Update 50: Sept, Oct, Nov 2025

Hi all!

It’s been a few months since our last update. Apologies for that.

We jumped from the September playtest into the October stress tests, the November playtest, and then straight back into closed testing and prepping for Beta. In the meantime, we maintained normal Early Access and Module 1 production in parallel.

So, on the upside, there’s plenty to look at in this update.

If you’re on a slower connection, give the page time to download. There’s a decent number of images and gifs in this one.

We hope you enjoy it!

And again, thanks a ton for participating in the tests! We had an amazing time and look forward to getting you in and playing for good (I mention Beta at the bottom of the post).

 

November Playtest Overview

These numbers might be slightly off from other postings, as we’ve pulled GM/Dev accounts out of the data.

This playtest also included 1884 peak concurrent players. I just didn’t bother adding the graphic.

PnP complaints are just one of several items within GM Issue; overall it was very manageable

 

Character Art & Concepts

  • Weathered leather armor set added

  • Night Harbor cloth armor set added

  • Night Harbor plate armor set added

  • Wood Elf leather armor set added

  • Wood Elf cloth armor set added

  • New Elven helm

  • Fire Giant model added

  • Spectre model finished

  • New transparent LERP shader created

  • More Dervish versions added

  • Human skin textures touched up

  • New Zombie skins added

  • Worked on Dryad

  • A variety of Deep themed and future Module NPCs concepted

  • Gods concepted

  • Deep Elf, Dragon Crusader, and other armors and weapons concepted

Yes, we’re working on Deep Gnomes. More on that soon.

 

Animations

  • Wood Elves:

    • Several animated emotes (Cheering, bowing, waving)

    • Kneeling/Looting loop

    • Swimming death/drowning animation

  • Spectres:

    • Idle animation for both combat and non combat + twitches

    • Flight animation for several speeds

    • Scythe swinging attacks

    • Casting sequences

    • Death sequence

  • Updated Rat and Bat animations

  • Shark animations

    • Swim

    • Chomp

    • Die

  • Ogre:

    • New attacks

    • Butt-scratch!

  • New Dwarf and Goblin combat animations

  • Human combat animation updates

  • Bear sit animation

  • Mycothane:

    • Death

    • Idle

    • Run

  • Ratman casting animations

Environment Art

  • Continued Night Harbor finalization work (incl. props and texture work)

  • Continued work on Night Harbor’s High Point Terrace district

  • Vale of Zintar finalization work

  • Continued work in Scarwood

  • Continued Keepers Bight polishing, including a new Evershade Weald facade

  • Finalized textures in Grimtide Sanctum

  • Continued work on Fallen Watch (Early Access dungeon)

  • Lighting and prop work in Underdocks (Module 1 zone)

  • Small tweaks to Rothold (Module 1 dungeon)

  • Continued work on Fields of the Lost (Module 1 zone)

  • Continued work on Ail’vorith, the Deep Elf city (Module 1 zone)

  • A ton of concept work for Ail’vorith

  • Some Deep Gnome related concepts

  • Started blocking out the Great Cavern Sea (Module 1 zone)

  • Upgraded to Crest 5, and:

    • Reimplemented it throughout existing zones

    • Added new bioluminescent shader graph

    • Added new color mask and foam controls

  • Added storm clouds when it rains

  • Waterfalls now look more waterfall-y

  • New Herbalism nodes added

  • Added various armor sets as props

  • Step stools added for Gnomes (not for Goblins)

  • Signs and other 2D assets for Night Harbor

  • Added Fallen Watch/Plagueborn props

  • Added props for Fields of the Lost

  • Disenchantment table added

  • Classic furnishings updated

  • Added Elven furnishings

  • Faerie village props added

 

Audio & Music

  • New combat SFX

  • New boat SFX

  • New Dervish SFX

  • New waterwheel SFX

  • New long-distance bell SFX in the Night Harbor Customs House signals the boat to Keepers Bight

