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Patch notes
Everything that changed in the game. If something does not do what it says here, that is a bug: tell us what you did and what happened.
10 November 2026, maps that show where you are
New
- The minimap shows the ground. Rock you have not seen is drawn in its layer's colour (brown soil, grey caves, violet deep caves) instead of black, so the tunnels and caves you have seen stand out dark against it. It shows nothing you have not found.
- You are an arrow on the minimap, pointing the way you face, and a bar on its right edge shows the five layers (the Skyreach, the surface, the caves, the deep caves and the Deep) with a pointer on yours.
- An extra large minimap. The size button (or the comma key) now goes small, large, extra large. Extra large is three times the size with bigger tiles and the towns' names on it. It needs a screen at least 1100 by 680 and is not on phones.
- Zoom and drag the minimap. The mouse wheel over the minimap zooms it. Drag it to look round: an arrow on its edge points back at you, and the ◎ by its buttons, or walking on a little, brings it back.
- Tab is a real map. Tab opens the land round you in a window over the game. Tap Tab and it stays until Tab or Esc; hold Tab and it goes when you let go. Drag it, zoom with the wheel or − and +, and keep walking while it is open. It remembers its zoom.
- Round you, on the map. The map (M) has two tabs: Round you, the same view as Tab's with a ruler of the layers, how far down you are and the nearest town off each edge, and The whole world, the map as it was. Under the ground, in the Deep or in the Skyreach the map opens on Round you.
- The layers, beside the whole world. A list of the five layers with You on the one you are in and how many rows down.
- Your blows land at once. When your swing reaches a Grown, it flashes, flinches and is shoved back the moment you swing, with the sparks, the shake and the sound, instead of one round trip to the server later. On a ping of 200 that was a quarter of a second after every click. It works on the land and on every floor (dungeons, rifts, events), and for every Grown the swing reaches. The number and the life taken still come from the server, which still decides whether the blow counts.
- Events match everyone to the floor. On an event's floor (the Wane Pit, the Beacon Run, Last Light, the Wane Mirror, the raid) you fight its Grown as you would fight Grown of your own level, whatever your level is: your blows and the blows you take are scaled. A high level no longer cuts through a floor a lower level can hardly scratch, and a friend far below your level can come with you and count. Gear, skills and play still tell.
- A kill counts for everyone who fought. On an event's floor the points of a kill go to everyone who hurt that Grown or stands near it when it falls, each in full, not only to whoever struck last.
- The dungeon box is one line. It sits under the minimap now, not over the middle of the screen, and says the rooms, the bosses, the revives and the clock on one line, with Leave. It opens for five seconds when you come in and whenever a room is cleared, a boss falls or a revive is spent. The arrow keeps it open, or folded for good.
- A smaller welcome to a town. The town's name is a small tag at the top of the screen for two seconds instead of a big line across the middle, and a waystone's plaque is smaller.
- Type how many to smelt. Every row in the furnace window has an Amount box and Add, beside +1, +10 and All. More than you carry puts in all you carry.
Fixed
- Right click on a person in a town. In the 2.5D town only a click by someone's feet found them, so their menu often took several tries. A click anywhere on them finds them now, and a right click opens their menu at once from up to 12 tiles away instead of walking you over first.
- Reeling in a town. Clicking the water or the bobber when REEL! showed cast again and lost the fish, in every town with water and worst in the ports. While a fish is biting, a click or a tap anywhere reels it in, in towns and out on the land.
- Fights in the Skyreach stay on the screen. A flying Grown that lost its mark climbed past every isle above it and took the fight off the top of the screen. It now stays over the isle it is on, and one that flees keeps within 7 tiles above you.
- The view follows you up in the Skyreach. It used to stop a dozen rows over the top of the world, so flying higher took you off the screen.
7 November 2026, a tidier bag and better meals
- The bag has tabs. All, Gear and tools, Food and potions, Blocks and seeds, Materials, and Other. Pick one and the bag shows only that.
- Sell junk remembers. The things you ticked or unticked in the Trade Post's Sell junk window stay that way, so you do not pick them again each time.
- Pin a thing to a slot. In the bag, Pin to hotbar slot N keeps an item coming back to that slot whenever you pick it up again.
- Different meals stack. Eat a hearty meal and a sharp meal and keep both. A new dish of the same kind still takes the old one's place.
6 November 2026, armour for the reborn and smoother
- Seven armour sets for the reborn. Reachwarden from rebirth rank 1, Riftglass from 5, Throneguard from 10, Ossuary from 20, Coldflame from 30, Sunforged from 45 and Nightglass from 60. Each has a helm, chest armour, boots, a ring and a pendant, and each is stronger than the last: Reachwarden's chest armour already beats Umbral's, and the last two sets are Mythic.
- Each set has a home. Its pieces and shards are found at one place in the end game: the Unlit Reach, the deepest rift floors, the top scroll dungeons, the bands below, the White Flame raid, the Hollow Sun and the Wane's Root, and the Last Dark. Pieces and shards drop whatever your rank, and everyone in a group rolls for themselves.
- Or make them. The Master Forge in Aldhearth makes any piece from its set's shards, in a new section of the Anvil tab: Rebirth sets. Shards sell for their share of a piece, so a piece never sells for more than the shards it took.
- Set bonuses. Two pieces of a set give life, three give damage too, and all five give the set's signature, from a heal when you fall low to a blow that leaves you at 1 life instead of dead. A piece's tooltip shows its set, the rank it is worn from and which bonuses you have.
- Signatures are for fighting the Grown. None works against another player, in a duel or in the arena. A broken piece counts for nothing toward its set until it is repaired, and logging out does not reset a signature's wait. A great one of the bands gives its shards to everyone in the group who is there, each rolling for themselves.
- Smoother on sharp screens. A new setting, Settings > Graphics > Resolution: Fast draws a quarter as many pixels on a sharp screen (a laptop's or a phone's), which a weaker computer runs much more smoothly, and the world looks the same. Auto, the default, changes to Fast by itself if the game runs slow for a while, and says so once.
- Less work every frame. The game stopped asking the page to lay itself out again many times a second when nothing had changed.
- Loads faster. The game's page is a fifth smaller to download in browsers that take the smaller kind of compression (almost all do).
2 November 2026, fixes and polish
- Guild contracts count again. Since 28 October no guild contract counted a kill, a catch, a dig or anything else, so none paid out. They count again, and the game now checks itself for the kind of mix-up that caused it.
- Drag on the hotbar. With the bag closed, drag a slot of the hotbars at the bottom of the screen onto another to swap them, across bars too, or off the bars to empty it (the thing stays in your bag). It works with a finger too, and a click or a tap still picks the slot.
- A clearer first screen on a phone. While the Defend the fire banner is up, the waystone's name and the chat lines step aside instead of printing over it, and the welcome line points to the MENU instead of naming keyboard keys.
- The tutorial's Tap HIT ring no longer sits over the open menu, and the map says Fast travel is waiting once instead of twice.
- A Cauldron tab. Brewing and cooking have a tab of their own in the crafting window, beside Crafting and Anvil, so the first tab is the grid, the recipe book and the stations' orders. A cauldron opens on it, and C still opens the tab you chose.
- Harder fights for groups. In rifts and dungeons, for each player past the first, a Grown has 80% more life (it was 60%) and hits a quarter harder (it was 15%), and one time in ten more it is an elite: a group of four no longer melts every room. Alone, nothing changes.
- Deeper floors bite harder. A rift's signature takes a quarter more of your life on Deep 2 and half again on Deep 3 (never more than a quarter, and 30%).
- The game loads faster. The page is about a fifth smaller to download and quicker for a phone to read.
- What a thing is used in, the useful first. A bar's tooltip and the bag name the swords, pickaxes and armour made of it first, then the rest.
- A breather after a fall. Fall in a dungeon's sealed room, a boss's too, with nobody else still fighting in it, and your revive no longer drags you straight back in: the room resets, its door opens, and you walk back in when you are ready. While one of your group is still in there, you are drawn in beside them as before.
- The Today's Rift banner shows on the way in to the day's rift, and no longer again over the banner of each deeper floor.
- A cold Home Stone says when it lights again. Your Home's land banner and the Home list show the minutes left, and an animal or an egg turned away from a cold Home no longer tells you to light the Stone again: nothing does, it lights again by itself 30 minutes after a lost raid.
- No more getting stuck at a town gate. Walking on the slant into the corner at either end of a gate, as at Aldhearth's south gate, could leave you frozen there for good. Now you walk out, or on along the wall, and a step into a wall's corner anywhere in a town just slides along it.
- The crafting window keeps up with you. Open it at an anvil and walk off with it open, and it now says to stand at an anvil and Craft goes dark, instead of staying lit and answering You need to stand near a Anvil. Walk back and it is ready again. The same goes for a workbench, a cauldron and every other station.
- On a phone, the dungeon box no longer sits over the event's box when an achievement or a letter pops up as you open it.
- Nine titles showed as Common whatever it took to earn them. The Bug Catcher, the museum's three, Brainrott's Best Friend and the four from Napoleon's chapters now wear their proper rank and colour.
1 November 2026, the Anvil tab
- The Anvil tab. The crafting window has two tabs now. Crafting is the grid, the recipe book, the other stations, brewing and cooking, and Repair stays first in it whenever you stand at an anvil. Anvil holds everything an anvil makes: the Forge for upgrades, runes and sigils, then smithing, then the anvil's other orders.
- Metal gear is smithed at an anvil. Every copper, iron, mythril, starsilver and embersteel sword, pickaxe, axe and piece of armour is made in the Anvil tab, for what it cost on the grid: the same bars, sticks, crystal and labor. The Workbench no longer makes them; lay out an old pattern and the grid says where it is made now. Mythril and starsilver are still the Master Forge's work. Wooden and stone tools, the hoe, lanterns and the rest stay on the Workbench.
- Any anvil. The one beside every town's Workbench, the one at the camp where you begin, your own, or the Master Forge. In the Forge, Smith gear at this anvil opens the tab, and the tutorial's copper sword is now made there.
- Smithing counts as crafting for achievements and bounties, as the grid did.
1 November 2026, watching a friend play
- Watch a friend. Choose Watch on a friend's row or in their menu, or type /watch Name: when they allow it, their game opens over yours and follows them everywhere, until either of you stops. You see neither their whispers nor their group or guild chat, their mail or their trades. Admins can watch anyone, and the player is always told. See Guilds and groups.
31 October 2026, the love bomb
- The Love bomb. Brew it at a Cauldron from a glass flask, 2 Sunpetals and a Wild apple, and throw it. It bursts in hearts and everyone within 3 tiles gets back 15% of their life: you, your friends, strangers, and the Grown too (a great one only 3%). Throwing one starts your healing-potion wait, and nobody is healed by two love bombs within 10 seconds. Not in a town, nor from a sanctuary. See Potions.
30 October 2026, cozy Nyrath
Slower things to do out on the land, two new people in Aldhearth, and somewhere for a full purse to go.
New
- Critters and the Bug net. Make a Bug net (3 sticks, 3 wheat). With it in your bag, critters of your own come near you out of town: twenty kinds by the land, the layer, the time of day and the weather. Come close slowly and swing the net. The Critter log is a new tab of the Bestiary, with a prize for each land you finish and the title the Bug Catcher for all of them. See Critters and the museum.
- Fossils and the museum. Up to three fossil cracks a day show near you out on the land: dig them for Unknown fossils. Rosamund Pomeroy, the Curator, on the Grand Plaza, has them assessed and takes one of every fish, critter and fossil; a full wing of the museum gives a title and a small bonus for good.
- Shaking trees. Right click a living tree's trunk with your hands free: apples, sticks, coins, a sapling, or now and then a hornet nest. Each tree once a day.
- Lava fishing. The Emberglass rod (an Anvil: an embersteel bar, 2 iron bars, 2 planks) fishes lava: seven lava fish, the Cinder King of the Ashlands by night, slag, fire-sealed coffers of gold, and two new dishes. See Fishing.
- Furnishings and fireworks. Hortensia Penn on Market Street sells twenty-four pieces for a Home, from an 800 gold flower bed to a 2,500,000 gold golden statue, eight a day, and fireworks for the open sky; Napoleon has six more. Furnishings go on a Home's land and always come back when broken. See Furnishings and fireworks.
- The Wayward stone. Made at a Workbench, it sends you to a random spot on the open land you have earned, far from towns and Grown. The landing counts for nothing.
- Brainrott, Thinker of Thoughts, stands by Aldhearth's gate with three short tales for new players. See Brainrott and Napoleon.
- Napoleon, Emperor (retired), an orange cat in a bicorne on the Grand Plaza, has three campaigns for the reborn of rank 10, 12 and 15 that pay up to a million gold, and an order of the day from rank 10 that pays 40,000 gold and more, and an Imperial medal. Medals buy his three keepsakes.
Changed
- Chests in the rings. A chest can be set down in the ring round a town that grows the land back, where it was refused before (doors still are).
- A chest outside a Home is anyone's. On a Home's land a chest opens, and breaks, only for its owner and their group, as before. Anywhere else anyone can open it, take what is in it, and break it: keep what matters at Home. See Homes and land.
28 October 2026, the Skyreach mends
The isles of the Skyreach grow back, the gold that was pouring into some purses stops, and a few things that were wrong are put right.
Changed
- Away pays nothing. Some players were coming back from a long time away to millions of gold: their pet, their thorns or a boon kept killing the Grown that came at them. Now, when nobody has touched the game for 2 minutes, you are away, and what falls to you then pays nothing: no gold, no experience, no spoils, no share of a great one, and your pet brings you nothing. You are told when it starts; everything pays again the moment you are back. See Good to know.
- The Skyreach mends itself. Whatever you break or build on an isle goes back to how it was 10 minutes after everyone has gone: broken rock grows back, picked Skybloom grows again, and blocks put down there go. Starsilver grows back as plain Skystone. See The Skyreach.
- A lost Hold the Line leaves a grey haze over the hunting grounds (it said the fog was thicker: there has been no fog at their ends for a while).
- Your keys stay yours. The keys you set are kept with your account now, not only in your browser: after an update, in another browser or on another computer, they are there as soon as you log in. Keys you set before still work and go to your account the next time you play. See Controls.
Fixed
- A key you cleared came back. When another action took a key from one of the later-added actions (the journal, the mount, the mail...), that action got its old key back the next time the page loaded, on top of the one that took it.
- The bestiary paid millions. A kind of Grown could be counted at an impossible level (far past 300), and the bestiary's prize for hunting or mastering that kind, which grows with the highest level you met it at, paid well over a million gold. No Grown is ever above level 300 now, wherever it comes from, and a bestiary that held a level like that is put right when you come in: hunted pays at most 915 gold, mastered at most 2,460.
- The quest tracker blinked with many quests tracked on a smaller window (in a Storm Rift above all, where every kill moves a line): taller than the room above the quick-use buttons, it went out of sight and came back each time a line changed. Now it gets shorter and scrolls.
- Characters seen from above (in towns and on the floors) look more like themselves: shaded as they are out in the world, every piece of gear that shows out there shows from above too (some hats, spurs and the Diving helm did not), and a braid shows from the front as well.
- A pet's nameplate was huge in towns and on the floors, three times as big as out in the world, over its owner's name. It is the same small plate everywhere now, drawn over everything else.
- Someone who joins your group shows as your group mate at once, even standing still (they looked like a stranger until they moved).
27 October 2026, pets that grow
Your pet learns from your fights, grows up, learns abilities and has a skill tree of its own, and the dragon and the fairy have kin. And the Home Stone's keep lets you choose how many days of upkeep to put in, the long reborn can win more keystones, and trees and grass grow back.
New
- Pet levels. The pet you wear learns a share of every fight that gives you experience, up to level 30. It is slow on purpose: a plain Grown of your level teaches it one, a great one more, a Grown far below you nothing, and your own experience boosts do not count. Level 10 takes about six hours of steady hunting and level 30 more than a hundred. A pet never loses a level, and a rebirth keeps every pet's level and tree. Each level brings a skill point, and its own perks and bolt grow, half as strong again by level 30.
- Seven families. Every pet is a Dragon, one of the Fae, a Beast, a Bird, one of the Water folk, a Rootling or an Oddment. Each family learns an ability at level 10 (Wing buffet, Mend, Pounce, Dive, Tide, Thorns, Spare part) and a command at level 20 (Dragon's roar, Blessing, Howl, Mark the prey, Riptide, Bramble, Overclock).
- The command: Shift+X, or its button beside your hotbar, with its time to be ready again. Settings can change the key.
- Skill trees. Every pet has its family's tree: three branches of five rows, a point a level, the top of a branch at 10 points, so 29 points reach the top of two branches but never three. Starting over costs 50 gold a point.
- Growing up. At level 10 a pet grows, and at 20 again: a whelp becomes a drake and then a dragon twice its size; every other pet gains an outline in its family's colour and then grows to twice its size, and a fairy wears a crown.
- The Companion, a tab of the Bestiary (B), or Shift+B: your pets with their levels, the chosen one's picture, name, experience, stages, what it gives, its abilities, its treats and its tree. A Families view shows all seven.
- Treats. Feed any pet a cooked dish from the Companion, three a day for each: 30 experience and four for each gold of its worth, half again for its family's favourite. A pet you do not wear grows this way.
- Names. The pencil in the Companion gives your pet a name of your own (2 to 16 letters), and everyone sees it on its nameplate with its level. A level-30 pet's plate has a star.
- Dragon kin. A dragon carries the egg of its own element: the Rime, Volt, Blight, Crag and Umbral whelps join the Ember whelp, each breathing its element (frost slows, lightning leaps, venom poisons, stone knocks back, shadow heals you). One egg in 40, of any colour, hatches the Gilded whelp, whose breath makes the Grown drop more gold.
- Fairy kin. A Fairy jar (a bench: a vial, three sunpetals and a jewel), opened out in the land, brings that land's fairy: the Bloom fairy in the Meadows and the Greenwood, the Snowlace fairy in the Rimefields, the Stonecrags and the Shardwaste, the Dusk fairy in the Mirelands and the Unlit Reach, the Spark fairy in the Glass Dunes, the Ashlands and the Skyreach. One time in four by day, one in two by night; a miss keeps the jar for another try in a minute.
- Featherfall, a Bird's node, makes falls hurt less (90% less at its second rank).
- Chapter VIII: The Keystones, for the long reborn. Ysra in Coldhaven has found the Arch-Wardens' roll. Its three parts open at ranks 15, 30 and 60 (levels 120, 135 and 150), and each one done lets you hold one more keystone at once in the skill tree: four, then five, then six. They go to the Wormways, the Frozen Dark or the Burning Stair, and the arch at the foot of the Threshold; the last ends with a Mythic title and a page for your codex. The rebirth window says which part a rank opens, the Journal when the next part opens, and the skill tree where your next keystone comes from.
- Skill tree presets. The skill tree keeps up to five named builds. Load resets your tree if it must (at the Reset button's price) and takes the build's nodes in order, for their gold, as far as your points go; load it again later for the rest. Each slot says what loading it would do before you press it.
- Trees grow again. Leaves and pine needles you break sometimes drop an oak or pine sapling, a tree you chop often does, and giant mushroom caps drop spawn. The Trade Post sells all three. Plant one on the ground with room above it and it grows into a tree (8 to 12 minutes); a cactus put on sand grows taller. See Trees and grass.
- Grass grows back. Bare dirt next to grass turns to grass by itself within a minute or so, and grass seeds from the Trade Post turn bare dirt to grass at once.
