charging and low-battery states.
Changed
- Critters use smaller adult head proportions, a single profile eye, harder material planes and species-specific contour breaks that remain readable at their actual in-world size.
- The owl form is now a horned night-raptor with a narrow armoured torso, blade-like wings, hooked talons and angular eye slits.
- Tiger, bear and owl forms have darker palettes, larger apex silhouettes and subtle broken-rune ground auras.
- Critter colour, pattern, size and shiny genes still alter their appearance without replacing their species identity.
Fixed
- Compact pet portraits now retain species-specific details and elemental growths instead of falling back to the generic body shape.
- Wild-shape nameplates now account for taller antlers, armour and brow blades. ---