  • Water footstep sounds are now responsive to water depth

  • Entering/exiting water via jumping (or falling in) now triggers a splash sound

  • New ambience for Ancient Crypt

  • New tension music for all dungeon music playlists

  • Randomization with silence gaps applied to dungeon music playlists

  • New zone music for Grimtide Sanctum

  • New city music for Faelindral

  • Several adjustments to the perceived spatialization of SFX and ambient sounds

  • Shaded Bloom cellar creatures will no longer be heard above ground

  • Bug fix for duplicate zombie sound events

  • Bug fix for certain spell SFX retriggering

  • Bug fix for bow attacks triggering a slashing sound

  • Fixes for certain missing SFX on player and NPC races

  • New mix for all game audio

  • Audio slider settings now default to max for the new game audio mix

 

Design

Systems

  • Racial and class stat differences added to Character Creation

  • Halflings can now start in Faelindral (except Clerics and Paladins)

  • Housing implemented in Night Harbor’s market and Shallow Shoals

Traits

  • Hide now properly applies its effect and breaks when moving

  • Bribe is now resistible

  • Tracker trait is now available for Bards, Druids, and Rangers

  • Racial active and passive traits assigned

  • Infravision and Ultravision remain as Major Non-Combat traits

  • Researcher now grants bonuses to Research instead of Spellcrafting

Tradeskills

  • Shirts can now be scrapped

  • Copper plate and chain can now be scrapped into Copper Scraps

  • Chain and plate now scrap into the appropriate scraps

  • Basic crafted armor now scrap into the appropriate scraps

  • Hammer and Chisel is now used to scrap chain and plate

  • Fixed scrapping; all Tattered, Patched, Rusty/Corroded, Tarnished, and basic crafted armor/weapons should be scrappable

  • Can now craft Metal Bars with Metal Scraps and an Ingot Mold

  • Scrap quantity required to craft a Metal Bar reduced from 10 to 8

  • You can now scrap a Metal Bar for 4 Metal Scraps

  • Result of combining Bronze Scraps now creates 1 Bronze Bar instead of 2

  • Pruned several enchants from various slots

  • Removed shirt enchants

  • Fixed several improperly flagged items from being disenchantable

  • Adjusted which items fall under which Disenchantment tiers

  • All wood types can now be used to fuel a fire

  • War Lances (Two Handed Piercing) can now be crafted

  • Barding now requires Leather Straps of the corresponding tier

  • Basic weapons can now be scrapped

  • Arrows are now created in 100, 500, and 1000 quantities; 20 and 200 removed

  • Component count for 100 arrows set to the old 20 quantity cost

  • Research initial implementation (early)

Itemization

  • Torches, lanterns, and lightstones are now small size

  • Jewelry cost adjustments

  • Loot table adjustments for basic armor and weapons tiers

  • Loot table adjustments for humanoid dropped gems tiers

  • Torch recipe now creates “Handmade Torch"

  • Crude Torch renamed “Crude Handmade Torch"

  • Added basic armor and weapon drops to more NPC races

  • War Lances can now drop

  • Wasp mob drops tiered

  • Named itemization pass

  • First droppable ability added

  • Eltindra's Blessing potions are now self-cast only

  • Slam scroll added to the Inquisitor spell merchant

  • Fixed an unspecified named loot table

  • King Mahraad itemized

Content

  • Ancient Crypt respawn time lowered

  • Bone Construct ability adjustment

  • Almost all named spawns updated for combat balance and immunity flags

  • Fixed certain guards being set to the PvP version on the PvE servers

  • Grimtide Sanctum spawn/loot table adjustments

  • Fang Guard Keep spawn/loot table/ability adjustments

  • Ancient Crypt spawn/loot table adjustments

  • Sungreet Strand has had many additional camps added across several levels ranges

  • Sungreet Strand has additional itemized named mobs

  • Shallow Shoals population and itemization adjustments

  • New quests added to Shallow Shoals

  • Black Shoals Fortress populated and itemized, quests added

  • Scarwood population revamped and itemized, quests added

  • Tel Ekir level band adjustments

  • Tel Ekir population and itemization adjustments

  • The [redacted] quest was implemented (Note: It’s pretty cool and we can’t wait for you to find it!)