Changed
- The Warding stone stops the breaking, not the drop. A failed upgrade with Warding stones in the try keeps the piece whole but now drops it a level, as any failure from +6 does. And it takes more of them: one for a try from +8, two for every try from +9. The forge's box and its warning say how many a try takes. To make up for it the odds from +9 are higher: 40%, 38%, 36%, 33%, 28%, 13% and 9% for +9 to +15 (they were 30%, 25%, 20%, 16%, 12%, 9% and 6%). A warded +12 takes about 209 Jewels of Ascent from +0 and 85 Warding stones, about five times what it did.
- Tobias sells stacks. His rewards can be bought one at a time, or 5 or 10 at once.
- The forge shows what you wear first. Its bag strip has three rows now: what you wear (each piece with where it is worn and its +N), the rest of your gear, and your stones.
- The Home Stone's keep: choose the days. Its window now asks how many days of upkeep to put in, from 1 to 30 (type it, step it, or touch 1, 7, 14 or 30); Put in moves that many days' worth from your bag, as many as you carry and as the keep has room for. It used to put in everything you carried.
- The Menagerie and a pet's tooltip say its family and your level with it; there are forty-one pets now.
- A Dragon egg is the egg of a fire dragon; the other dragons leave their own.
- Smoother play. When the connection or the server hiccups, the Grown and other players walk on and slide back into place instead of freezing and then jumping. Grown are sent well before they reach the edge of your screen and fade in when first drawn, so none pops up out of nothing (underground you still see one only once it could be seen). A Grown that blinks leaves a trail of after-images. Loot that reaches you goes into your bag at once, sound and count with it, instead of waiting at your feet for the server's word. The server still decides everything.
Fixed
- Falling in an event is plain to see. In the Wane Pit, the Beacon Run, Last Light and the Wane Mirror a card in the middle of the screen now says you fell and are out, with a button to leave at once; you stay down where you fell for a few seconds, then you are taken out as before. In the Crown of Aurelmark the card counts down to your gate, and its button leaves the ruins.
- After Go Home (or Go there) on the map, the cursor and the weapon beside it stayed hidden until you pressed Esc. They come back as soon as the map closes.
24 October 2026, meat, the cauldron and knockback
Farm animals feed you now, a cauldron opens its own window, blows can knock the Grown back, and Hayenny has lost his cat.
New
- Meat. A wild brood hen, woolback, milkhorn or rootsnout can be hunted: strike it with a weapon and it runs, and at its second or third blow it falls, leaving its raw meat for you. One of your own, grown, can be butchered from its look window on your Home's land, for more.
- Grilled and cooked. A furnace grills raw meat, and so does a Cauldron, which also makes a dish of each: Roast fowl, Mutton stew, Herder's pot and Fire-roast pork, each a meal that leaves you Well fed.
- Stone cudgel. Two stone, planks and a stick make it by hand from the very start, in any shape: as hard as a stone sword, and every Grown it strikes is thrown back.
- Ram’s horn. Made at an anvil from two mythril bars and essence: set it in any weapon's socket in the Forge, as a deep rune goes in a helm, and that weapon knocks back the Grown it strikes. It always works, comes out free, and goes with the weapon. Great ones and bosses stand their ground, and players are never thrown.
- Hayenny, on Aldhearth's Grand Plaza, has lost his cat. His tale, Turnip Is Out, is for level 1 and up: a fish from the park's pond, the long grass east of the walls, and Turnip carried home, for his cat's spare bell. He talks a line at a time; try skipping him.
Changed
- Five Homes an account, between its characters (it was three).
- Home raids no longer get stuck. If you died during a raid, or stepped away for a moment, the world could clear that wave's raiders while nobody was near them. Back at your Home the raid then waited for ever: Wave 3 of 3, 0 Grown standing. Now the raiders stay until their raid lets them go, and a wave gone with nobody killing it never holds the raid up: after a breath the next wave comes, and at the last the Home holds.
- The Deep's Grown come to you. Down in the bands they used to be born far off, in caves that need not meet yours, and saw you only from close by: the band's share of Grown was all about you and you met almost none. Now they are born along the floor you stand on (or in the caves that join yours), just past the edge of your screen; they catch your scent and come; and one nobody has had in sight for a while goes, to make room for one you can meet.
- A cauldron opens its own window. F beside one, a right click or a tap shows its cooking and brewing, with a search, instead of the whole crafting window; All crafting is a click away. The Alchemists' cauldron in Aldhearth and the alchemist's Brew open it too.
- Beside a cauldron the hint says Cauldron, not Anvil.
- A weapon's tooltip says when its socket holds a Ram's horn, and beside the weapon you hold it counts the knockback as a difference instead of saying No difference.
- Forging notes: when they fall from a Grown or a great one the chat says so, naming the weapon, and the forge counts how many of the 27 forged weapons' recipes you know.
- The Mounts window rides. Each mount you have has a Ride button that calls it (it was a greyed Chosen for the one X calls, which did nothing), and the one you are on has Get off.
- A weapon's tooltip is a card. Under its name: What it does, with its own damage, how it fights (a sword, a spear, a bow...), its effects in short words (Slows 2.5 s, Poison 4 s, Knockback...) and its own power, if it comes with one. What you added to it (the anvil's +N, with the damage it makes; a rune's power; a socket) is under it, in Yours. The sentences that said the same again are gone, the next upgrade says damage in numbers, and three hints are one. The bag window and the wiki's weapon tables show the same card.
- The wiki's pictures are never stale. A new item moved every newer one's picture on the wiki, and a browser that kept the old pictures showed the newest weapons blank; it now always fetches the current ones.
- Phones held sideways: the stick's area stops above the bottom row, so the menu button and the first hotbar slots can be tapped.
24 October 2026, forging notes
The deep's forged weapons are no longer known to everyone: each is learned from its own forging notes, found in its band.
New
- Forging notes. Each of the 27 weapons forged from the Twenty's and the Descent's bands has its own forging notes. Read them (double click them in your bag) and you know its recipe for good; until then the forge greys it out and says where its notes come from.
- Where they come from. Orla's chronicle of a band of the Twenty always ends with its notes, and the first kill of a great one of the Descent always leaves its band's, a set for each of the party beside it whose first kill it is. Great ones, the band's Grown (an elite more often) and the chests of its lost camps and landmarks give them now and then; a plain cave chest never does.
- Never twice. Notes never come to someone who knows the recipe already or carries unread notes of it, and what drops is yours alone.
- On the wiki: a Forging notes page with every set and where it comes from, a Recipe column on Weapons of the Deep, and each forged weapon's entry links its notes.
Changed
- What you made stays yours. If you carry one of these weapons the first time you come back after this update, you know its recipe. After that only notes teach: a weapon bought or given teaches nothing.
23 October 2026, weapons of the deep
Below five thousand rows there is something new to want: fifty-two weapons made for the deep, and four new ways to fight with them.
New
- Four new ways to fight. A spear thrusts in a line twice a sword's reach and hits everything in it. A greathammer comes down every 0.6 seconds, nearly twice as hard, knocks back what it hits, sends a shockwave along the ground and cracks the block it lands on where you may dig. A flail hits all round you, front and back, harder with each swing in a row. Twin blades cut twice a swing and find critical hits more often. Each deals about a sword's damage a second, in the world and on rift floors.
- A weapon for every band. Ten of a band of the Twenty's material, three Embersteel bars and gold make its own weapon at an anvil; each band of the Descent's ore makes one at a Deep anvil. Each band's is stronger than the band above's.
- The great ones' weapons. The Clockwork Warden, the Last Cantor, the Ember of the First Dawn, the Root of the Wane and the Hushmother each leave a weapon of their own, one kill in five, to whoever killed them.
- A weapon at the end of each long line. Orla's chronicles (at the fifth, tenth, fifteenth and twentieth band), Captain Rusk's hunts, Edda's Banner, the last part of Chapter VII and the fire at the floor of the world each give a weapon once. Finished one already? Its weapon comes by letter the next time you log in.
- Vesna and Lodge marks. Vesna, the Delvers' Lodge's curio-keeper, stands by Captain Rusk in Aldhearth. She takes great ones' trophies, pages you have read, Pale shards, laurels and the deep's ores for Lodge marks, and sells twelve relic weapons for them, each to whoever has been as deep as its band.
- Every new weapon has its own picture, and its tooltip says how it fights and how to get it.
Changed
- Stronger to fit: the Gardener's billhook is 173 and the Drowned King's trident is 176 and a spear now. What waits at the floor of the world is stronger too, and still the strongest weapon there is.
- A held weapon's critical chance counts. The Lanternblade's +8% and Ysolde's Promise's +6% now show on your character and land in a fight.
23 October 2026
Changed
- Track as many quests as you like. Town work, the chapters, Wick's lessons, tales and a treasure map can all be on the tracker at once, each with its own part and its own ×. The day's bounties and the week's go on and off by themselves (the Journal's Bounties tab, or the ×). What you track stays as you left it.
- Walk through the clutter in town. Lamp posts, barrels, crates, market stalls, bushes, signs and banners no longer stop your feet in a town. Buildings, walls, water, trees, fences, wells, fountains and statues still do.
- Dropping something good asks first. Q, Shift+Q or dragging a Rare, Epic, Legendary or Mythic thing out of your bag asks Drop it or Keep it before it goes on the ground. Escape, or a click anywhere else (a swing in a fight), keeps it. Common and Uncommon things still drop at once.
- No card for a good find. Picking up a Rare or better no longer puts a card in the middle of the screen: it was in the way in a fight. What you pick up still says so as it flies to you, in its rarity's colour.
21 October 2026, rooms that pay
A rift is a run with a rhythm now: each room you clear says so and opens what it held back, you choose your reward by your path, and at the lair you choose to leave with what you carry or to go deeper for more.
New
- Room cleared. When the last Grown of a room on a rift's floor or in the Lower Crypt falls, everyone sees ROOM CLEARED and how many rooms are left to the lair. The bar at the top counts the rooms as well as the Grown.
- Two side ways. Off two rooms of every floor a passage leads to a vault. It opens when its room is cleared, and the arch over it shows what waits inside: a Jewel of Ascent, a deep rune or a chest of gold. Each player takes one of the two on each floor.
- Deeper. When a rift's lair falls, stairs down open beside the way out. Go down for a floor a tier harder with a twist (more elites, swifter Grown or less light) and better loot from its great one, and down again for a third with two twists. Or leave with what you carry.
- A way back. Once the lair falls, a ring by the stairs you came in by and one in the lair take you from one to the other. Fall on a floor down and go back into the rift while it lasts, and you are taken back down to your party.
- A floor stays until its time is up even when nobody is on it: come back in and it is as you left it.
- On a phone the USE button reads TAKE, DEEPER and GO by these.
21 October 2026, in your hand
On a phone everything you tap is in reach of a thumb and big enough to hit, nothing covers your life, and windows leave the world in sight. Settings › Interface › Phone layout › Two-thumb layout turns it off.
New
- Two thumbs. Action is the big button under your right thumb; Jump, Use, the potions and your mount (or Dash on a floor) each have their own place round it, so your thumb learns them.
- The menu at the bottom left, beside the hotbar, out of the top corner. It opens a sheet of the game's own icons in three groups: your character, with others, and the game.
- Windows as sheets. Held upright, a window rises from the bottom and stops under your portrait; held sideways, it comes in from the right. Your life and the world stay in sight, and Close is always at the top.
Changed
- Bigger to tap. Every button on a phone is at least 44 px, Action and Jump bigger still; the hotbar's slots are 44 px. Held upright the hotbar shows five slots (four on the narrowest phones) and the bag; sideways all nine, with the BAR button.
- Bigger to read. No text on the screen, in the menu or in a window is smaller than 12 px.
- What the tutorial hands you always lands on a slot you can see.
21 October 2026, lights in the deep
The floors of rifts, the Lower Crypt and the event floors are dark now, with pools of coloured light: your own warm light, red torches, blue crystals, lava that lights the rock round it. The walls stand taller, a rim of light shows every Grown, and every blow lands.
New
- Light in the dark. On a floor everything is lit by what gives light: you and the other players, torches and braziers (they flicker), crystals and mushrooms, the stairs and the way out, shots, rare drops, the great one, and the lava itself. Each kind of rift has its own air: cold blue in the Frost Rift, green under the leaves of the Thornwild, the deepest dark in the Hollow. The Lower Crypt takes the colour of the dungeon above it.
- Depth. Walls are taller and shaded, darker at the foot and lit along the top, and banners, chains, cracks and moss hang on some. Stone floors are laid in slabs, and every wall throws a soft shadow at its foot. Walls in front of you sink round you instead of dropping flat, and you show through anything that still covers you.
- Shadows. Everyone, every Grown, chest and drop has a soft shadow, and a second, longer one thrown away from the nearest torch.
- Clear at a glance. A rim of light shows every Grown: gold on an elite, red on the great one. Only the great one is named over its head; point at any other Grown to read its name (an elite's with a ★ and what it can do; on a phone, the elite you stand by is named), and an elite wears a small gold diamond instead of its long name. The floor's name, the time and what is left move to a small bar at the top, out of the fight.
- Every blow lands. A hit lights the dark round it, and a kill lights the room for a moment and lets go of orbs of experience that fly to you.
- Wind-ups you can read. When an elite or a great one winds up a blow, a red ring at its feet fills as the blow comes and shows how far it will reach.
- A dash on a phone. On a floor a DASH button sits by JUMP: tap it while you walk to dash, as Shift does on a keyboard.
Changed
- Settings › Effects › Quality also sets the floors. Off keeps them as they were. Low draws the light, the depth, the shadows and the rims. Normal adds drifting fog and a soft glow round the lights. High adds shafts of light with dust in them and a colour grade for each kind. Phones start on Low, and the game still lowers the quality by itself when it runs slowly.
- On a computer the level card stands at the left, under your portrait, away from the middle of the screen where you play. Its words let your clicks through to the game; only its buttons take them.
21 October 2026, the first night
A new wanderer fights in the first minute, reaches level 2 in the first two, always knows what comes next, and leaves with a reason to come back. On a phone, the tutorial is one line in the words of the buttons, and the button to tap glows.
New
- Play now. One tap on the sign-in card and you are in, as a guest: a name of your own and no password to think of. Save your wanderer later (a password, and a new name if you like) from the game menu or when you log out, and play it from any browser.
- Four ready wanderers. A new character's creator opens with four looks, one for each origin, and Play now; the full creator is right below.
- A new first night. The tutorial is eight steps, each paying experience as well as gold or things: defend the fire against the Grown at the edge of town, your first skill, timber, a pick that cuts stone, copper and fire, a better blade, Oswin behind the walls, and the Burrow. You start with a stone sword in hand, and the first step makes level 2. One page tells you what is happening instead of seven; the whole story is in the Journal as The story so far, and in the Help window.
- Your first night on the right of the screen (on a computer) lists the steps and what each pays, when the next Night Raid is, and at the bottom what waits for the reborn.
- The level-up card. Every level up to 10, and any level that opens something, says what it brought: a skill point with a button to the skill tree, the life gained, what opened.
- The Burrow-fang. The keeper of the first scroll dungeon you beat always drops one for you: a Rare blade with a wave of fire. The first Rare you ever pick up shows a card with how it compares to what you hold, and Equip.
- The Night Raid. Every twenty minutes, at Aldhearth's east edge, three waves of Grown and a Night captain, for wanderers of level 15 and under: points, experience, and an Event Chest the first time each day.
- Others who started tonight. When you set out for the Burrow, and when a Night Raid begins, the game names new wanderers near you, with Invite.
- The daily chest. Once a day, the next of seven chests: gold, a dye, a Jewel, a wild egg, and on the seventh the Meadow strider. Miss a day and it waits: it never goes back to day 1.
- Before you go. Log out shows what the night brought and what goes on while you are away: rest, furnaces, labour, and the next event for you, at your own clock's time.
- On a phone: the tutorial is one line at the top (the step, the goal in the buttons' own words, the reward), the button to tap has a gold ring and a tag, the stick shows where your thumb goes until you first use it, and a line under your portrait says your gold and where you are.
- After the tutorial an arrow leads to Oswin, who has work for you.
Changed
- No gold lost below level 10. A fall costs nothing while you learn; from level 10, a tenth of the gold you carry, as before.
- Events that fit. The line under the minimap names the next event that suits your level; the Events window dims the others and says from what level.
- Bounties that fit. A day's bounties are picked from the kinds your level can do: no co-op rifts, Skyreach, trade packs, elites or dungeons for a new wanderer.
- The tutorial's steps go into the hotbar slots a phone shows.
Fixed
- The smelting step asks for two bars, which the sword after it needs.
20 October 2026, rekindled
After a rebirth there is always more to do now: four chapters of the story are told only to the reborn, every part of them ends with something worth having, and the Deep gives runes for every piece you wear. Land is square, guildmates can join their Homes, the events have far more Grown and fight back for the reborn, the Wane Mirror can be walked alone, and on a phone the game plays full screen.
New
- Four chapters for the reborn. Twenty parts that go down into the Twenty and up into the night, with choices, a great one to slay at the end of most parts, and sieges: hold a place while waves of Grown come at you, one more for each of your group, until the count is done. Their Grown are as much stronger as your rank makes you. In the Journal each chapter has a heading of its own. See Chapters for the reborn.
- Chapter IV: The Ledger Below: Oswin in the Warden House, from your first rebirth, levels 20 to 120.
- Chapter V: The Last Name: Ysra in Coldhaven, also from your first rebirth, levels 40 to 150.
- Chapter VI: The Second Crown: Oswin again, from rank 6, levels 60 to 140, in the Magma Gardens down to the Hollow Library.
- Chapter VII: Past the Threshold: Bram at the well, from rank 10, levels 100 to 150, down the Burning Stair to the Threshold. Bram finally says why he sits there.
- The Wardens' gifts. Every part of every chapter ends with something to keep using or to show off; Jewels and stones come on the side. See The Wardens' gifts.
- Six auras, a look of your own round you that everyone sees: Ash-script, Ledger-light, Still water, Rime, Starless and the Threshold's crown. Choose one in the new Auras tab of the Achievements window (Y).
- Three abilities on keys of their own, with a bar beside your quick potions (on a phone, wherever there is room): Speak the Name (the key left of 1) hurts and stuns every Grown near you, Rime Ward (Shift and that key) takes a quarter of your life of their blows, the Wardens' Answer (0) takes 30% off and strikes back.
- Three Mythic companions that fight: the Ink-wisp marks what it hits, the Rime-hound chills it, the Starless wyrmling's spark leaps to two more.
- The Wings of the First Warden, the best wings there are, drawn broad and feathered; the Deep door, a key that steps you to your Home from anywhere and back to where you stood; four wing dyes that drip ink, glint gold, shed frost or turn through the Threshold's colours.
- The Seal of the Second Hand, the best amulet; the Ashwing drake, the fastest mount; the Rime-stag, the best jumper; and Mythic titles, with a crown either side and a shimmer, for the chapters' ends.
- Full screen on a phone. Entering the world on a phone or tablet asks for full screen, with no browser bar, held either way up; a button under the chat button brings it back after you leave it, and a setting turns it off. The game can be added to a home screen and opens full screen from there (on an iPhone, that is the way: Share, then Add to Home Screen).
- Deep runes. Eight kinds (Stone, Heart, Might, Swift, Wing, Keen, Lamp and Delver), each in seven tiers, and only the Deep gives them: tier I in the Twenty's first bands, up to tier VII from the Crystal Cathedrals down. A Grown of the Deep leaves one 1.5% of the time, an elite 6%, a great one of the Deep always, and a chest of the Deep a quarter of the time. Every piece you wear has a socket: the helm, armour, boots, ring, amulet and wings. Put the piece and the rune in the Forge at any anvil: setting it always works, and Take out is free. See Deep runes, and Why dig deeper in Digging deeper.
- Partners. Name up to four of your guild as partners of a Home, on the map under Your Homes: they build, dig and harvest there, open its chests and put into its keep, and are warned when it is raided. A partner cannot give it up, widen it or name partners, and stops being one on leaving the guild.
- Joined Homes. A guildmate may set their Home Stone so its land touches yours, side by side or corner to corner (never overlapping): up to four Homes join, and every owner is a partner of every Home in the group. See Homes and land.
- Quick forge. A Quick forge box under the Forge button (the same setting is in Settings > Graphics > Effects): every try is answered at once, with a short flash and its sound instead of the hammering. The odds are the same.
- The last stand of Last Light. When the last edge falls, the Keeper of the Light rises in the heart of the shard: every 6 seconds it glows and shoves everyone close away, and every 8 seconds Grown climb onto the heart from its rim. When it falls everyone standing gets 20 points and whoever dealt it the most an Event Chest more; alone, it is the win. You no longer wait at the end with nothing to fight.
Changed
- Land is square. A Home's land is a square 17, 25 or 33 tiles a side, 8, 12 or 16 every way from its stone, corners and all, where it was a circle: more ground, and easy to plan. It is outlined as a square while you hold a Home Stone and on the minimap. Where two old Homes now meet at a corner, the older one keeps those tiles; nothing is moved or taken.
- Last Light has twice the Grown: twice as many at the start, up to 90 of them, three more every few heartbeats, a tenth of them elite, and the heart of the shard keeps its Grown to the very end.
- The Beacon Run has far more to fight: the yard fills two at a time, up to 18 and 6 more for each of you, and asks 50 kills for each of you; the keep holds up to 50; the Wane crystal fires every 3 seconds and calls the Legion each time it loses a quarter of its life; the carry home brings Grown every 5 seconds; and halfway to the door three elite Centurions block the way. A tenth of the yard's Legion is elite.
- The Wane Mirror can be walked alone. A Grown goes for the cart unless you are close to it or you struck it in the last 8 seconds: then it comes for you. The cart takes half of every blow and shot, mends faster (1% a second with no Grown about, a little while you walk beside it), and alone it has half as much life again.
- Events are a fight for the reborn. A reborn's floor counts 20 levels a rank only for the first ten ranks, as every fight does (it went on with no end). Its Grown are as much stronger as the rank of those on it, so a reborn kills them about as fast as anyone else kills their own, and every point there is worth 1% more a rank, up to half as much again.
Fixed
- The Ember Sea's lava stays in the Ember Sea. Its lakes could pour down a chimney through every band under them, and kept themselves full. Now lava stops at the floor of its band: at the last row it cools to basalt. The lava that had already leaked down is gone the first time its ground is loaded (lava you poured on a Home's land is left alone).
Faster
- Crowds of Grown cost the server half what they did. With six hundred Grown about four fighting players, each moment of the server's work takes about half as long: it no longer prepares Grown that nobody's screen would show, and a shot, a blow, a power or a Grown's call for help looks only at the Grown near it. Big fights and busy events stay smooth for everyone.
19 October 2026, gardens and gauntlets
A plot of your own in the capital, lamps to farm by under the ground, dungeons and rifts that each have a character, great ones that come for you instead of waiting behind a wall, and a climb to level 150 that stays worth it the whole way, and after a rebirth.
New
- The Allotments. Gudrun the farmer rents every character a plot of its own in Aldhearth's Fields: 2 beds for 500 gold, then 4, 6 and 8 (a water butt at tier 3 grows crops 25% faster, a cold frame at tier 4 gives one more a harvest). Wheat, pumpkins and sunberries grow there on the clock, faster in the rain; Harvest everything ripe and Plant every empty bed do the lot. Only you see your beds. F inside the west field opens the window too. See Allotments and the grow lamp.
- The grow lamp. Hang one 1 to 3 tiles over tilled soil: everything under it grows half again as fast (a Home under the ground never sees rain), and three lamp crops grow at all: the Sunpetal for potions, the Sunmelon (food that heals a fifth of your life, and sells well) and the Fire pepper for the Ember stew (blows 8% harder for ten minutes). Gudrun sells their seeds.
- A Talk key. Settings > Controls has an optional Talk key: give it one and it talks to people and animals, while F only uses things.
- Every dungeon and rift has a character of its own. Going in, its name, its line and its signature come up in its colour, over a low sound of its own. The signature is something the place does to you in its fights, telegraphed on the floor: the Catacomb's dead stand up again, the Cistern's geysers burst under your feet, the Forge's flame jets cross the room, the Geode blooms with crystal, the Wane's tears drink your mana; on a rift, Crimson geysers, Frost hail that chills, Ember eruptions that burn, Thornwild roots that hold your feet, the Hollow's dark that shrinks your light, the Storm's lightning and the Gilded statues' coins. See Dungeons and Rifts.
- Great ones come for you. Hide behind a wall or on a ledge out of reach for 5 seconds and a great one rings the spot where you stand and lands there. Left alone, a hurt one heals. It aims a leap or a dive where you are running, chains its moves under a third of its life, and turns on whoever drinks a potion in its fight. A telegraphed move that hits nobody leaves it off balance (IT MISSED!, +50% damage for a moment). On a rift's floor it walks round walls and chasms to you. It hits no harder: it is smarter. See Great ones and how they fight.
- Window buttons in a drawer. Under the minimap there is one row now: Bag, Crafting, Skill tree, Map and Journal, and ⋯ for every other window. A red dot on ⋯ means one of them has news. Settings > Interface > Window buttons can keep them all out.
- Settings in sections. Controls, Controller, Sound, Graphics, Interface and Game, one at a time, from a list on the left (tabs on a phone). It opens where you were last; Keybinds in the game menu opens Controls.
- The far towns' own chain. Towns from the region of level 98 on offer The Unlit (mythril for a second fire, a hunt and an Unsworn) instead of the Shardwaste's chain again.
Changed
- F prefers things. A station, a door, a chest, a bed or a gate next to you comes before a person or a farm animal close by: F talks only when nothing it uses is nearer.
- A quieter Aldhearth. Fifteen people who only stood about and talked have moved on; everyone with a quest, a trade or a service stays. Stations stand in the open in every town: you walk over an anvil or the Trade Post's counter instead of round it.
- The bag: a click on a thing opens its menu right there (Drink, Eat, Read it, Wear and the rest), and so does a right click; the row of buttons sits above the bag now, under the search box.
- Traps take a share of your life, whatever your armour: a dungeon's spikes 12%, darts 10%, lava 20% a second; a rift's hazards 6% to 12%, each with a sting of its own (ice chills, vents burn, thorns root, the void drinks mana). Nothing takes more than a fifth at once.
- Open-world PvP is for the reborn. Both sides must be reborn to fight in the open world (the Contested Wilds and Wane rifts too); the PvP button stays off until then. Duels and the arena are for everyone, as before.
- No hiding a Home behind a new character. Once any character of an account is reborn, every Home of that account, on any character, is open to raids by other reborns, and stays so.
- The Unlit Reach opens at level 100, or to the reborn at any level. The Unlit Citadel's scroll needs no rebirth now (its levels are its gate), and the Throne of the Wane's needs rank 1 (it was 2).
- A gentler climb past 100. Each level from 100 to 150 costs 1% more than the last instead of growing steeply: those fifty levels take about 45 hours of hunting where they took about 62. Levels 1 to 100 are as they were.
- Tales pay by when they come. The early tales (under level 25) pay a little less experience than before; the tales of level 60 and up pay three times as much while you are still climbing to 150.
- Faster climbs past rank 10. From rank 11 every rank gains 3% more experience on top: ×1.34 at rank 20, ×2.02 at 40, ×2.70 at 60.
- Mastery on the way back up. A reborn under level 150 also puts a quarter of the experience it earns into Mastery, on top of its levels.
- Groups pay better. Each of two near a kill gets 62.5% of it (it was 55%), each of five 40% (28%).
- The Warding stone keeps the level from +8 to +11: a warded try for +9 to +12 that fails leaves the piece as it was. From +12 on a warded failure drops a level, as before.
- A great one's blows wind up a little longer (0.6 seconds), so you can read them.
Fixed
- Tobin's field by the capital is his: sowing there is refused with where your own beds are, where before you could sow and never reap.
- A deep band's hazard line no longer sits on the tutorial card on a short window: the quest tracker steps aside for it.
Faster
- The bag keeps up. It is rebuilt only when something it shows has changed (not at every change of your life, mana or labor), at most once a frame, with its icons drawn once and reused: in a busy rift fight with a full bag it no longer stutters.
Credits go to Zencat for this update.
15 October 2026, the anvil again
- Repair is at the anvil again. The Forge (F or a right click at any anvil) lists your worn and broken gear under Repair, each with its price, and Repair everything. It is still in the crafting window too.
- Runes and sigils at every anvil. Socketing a rune and infusing a sigil no longer need the Master Forge: under Weapon power in the Forge, each rune and sigil you carry has a Socket or Infuse button that puts your weapon and it in the Forge, and Forge does the rest. Reforging with a Wanestone, upgrades from +7 and carving runes and sigils are still the Master Forge's work in Aldhearth.
- The skill tree, told right. The wiki's skill tree page lists every notable and keystone (the inner tree, the outer web and the Deep Weave) with what it does; the site says nearly 300 nodes and a point every second level, and shows the tree and the Forge as they are now. The tree window counts its 288 nodes the same way everywhere.
15 October 2026, the Twenty
- The Twenty. Between the old floor of the world and the bands of the Descent there were ten thousand rows of the same five strata over and over. Now there are twenty bands, each a world of its own: the Ember Sea, the Hollow Roots, the Choir Caverns, the Still Dark and the Grey Fold keep their names, and under them lie the Slag Galleries, the Fungal Vaults, the Echo Wells, the Blackwater Steps, the Faded Court, the Magma Gardens, the Wormways, the Glass Canyon, the Frozen Dark, the Hollow Library, the Burning Stair, the Bloodroot Tangle, the Starless Organ, the Silent Sea and the Threshold. See The Twenty.
- A hundred and twenty new Grown. Every band has a family of its own: five kinds (one of them rare) and a kind that comes in swarms, in the band's own colours and elements.
- Twenty great ones, one asleep in a lair in every band, from Old Bellows to the Keeper of the Seal. Each strikes the ground every 9 seconds with a blow you see coming, and leaves its band's material, a Jewel of Ascent and sometimes its trophy, a pet or a mount.
- Twenty materials, and what they make: a charm, ring or lens of each band at the anvil, three tonics for the deeper bands and four meals at the cauldron.
- Five new mounts (the Hushwing glider, the Wellrunner, the Burrow beetle, the Ashback lizard and the Threshold ram) and ten new pets.
- The Deep Weave: 102 new nodes past the rim of the skill tree, seventeen in each sector, with six new keystones (Unbound, The Deep Holds, Rootbound, The Long Count, Glasswalker and Lampless).
- The Delvers' Lodge in Aldhearth, by Bram's corner: Orla Underhill's twenty chronicles, one for each band; Captain Rusk's twenty hunts for the great ones; Edda's fifteen expeditions across the bands, with three titles and the Lodge's banner for your Home.
- Thirty town tales: somebody in every small town and port has a tale now, each with a keepsake of its own at the end.
- The Journal shows the tales you can do: of the tales you have not begun, only those within ten levels of you (and whose earlier tale you have finished), never all of them at once.
- Fifteen new guild contracts in the weekly draw: digging, charting, hunting and feasting in the Twenty, Wanted hunts, lairs anywhere, the Threshold reached, tales, chronicles and expeditions.
- Healing that is worth brewing. The Trade Post's Minor healing potion heals 18% now (it was 25%). The new Healing potion heals 32%: brew it from a vial, two Sunpetals and a Rootheart resin, or find it on the Grown and in chests.
- Homes must be kept. Every Home Stone has a keep: put Stone and Planks in it (Iron and Mythril bars for a wider Home), and each day it pays its upkeep. A day it cannot pay costs the outer ring of its land, and at the last ring the Home. If nobody of a Home comes online for 8 days, nature takes it (letters warn you at 5 and 7 days). Homes made before today have 7 days kept, free, to begin with; a new one has 3. Right click your Home Stone, or press Keep… on the map. See Homes and land.
- Raids between reborns. Once you are reborn, your Homes are open to raids by other reborns: they can break in (3 times as slowly as anywhere else while someone of the Home is online, 15 times while nobody is), take what is in your chests, and strike your Home Stone while someone of it is online. Its people are told at once, can fight the raider in its circle, and its spikes and ballistas join in. The rebirth window says so before you choose.
- Farm animals keep clear of the ways in: no herd is born, and no animal wanders or is led, within a few tiles of a rift, a dungeon's portal, a sky gate, the crypt's stair, a blood altar or a delve gate, so nobody's way in is blocked.
15 October 2026, play your way
- Play with a controller. Xbox, PlayStation, Nintendo and most others: walk with the left stick, aim with the right (a reticle, or automatic aim at the nearest Grown when you let go), RT attacks and digs, LT places and uses, the D-pad drinks potions. In windows and menus a pointer comes up that jumps between buttons and slots, drags into the hotbar and double clicks. The game shows the controller's own buttons wherever it named keys, rumbles on a hit, and Settings > Controller lets you give any action another button: With a controller.
- Continue a skipped tutorial. Skip now offers Undo, and Continue the tutorial is in the game menu, the Journal and Settings: it picks up at the steps you have not done and passes over what you plainly have done. Every step pays once, never twice. Start the tutorial over is in Settings.
- The tutorial's first step pays its 5 gold. A new character's first step was never paid.
- Nothing covers anything else. A letter or an achievement no longer lands on the tutorial card: it takes its turn, and the card steps aside until it has gone. On a narrow window the card narrows to fit beside your portrait, and the chat stops short of the hotbar. The group frame sits a little lower, clear of your portrait, life and mana.
- A calmer phone. The tutorial card shows its step and goal (tap it for the story), the quest tracker keeps out of the way while it is up, and a waystone's plaque is its name alone.
- The game menu has a row of every window.
14 October 2026, things to do together
- Wanted hunts. Every town posts three Wanted notices a day: a named great one of its lands. A group of 2 to 5 takes one at the town's board, and it wakes for them when they come near: 30 minutes, as strong as the group, 60% more life for each member. Each of the group near it when it falls gets gold, experience, a Jewel of Ascent and now and then a Warding stone (three prizes a day, five hunts a day, each notice once). A line on the screen and a red mark on the maps show the way.
- Find a group. The hunters' board lists who is looking: post what you want to do, ask to join a group, or invite a player.
- Ready check in the group window, with a ✓ or ✗ by each name on the group frame.
- Events keep a group together: an instanced event puts a group's members on the same floor, by its highest member.
14 October 2026, guilds that grow
- Renown and the guild's level. Guilds earn renown from weekly contracts and the Crown, and level up from 1 to 10: more boons at once, stronger boons, a bigger vault.
- Three contracts a week for every guild (easy, medium, hard), sized to how many members play. Together ones count only with a guildmate near you, and everyone there gets a share. Finished, they pay renown, gold for the guild's purse, and a coffer by letter for each who helped (gold, Jewels of Ascent, now and then a Warding stone).
- The purse and boons. Members give gold to the purse; the leader and officers buy 24-hour boons for every member: Battle, Fortune, Delving, Mending, Angler and Labor, three tiers each.
- The guild vault at the Guild Registry in Aldhearth: anyone puts in, officers take, members take what the leader allows. Every move is in the log.
- The board: every guild ranked by its week's renown; open your guild to requests with a note, and players in no guild can Ask to join.
- The guild log, and no harm between guildmates out in the world.
- The guild window (L) has tabs for all of it: Guilds and groups.
13 October 2026, the Forge
- Load a furnace in one click, and it keeps going. The furnace window lists your ores and fuels with +1, +10 and All, and Smelt all loads all of one ore and the fuel it takes. A slot now holds 999, not a stack of 64, so a full load smelts on while you are away instead of stopping at 64 bars; bars of another kind waiting in Result go to your bag when you load a new ore.
- Make many at once. Craft all is no longer stopped at 64, and special orders, brews and dishes have a ×N button that makes all you can in one click.
- A bigger chat while you type, with larger letters on a darker ground, so it is easy to read what others say.
- You can drown. Under water you have 20 seconds of breath (a bar under your life), then the water takes 5% of your life a second until you come up. The new Diving helm (Anvil: 4 iron bars, 4 glass) makes it last five times as long. For lava, the Emberward suit lets you swim in it unharmed.
- Lava runs near towns again. Under the ground near a town, lava stood still when you broke the block beside it: it runs as anywhere now (the land still grows back).
- Group travel takes 10 seconds of standing still, not 30.
- A group's loot is split. Kill gold is shared evenly with your group nearby, the things a kill drops go to each of you in turn, and each share (and each member's own dungeon loot) is its owner's alone for 90 seconds.
- Dungeons: nobody is shut out. When a room's doors slam behind the first of a group, the rest of the group in the dungeon is drawn in beside them, and so is anyone back from a revive while it is shut.
- Finished quests are folded away. The Journal's Quests tab shows what you are still doing (the ones ready to hand in first); finished town work, chapters and lessons fold into Finished work at the bottom, and a search box finds any of them.
- The skill tree asks before it spends. A click on a node opens its card (what it gives and costs); only the card's Take it spends the point.
- Potions are made more than found. Loot gives about a third as many healing and mana potions as before (one at a time), and more of what they are brewed from: vials, Sunpetals and Glowcaps. The Grown drop a Red draught less than half as often. Chests give charcoal and wheat where they gave torches and bread.
- A recipe on the tracker: Pin to the tracker on a recipe's card shows what it needs and what you have.
- Interface size and text size in Settings > Interface.
- Your bag's order is kept for each character.
- Inspect shows each piece's +N once, on its icon.
- Lock your things, and sell junk. A lock in the bag keeps a thing from being sold, dropped, listed, traded or sent. At the Trade Post, Sell junk… lists everything you could sell with the junk ticked: one button sells the lot.
- Pins on your map. Up to 30 pins with a note and a colour: Pin where I stand or Place a pin on the world map; they show on the minimap too.
- Collections that pay for ever. Every full shelf of Bram's cabinet gives +1% mining speed, every land of the Fishing log +1 fishing luck, every land of the Bestiary +1% damage, and all sixteen lost pages +5% experience. The character window lists them.
- Food from the farm for the road. Three new dishes at the Cauldron: the Delver's pasty (+2 light and Momentum keeps 2 s longer), the Hunter's stew (+30% damage to an exposed or stunned great one, and its pools hurt 40% less) and the Featherfall tart (no fall damage).
- Weekly town orders. Every town posts an order each week on its town board: something from the farm, any fish, any dish, something from under the land and Jewels of Ascent. Each gift pays its value in gold at once; three tiers raise the town's perk for the week (experience in its lands, its Trade Post, its repairs); filled, everyone who gave gets a Jewel of Ascent and the biggest giver a Warding stone.
- The Forge. Right click an anvil (or F) to open the Forge: the piece you work on in the middle, a stone beside it (a Jewel of Ascent tries +1, a rune gives a weapon its move, a sigil its element, a Wanestone reforges its power) and a Warding stone in the ward slot. Drag them in from your bag, or click; the box under them says what will happen before you press Forge. Then the stone flies in, the anvil rings and sparks spin, and it ends in golden rays, in smoke and a crack, or in a red flash and shards. A weapon need not be in your hand for its rune, sigil or reforge. The guide.
- Every piece of gear takes +N. Helmets, chest armor, boots, rings, amulets and wings go to +9 too: each + gives 8% more of all the piece gives (armor, life, crit, speed, flight and the rest). Weapons and pickaxes as before.
- Up to +15. From +7 at the Master Forge, as before, now on to +15. From +8 a failed try breaks the piece apart, unless you set a Warding stone in it: then it only drops a level. The Master Forge makes them, Tobias sells them, and great ones leave them one time in eight.