  • Bones' quest part 2 implemented for the Necromancer and Shadow Knight classes

  • Corrupted Leather Armor is now more rare

  • Fixed a Tel Ekir faction issue with Font Spirits

  • Goblin Wizard disabled (quest unlock planned)

  • Aggro range increased

  • Added over 100 new descriptive MUD actions across various zones

  • Added guard direction prompts to Faelindral

  • Revised & updated Night Harbor guard direction prompts

  • Added some new NPC aggro/death/kill dialogue

  • Grammar & style pass on all existing MUD actions

  • Additional quests added to Evershade Weald

  • Continued work on the Wood Elf class quests; 6 more added to be exact

  • Continued work on the NPC population of Faelindral

  • Certain Wood Elf guild NPCs have had their appearance updated

  • Faction work for the city of Faelindral and the class guilds

  • Unique factions added for the orcs, naiads, faeries, widow spiders, and spore druids in Evershade Weald

  • Itemization of named mobs in Evershade Weald

  • Corrections and improvements made to many Evershade MUD actions based on player feedback

General Abilities & Global Changes

  • Tracking added for Ranger, Druid, and Bard

  • Tracking is now a Skill

  • Buff times increased from 30 minutes to 60 minutes

  • Feign Death fail rate reduced by half

  • Most forms of Snare and Root no longer stack

  • Many cold-based spells now have Dispel tags set to Movement Speed effects

  • All pets now use Provoke instead of Taunt

  • All pet cast time increased to 10 seconds

  • Provoke threat reduced by half

  • Provoke cooldown increased from 6 seconds to 12 seconds

  • Feign Death crit fail chance reduced slightly

  • Slam tooltip fixed; new effect: stunning target 1 second when used from behind

  • Charm Beast, Elemental, Undead cast time tiering changed multiple times (flat 6s then 3/4/5/6)

  • Zombie pet now uses the Zombie Drain ability

  • Strike weapon damage increased from 100% to 110%

  • Added ability: Summon Cureberries

  • Added some initial researched abilities

  • Elementalist, Necromancer, and Beastmaster pet damage increased

  • Necromancer pet HP increased

  • Haste ability line attack speed buff reduced

Archer

  • Fixed an issue where Disengagement would not reduce threat

  • Added ability: Immobilizing Trap

  • Immobilizing Trap moved to Level 11

  • Added ability: Aimed Shot

  • Aimed Shot “execute” portion now implemented

  • Aimed Shot damage increased

  • Healing debuff portion fixed

  • Added ability: Caltrops

  • Added ability: Distracting Shot

Bard

  • No longer have Double Attack

  • Molto Allegro moved to Level 60

  • Molto Allegro attack speed reduced

  • Filled out Molto Allegro ability line with multiple ranks

  • Added ability: Frightful Screech

  • Added mez shout ability line

  • Added ability: Selstie's Aeolian Aria

Beastmaster

  • No longer have Double Attack

  • Pack of the Predator re-added (Strength bonus → Agility bonus)

  • Now has access to the abilities: Haste, Adrenaline, Rapidity

  • Added ability: Resource Guarding

  • Added ability: Command: Kill

  • Added ability: Rat Form

Cleric

  • Added ability: Oath of Freedom

  • Divine Protection renamed to Oath of Protection

  • Resurrection line XP returns improved

  • Added ability: Redemption

  • Added ability line: Healing Light

  • Supplication reworked with Fulfillment effect

Druid

  • Added ability: Nature's Respite

  • Touch of Life HoT stacks again

  • Added animal rez ability line (disabled via 100x mana cost)

  • Grip of Nature now castable on other players

  • Woodskin/Stoneskin/Steelskin/Diamondskin/Natureskin levels updated

  • Added ability: Tree Form

Elementalist

  • Filled out Blast of Air/Fire lines

  • Blast of Air updated (no longer silences, interacts with Backdraft)

  • Blast of Fire updated (Fire Vortex, Steam Cloud)