- Past +9 your gear shows it. Weapons from +10 burn crimson, molten, jade, white, rose and at +15 every colour, with circling motes, a halo, a ring of runes and rays. A helmet, armor and boots worn together glow as a set from +7. A +10 or better is heard of by everyone online, and its +N crosses your screen.
- Inspect shows off gear. A large picture of them, glowing with their best +N; every piece on a card with its +N on the icon, its temper and its power; the sum of their upgrades, their best piece and their set. Point at a piece for its tooltip as they have it.
- Tooltips say what the next + gives, number by number, with the odds and where.
- Two of a kind is no longer a refusal. Carry more than one of the piece you upgrade, or of the weapon you give a power, and the forge works on one: the others go to your mail as they were.
- The admin menu (F9) takes clicks again. It was drawing itself over and over, so a click never landed.
- No Apexes round Aldhearth. In the meadows round Aldhearth the Grown stop at their Grown form, and anywhere a Grown only grows while someone near it is playing: a player away from the keys no longer leaves a field of Apexes behind for new players.
- The town minimap is sharp and smooth. In a town it is drawn at your screen's own pixels, with the names of halls and shops readable when zoomed in, and every frame instead of twice a second.
- Veins are gone. Breaking an ore no longer shows where the rest of it lies.
13 October 2026, the great ones fight back
- Every great one has moves of its own. The lair bosses under the land, the great ones of the Deep's strata, the Skyreach's and the scroll dungeons' last guardians now fight with three or four moves picked by their body and element: a crushing leap, a charge down a lane, a shockwave along the ground (jump it), a plunging dive, a rain of fire, hail, blight, shadow or lightning that leaves pools, and their nova. The same kind always has the same moves.
- Everything is telegraphed. The ground shows where a move will land, a warning sounds, and the boss bar names the move. The band great ones' telegraphs sound now too.
- Openings. After a leap or a dive a great one is exposed for 2 seconds; one that charges into a wall is stunned for 3. Exposed or stunned, it takes +50% damage.
- Phases. At 66% of its life it grows furious and its moves come quicker; at 33% it fights for its life, quicker again, with a shockwave after every leap. The boss bar marks both.
- Its name across the screen when a great one comes near you.
- Spoils for everyone who fought. When a great one falls, everyone who did at least 5% of the damage gets a share: gold, a roll of its loot, a jewel now and then, and the experience if they were not in the killer's group.
- Elites have one move too: a leap, a charge, a shockwave or a dive, telegraphed, with a moment's opening after it.
13 October 2026, digging deeper, wild animals and eggs
- Strikes. From 12 rows under the land, a block of natural rock you break now and then strikes something: a geode that cracks open into crystals, ore, gold and now and then an egg; a find for Bram's cabinet; or a burrow with a wild animal asleep in it. The deeper you are, the more often (about once in 240 blocks in the caves, 190 in the Upper Deep, 150 in the bands). A block you put back and dig again strikes nothing.
- Bram's cabinet. 39 finds, three for every part of the way down, from the Fern stone in the caves to the Night seed in the Last Dark. Bram buys the ones he has. A full shelf brings an egg. Titles: the Collector and the Curator. Open it from Bram's menu or the Journal's Delvers tab.
- Momentum. Keep breaking rock and a counter builds on the left: +1% mining speed a step, up to +20%, and from 25 on more strikes.
- Your depth on the maps. The minimap says how far down you are (★ when it is as deep as you have ever been), and so does the world map, on your mark and its card. Pass your best on a trip down and the screen says so.
- Wild animals. Brood hens, woolbacks, milkhorns and rootsnouts roam the land in herds. Under it, burrows hold two new kinds: the stonemole, which digs up ore under its Home, and the lanternback, whose honey makes you glow for 8 minutes. The deeper the burrow, the better the stats. Tame one with its food (one time in three), and it follows you on a lead until you bring it to your Home's land, where it settles. The title the Tamer.
- Eggs. Mottled, deep and ancient eggs fall from elites, the great ones of the lairs, the Deep and the bands, dungeon and Skyreach bosses, and geodes. Laid in a nest on your Home's land, they hatch into animals with better stats than any crate's. The ancient ones hatch the Glasswing (only from an egg), whose glass silk makes the prismatic Glasswing wing dye, and now and then an animal with an ancient coat.
- New to make: the Honey cake (+20% mining speed) and the Glasswing wing dye, both at the Cauldron.
13 October 2026, farm animals
- Farm animals. Hale in Aldhearth sells brood hens, woolbacks, milkhorns and rootsnouts in crates. Let them out on your Home's land, where they wander inside its circle, and collect their eggs and feathers, wool (with shears), milk and truffles. A Home holds 6, 10 or 16 by its tier. See Farm animals.
- Breeding with stats. Every animal has yield, pace and fertility from 1 to 20, and a coat. Feed two of a kind their food and they have a young one. Its stats are its parents' average plus a small step that leans upward, so breeding the best to the best climbs toward 20. Rare coats come now and then. New titles: the Shepherd and the Breeder.
- New things to make: woollen cloth (which also weaves rugs, banners, tapestries and bedrolls), shears, cheese, and four dishes with a meal's buff: Omelette, Sunberry custard, Truffle stew and Shepherd's pie.
13 October 2026, the Atlas, a bigger minimap, and work for the towns
- The world map is new: the Atlas. One map of the whole world that you drag and zoom (the wheel, a pinch, − and +, and ◎ to go back to you): the Skyreach and its Skyroots on top, the land in its regions' colours with a ribbon of names and levels, and the Deep below, down to the Last Dark. Towns, road gates to the hunting grounds, your Homes, your group, rifts, events, tale marks, delve gates and your stake are all on it, and the chips along the top show or hide each kind. Click anything and a card says what it is and what you can do there: travel, go Home, delve, travel to a group member. A strip under the map shows the whole world. The lists the map had are all still under it. See The world map.
- Fast travel waits 10 seconds after a hurt (it was 30), and says why: "You were hurt 4 s ago: fast travel needs 10 seconds without harm. 6 s more." On the map the travel buttons say Travel in 6 s over a bar that drains, and open again by themselves. The arena still wants 30 seconds, duels 15.
- The minimap grows and zooms. The square button on it (or ,) makes it twice the size; − and + (or - and =) zoom out and in. Hold Tab to see it over the whole screen. Land you have been near is remembered when it is not loaded, and drawn a little dimmer; land you have never been near is hatched.
- The First Stone, a new tale from Oswin (level 3): find the Market Hall's sign, give a first gift to the town, tell Tobias. The title the First Stone.
- The town's own work: after an innkeeper's chain, one more step: give to their town's projects, and they pay half of it back and more.
- The builders' week: each week one of Aldhearth's projects has a goal for everyone together. Tobias tells it. When it is met, everyone who gave a little gets a purse by letter.
- The lamp round: from dusk to dawn, a town's Lamplighters' Lodge sends you round the lamps that went out. Light them all for the Lodge's pay, once a day in each town.
- Fixed: in a town, pressing M (or the map button) again opened the world map instead of closing the town map.
12 October 2026, towns you find your way in and build together
- A map of the town you are in (M). Inside a town the map key opens the town's own map: its districts by name, an icon for every service and every person worth finding, quest-givers ringed in gold, and a list of where to find everything. Click a place or a name and you walk there. Its World map button opens the world map. See Towns.
- The minimap shows the town, with the same icons, instead of the dark land outside the gate. Click it for the town map.
- Icons over services and people carry across the town, so the forge can be seen from the gate. Walking into a district (the Grand Plaza, Market Street, Crafters' Lane...) shows its name and what is in it.
- Town projects. Every town has four lots everyone builds together with gold and materials: a Market Hall, a forge, a Lamplighters' Lodge and a fountain. Walk up to a lot's sign and press F. Each tier makes the building grander (timber, stone, two floors, banners, gilding, the patron's statue, a golden roof) and its perk a little stronger: better prices at the Trade Post, cheaper repairs, quicker walking in town, faster rest. The tiers never end, and the deep's crystal, embersteel and voidglass join the later ones.
- The patron's plaque. Whoever has given the most to a project is its patron, named on its sign, its board and the town map, until someone gives more. Everyone who gives is on the builders' wall. New titles: the Builder and the Patron.
- Towns look more alive. Lamps along the streets, bunting between them, smoke from chimneys, flower boxes, boats at the docks, banners in the Keep's ward, and the land round each town drawn past its wall (fields, trees, far farmsteads fading into the dusk) instead of a dark void.
12 October 2026, fixes, and deaths that say how
- No more getting shut in an empty dungeon room. A room's monsters can see you through its door and chase you back into the corridor. If you then slipped past them into the room, its doors slammed with them still outside, and since a room only opens when its own monsters are dead, you were stuck until the timer ran out. Now a sealed room calls back any of its monsters that are outside it (in the corridor, or caught in the doorway as the gate came down): they come in just inside the door, with a moment before they strike. This was in Wane rifts too.
- The phone stick no longer gets stuck. If the phone kept the lifting of your thumb to itself (a swipe from the edge, switching apps, the screen locking), the stick stayed held: you walked on by yourself and the stick ignored every new touch. Now it lets go when no finger is left on the screen or the game is put away, and a new thumb on the stick takes it over.
- The skill tree points at what you point at. The window springs open from a little smaller than it is, and the tree measured itself in that first moment: it was drawn soft, and the node that lit up was some way off the one under your pointer, more so towards the bottom right. Now it lights the node under the pointer, and is sharp.
- Your death says how. Instead of YOU FELL, the screen shows what got you, with a line under it: EATEN, SKEWERED, SPLAT, MELTED, KABOOM, SNIPED, OOPS (your own bomb)... A Grown, a boss or a player is named in it, and the chat says the same line with where you wake.
11 October 2026, the Alive update
The world moves now. Swords leave arcs and hits land with a flash and a push, drops fly out of what dropped them and shine by rarity, every spell looks like itself, a level-up, a new title and a rebirth each get a ceremony, blocks crack as you mine, and the land has small lives of its own: fireflies in the meadows at night, flames and lava that breathe with light. It is all a picture on your screen: nothing about a fight, a drop or a rule changed, and you choose how much you see.
Some things to know first.
- You are in charge of it. Settings (O) > Interface > Effects has Quality (Off, Low, Normal, High), Screen shake, Hit pause, Flashes (Full, Soft, Off), the size of damage numbers, Ambient life, Drop beams and a switch for lowering effects by themselves, with a Try it button and a Reset. See Effects and animation.
- A phone starts on Low. So does anyone whose device asks for reduced motion: they also start with no shake, no flashes, no ambient life and no beams, and a quiet rebirth. Every one of those can be turned back on.
- It is gentle by design. Nothing flashes more than three times a second, no flash is more than a quarter white (about an eighth on Soft), nothing blinks faster than three times a second, and the screen never shakes more than a few pixels, and never your aim.
- A slow game slows its effects down. If the game runs slowly for a few seconds it lowers Effects one step by itself, for that visit only, and says so in the chat. Your own choice is never overwritten, it never goes below Low, and it never raises them again by itself. The switch Lower effects by themselves if the game runs slowly turns it off.
What is new at a glance
| Where | What you see |
|---|---|
| A sword blow | A bright arc, a white flash and a push on the Grown, sparks and a ring |
| A critical hit | The same, bigger: gold rays, a wider ring, a golden number with its multiplier |
| A Grown dies | It falls apart in its own way: into blocks, ash, chips, motes or a splat |
| A drop | It arcs out, bounces, settles; flies to you when taken |
| Rare to Mythic drops | A beam in the rarity's colour, a ring, motes, stars and rays; Mythic is prismatic |
| A level-up | Light gathers, a burst, a column, rings on the ground, then the banner |
| A new title | Its card drops in with a spring, in the colour of its rarity |
| Rebirth | A sigil turns, pillars of light rise, one white burst, then REBORN with your rank |
| Mining and building | Cracks in four stages, chips in the block's own colours, a burst of ore |
| Spells | Fire, frost, storm, venom, shadow and stone each look like themselves |
| Pets | They sway, hop and glow in their rarity's colour |
| Land at night | Fireflies, moonlight, mist, pollen, leaves and petals; torches breathe with light |
| Caves and lava | Glowing, bubbling lava; embers; ore that glints |
| Towns and dungeon floors | The same effects as in the open, and Aldhearth's Flame flickers on the Grand Plaza |
New
- Fights that land. A swing sweeps a bright arc in the colour of the weapon's element. The Grown flashes white and is shoved back a few pixels (only as drawn), with sparks, a ring on the ground and a pop of the damage number. A critical hit is bigger on purpose. Burning, poisoned, shocked, wet, oiled, shielded and slowed Grown wear a small mark.
- Grown that die in their own way. People dissolve into drifting blocks and wisps, the undead crumble to ash, constructs break into chips, slimes splat, beasts lift away as motes, and a boss pauses, flares and sends a ring across the screen.
- Bodies that move. Characters, other players and Grown squash before a jump, stretch in the air, land, lean into a swing, cast, draw a bow, swing a pick, flinch when hurt, hop at a level-up and breathe when they stand still. A Grown winds up before it lunges. With Flashes on Soft or Off, or for reduced motion, the things that used to blink (that wind-up, a lit fuse, your blink of safety after a blow, the crackle of a shock) stay steady instead, and a shocked Grown pulses slowly.
- Drops that fly. A drop arcs out of what dropped it and never appears out of the air. When you take one it flies to you and the count shows over your head; when someone near you takes one it flies to them; one that goes away shrinks and fades. Things that reach your bag by letter, trade, market, crafting or reward make the bag button pulse.
- A look for every rarity. From a faint glow on Uncommon to a prismatic beam on Mythic, with a beam, ring, motes, stars and rays on the way. Drop beams in the settings turns them off.
- Ceremonies. A level-up, a new title (with a spring and a band of light), a sparkle for a new spell, pet, mount, achievement or finished quest, and the rebirth, which takes three and a half seconds at most and is skipped by any key or click. Your cursor stays on top and clear all the way through.
- Windows with a soft spring. They open with a spring and a band of light, close with a quick fade, toasts slide and shine, bars ease, numbers count up, and Epic and better things in your bag shimmer. (Off on Low, and for reduced motion.)
- Moving, mining and building. Take-off dust, a ring on the double jump, landing puffs, skids, splashes and ripples, climbing dust and speed lines. A block cracks in four stages, shakes, throws chips in its own colours and bursts; ore glints; a placed block pops.
- Magic and pets. Every element has a charge at the hand, a trail, an impact and a mark on the ground. Pets sway, hop and glow.
- The living world. Fireflies and moonlight at night, mist, pollen, leaves, petals, snow glitter, blown sand, spores, ash and crystal sparkles by land; torches, braziers, candles, campfires, shrines, Home Stones, waystones and lit furnaces with embers and flames that flicker; lava that glows and bubbles; water that sparkles; ore that glints.
- In towns and on floors. All of the above runs in towns and on the floors of dungeons, rifts, events and the arena pit, with sparks kept behind walls.
- A guide. Effects and animation tells all of it, with moving pictures made from the game itself, and the front page shows them too.
Changed
- Every flash and shake in the game now keeps to one set of limits, the old ones too: at most three flashes a second, white up to a quarter (an eighth on Soft), shake of at most a few pixels, and a pause at a hard hit of well under a tenth of a second. Turning Flashes to Off, or Screen shake to 0, makes them go entirely.
- A storm's lightning is a flash like the rest. It keeps to the same limits, is dimmer on Soft, and does not flash at all on Off, with Effects on Off, or for reduced motion. The thunder stays.
- Rare and better drops have more than a beam, and the beams now follow the Drop beams setting; a Mythic drop has the tallest, prismatic one.
- Damage numbers can be smaller or bigger (S, M, L) and pop as they appear.
- Rain splashes follow the Weather effects setting, as the rest of the weather does.
- The pictures in the wiki can move. Where a guide shows something, the picture shows it happen; a device that asks for less motion is shown a still instead.
Fixed
- A sword's arc on a floor points the way you swung, in all eight directions.
- Effects start clean after the connection comes back, or when you log in again, with nothing left over from before.
- The title card's sparks keep off its buttons, and your cursor stays on top of the level-up banner, the title card and the rebirth.
- A shocked Grown no longer flickers fast. It pulses slowly.
10 October 2026, the Plain Words update
One confusing old word is gone, and in its place come the things you asked for: a pointer you can set, gear that really stops working when it breaks, furnaces that are each their own, clear ends to the hunting grounds, a fair arena you can join from anywhere, titles that show their worth, a card for every spell, sixteen new pets, sixty ranks of rebirth, and a line on every item that says what it does.
Some things change for everyone. Read these first.
- The old word "hearth" is gone. Towns are towns, you wake up in town when you fall, the waystones carry you, and your base is your Home. The table below has every old word and its new one. Aldhearth, Ravenhearth and the Hearthside Inn keep their names.
- Broken gear gives nothing until it is repaired. A broken pickaxe digs like bare hands, a broken weapon hits like bare hands, a broken bow will not shoot and broken armour gives no armour. It used to keep working, and now it does not: watch for the red slot and the warning at 95 % wear, and carry a spare.
- Everyone fights at level 50 in the arena. A level 1 can meet a level 150 there, and either can win. Put your name down from anywhere with Shift+K.
- The held item beside your cursor is a little bigger (32 pixels, where it was 26), and crisp at every size. Settings > Interface > Cursor puts the pointer, its size and the item in your hands.
New words
| Was | Now |
|---|---|
| a Hearth (a town) | a town |
| the Hearth rekindles you | you wake up in town |
| the Hearths carry you, the Hearth's fee | the waystones carry you, the waystone fee |
| Underhearth | Home Stone (the block), Home (your base) |
| a hearth's circle | its land |
| kindle an Underhearth, kindle it wider | set down a Home Stone, widen its land |
| Hearth life, Hearth raids, the Hearth road | Home life, Home raids, the road Home (Go Home, or Go there for a friend's) |
| Hearth raid, "the hearth: 640 / 800" | Home raid, "the Home Stone: 640 / 800" |
| Hearthbrick, Hearthplate, Hearth spikes | Home brick, Home plate, Home spikes |
| letters and cards from the Hearth, the Hearth check | letters and cards from the Warden House, the Warden check |
| Hearth time, a Hearth day | Aldhearth time, a day |
| the Hearth of the old story, the Great Hearth, the White Hearth | the Flame, the Great Flame, the White Flame |
| Hearthbearer, the Underhearth (titles) | Flamebearer, the Homeholder |
| Hearthguard and Hearthkeeper (origins) | Flameguard and Flamekeeper |
| Kindling (ember cores in your bag) | Ember |
| Death and the Hearth | Death and waking up (the wiki's old addresses still take you there) |
Reborn keeps its own words (Be rekindled anew, the Rekindled titles).
New
- Settings > Interface > Cursor. Pick your pointer: the Arrow you know, a Cross, a Dot, a Cross and dot, a Circle, a Circle and dot, Auto (an arrow for tools, a cross for weapons and wands, a circle for what you throw) or your computer's own pointer, which never lags. Size and Thickness sliders go from small to big and slim to fat. Pick its colour too, or keep Auto, which now puts a ring round the cursor over a Grown, so the colour is never the only sign. The block highlight is yours to choose as well: Off, Corners, Box or Filled, slim to fat, for every ghost of what you place and for buckets, flasks and area picks. See The cursor and the block highlight.
- The block you will dig is outlined before you swing, and turns red where your pickaxe can't dig it (a harder ore, a block that is not yours, a broken pickaxe).
- Every furnace is its own. It has its own fire, its own fuel and its own smelting: press F next to a furnace and you open the one you are standing at, not the first one near you. A furnace shows what is in it: dark when cold, red coals when its fire is low, flames, light and smoke while it burns, and it no longer glows when it is empty. Walk away from a furnace and its window closes. See Furnaces.
- A fair arena, from anywhere. In Kestrel's pit everyone fights at level 50, a level 1 as a level 150. What you carry and what you have learned still count, a little, so a better kit is an edge and never a wall. Put your name down from anywhere with Shift+K or the Arena button in the game menu, from level 1, and keep playing while you wait. When a match is found you are asked first (take it, or say no), and afterwards you are back right where you were. Every fighter's nameplate shows "Lv 50". Duels out in the world are as they were. See Duels and the arena.
- Titles show their worth. Every title is Common, Uncommon, Rare, Epic or Legendary, in the colours of items, with a diamond for Epic and a star for Legendary, on a line of its own over your name, bigger and easier to read, for everyone near you. Choose yours from the character window (click the line under your name), the game menu or the Achievements window; the titles you have not earned yet show how to get them. Earning one asks "Show it now?". Titles appear beside names in chat, the Group, Friends and Guild windows, Inspect, the Book of Delvers and the arena ladder. New title: First of the Deep (Legendary), for the first to do a deed in the Book of Delvers. See Showing a title.
- Every spell explains itself. Every spell, wand, rune, sigil and bow shows a card the first time it is in your bag, has a longer tooltip, and has a place in the new Spellbook tab of the Bestiary (B), with a search box. See Spellcraft.
- Sixteen new pets, and six pet rarities from Common to Mythic. Find them in the Trade Posts, in wild eggs, by fishing, in dungeons and rifts, from the Gilded Brood, the Skyreach, the Deep, the Pale Queen's hoard and at the end of Chapter III. The Menagerie tab of the Bestiary (B) lists them all, and a pet's nameplate shows its rarity. See Pets and rarities.
- Sixty ranks of rebirth. Oswin can now rekindle you up to sixty times, each rank with its own name, a bonus to keep, and every fifth rank from the tenth a title. The glow round a reborn character changes colour with every ten ranks. The first is as it was; after it, each rank also asks for work from all over the game (rifts closed, scroll dungeons beaten, events finished, bosses slain, fish and dishes, how deep you have delved, quests, named bosses and lost pages, Mastery) and relics you give to Oswin. A Rebirth window (Oswin's menu, the game menu, the character window) shows the rank you are, what the next gives and every task with what you have, what it takes and where to find it. See Reborn: the long climb.
- What an item does. Every item now tells you what it does, how to get it and what it is used in, in its tooltip, in your bag and in the wiki. The wiki has a page for each kind of item, with icons, and a search for any item. See Items.
- Home Stones, Homes and Flames. Your Homes: "Set it down" with a Land deed, widen its land with ember cores, and "Go Home" from the map ("Go there" for a friend's Home). Home raids say RAID ON YOUR HOME and THE HOME HOLDS. Letters, announcements and the anti-bot check come from the Warden House, and the clock is Aldhearth time.
Changed
- Broken gear (see above): the details are in When gear breaks. A broken area pick digs one block and a broken flying pick stays in your hand. Charges, bombs and blasts use your best whole pickaxe. A broken weapon loses its +N, its glow and its reach. The gear comparison treats a broken piece you wear as nothing.
- You can see it. The hotbar slot turns red with its bar struck through, slots and bag cells say BROKEN, and the tooltip says it first, with the price of the repair. A second warning comes at 95 % wear, and a red note and a snap tell you the moment something breaks. A broken bow or wand tells you at once why it will not shoot.
- The Market and the trade window show how worn an item is.
- The cursor is always on top: damage numbers and names no longer cover it. It is the same everywhere, in towns and on dungeon floors too, and in isometric towns it now says "talk" or "use" over people as well. On phones, the block ACTION will dig or place is outlined in front of you.
- The ends of the hunting grounds are clear. The fog and haze at the ends are gone, and the end mountain shows as plain rock with the pass and its "F" line easy to see. The sky roof is rock too.
- The travel bar says the waystone is carrying you on a waystone trip, and "Travelling to..." on every other.
- The old wiki guides keep working under their new names: Home life, Home raids and defence, and Death and waking up. Their old addresses take you there.
Fixed
- A furnace that is dug up or washed away gives back what you had in it. A new furnace on the same spot no longer inherits an old one's slots.
- A broken weapon no longer adds its reach, and digging with the cursor keeps ore and mine tiles right.
- No more cheating flags for the block you were digging when your pick broke.
9 October 2026, the Open Roads update
The hunting grounds are one road now, the game plays smoothly on a slow connection, and the text is easy to read. Build under the towns, ride elevator blocks up your shafts, dig a 5×5 at a swing, swim through lava, wave to your friends, keep three hotbars, see what a recipe makes, and follow eight new tales, old maps and a riddle a day.
Some things change for everyone. Read these first.
- The hunting grounds are one road, and none is locked by level. A mountain pass at each end of each ground leads over into the next, from the Burrows to the Unlit Reach, and a road gate at each ground's camp leads to its home town and back: walk up to one and press F. You may walk into any ground at any level: the map, the passes and the gates tell you when its Grown are above you. The Unlit Reach is still for the reborn. See The Wild Road.
- The text has a new face, a clear one that tells 2 from 8, 0 from O and 1 from l at any size, on every bar, number, label and chat line. Like the old pixel letters better? Settings > Interface > Text > Pixel brings them back.
- Esc opens the game menu. With nothing open, Esc brings up Resume, Settings, Keybinds, Help, the wiki, Change character and Log out. With something open, Esc closes one thing at a time: the box you are typing in first, then a popup, then the window, then the chat.
- Shift+1 to Shift+9 is a second hotbar, over the first. A third is there when you want it, on keys of your own.
- A double click in the bag puts a thing in the hotbar slot you have picked, and in your hand. Food, potions and wing dyes too: use them with a right click while you hold them, or with the bag's own buttons (Eat, Drink, Dye your wings). What you wear is still put on with a double click, and a treasure map is still read.
- The open land heals over. A bare hole in the top three rows of the ground grows back 5 minutes after it was dug, once nobody is near it, so nobody new falls into an old shaft. Going down for a while? A ladder or a block at the top keeps your way open.
- A town's ground ends 8 rows under its street. Below that, the land under a town is ordinary land: dig and build there, and mind the caves, because the Grown come back below the line, and so do the rules of PvP.
- Logging out away from a town takes ten seconds standing still. In a town, or in ground you hold, Log out and Change character are at once. Out in the open your character waits ten seconds first, and the menu counts them down: a step or a hurt keeps you in the game, so that leaving is no way out of a fight. A dropped connection still leaves your character standing there for a minute, as before.
New
- The Wild Road. The seven hunting grounds keep their camps, their Grown and their prizes, but they are lands apart no more. At each end of each ground, at the foot of the mountain, a pass opens in the rock face: a line over it says where it goes (F: to the Lantern Marsh (levels 16–28)), and F (GO on a phone) takes you over the mountain to the near end of the next ground, beside the pass back. The Burrows' west pass comes down at Port Tidewrack; the Unlit Reach's far end is the end of the road. Each ground's camp has a road gate to its home town, and every home town has one on its street, east of the waystone, out to the camp. A road takes a second standing still, not when something hurt you in the last 5 seconds, and not with a trade pack (carry it the long way, to a port); an outlaw may take the passes, but no road into a town takes a murderer. You come down on your feet, clear of lava, with no fall to hurt you. The map lists the grounds as the road runs, with their levels. See The Wild Road.
- The mountains at the ends of a ground are drawn as high as they really are, and its sky has a storm roof you can see, which nothing flies through. Walking into the mountain tells you where the pass is.
- Build under the towns. A town's ground ends 8 rows under its street (the same for every port and camp): above that line nothing changes, below it you dig, build and mine as anywhere. More than 40 rows down you may even kindle an Underhearth right under a town, and the land the town grows back leaves its circle alone while it burns. A town keeps you safe only while all of you stands in its ground: with your feet below the line you are on ordinary land. See Homes and land.
- The healing skin. The top three rows of the open land, in the open world and the hunting grounds, heal over holes nobody is using: a hole grows back 5 minutes after it was dug, blown up or burnt away, once nobody is within 12 columns of it. Only open air grows back, and never over what you built: a ladder, a block or a door at the top keeps a shaft open, and so does an elevator block (with the two tiles over it), or the room your emberwork needs. A hole that grew back gives no finds if you dig it again within half an hour. See the healing skin.
- Elevator blocks. Three iron bars, two copper bars and a crystal at an Anvil make two. Stand on one and jump to ride to the next one straight above, or press S to ride down: up to 48 rows, in a blink. The shaft must be open, or the floors of your own hearth's circle; never through natural rock, a seal, a kept place, a town or someone else's ground. On a phone the jump button says ▲ UP, and a ▼ DOWN button comes up when there is one below. See Tools and elevators.
- Area picks. Three new pickaxes that dig more than one block a swing: the copper Broad pick (three in a line across your dig), the starsilver Delver's excavator (5×5 without the corners, from the Master Forge) and the embersteel World-breaker (5×5 without the corners, and the only area pick that digs a band's rock, where your pick temper lets you). Press E to switch any area pick between its area and one block at a time (on a phone, tap the mark by your hotbar): the mark shows which, and with a mouse an outline shows what your next swing will take.
- The miner's charge. Four sand, four charcoal and a copper bar at a Workbench make twenty. Throw one: a second and a half later it breaks the rock around it as your best pickaxe would, everything it breaks is yours, and it hurts nobody. When many people throw charges at once, each gets an even turn.
- The Emberward suit. Body armour of embersteel, ember dust and basalt (at an Anvil): lava does you no harm and you swim through it, and fire, burning, flame jets and steam vents do half. Its armour is low, and lava wears it a point a second.
- Ember wire climbs steps. Wire on a floor now joins the wire on top of a one-block step beside it, up or down, as long as nothing solid sits over the lower wire. If you built emberwork before, the game tells you once where your wires joined this way, so you can look at your machines.
- Doors made clear. Hold a door and its ghost shows where it will go: gold where it fits, red with the reason where it doesn't (two free tiles, solid ground under it, too close to a town where the land grows back, someone in the way, level 3, someone else's ground). Point near the spot and the door finds it. A click that can't place it says why, a tap with a door on a phone never digs, and a door you may open opens the moment you click. See how to place a door, step by step.
- Emotes. Type
<3,:),:D,xD,:fire:,:gg:and more, and the chat and your speech bubble show a little picture; or pick one with the smiling face by the chat box. Act it out:/wave,/bow,/dance,/cheer,/laugh,/cry,/sit,/point,/shrugand/flex: everyone near you sees your character do it, with a picture over your head./meacts out anything you like, and/emoteslists them all. See Chat and emotes. - Three hotbars. The second sits over the first, on Shift+1 to Shift+9; the third takes whatever keys you give it. Settings > Interface > Hotbars shown picks 1, 2 or 3; with one shown, or on a phone, the BAR button turns through all three. Drag anything from the bag onto any slot, on the bag's own three rows or on the hotbar; right click a slot to empty it; the mouse wheel turns within the bar you are on.
- Every key can carry Shift, Ctrl or Alt. Settings shows all 27 hotbar slots as a grid of keys; set one and it tells you if another action had that key, and warns you about keys your browser keeps for itself (Ctrl+1 to 9). Shift still lets you walk, and Shift+Q still drops a whole stack.
- The game menu, with Esc: Resume, Settings, Keybinds, Help, the wiki and Change character, and Log out, which asks first and tells you whether you will rest (log out inside a town's walls to wake up rested). The phone's menu has Change character and Log out too.
- Search your bag. Type a name, a kind (pickaxe, potion), a rarity (epic) or what it gives (double jump): the rest grows dim. The × or Esc clears it.
- See what you craft. Point at a recipe, an ingredient or what the grid will make to see what it does, with its numbers, lore and price. Pick a recipe and a card opens under it, with a link to its page in the wiki; on a phone, tap it.
- Tales. Eight new quests with stories of their own, from level 1 to 45: two in Aldhearth (Tamsin on Gate Street, Linnet under the Keep's wall), one each in Port Tidewrack, Pellan, Port Brackwater and Coldhaven, and one at each of the Burrows' and the Lantern Marsh's camps. Dig, fish, cook, wave, light old lanterns by night, and choose how each ends: every ending has its own reward (trinkets, a hat, spurs, wing dyes, titles, codex pages). A gold ! over somebody means they have one; the Journal has a Tales section, and the tracker says which way to go. A question you put off is asked again when you come back, a tale's named Grown comes again if it kills you, and a dig marks an X of your own on your map. See Tales and treasure.
- Treasure maps. Now and then digging, fishing, a cave chest or a Grown turns up an old map or a map scrap. Read a map (a double click) and a circle appears on your map: walk in, follow the tracker (warmer, hot) and dig up the cache. Four scraps make a great map, whose cache lies deep in the Deep and pays more. A map is blank until read, so trade them freely.
- Mosk's riddles. A sage on Aldhearth's Grand Plaza asks one riddle a day: say the answer, alone on its line, near him (An echo? is fine, is it an echo? is not), or show it to him. Three wrong answers a day, said or shown, and the riddle waits for tomorrow; chatting near him costs nothing. Ten answers make you the Riddle-wise.
- Your ping is shown in the corner of the minimap: green is smooth, yellow a little late, red high. Point at it to see how steady it is. On a phone it shows when the calm phone layout is off. Admins: the player list shows each player's ping.
- The wiki has pictures now, and new guides: Quests: how to finish them (every kind of quest, step by step), Tales and treasure, The Wild Road, Tools and elevators and Chat and emotes.
Changed
- Playing with a high ping is much smoother. When the server has to put you back, it does it once and smoothly, not again and again, and the game forgives a slow connection a little more (never in a fight with another player). A hit shows a spark and plays its sound the moment you swing, your arrows fly the moment you shoot, and a swing at a fleeing Grown lands where you saw it.
- No Grown that flies is born in the meadows round Aldhearth any more, and fliers turn back at their edge: learn to fight on the ground first. The outer meadows keep theirs.
- Lava burns its way through grass, flowers, vines, mushrooms and the like instead of stopping at them, and runs one tile further. It still stops at ladders, doors and anything built, and never runs into a town.
- The weather looks calmer. Fog, sandstorms and ashfall lay a light veil over the whole view instead of closing in around you (you see as far as ever), storms flash softly now and then, mist drifts through the fog and a cloudy sky turns a little grey. Rather have a clear sky? Settings > Interface > Weather effects turns rain, snow, fog and flashes off; the weather icon, the forecast and what the weather does to fishing and crops stay.
- Announcements are a small card under your portrait instead of a banner across the top of the screen: up to three at once, each for six seconds; click one to put it away. On a phone they show one at a time, and never on top of an achievement, a letter's notice or the road's prompt.
- Repair and Upgrade come first in the crafting window when you stand by an anvil.
- Someone's quarry is theirs. A Grown that comes for one player (an innkeeper's Unsworn, the Pale Herald, a courier of chapter two, a tale's named Grown) shows whose quarry it is, and only that player and their group can hurt it or win anything from it. It leaves everybody else alone. Anything it calls up to help it is the same, and goes with it when it falls.
- Hunting grounds have no level lock for waystone travel, travel to your group or the delve gates either: only the Unlit Reach still waits for the reborn.
- Text no longer comes from the internet: the game carries its own letters, so they look right on every network, and on itch.io.
Fixed
- Walls that seemed invisible were mostly the old corrections fighting you; they are gone, and the ends of the hunting grounds are drawn as high as they are.
- A short freeze of your connection no longer throws you off a ladder, out of a jump, or out of the game with "Too many messages". When the game does disconnect you, it always says why.
- A block someone else puts in your way, or a door shut in front of you, no longer counts against you, and neither do dashes and leaps at a high ping.
- Digging torches, leaves and soft ground quickly (with the best picks, or on a slow computer) no longer trips the anti-cheat, and neither does digging an ore you could not see yet.
- Blocks placed under your feet while you jump now stay put.
<3is a heart again: chat keeps<and>, and loses only the invisible characters that could hide words in it.- Repair works at every anvil, your own too: its buttons only worked in Aldhearth.
- Windows stay where you left them. Your life coming back no longer throws you to the top of the crafting window or out of the box you were typing in.
- Speech bubbles now show on rift and crypt floors too.
- A station's hint ("F Workbench") no longer hides under the wand's bar over the hotbar.
- On a phone, every window keeps its Close button on its title line.
- Hanging or gliding in the air with a modified game no longer works: if your game stops steering you in mid-air, your character falls after a moment, as it always did. Standing on the ground or holding a ladder, you still have a few seconds.
- The area picks can no longer be made to dig faster than they really do.
- Admins: Unmute in the admin panel unmutes again (it muted for another 10 minutes).
Faster
- The game's letters show at once on every network: it no longer waits on a font server.
4 October 2026, the Descent update
The Deep goes on. Below the Upper Deep lie seven bands, each a world of its own, down to the floor of the world, and everything you need to get there and back: tempers, the Book of Delvers, delve gates, sanctuaries, wands, living matter, more emberwork, and a lot of Grown to cut down.
Some rules change for everyone. Read these first.
- Every band is sealed. The Deep's first 10,240 rows, the Upper Deep, are as they were. Below them every band begins with a seal: 8 rows of its own rock across the whole world, with no cave through it. The first seal gives to an embersteel pickaxe; every one below it wants an embersteel pickaxe and a pick temper won in the band above, and so does all of that band's rock. Whatever else breaks rock (a bomb, a blast charge, a powder keg, a spell's bomb or digging bolt, a ram) breaks a band's rock only for someone whose pickaxe and pick temper could dig it. A Grown's blast and acid never do, and raiders never break a seal. A hole is a hole, though: a shaft someone else dug through a seal lets anyone fall in.
- Your temper is yours, and each place pays for it. You have three tempers, one for your weapon (or axe), one for your body armour and one for your pickaxe, from tier I to VII: ×1.5 damage, ×1.5 life and armour, and ×1.3 digging a tier. They work on whatever you hold and wear, so a better weapon found deep down keeps your temper, and nothing you trade, sell or drop ever takes one with it. Each tier takes its band's material and gold, and each place is tempered and paid for on its own: for one place, tier I is 8 old ivory and 550,000 gold, rising tier by tier to 32 nightsilver and 2,098,000 gold for VII. Between players a temper does not count.
- Below the Upper Deep the Grown grow in Might. Their level stops at 300, and from the top of the Bone Gardens they are born with a Might instead: about half again every band, ×15.6 at the floor of the world, on their life and their blows. They pay for it: experience by Might^0.8, gold and essence by Might^0.5.
- In the Deep a level past 150 is the Grown's pay, not its strength. A Grown of the Deep above level 150 now lasts and hits as one of level 150 does, and the Grown of the Deep hit a little softer than they did, but each still pays for its own level. The Upper Deep's lowest strata, where a common Grown used to take five blows of a well-geared level-150 delver and half of their life, are a fight now and not a wall: two blows, and about a twentieth of a life. The surface is as it was: its far lands keep their full strength to level 300, for characters who have been rekindled many times.
- Machines wound, people slay. No machine takes a Grown below a tenth of its life any more: a flame jet, a blast charge, a powder keg, an arc stone, a spout's bolts, and your hearth's spikes and ballistas all stop there, and a Grown held there bleeds (a drop of blood at its shoulder) until a person finishes it. The kill, its experience and its loot go to whoever strikes the last blow. In a raid on your hearth, its defences and machines kill the raiders as before. Lava and fire burn as they always did.
- Great ones pay by where they lie. A great one paid twelve times a common Grown's experience and fifteen times its gold, wherever it was. Now it pays seven times the experience and six times the gold up in the open world, nine times the experience at 2,560 rows down, eleven times from 5,120 rows down, and more with the Might of the bands, about seventeen times at the floor of the world. Deep down, a lair is worth about what hunting is, and its drops come on top.