  • Added Blast of Water and Earth lines

  • Blast lines now share a cooldown

  • Added ability: Summon Arrows

  • Added ability: Firestorm Shield

  • Added ability: Summon Throwing Daggers

  • Added Summon Mallet/Staff/Trident/Wind Blade lines

  • Removed Summon Rusty Dagger and Conjure Cloth Bandage

  • Elemental Fury pet buff attack speed reduced

Enchanter

  • Charm cast time changed multiple times

  • Added spell damage absorb line: Spell Ward → Mystical Ward

Fighter

  • Rend weapon damage increased from 110% to 125%

  • Can now Critical Strike and Crippling Blow

  • Now becomes Berserk at low health

  • Merciless Assault adjusted

  • Frenzy Weapon damage changed

  • Frenzy and Shield Slam now use melee GCD

  • Battle Cry now a group buff

  • Battle Cry and Unnerving Shout cooldowns increased

Inquisitor

  • Added ability: See Invisibility

  • Re-added ability: Slam

  • Now starts with Slam

  • Purifying Blow reworked with new effects and damage

  • Mana Burn line buffed (faster cast, higher damage)

  • Dominate the Mind duration increased

  • Silence duration increased

  • Added ability: Mandate of Silence

  • Added spell damage absorb line

  • Now has access to Haste, Adrenaline, Rapidity

Monk

  • Mend applies 25% AC buff for 30s

  • Round Kick damage increased and now may reset Celestial Strike cooldown

  • Celestial Strike damage and cooldown adjusted

  • Clarified Celestial Vitality and Way of the Water tooltips

  • Stone Stance now has SFX

Necromancer

  • Pet HP and damage increased

  • Added pet attack speed buff line: Unrelenting Dead, Unyielding Dead, Inexorable Dead

  • Added ability: Aspect of Vampirism

  • Added ability: Summon Minor Lifestone

  • Gains access to Malady DoT line

Paladin

  • Supplication moved to Level 2

  • Added ability: Blessing of Sanctuary

  • Restorative Smite heavily reworked with new effects, damage, and finisher heal

  • Restorative Smite healing text fixed

Ranger

  • Removed ability: Pack of the Predator

  • Added abilities: Truestrike Aura, Whistling Shot

  • Special Ranger arrows line added: Fire, Ice, Nature, Lightning

  • Camouflage moved to Level 15

  • Woodskin/Stoneskin/Steelskin/Diamondskin levels updated

  • Added ability: Hearth of the Ranger

  • Use Elemental Arrows line renamed to Imbue Arrows versions

  • Added VFX to Imbue Arrows line

  • Truestrike Aura now provides Throwing skill bonus

Rogue

  • Increased Ambush's chance-to-hit modifier

  • Uppercut damage component removed

  • Evade and Swift Strikes now considered neutral and no longer break Stealth

Shadow Knight

  • Added ability: Grip of Shadow

  • Added ability: Shadow Strike

  • Grip of Shadow range lowered and now requires line of sight

  • Grip of Shadow and Shadow Strike no longer permanently silence

  • Shadow Strike bonus strike chance clarified

Shaman

  • Healing Spores line stacks again

  • Added ability: Bear Form

  • Rapidity moved from Level 44 to 40

  • Malady and Infectious Disease costs reduced

  • Irking Illness moved from Level 44 to 40

  • Virulent Virus moved from Level 60 to 52

Spellblade

  • Chilling Embrace duration decreased from 60 to 30s

  • Added ability: Spellblade Animation

  • Added ability: Infuse Weapon: Illumination

  • Illumination now properly stops when out of mana

Wizard

  • Now has a chance to land Critical Hits with spells

 

UI & Community and CS Tooling

  • Character state icons added

  • New Player Guide (Book) button added

  • Additional icons and UI elements added

  • Chat tabs were introduced with activity indicators

  • Filters can now be toggled from the Chat Settings menu

  • The Commands element can now be collapsed (for you minimalists)

  • Hardcore/ Self Found tags added at character select and an indicator showing if that character is dead

  • Launched the Community Hub

    • A new FAQ page has been added that’s easier to search

    • Known Issues page added that links directly to our (specifically flagged) GitHub issues