- The Market keeps 8% of a sale (at least 1 gold of a sale of 2 gold or more). The listing form shows what you will get as you type the price, with the Crown of Aurelmark's cut counted too while a guild holds it, and the sale's line says what the Market kept.
- The Hearth asks a fee to set you down in the Deep, at a delve gate or your stake, by the depth it sets you down at: 530 gold at the gate at 2,560 rows, 1,710 at the top of the Bone Gardens, 5,950 at the top of the Last Dark. The menus show the fee beside every gate and your stake, and it is taken when you arrive. Towns, waystones, travel to your group and the Hearth road stay free.
- Tempered gear costs more to mend: a weapon (or an axe) at one more time the price for every tier of your weapon temper, body armour by your armour temper's tier. Your pickaxe, helms, boots and untempered gear mend as before.
- Boons last until you fall. The sanctuaries' altars give boons that change how you play, and every boon you hold goes out with your life when you fall: the death tells you which you lost.
- Your bag keeps one make of a thing. A plain copy and an upgraded one (a +5, or one with a power) no longer mix: a trade, a Market purchase, a pickup, a chest or a craft that would put them together is refused (you are told why), and a reward of another make waits for you in your mail. An upgraded piece put in a chest now keeps its upgrades.
New
- The bands below. Under the Upper Deep the Deep stops repeating: seven bands, each twice as long as the one above, and each a world the Wane unmade long before Nyrath, so the deeper you dig, the older it gets. Each has its own rock, three kinds of stratum, its own light and ores, a hazard and what keeps it off, landmarks, a family of Grown and their great one, and the material of a temper. The HUD names the stratum and how far down you are, and the zone line names the band. See The bands below.
- The Bone Gardens (from 10,240 rows down): forests of bone. Fight near the bone heaps and they get up to hunt you (four at most; light, grave-salt and your own hearth keep them asleep), and a heap dug under falls. Marrow fruit heals a quarter of your life. The Great Ribcage, ossuary wells and bone orchards; the Ossified; and the Ossuary Gardener, armoured while its marrow pillars stand. Old ivory tempers to I. See The Bone Gardens.
- The Drowned Halls (from 20,480): Hallowmere, a kingdom older than Aldhearth, under still water. Twenty seconds of breath under water, then you drown: breath draughts, the gill charm and the air bells help, and you hold down to dive. The Sunken Court and its throne, and tide gates; the Drowned, some of them swimmers that lunge at the shore; and the Drowned King, with his trident and his tide. Tide-iron tempers to II. See The Drowned Halls.
- The Clockwork Under-city (from 40,960): the makers' city of brass and steam. Steam vents blow on a beat and crushers slam down from the ceilings (valve wheels and the oilskin cloak help). Gear vaults locked with the makers' own emberwork, their coffers giving once a day to each of you; clock towers that strike the Hearth's hour; steam lifts a stratum up or down; the Wound; and the Clockwork Warden, shut tight until its three cores are struck. Brass tempers to III, and ember cores make vault doors that only warmth opens. See The Clockwork Under-city.
- The Crystal Cathedrals (from 81,920): the singers' cathedrals, grown inside geodes. A loud fight sets the singing crystals ringing, and then they burst: fight away from them, break them first, or snap a hush charm. Cathedrals with rose windows, sealed geode hearts, and bell spires whose three bells open a reliquary; the Faceted; and the Last Cantor. Starquartz tempers to IV. See The Crystal Cathedrals.
- The Hollow Sun (from 163,840): the world's first sun, buried and still burning. Heat builds while you stay and burns you at 100 (water, cooling draughts and dawn loaves keep it off), and flare vents erupt every nine seconds. Sun-forges, ash temples and corona rings; the Sunborn; and the Ember of the First Dawn. Dawngold tempers to V. See The Hollow Sun.
- The Wane's Root (from 327,680): where the grey grows up from, the world half drawn. The fade shrinks your light and then takes your life: keeping lamps, the keeping charm, draughts of remembering, greyroot broth and your own hearth hold it off. Rooms only half drawn, root hearts, and a grey echo of Aldhearth's square; the Unmade; and the Root of the Wane. Greyheart tempers to VI. See The Wane's Root.
- The Last Dark (from 655,360 to the bottom): what there was before anything was drawn. Light carries three tiles, and what strikes from the dark strikes harder: carry a light, set keeping lamps, throw nightflares, drink starlight. Night wells, lightless shrines and the starfield; the Unlit; and the Hushmother. Nightsilver tempers to VII. Under it lies the Floor of the World. Go and see. See The Last Dark.
- The lost camps. A hundred years ago the Warden House sent six delvers down to find out how deep the stone goes. Their cold camps are still there in the Upper Deep (and on into the first two bands), each with a chest and a page of the Surveyor's journal under a bedroll. Their old bedrolls, spent lanterns and cairn stones can be set down in your home, and three deepstone make a cairn stone.
- Landmarks are marked on your minimap once you have seen them, and pointing at one tells you its name. Some are kept as they were: nothing in them can be dug, built, burnt or blasted, and no hearth can be kindled near them. Their chests hold their band's best, and many have a page to find.
- Might on show. Nameplates, the target frame and a great one's bar show a Grown's Might (Lv 300 ×2.3), and big numbers are written short everywhere: 31.1k, 4.56M. Every band has its own family of Grown under every land, swarms of small ones that come six to twelve at a time, and great ones whose blows are telegraphed: a red area fills on the ground, and when it is full the blow lands, so step out of it. The world hears who first brings down each band's great one. See Might and temper.
- Tempering. Ask Hild at the Master Forge to Temper your gear, or build a Deep anvil (at an anvil: 12 embersteel bars, 8 voidglass shards and 24 deepstone) and set it down in your own hearth's circle. The temper window shows your three tempers, what each works on now and what the next tier costs; your character window shows them too, and a tooltip tells you which of yours works on a weapon, body armour or pickaxe.
- Mastery. Level 150 is no longer where your experience stops: from there it fills Mastery, levels without end. Every Mastery level is a point for Edge (+0.5% damage against the Grown), Vigour (+0.5% life), Fortune (+0.5% gold from the Grown you kill) or Delving (+1% digging speed), up to 50 points each, set in your character window (I). The first Mastery level takes 10 million experience and every level after it a little more, so every track full is a long road even at the floor of the world. Titles mark the way, from the Practised at Mastery 10 to the Thousand-tempered at 1000. Mastery stays with you when Oswin rekindles you, and it does not count between players. See Mastery.
- The Book of Delvers. Who dug the deepest? Bram keeps the Book at Aldhearth's well: the deepest fifty of all time and the week's twenty, and the first of all to reach every band, every 100,000 rows and the floor of the world, and to slay each band's great one, told to everyone and kept forever. It is in the Journal's new Delvers tab too, and the deepest five are on the title screen. Every week the three deepest get a Delver's laurel from Bram by letter, to hang on a trophy mount or stand on its own. See The Delvers.
- Only depth on your own trail counts: walking, falling, swimming, climbing, digging or riding. A teleport that sets you down more than 64 rows below your best takes you off your trail (you are told) until you stand within 64 rows of your best again.
- Titles on the way down: the Delver (1,000 down), the Stone-deep (5,000), the Grey-walker (10,000), one for reaching every band (the Unburied, the Undrowned, the Unwound, the Unshattered, the Unburnt, the Unfaded, the Undimmed) and the Bottomless.
- Delve gates. One in every region, halfway between two towns, at 2,560, 5,120 and 7,680 rows down and just below every band's seal. Stand by one and it knows you. Press F at a gate, or open the map's Deep list, to travel to every gate that knows you, to the towns and to your stake, by the waystone rules.
- The Delver's stake. Buy one from Bram for 500 gold or make one at a workbench, plant it where you stand in the Deep, and travel back to it later. Only you can see it, and a new stake pulls up the old one.
- Sanctuaries. Beside every delve gate stands a quiet, lit hall where no Grown comes in, nobody fights and the bands' hazards cannot reach you. Its healing font makes you whole and washes off the hazards' marks once a visit (and at most every ten minutes), if you came down to it by your own way. Its keepers' counter sells a few things for the band and the day, dearer the deeper you go. Its boon altar offers you three boons and you take one: thirty-three of them, from Fireproof and Breathless to Glass cannon, Vampire, Second wind and Corpse burst, one gift at each depth's altars in a life. Your boon book is in your character window, with the pages of the Stillkeepers' book you have found. Two new titles: the Pilgrim (five altars in one life) and the Unbroken (all ten). See Sanctuaries and boons.
- Spellcraft. Wands are here. A wand holds spells in a row and casts them left to right: spark bolts, magic arrows, fireballs, bubbles, acid, chain lightning, digging bolts, bombs, light orbs, saw discs and rime needles, with modifiers that make the next one hit harder, fly faster, home in, bounce, pierce, burst, burn or soak what it passes, Double and Triple spells that cast several at once, and Triggers and Timers that carry one spell to where another lands. A wand is a weapon: the anvil's upgrades, your weapon temper and your skills all count, and between players it follows the sword's rules. Press Z to set your wands, in a town, in your own lit hearth's circle or in a sanctuary. Odile, Aldhearth's new wandwright on the crafters' lane, sells the first wands and the simple spells; her wandwright's bench makes better wands from each band's materials, and the Deep's chests, landmarks and great ones give spells and wands (every band's great one has a great wand of its own). See Spellcraft.
- Living matter. The bands are wetter and more dangerous: oil stands in the makers' floors, acid pools in the geodes and the Root, and toxic sludge lies at the bottom of flooded rooms. Oil floats on water and burns fast, sludge sinks and sickens, and acid eats stone, one block for each measure of it. Steam, smoke and toxic gas rise, gather under ceilings and fade: steam puts out fires, smoke takes the light, and toxic gas bursts into flame when fire or a spark finds it. Wet, oiled, burning, poisoned and shocked: you and the Grown carry these now. Wet things will not burn, oiled ones burn twice as long, and a spark runs through water and everyone standing in it. See Living matter.
- Glass flasks (at a workbench, 3 glass make 2): fill one where water, lava, oil, acid or sludge stands still, pour it, or throw it (aim farther away, at a Grown, or hold Shift): it shatters and splashes everyone near, about as hard as one of your own blows. To another player what you pour or throw is your blow, by your sword's rules.
- Oil barrels burst into burning oil, and powder kegs explode and set off the kegs beside them. The arc stone, a new emberwork part, sends sparks through the water, acid, sludge and metal it touches. Lightning strikes in storms, and a strike on open water shocks everyone in it.
- Emberwork that sees and counts. Eleven new parts: a watcher that gives a pulse when the tile it looks at changes, a tally stone that counts to its number, an ember dial that shows a warmth or a count, an ember scale that weighs one warmth against another or how full a chest is, far-bells that ring every ear of their tune across your circle, a hold stone that remembers, an hourglass of 5 seconds to 10 minutes, a sun-and-moon stone that knows whether it is day over Aldhearth, a dice stone, and hue lamps in eight colours. Wick teaches them in a fourth lesson for those with the title the Tinker (its reward is the title the Clockwright), and sells a logic kit. See Emberwork: logic and display.
- Emberwork machines. Nine more parts: the flame jet, the snare stone, the lure lantern, the belt (it carries drops and Grown, never you), the gleaner (it gathers the drops you could pick up), the sorter, the bellows (your furnace twice as fast), the harvester (it reaps and replants), and the blast charge (at an anvil, with 50 gold: it breaks what your pickaxe could, and a third of it drops for you). See Emberwork machines.
- The Rush. Kill quickly and every kill within four seconds of the last adds a step: 1% more experience a step, up to +30%. A counter on the left of your screen climbs with a rising note and flashes at 10, 25, 50, 100 and 250. Every kill that is yours counts, and your group's kills count for you when you fought them too. See The Rush.
- One line and one number. What your kills pay in the same moment comes as one line in the chat and one number over your head, instead of a line for every Grown. And the gold of your kills within reach goes straight into your purse.
- Beams of light. Rare, epic and legendary drops carry a beam in their colour, seen even in the dark, with a chime. A legendary drop is told to your group.
- More Grown deeper. In the bands they come thicker the deeper you go: more of them about you, bigger packs, bigger swarms.
- Wane tides. Deep in the bands, where delvers are, the Wane now and then rises like water: three waves of the band's swarms in three minutes. While a tide is on, its swarm Grown pay ten times what a band's swarm does. Everyone who fights gets event points, an Event Chest and the band's own materials, and the best three are named. See Events.
- Greyfall reaches the Deep: its Grown come at your own depth, and a Wane-lord can come out beside a delver.
- New guides in the wiki: The bands below and a page for every band, Might and temper, Mastery, The Delvers, Sanctuaries and boons, Spellcraft, Living matter, Emberwork: logic and display, Emberwork machines and The Rush.
Changed
- A bucket fills only where water or lava stands still (a pool, or where a flow comes from): a flowing tile gives nothing, and you are told so. A spout's bucket does the same. A Lava bucket sells for what the bucket is worth.
- Raids in the bands. A hearth's pull on the Grown stops growing at the Upper Deep's floor, and so does the Wane-amber a raid pays: a raid chest in a band pays in that band's own materials, and the band's great one may lend it a trophy. Raiders claw through a band's rock, never through its seal.
- Bombs no longer break cauldrons, beds, armor stands, weapon racks, aquariums, trophy mounts or spouts, nor anything in a place kept as it was.
- Crafting the Tunneller's pick, the Builder's ring and the Delver's lamp helm takes more labour: 12, 16 and 24.
- The Market's listings, a trade's offers, and a chest's and your vault's windows show a piece's +N and its power (Iron sword +4 · Burning Whirlwind).
- A sale's line counts the Crown of Aurelmark's cut, as the listing line does.
- Your gold is written with thousands separators (1,458,000 gold), and your life short once it gets big.
- The depth on your screen is counted from the row your feet are in, as the Book of Delvers counts it.
Fixed
- The Hearth road carried a murderer. It refuses a red name now, as waystones and lift stones do.
- Buried mythril and crystal in the Deep were shown as plain stone, which the Deep has none of, and so gave themselves away. A buried ore now looks like the rock it lies in.
- A great one of the Deep called its brood from the caves above; it calls its own kind now.
- The Deep's embersteel and voidglass ore count as ore for bounties.
- Greyfall's Grown no longer gather on the surface above players deep down.
- A plain copy of a weapon or tool could take on the upgrades of the one you carried (or had parted with), from a pickup, a trade, a chest or a raid's share. Your bag keeps one make of a thing now (see above).
Faster
- The Deep's land is made in half the time: its strata are worked out once, so walking and digging into new land deep down costs the server about half of what it did.
3 October 2026, the Emberwork update
Four rules change for everyone. Read these first.
- Flows dry up. Flowing water and lava are fed by where they come from. Take the feed away (scoop it up with a bucket, or put a block into it) and the flow dries up behind it, tile by tile, down a shaft and along the floor. Still water and lava (lakes, the sea, the Ember Sea, anything poured from a bucket) never dry up, and a flow is still a flow after a restart: it does not turn into new still water. See Fire and fluids.
- Water and lava never run into held ground from outside. A hearth's circle, lit or cold, and an old plot still lapsing keep to their own: water and lava from outside stop at the edge, and what is inside (the cave's own, or what you pour in your own circle) runs inside only. Water used to run into any circle, and lava into a cold one; lava poured in your own lit circle did not run at all.
- Lava burns things. Lava sets alight what burns beside it: wood and logs, planks, leaves, grass and flowers, vines, crops, wooden furniture, beds and doors, mushrooms, the Deep's lantern moss and glowcaps, and the wooden emberwork. Leaves and crops beside lava catch fire now instead of melting into it. A torch never burns, and a ladder catches only from a fire beside it, never from lava, so you can still light your way and climb past a lava pool. Fire never burns in towns, on the land the Hearth grows back around them, in dungeons, or on anyone's held ground (a hearth's circle, lit or cold, or an old plot still lapsing), and it never burns chests, stations, gates, the hearth or the defences.
- Lava you pour is your blow. For 10 minutes the lava you pour carries your name, and so does everything it flows into and every fire it lights. To another player it is your blow, by your sword's rules: with your PvP off (outside the Contested Wilds, unless they attacked you first) it does them no harm at all, and it never hurts your group; with PvP on it hurts them, marks you as a hit would, and a death in it is your kill (a murder, if they had PvP off). In your own hearth's circle it carries no name: it is your home's own, it burns whoever stands in it, a visitor it gets loses nothing, and nobody is marked for it. Your own lava hurts you as any lava does, and lava nobody poured is as it always was.
New
- Build into lava and water. A solid block (stone, dirt, planks, glass, brick, deepstone...) now goes straight into a tile of lava or water and takes its place, and lava and water count as something to build against: fill a lake from its middle, or lay a bridge straight out across a lava lake. Torches, doors, furniture, stations, gates, the hearth and the defences keep their own rules and never go into fluid.
- The bucket. At an Anvil, 3 iron bars make a Bucket. Right click water or lava with it to scoop up that one tile, and right click open air, a plant or a fire with the full bucket to pour it out again. Water on lava, or lava on water, makes basalt. The bucket stays in its hotbar slot, full or empty. On a phone ACTION says SCOOP or POUR, and a tap uses the bucket where you tap. Not in towns, not on someone else's ground, not in dungeons, no lava on the land around a town that grows back, and no lava within a tile of anyone (you too). What you pour is a build: on open ground it dries up 2 hours later, in your hearth's circle it stays. See Fire and fluids.
- Lava is fuel. A Lava bucket in a furnace's fuel slot smelts 12 items (charcoal smelts 8), and the empty bucket comes back to your bag as the lava goes into the fire, even while you are away.
- Fire. A burning block flickers for its time and is gone, with nothing dropped: grass and flowers about a second and a half, leaves 3 seconds, planks 6, wood 7, a log 9. Fire creeps a little to what burns beside it (most easily upwards) and dies out within four steps of the lava that lit it. What stands on a burning floor, or hangs on a burning wall, burns with it; a door burns whole, its lock with it. Standing in fire hurts (about 12 life a second, and armour does not help); Grown of fire do not mind it. Water, a Water bucket, a block put into it, or rain on open ground puts it out, and ground under the open sky does not catch while it rains. At most 600 fires burn in the world at once.
- Emberwork. Down in the Ember Sea the rock has ember seams: thin glowing lines of red. Mine one with an iron pickaxe for 2-4 ember dust (a Furnace also grinds an embersteel bar into 4). Lay the dust as emberwire and it carries warmth, a step fainter each tile, for 15 tiles. Give it warmth with a lever, a pull-cord, a pressure plate, a hearthplate (warm only under strangers and Grown in your circle) or a heartbeat stone (a pulse every 1 to 10 seconds); string a ward thread across a passage; carry it through walls in ember-veined stone; and think with it: a relay passes it on later and whole again, a grey latch turns it round, a toggle stone turns over on each pulse. It lights an ember lamp (as bright as the warmth that reaches it, and the cave around it like a torch) and rings a chime (25 notes; stone under it makes a bell, wood a marimba, metal a chime, glass a flute). Parts that point take warmth in at the back and give it out of the front; a Hammer turns them. A right click, F or a tap uses a part, and hovering one tells you how it stands. Parts connect only within one ground, never across a hearth's rim. A circle holds 400 parts and you may have 150 on open ground, where they fade after 2 hours like any build; a machine nobody is near sleeps until someone comes back. See Emberwork.
- Movers. A ram pushes the blocks in front of it one tile on when warm (up to eight) and holds them there with its head until it cools; a sticky ram pulls the first one back. Players and Grown in the way are moved along, never squashed: if there is no room, the ram waits and tries again. A drop-floor is a floor until warmed, then a hole, and never shuts on anyone. Lift stones come in pairs: link them (use one, then the other within a minute), put a pressure plate on each, and step on to be carried up to 4000 rows, the way a waystone carries you (3 seconds standing still, nothing may have hurt you for 10, no trade packs, never a murderer). And the wire reaches doors, iron gates and your hearth's defences: doors and gates open while warm, spikes sink and ward lanterns go dark while their wire is cold, and a ballista holds its bolts. Away from a hearth's circle no machine harms another player: a ram will not shove someone of another account into lava or fire, and a drop-floor will not open under them. See Emberwork.
- Spouts. A stone block with an iron muzzle that holds up to 64 of one thing. Give it a warm pulse and it acts, at most twice a second: it throws one out (anyone may pick it up), fires a ballista bolt at the Grown (never at a person), or pours a Water or Lava bucket into the tile in front of it, keeping the empty bucket, which scoops it back up on the next pulse. It pours only where a bucket of yours could. Right click it with something to put it in; with anything else, take it all back. If it breaks, what it held comes back to whoever filled it.
- Item chutes. A copper trough that moves one thing every half second from the chest or spout behind it to the one in front, and works your own furnace while you are online: down into it what smelts, from the side the fuel, and from below the bars come out. Warm, it stops. It only touches what you may open, and never a chest nobody has opened yet.
- Chest gauges. A dial that reads the chest or spout at its back and is as warm as it is full: 1 with anything in it, 15 when full (27 stacks of 64 in a chest, 64 in a spout). Put one down beside a chest and it points away from it.
- Grown-sense stones. Bone and stone round an ember eye: warm while any Grown is within 6 tiles, through walls too, and the eye opens and watches the nearest one.
- Your hearth is a part too. Lay wire beside it, and it is warm while a raid is coming and while it is fought, and cold when it ends.
- Wick the Tinker. Hild's apprentice has a workshop on Aldhearth's crafters' lane. He sells ember dust (a little every day), a starter kit and trial chests, and from level 5 he teaches emberwork in three lessons: light a lamp with a lever, open a door with a pressure plate, play a tune of three notes on chimes. The reward: gold, a heartbeat stone and the title the Tinker. See Wick the Tinker and trial vaults.
- Trial vaults. A trial chest goes down only inside your own hearth's circle. Fill its prize from your bag (things and gold), set what one share is, and build a puzzle round it: anyone who reaches it takes one share a day while the prize lasts, and you see who did. Reaching it is the trial: anyone but you has to stand within 2.5 tiles of it, with nothing solid between, and your levers and cords are pulled only in plain sight, so a lever sealed in your walls is not pulled from outside them. It cannot be dug or blown up; take it down from its window and it comes back to you with what is left. See Trial vaults.
- Visitors lose nothing. Fall inside a hearth's circle that is not yours and you lose nothing: no gold, nothing drops, a trade pack stays with you (it counts as made where you wake), and nobody is told they defeated you. Not for outlaws, duels, dungeons, the arena or events, which keep their own rules. So a trial vault can be as cruel as you like. See Death and the Hearth.
Changed
- F (USE on a phone) weighs the emberwork parts against everything else it uses. The part under the pointer comes first (on a phone, the one in front of you); otherwise the nearest thing wins, and on a tie the chest, station, door, bed or gate, as F always did. ACTION on a phone is for what you hold, never a part, and with a bucket in hand it is the bucket's alone.
- The Hammer's right click turns a part that points, a quarter turn at a time (on a phone, a tap with the Hammer in hand); its left click still takes back walls down.
- Lava and water as blocks (the admin menu's) are put only by admins now; everyone else carries them in a bucket.
Fixed
- Tap to place works on a phone again. A tap with a block in hand puts it where you tap, if it can go there (it dug instead); where it cannot go, the tap digs, as before.
- Far-away land stays asleep. A block, a bucket or a deed aimed far out of your reach is refused at once.
- The tables in the guides show as tables. The recipe tables on the hearth pages of the wiki were a line of pipes.
2 October 2026, the Underhearth update
If you have a plot on the surface, read this first. By the Edict of Ash nobody holds land under the open sky any more. Your old plot keeps its protection for 7 days from the update, and you have a letter from the Warden House about it. On the day it lapses your Land deed comes back by letter (or straight into your bag at your next login). From then on, what is built on the old plot fades 2 hours later, like anything else on open ground. Take your deed below the ground and kindle an Underhearth with it, and move what you want to keep into its circle before the week is out. See Homes and land.
New
- The Deep. The old floor of the world is gone. Dig past the lava and the ground goes on, a million rows down, in strata of 512 rows: The Ember Sea, The Hollow Roots, The Choir Caverns, The Still Dark and The Grey Fold, then the five again with a number (The Ember Sea II, and so on). Each is darker and harder, with its own Grown, ore and light. The Grown are your region's level + 10 at the old floor, one level more every 32 rows, up to 300. Every land has its own Grown of the Deep, and every stratum of every region has a lair with a great one asleep in it. Deepstone needs an iron pickaxe, embersteel and voidglass ore a mythril one, and abyss rock and Wane-grey stone the new embersteel pickaxe. New: embersteel ore and bars, the embersteel pickaxe, blade, helm and plate, voidglass shards and the voidglass lens (an amulet), and deep glowcaps that heal you and make you glow for 2 minutes. The HUD says where you are ("The Hollow Roots · 1,240 down"). See The Deep.
- Land is held below the ground: Underhearths. A Land deed now kindles an Underhearth: dig down, hold the deed and point at a spot within reach. The page draws the circle the hearth would hold, green where it can go and red where it cannot, with the reason ("Not under the open sky: the Edict of Ash.", "Too near the surface here.", "Too close to a town.", "It would touch another hearth."). Right click, then Kindle it. The hearth holds a circle 17 tiles across. Every tile of it must lie at least 4 rows under the ground of its own column, 24 columns or more from any town or port, out of the Skyreach and the dungeons, away from an open rift, and clear of every other circle. In it only you (all your characters), your group and your guild dig, build and harvest, and your friends if you let them. Nothing you build there fades, no Grown are born there while it is lit, no lair's great one wakes in it, lava stops at its edge, and no stranger's bomb or siege breaks anything in it. An account holds up to 3 hearths. Builds under the open sky still fade after 2 hours, as they always have.
- Ember cores (at a Furnace: a mythril bar, a crystal, 3 essence and 2 charcoal) kindle a hearth wider: hold one and right click your hearth. One core makes the circle 25 across (tier 2), three more 33 (tier 3), where the wider circle still fits the rules.
- Seeing land. The minimap rings every circle (gold where you may build, red where you may not); the world map flags your hearths with how deep they lie; walking into a circle tells you whose hearth it is and how deep, and the zone line says so too. The map's Your hearths lists each one (depth, tier, heat) with Friends may build and Give it up (click twice; the deed comes back). Digging your own hearth asks you first and does the same; nobody else can break it.
- Hearth raids. The deeper your Underhearth burns, the more it draws the Grown. A hearth less than 40 rows down is never raided. Deeper, once 20 quiet minutes have passed, a raid may start any minute while you (or anyone of the hearth) are online and near it: 30 seconds of warning ("The rock knocks…"), then 2 to 4 waves of Grown that claw their way towards the hearth, an elite in each, and a boss in the last wave of a tier 3 hearth or one with 800 Heat. Inside the circle they dig through ordinary blocks, never Hearthbrick, Ironbound blocks, iron gates, chests, stations, beds, the hearth, soil with a crop on it, or anything outside. A hearth has 800 life per tier. Held: a raid chest by the hearth, with a share (Wane-amber, deep loot, gold, bolts, sometimes a trophy) for each of the hearth's people who stood by it for 30 seconds of the raid; a share earned is kept even if you go offline, and what nobody takes in 30 minutes comes by letter. Lost: the hearth goes cold for 30 minutes and loses a quarter of its Heat; your claim and your builds stay. No result: nobody of the hearth near for 60 seconds, a hearth the Grown cannot get into at all, or a server restart. See Hearth raids and defence.
- Defences, placed only inside your own circle (the hearth feeds them), and none of them ever hurts a player: Hearthbrick (no raider breaks it), Ironbound blocks (nothing breaks them), the iron gate (a door raiders cannot break; the hearth's owner can always open it, list who may and take it down), hearth spikes (they hurt and slow Grown standing on them), the ballista (right click it with bolts in your bag to load it; it shoots Grown inside its own circle within 10 tiles), the ward lantern (Grown within 5 tiles are slowed and take a quarter more harm), and the alarm bell (it rings at the warning, and the hearth's people in the circle do 15% more harm). The hand bell calls the next raid now, once the 20 minutes are up. Wane-amber comes only from raid chests; it makes the ballista, the lantern, Ironbound blocks and a second ember core (at a Furnace: 6 Wane-amber, 2 iron bars and 2 charcoal).
- Hearth life. A lit Underhearth is a home now. Log out in its circle and you come back rested, as in a town. The map's Hearth road takes you to it by the waystone rules (3 seconds standing still, nothing may have hurt you for 30, no trade packs). A furnace in the circle smelts half again as fast, and furnace and cauldron work there takes two thirds of the labor. Glowcap spores (a Workbench makes 3 from a deep glowcap) take root on tilled soil in the circle, and nowhere else, and ripen into deep glowcaps in five minutes. Within 6 tiles of a fireplace there you heal 3 more life a second. All of it only while the hearth is lit, and only for those it lets in. See Hearth life.
- New pieces for your home: a deep bookcase, an armor stand (it shows a helm, a chest piece and boots), a weapon rack (a weapon, upgrades kept), a fireplace, a glowcap pot, an aquarium (a fish you caught, swimming), a trophy mount (a hearth raid trophy) and a hanging lamp; and seven wall hangings: a tapestry, a wall map, a wall shield, mounted antlers, a round window, a deep banner and a lantern string. Right click a piece that shows things with the thing in hand to put it on, and with anything else to take back what you put there. Each thing remembers who put it there: you take back only your own (the owner of the ground may take down anything). Break the piece and each thing goes back to whoever put it there if they are online and near, otherwise it drops by the piece.
- Story chapter III: Below the Well. Why can nobody hold the surface? Once chapter II is done, Oswin's menu has Chapter III: Below the Well, and the Journal (J) has its card. He reads you the Edict of Ash. Bram, the old miner, now sits at the well in Aldhearth's crafters' quarter (the gate warden who shared his name is Garrick now). Down in the Ember Sea waits the Founding Ember, close to wherever you came down, with three Ember-drawn Grown sitting on it. Set it in an Underhearth at least 40 rows down and the hearth burns at tier 2 at once, without an ember core. Hold that hearth through its first raid (while there are no raids in the world, kindling it is enough), and go back to Bram for his lamp, the last page and the title the Underhearth. Five pages wait where each kind of stratum begins. The chapter's things cannot be dropped, sold, traded or mailed, and losing one is never a dead end. See Chapter III: Below the Well.
- The dungeon box folds. A small arrow in its title folds it to one line: the dungeon's name, the time left and Leave. It remembers your choice in this browser, and on a phone it starts folded.
Changed
- A guild hall is a hearth. The leader stands in one of their own circles and presses Make this our hall in the guild panel; members travel there for 20 gold and arrive beside the hearth. The hall goes when its hearth goes out (a hall on an old plot stays until the plot lapses).
- Travel to your group never sets you down in a circle you may not build in: you arrive at its edge. A friend the owner lets build there arrives beside the member.
- Nobody is walled in. Push against a wall in someone else's circle and you are guided through to the first place you can stand past its edge.
- The rift line under the minimap is shorter, so it fits on one line: "Frost Rift Lv 40+ · 12 E 5 ↓ · 7m". Point at it for the whole sentence.
- The deed's tooltip and recipe say what it does now: it kindles an Underhearth below the ground.
- The land near a town still grows back, but only above the old floor. In the Deep under a town nothing grows back, and no hearth may be kindled there either ("Too close to a town").
Fixed
- No more boxes on top of each other. The dungeon box now stacks with the event, duel, fighting-pit and raid boxes (under it on a computer, above it on a phone held upright, under it on a phone held sideways), and the "whose hearth" banner sits under them all.
- The floor banner gets out of the way. On the isometric floors (rifts, the Lower Crypt) the name comes up high on the screen, under any box at the top, and is gone in 2.5 seconds instead of 4.
Faster
- The Deep costs the surface nothing. Your game hears of the Deep only once you can see into it, and someone digging far under your feet changes nothing for you.
- The zone line under the minimap is written only when it changes (it was written ten times a second everywhere).
- Hearths far away cost nothing. Logging in, making a friend or sending the list of hearths loads no land, and ballistas, spikes and lanterns run only for a hearth with a raid on or someone near it.
1 October 2026, the Living World update
New
- Fishing. Make a Willow rod at a Workbench (3 sticks, a plank, 2 wheat), hold it and right click water within reach (ACTION on a phone): a bobber floats there. Stand still; when it dips and REEL! shows, click (or tap ACTION) before the bar runs out. Too soon or too slow and it gets away; moving, a hit (poison does not count), climbing into a saddle, putting the rod away or losing the bait from your bag brings the line back empty. Every land has its fish, by the water's land and depth and by the weather: 19 kinds, and two legends (The Old King of the Mirelands, in the rain, never on willow; Aurel's Koi in the park pond inside Aldhearth). Bait (grubs from digging grass, or two wheat; Glowbait from a crystal and essence) brings bites sooner and the rare ones up; an Ironwood rod (Anvil) and a Starsilver rod (the Master Forge) do more. The land itself has ponds now: on the open surface of most lands, on some sky isles, and in the towns' ponds, rivers and harbours. The Bestiary window (B) has a Fishing log tab: every kind, how many, the biggest; every kind of a land pays a prize, and every kind there is makes you the Angler. The guide: Fishing.
- Cooking. Every Cauldron cooks now: a Cooking section in the crafting book (C) with eight dishes from fish, pumpkins, wheat, sunberries, bread, glowcaps, skybloom and essence ("any fish" takes the cheapest in your bag first, and never a legend), and a Furnace grills any raw fish. A dish heals at once and leaves you Well fed for ten minutes: hearty (life a second), lucky (fishing luck), strong-armed (mining), sharp (experience), stout (armor) or fierce (damage). One meal at a time: a new dish takes the old one's place; it runs beside the potion buffs, shows in the buffs row and is saved with you. See Weather and cooking.
- Weather. Every region has its own sky, changing every ten to twenty minutes: clear, cloudy, rain, storms with lightning, snow in the cold lands, sandstorms over the dunes, fog in the marsh and the Unlit Reach, ash over the Ashlands, and starfall over the Skyreach. Rain and storm bring fish up sooner and grow crops under the open sky; fog and sand close in around you. The icon by the minimap says what the sky does and when it changes (point at it, or tap it), and the Events window (H) shows the forecast for your region. It is the same for everyone in the region, and the server and the page work it out from the same clock, so nothing is sent. The towns are outside too: the same sky falls over their streets, lighter. Caves, dungeons and floors are dry.
- Mounts. Seven of them: the Meadow strider from Hale, the Stable master by the fields in the south-west of Aldhearth (600 gold, from level 10); the Dune lizard, Frost elk, Ember hound and Crystal stag, rare drops from the elites and bosses of their lands; the Cloud ray, which glides, from the Skyreach's great fliers; and the Pale mare from the raid. A mount item is used once, from the bag, to learn its mount for good; X (a round button on a phone) calls the one you chose, after a short call standing still, and X again gets you off. Riding is faster (×1.4 to ×1.8), some jump higher, the ray falls slowly, and everyone around you sees it. Out in the open world only: a town, a floor, a dungeon or a duel puts you back on foot, and the Skyreach takes only a glider. A mount will not swim or climb: water up to your chest or a ladder gets you off. Nothing is done from the saddle: an attack gets you off, and digging, building, fishing, cooking and using things wait until you do. The Mounts window (the menu, or Hale) lists them and chooses the one you call. The guide: Mounts.
- Duels. Right click a player out in the open world and Challenge to a duel. Accepted, a count of three (a blow with anyone else during it calls the duel off), then only the two of you can hurt each other, and neither of you can hurt the Grown, PvP on or off, even before a town's gate, and it marks nobody. Nobody dies: at one life the loser yields and keeps everything, and both get back the life they brought. No duel while either of you is still in a fight, never with an orange or red name, and never with a trade pack. A duel keeps to its ground: 25 tiles from where the count ended, it is off. It also ends when you are 40 tiles apart (the one who ran loses), when one of you walks into a town or leaves the game, or after three minutes (more life left wins). The same two can duel again a minute after the last. See Duels and the arena.
- The arena. Kestrel the Arena master, on the Grand Plaza of Aldhearth, takes names from level 5 for 1v1 and 2v2 (a group of two). Matched by rating and level, both sides are taken down into the pit, a round floor of sand with a ring of pillars: a count of three, three minutes, down instead of dead, the last side standing wins (at time, the side with more life left). Ratings move by Elo (start 1000) and the change is told; then everyone is led back up. Spar with a grey copy of yourself any time, for nothing. The Arena window (the menu, or Kestrel) shows the top ten of each mode; the season turns every Monday, and the best of each ladder who has fought 5 rated matches against 3 different fighters takes the title Champion of the Pit and 500 gold. The same two count in full twice a day, half up to five times, then not at all.
- Mail. Press U (or the envelope on the menu) for your letters. Write to any character by name at a mailbox: Ansel the Postmaster on the Grand Plaza, or any Trade Post. A letter takes a subject, a text, up to four stacks out of your bag and gold; postage is 5 gold and 2 a stack. What you attach leaves you at once (a +9 blade arrives a +9 blade) and is taken out at a mailbox, once, and nothing is lost or made twice if the server falls over in between. What the story or the raid gave you to carry stays with you: the post will not take it. You are told when a letter comes (with the window open it is listed at once), or on login; an inbox holds 50; what nobody claims in thirty days comes back to you, and Ansel burns a letter after sixty. See Mail.
- Achievements and titles. Press Y (or the medal on the menu): a hundred things worth doing in nine categories, with points, how far you are with each, and the ones you have. Some bring a title shown above your name (the Titles tab chooses it, or none), a few a little gold by letter (once each, for a first). Earning one shows a toast and a line in chat; a character from before is given what it had already earned on login, quietly. A boot on the line is no fish, and a letter to your own other character is no letter for the mail ones; 250 fish make you the Fisher. Every achievement and every title is on the wiki's Achievements and titles page.
- The White Hearth, the weekly raid. Wednesdays and Saturdays at 18:00 (Hearth time) the Hearth sends whoever will go, level 40 and up, into the first White Hearth at the heart of the Unlit Reach, where the Pale Queen keeps it. No ticket: sign up in the Events window (H) in the ten minutes before, and you are taken from wherever you are, up to twenty to a frozen hall of your level bracket. She grows with how many came. Cold cones, rings and a frost ring; at two thirds her Hollow-sworn come and the cold sets in: away from a lit brazier you freeze (a meter on your HUD, frost at the edges of the screen, it hurts and it slows), the three braziers gutter and go out, and a blow on one lights it again; at one third she is furious. Ten minutes, or she keeps her Hearth. The kill pays everyone inside 150 points and a chest, and once a week gold, 3 Pale shards and a chance at one of her four uniques (the Frostglass Blade, the Crown of the Pale Queen, the White Ember, the Mantle of the Last Hearth) or, rarely, the Pale mare. Captain Brand, Quartermaster of the Watch by the Keep ward in Aldhearth, sells the uniques for Pale shards. The first kill gives the title Queensbane. See The White Hearth.