    • /Petition and /Bug reporting now accessible from here as well

    • Links to Roadmaps, Updates, and Development History info (pages to be revamped soon)

    • New Player Guide accessible from here

    • Server Metrics page (only shows public server info for now); more metrics/dashboards to come

    • Patch Notes (including Closed Testing notes) to be added soon

    • Playtest Results to be added, but then likely merged with Metrics

    • Policies page added, including updated Play Nice Policies

  • Extensive Customer Service and Dev support tooling added

    • We may show some of this off one day, but hopefully it’s mostly noticed via our petition response times

  • CS tooling made available as a Progressive Web App, because yes we do have phones and everybody poops

  • Started on Economy Reporting Dashboards to help us with analysis and automated flagging

  • New Character Creation flow mocked-up

 

Tech

Additions

  • Name tags are now obscured in darkness unless the entity is near a light source

  • Added support for diminishing returns on CC abilities

    • CC related buffs are part of DR groups; a buff must have a DR group for DR to be applicable

    • A buff with a DR group will only have DR applied in PvP contexts by default, with the option for designers to enable DR for the buff in PvE contexts

  • Added “Who" option to unit frame right-click context menu

  • Added support for breaking buffs on movement

  • Added /smile emote

  • Added some GM commands

  • Added “/camp server" and “/camp desktop"

  • Added confirmation dialog window for a player to accept a soulbind

  • Added chat channel for ability resists

  • Added No Teleport flag for items

  • Added right-click a hotkey to open skills window

  • Added a tiny cooldown for clicky items to avoid spam click abuse

  • Added NPC command to walk to another NPC

  • Bind MUD look command to “L" by default

  • Separated damage shield combat text into its own category

  • /tt now works when targeting player corpses

Ability Specific Work

  • Added initial version of the Tracking system

  • Added support for buffs that cause an effect when the entity receives healing

  • Abilities can now require a minimum or maximum health to apply their effects

  • Allow races and classes to automatically grant traits (racial and class passives)

  • Melee abilities now match their range to autoattack melee range

  • Added support for autoattack and ability critical hits

  • Mana Burn over time effects now cancel when the target runs out of mana

  • Add targeting support for ground-target abilities

  • Buffs can now affect autoattack critical hit rate

  • Archer Flare and Caltrops abilities and VFX support

  • Berserk and Crippling Blow implementation

  • Added Triple Attack skill for Fighters

  • Added Safe Fall for Monks, Rogues, and Bards

  • Added threat and explicitly check social aggro when yoinking NPCs

  • Added support for Archer's Salvage Arrows ability

  • Feign Death will now clear all aggro after 60s

Fixes

  • Numerous memory leaks plugged on both client and server

  • Several fixes for supporting Enchanting, poisons, etc.

  • Synchronize attack animations with target's response animation and sound

  • Starting locations are now data driven, allowing us to set the starting location for specific race/class combinations

  • Fixed wolf form showing erratically in the inventory window

  • Illusions are no longer cleared when zoning or logging out

  • Fixed an issue where player and pet models would sometimes not load at all during zoning

  • No longer autocast Hide when ensuring stances are active

  • Prevent Bard animations playing while harvesting or doing another casting animation

  • Better support for placing mobs on the ground in spawn volumes

  • Pouches and other belt slot containers now show as BAG BELT since they are equippable in either

  • Several fixes to ability targeting

  • Prevent Bard instrument bonus stacking

  • Prevent using /reload to bypass mez and fear effects

  • Fixed self-stacking of buffs provided by Elementalist pets

  • Harvest nodes can now despawn when their conditions are no longer met (such as night-only)

  • Damage shields never fire on self-inflicted damage

  • Polish to swimming kinematics and animation

  • Summoning a pet while swimming now works as expected

  • Scribing and Feign Death no longer cause you to fall through water

  • Fix “dead in water” animations not playing

  • Can camp while swimming

  • Prevent players from drowning while zoning

  • Work on zoning while swimming

  • Prototyping mechanisms for better pathing for swimming NPCs

  • Update swim detection to work better with Crest 5

  • Fixed damage shield abilities being considered as aggro-able damage for the purposes of PvP guard protection checks