- Story chapter II: The White Hearth. The story goes on past The Cold Light. Talk to Oswin once the ember is home: his menu has Chapter II: The White Hearth, and the Journal (J) has the chapter's own card with what to do now (Track puts it under the map). The ember goes to Maren, who has a page in Ysolde's own hand after all; three Frost-sealed letters come from Hollow-sworn couriers who walk the far regions for whoever is on the step (one letter a region, three regions; read them from your bag); the letters go to Aldith, Warden of the Binding, who stands at the Rime Hollow camp and whose sword is a door; through it lies the Cold Hall, a floor for you and your group of up to five, held by the Hollow-sworn and the Steward of the Second Crown. One door is one hall: step out and the door takes you back into the same one while it stands, and when the Steward falls his Seal finds everyone who went through on the step, in the hall or out of it. His Seal to Oswin ends the chapter (Oswin will take your word if the Seal is lost): gold, experience, the unique ring Ysolde's Warmth, the title Hearthbearer, and the truth of the white lights (the raid is the epilogue, never required). The chapter's things cannot be dropped, sold, listed, traded, banked, put in a chest or mailed, and an outlaw's death leaves them in your bag. See Chapter II: The White Hearth.
- Titles are shown above your name to everyone around you, in the open world, in the towns and on the floors. Achievements bring most of them; the fishing log, the arena, the raid and the story bring their own.
Fixed
- Food no longer claims to heal a share of your life (Bread read "Heals 4000% of your life"); a healing potion still says what share it heals, and a dish shows its heal and its meal.
- The help's list of keys matches the keys (I for the bag, T for trading, M for the map), and names J, L, N, H, X, U and Y too.
- The Events window's Today tab handles an instanced event with no ticket (it used to say "needs a undefined"), keeps itself up to date while it is open, and sign-ups to the instanced events survive a server restart in the minutes before.
- Called away mid-duel. An event or the White Hearth no longer pulls you out of a duel (and forfeits it): you are told it went without you, and your ticket is kept. A name on Kestrel's list waits while you are at an event instead of being struck off, and Aldith's door does not take a duellist ("Finish your duel first.").
- The duel box no longer covers an event's box: fought near an open-world event, the duel's box sits under the event's (on a phone, above it), and the pit's box under both.
- Starting over pays nothing twice. A character started over keeps its achievements and titles (and the letters in its box); its arena ratings and record start again at 1000, and a Steward's Seal owed to it is forgotten.
- A stranger's kill of someone else's errand (an Unsworn, the Pale Herald, a courier) gives experience and nothing else; the owner's own kill, and their group's, still pay in full.
- Far-away digs are refused at once. A dig or a cast aimed far out of your reach is simply refused.
- Names of the game's own people ("The Hearth", Ansel, Kestrel, Hale, Captain Brand, Brand, Aldith) cannot be taken by a new account or character, so nobody can pass for them in a letter.
Faster
- Dungeons open without a hitch. A dungeon is made while you are still reading its map, and a Wane rift's the moment the rift opens, so the world no longer stops for a moment for everyone when a run begins.
- A map read over and over does not slow the world. Reading the same map again while you are reading it does nothing, and a different map is not taken up within a second of the last one you began.
- The land under a dungeon is not made at all. A dungeon's slot (20 chunks) used to get the world's hills, caves and trees, only to be walled over: now it is a plain stone fill made in a moment.
- Crowded floors run smoother. A rift, an event floor or the raid with twenty players on it now costs the game about half what it did.
30 September 2026, midday
New
- Testers. An admin can make any account a tester (F9 > Players: Make tester, or by name in the Testers list there) and take it back. A tester can start and stop events, and nothing more: the Events window (H) gets a Start tab with every event, by kind, to start now or in 1 or 5 minutes (the instanced ones only in a while, so there is time to join), with Stop for what runs (it asks first) and Cancel for one started by hand that has not begun (whoever joined it is told). The same event cannot be started twice, while it runs or waits to start. Admins have the same tab. The role belongs to the account (all its characters) and stays over a restart; every start and stop is written to the server's log.
Faster
- No more stops for a moment. The land ahead of you is made before you get there (and at the far end of a waystone while you channel it), and the world's saves happen out of the way: arriving somewhere new, walking into new land and the saves no longer make the game stop for a moment.
30 September 2026, morning
New
- Events, every day, on the Hearth's clock. The line under the minimap says what comes next ("Next: Wane Pit in 8 min") or what is on, chat warns 10, 5 and 1 minute before, and a banner says when it starts. The Events window (H, or the calendar on the menu) lists the day by your own clock. Every kill in an event gives event points, doubled from a streak of 10 quick kills and tripled from 25, and the first of each kind each day also gives an Event Chest. See Events for all of it.
- Four instanced events, for everyone who joins with a ticket (made at a Workbench from bones, tusks, glass, crystal and essence, or bought for points), on floors of their own by level: the Wane Pit (odd hours: waves that keep getting harder), the Beacon Run (even hours: break the gate, smash the crystal, carry Aurel's Ember home), Last Light (every hour at a quarter past: a shrinking shard in the sky where you knock each other off) and the Wane Mirror (every three hours: walk a cart down a tunnel, then face grey copies of yourselves). At no life you are out, with no death and no gold lost, and if the server restarts in the middle of one, your ticket comes back to you.
- Five world events, out in the land for anyone who comes: Greyfall (the sky goes grey and Grown come three times as thick, some of them swollen and bursting, until a Wane-lord comes out), the Gilded Brood (golden Grown all over a hunting ground, named ten minutes before, each with a Gilded Coffer, then a golden dragon), a Warband (an Unsworn army at a frontier town's palisade: cut down its standard-bearers and warlord, or the town is sacked for an hour), Hold the Line (every evening at the Broken Beacons: keep three of five beacons burning, and everyone earns a fifth more for a day, or lose and the hunting grounds get tougher; if nobody comes at all, nothing changes) and A Dragon Wakes (every evening a bound dragon in a different hunting ground, its hoard shared by how much each of you did: at least 2% of the fight for a share).
- Tobias the Town crier, on the Grand Plaza of Aldhearth, sells for event points: tickets, jewels, Wanestones, Event Chests, and two wing dyes found nowhere else, Wane grey and gilded.
- The Goblin Hoarder: now and then out in the wilds, a goblin with a sack of gold that runs, spills gold at every hit, and gets away after about 25 seconds.
- Today's Rift: each day one kind of rift pays double (Crimson on Mondays, Frost on Tuesdays and so on, all of them on Sundays), and its floors have a lord of their own with a Wanestone for everyone inside.
- The Pedlar: an hour a day in one of the small towns, selling Sealed Boxes of gear for gold.
- The Crown of Aurelmark: Sundays at 20:00 the guilds fight over the throne of the old capital's ruins. The guild that holds it longest keeps the Crown for a week: a crown by its members' names, and a cut of the Market Board's sales.
Fixed
- Tests that depended on the lie of the land or the roll of the dice were made sturdier: a tree trunk where a test put its anvil, a slope under a wall builder, a Skyroot on a plot to claim, a dungeon floor that rolled few Grown. The two-browser test now calls the town's NPCs home before it talks to one.
Faster
- Big hordes run smoothly. Hundreds of Grown hunting one player no longer slow the world down.
- Swarms of small Grown, the kind events send by the hundred, are light on the world. They leave no body and no loot, and their kills are told together ("You cut down 14 Grown: +210 xp").
- Less to send. Your game gets less data in a horde, so a slow connection keeps up.
- Less to draw in a horde. Big fights draw faster, and the same sound no longer stacks into a roar.
29 September 2026, afternoon
New
- Homes: walls behind you, and furniture you walk through. Build the outside of a house with blocks as before, then fill the inside:
- Back walls go behind you and never block anyone: log, plank, stone and plaster walls, and windows (you see the sky, or the rock, through them). Hold a wall and right click where it goes; hold the right button and move the mouse to put up a whole row. A Hammer (Trade Post, or at a Workbench) takes a wall down again; a pickaxe does not.
- On the walls: paintings (four pictures), a banner, a wall clock that shows the real time, a mounted skull. They need a back wall behind them. A rug lies on the floor. The Hammer takes what hangs on a wall off first, then the wall.
- Furniture you walk through: tables (two or more side by side make one long table), chairs (they turn to the table next to them), bookshelves (they join into one bookcase), potted plants and candles (a candle or a pot can stand on a table or a shelf). Furniture stands on a floor, and falls if you take the floor away.
- A safe room: no wild Grown comes out in front of a wall you built.
- Walls follow the building rules blocks have: not in towns or on someone else's plot, not on the land the Hearth grows back, from level 3, and on unclaimed land they fade after 2 hours. Everyone near you sees them, and they stay after the server restarts.
- Your land, clearly. Every claimed plot now has a post with a flag at each end and a line along its ground: gold where you may build (yours, your group's, your guild's, a friend's who lets you), red where you may not. Walking onto someone's land says whose it is and who may build there. The minimap marks plots along its top edge, and the world map flags them.
- The map (M) lists your land: how land works, how far each of your plots is, a button to let your friends build there too, and one to give the plot up (click twice; your Land deed comes back to you).
- Land belongs to your account: all your characters may build on it and manage it, and an account owns up to 3 plots between its characters.
- Pets that fly beside you, as in MU. The bag has a pet slot. The Glimmer fairy (750 gold at a Trade Post) heals you a little and lights the dark around you. The Ember whelp hatches from a dragon egg (dragons carry one now and then, their elites and bosses more often): you hit a little harder, and it breathes fire at what you are fighting. Everyone sees your pet, in the open world, in towns and on the floors.
- The bestiary shows only the Grown you have met, and tells more the more you beat them: seen, studied (the first one beaten pays extra experience), hunted at 10 (some gold, and you hit that kind 5% harder), mastered at 50 (more gold, 10% harder, and its story). Studying every kind of a land pays a prize, and the bosses you beat are kept as your legends.
- Smarter Grown. They have to see you (or hear you close by) to come for you: a wall between you hides you. Lose one, and it goes to where it saw you last and looks around (a ? over it) before it gives up. You on a ledge out of reach: it finds a ladder nearby and climbs up to you, or waits below instead of hopping at the wall, and gives up after a while. A badly hurt one howls (!!) and its kin nearby come for you.
- Fighting on the dungeon floors (the 2.5D ones) shows where you hit. While a Grown is near, your reach lies on the floor in the direction you aim; every Grown your swing would hit has a gold ring under it (the same rule the server hits by, so what is ringed is what gets hit); the swing flashes on the floor; your character turns to face its swing, even walking the other way; and pointing at a Grown's body aims at that Grown, not at the floor behind it. With a bow, a dotted line shows where the shot goes.
- Things that rest on something drop when it goes, instead of floating. A workbench, furnace, anvil, cauldron, bed, door, plant or cactus stands on the block under it, or on something with a flat top (a workbench, a chest, a table: an anvil can stand on a workbench); vines, roots and stalactites hang from the block above; a torch or a lamp holds on to anything sturdy beside it (a block, a door open or shut, a station, a log, leaves) or to a wall behind it (under the ground, the rock behind a cave always holds one). Take that away and the thing pops off as an item: a door as a door, both halves; a flower or an urn as it would when broken; a furnace gives back what was smelting in it. Whatever rested on it goes too, down a whole vine. Taking a wall down drops the torch that held on to it, and digging out the floor under a rug drops the rug. A chest drops down to the floor below instead, whole, with everything in it, and still yours. What drops goes first to the owner of the land it was on, or else to whoever dug. You also cannot put one up where nothing would hold it (the page does not even try), and putting something next to an old build never knocks it down.
- Friends have a window of their own (N, or the heart on the menu), apart from the group window. A friend request waiting for you shows on its button.
- Friends need both sides. Adding someone sends a friend request; you are friends once they accept (it waits for them if they are offline). Removing a friend takes you off their list too. To keep it friendly: no new request to someone for 10 minutes after they said no (1 minute after you took one back), and 5 open requests at most.
- Chat commands:
/gor/grouptalks to your group (so do/pand/party),/guor/guildto your guild,/w name messagewhispers,/alltalks to everyone,/nto the people near you. A command that does not exist, or/wwith no message, sends nothing and says how the commands go. - Nearby talk. In the All tab you talk to the people near you (about 40 tiles), and their lines are grey. It is a chat setting, on to start with;
/alltalks to everyone once,/nto the people nearby from any tab,/w namewhispers. - Chat: it opens when the pointer comes onto it from any side; a line you have read on one tab is read on all of them, and your own lines are never unread.
- Movable windows (desktop): Settings, Interface, Move windows. Then drag the menu windows and the group frame by their titles; they stay where you put them. Put windows back puts them back.
- Mining like Terraria: the cracks in a block stay after you stop hitting it (they heal after about ten seconds), so you can come back and finish it, and every click is a full swing.
- A new character starts with a wooden pickaxe, first on the hotbar.
- For admins: No wear on a player's row in the admin panel keeps their gear from wearing out.
Fixed
- Grown went invisible now and then. Underground, a Grown that went out of sight behind rock and came back into view was moved on your screen but never drawn again: it could be right next to you, hitting you, and invisible. Its look was only sent again when another new Grown happened to come into view at the same moment. Now it always is.
- The bot check took ordinary play for a bot. A password manager filling in the login, the mouse wheel (the hotbar, a list), clicking one spot while mining straight down, switching to another tab right after a fight, a sword and then a bow, a Grown walking into a swing you were already making, starting to swing in a network hiccup, J to attack after touching the screen once, making the window bigger, and a long evening all counted against you, and could bring the warning that your play looks automated. None of them does now. What still counts is what a person cannot do: playing on in a hidden tab, a pointer that jumps across the screen to click (with no movement, or in a single step), snapping onto each new Grown faster than anyone reacts, and eight hours and more without a break. Scores the old rules gave are dropped.
- Friends allowed on a plot could build there but not harvest. They can harvest too. An account's characters count as one for crops and doors as well.
- Claiming land did nothing. Pressing Claim it at the top of the screen took the mouse far above you, and the claim went out of reach without a word; a plot a few steps away was ignored the same way. Now the plot you stand on (or right next to) is claimed, whatever the height of the mouse, and a plot too far away tells you to walk there.
- Guild mates could not build on each other's plots (their own page stopped them, although they were allowed). They can.
- In 2.5D, caves looked flat: the rock's back wall covered the top and side faces of the blocks. Caves and rooms now show their floors and sides.
- Leaving while dead brought you back where you fell with your life. You come back at the Hearth with full life again.
Faster
- Smoother in a crowd. Grown and players move smoothly again with many people about, and each player gets about 30% less data.
- The dungeon floors draw about twice as fast. That matters most on phones and weak graphics.
- An old page loads the new version by itself after an update.
29 September 2026
New
- Several characters to an account. An account can have up to four characters. The first keeps the account's name; every other one gets a name of its own, which nobody else can have. Each has its own level, bag, gold, skills, quests and place in the world. One plays at a time.
- Also check: a name that is already taken (another player's, or one of your own characters') is refused, and you are back on the character screen with the reason. A fifth character is refused.
- Also check: while one of your characters plays in one tab, picking any of your characters in a second tab takes over, and the first tab says it was replaced. Its Play here instead brings back the character that tab was playing.
- One vault for all your characters. The Vault in Aldhearth now belongs to your account, not to one character: what one character puts in, another can take out. Whatever your character kept in its vault before is still there.
- The vault keeps one record of upgrades for each kind of item. A piece with other upgrades than the one already in the vault cannot go in beside it, and cannot come out into a bag that holds one with other upgrades: otherwise one character's +9 sword would come back out as another's +2, or a plain one as a +9. The vault tells you when that happens.
- Wing dyes. The character creator no longer has a wing colour. Every new character's wings start pale, and you colour them with wing dyes. Characters made before keep the colour they picked.
- Ten dyes in five rarities: pale and ash grey (common, sold at every Trade Post; pale washes a colour back out), ember red, sky blue and moss green (uncommon), rose and dusk violet (rare), sun gold and nightshade (epic), and starlight (legendary: the wings shed a little light as they beat). The rarer the colour, the more dangerous the place where the Grown and the chests carry it; lair and dungeon bosses now and then carry starlight.
- Untrack a quest. The big quest box on the right can be closed: press the × on it. The Journal (J) has Track and Untrack on every quest.
- Weapons and wings on the 2.5D floors and in towns. In rifts, crypts and towns you now see the weapon in a character's hand and the wings on their back, your own and everyone else's, as in the open world. (What others see in your hand is what you really have: bank or sell it, and it is gone from your hand for them too.)
- The 2.5D view is the default in the open world. Settings, Graphics, 2.5D depth view switches it off, and that is remembered.
- Hunting grounds end in mountains and fog instead of a wall of bedrock. The fog thickens over the last tiles, and walking into the mountain tells you the cliffs are too steep.
- This page. The website's news links here, so you can see what changed and check it.
Fixed
- Stuck in the air after a jump. If the game stalled in the middle of a jump (a long frame, for example when you level up, or a slow computer or phone), the server could decide you were hovering and hold you in the air until it kicked you. Now you drop to the ground, and on a slow machine your character moves in real time instead of in slow motion.
- A new character could not get in without a refresh. Entering the world now always works: the connection is kept alive while you choose your look and watch the intro, and made again on the way in if it was lost.
- A reload put you back at the start with full life. Now you come back where you were, with the life you had (plus what you would have healed while away), also inside a town. Leaving in the open world still leaves your character there for a minute.
- Breaking a block did not show it cracking. The cracks show again, clearly and more and more as you dig, in the flat view and in 2.5D.
- Tools only swung when you pointed at something. Every tool (pickaxe, axe, hoe, anything) now swings wherever you click, like a weapon, with the same reach for hitting Grown. In 2.5D you can mine a block by pointing at its top or its side too, not only its front.
- Going into a town the first time froze the game for a moment. The town is now prepared in spare moments while you walk up to its gate, so going in is as smooth the first time as the second.
- The land near towns could heal and lock you in. Land you dug near a town grows back after a few minutes, but only once nobody is within 12 tiles of it, so it never closes over someone standing in a hole.
- Travelling to a group member pulled you out of a rift or a dungeon. A travel that was on its way when you went into a rift, a crypt or a dungeon is now cancelled ("The Hearth cannot reach you in here"), so you are never thrown out of it.
- Powerlevelling. The experience a Grown gives now depends on your own level: one far above you gives no more than one six levels above you would (a reborn counts as 20 levels more, as it does for damage). A fair fight a little above your level still pays a bonus.
- Two tabs. A page that loses its connection and gets back in on its own never takes the game from a tab you are playing in; logging in on purpose in a new tab does, and the old tab says it was replaced instead of fighting back.
- Told to wait a minute while going in (too many sign-ins from your network at once), you kept having to type your password again. Now your sign-in is kept: you are back on the character screen with the message, and can go in a minute later.
- Dungeons without stairs down. Now and then a scroll dungeon had no stairs down into its Lower Crypt. They always find a place now, and never where a lever, an altar, a gate or a trap stands.
- Switching language reset the phone buttons (the ☰ menu and the MINE/PLACE mode). Fixed.
- A jump pressed twice quicker than a frame was lost. Now it jumps.
- Reading a dungeon map could fail while your character swayed standing still. Fixed.
- On the 2.5D floors a quick click sometimes did not swing. It always does now.
- Rested: the bonus now matches the experience your gear adds, and the hotbar label says Rested.
- The far beacon (the Great Hearth seen from afar) stays on screen until it fades out.
- The Guild window greys out founding a guild outside Aldhearth, where the Guild Registry is.
- The wiki: headings keep their levels, and item icons are the right size.
Faster
- Much smoother with many players. With 80 players about, the world runs about three times lighter, and less is sent in a crowd; others still move smoothly on your screen.
- The home page and the wiki are cached: a second visit loads from your browser.