    • This means a player who attacks another player or player pet which has a damage shield will be considered the PvP aggressor, the attacked player (or pet) will not unless they actually attack back

  • Fixed diminishing returns tracking buffs being shown via Sense Magic

  • Resend position updates to clients when the server receives a position from the client with a stale version

  • No longer allow emotes like /wave to a player name that is not visible to you

  • Fixed clicky items ignoring the required level in some instances

  • Fixed NoSnare and NoRoot flags not being respected

  • Fixed activating a hotkey for a torch or similar item by using the keyboard shortcut not working as expected

  • Fixed tab targeting not working sometimes

  • Fixed being able to heal an NPC's pet

  • Fixed order of faction/xp/level up messages

  • Fixed NPCs visually in the wrong spot for the client when they aggro from a platform directly above

  • Fixed NPCs getting stuck sometimes transitioning from water to land

  • Skip cast prediction when the target is out of range

  • Escaping the smart scribe book selection prompt no longer proceeds with scribing

  • Fixed Holy Resistance stat not showing up on item descriptions

  • Fixed Holy Damage not being counted as spell damage for spell damage reduction abilities

  • Fixed some issues that caused players to not be able to see each other on boats

  • Fixed other players doing run animations while on a moving boat

  • Fixed movehack false positives when riding boats

  • Fixed lights on boats culling strangely

  • Fixed null ref when using /reloadzone while a player is on a boat

  • Fixed buffs being cleared on /reloadzone and /reloadzone all

  • Fixed log zone entry to client ledger skipping because client was not created yet

  • Send a backup world position in EnterZone packet to use if the client hasn't spawned the boat for some reason

  • Send your pet's misses due to dodges, parries, blocks, etc. to CombatMissPet filter instead of CombatMissOther

  • Make camera smoother when riding moving platforms like lifts

  • Made some pet hit messages more consistent in their wording

  • Fixed others hitting your pet not going to the CombatHitPet channel

  • Fixed sending pet attacks to the appropriate channel when your pet hits another client

  • Removed the restriction to drop items if self found, and allow picking up items that you dropped yourself

  • Allow GMs to pick up bags on the ground, even if self found

  • Fixed some pieces of entity models not rendering at certain camera angles after the death animation

  • Smoothly transition wave size when the weather changes

  • Fixed pet attack not working for charmed NPCs that you can't see (invis)

  • Fixed icons of items in links sometimes not showing up

  • Fixed exception if you have a merchant interface open during a /reloadzone

  • Fixed the buy/sell button at the bottom of the merchant interface not clickable

  • Reduced network traffic due to merchant interactions

  • Reset the animator state on TorchHolder every once in a while so that it doesn't spam errors after too long

  • Footstep sounds now trigger on models that are close to you, even if your camera is not facing them

  • Allow self-found to pick up items on the ground spawned by the world, and coins that they dropped themselves

  • Fixed NPCs not prioritizing close targets when rooted

  • Fixed pet resist messages not going to the owner

  • Fixed pet mitigation messages using the internal instead of the client facing name for the pet, and updated NPC resist messages to include the name of the ability, similar to client resist messages

  • Fixed NPC jittering when the ground is far from the nav mesh

  • Increased the distance in which you can see an NPC's cast bar and spell visuals

  • Fixed NPCs returning to the wrong spot when they were supposed to go back home

  • Fixed an issue where NPC pathing would get stuck if their target point was too far from the nav mesh

 

In Closing

Thanks for checking out the update! Hopefully, you found a few things that piqued your interest!

We’re going to follow this update with another one detailing our latest thoughts regarding Beta and Early Access timing.

We’d like to get that out within the next week. Two weeks at the latest.

Now that this update is finished, we can get back to locking down remaining Beta/EA timing details and reviewing them with the team.

We appreciate your patience with everything!

As always, if you’re a fan of the project and want to support us, the best thing you can do right now is get the word out:

See you soon!

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Update on Beta Timing