Patch notes · Closed alpha · Windows & Mac

Every update, newest first.

Mythria changes almost every day. These are the notes from the game’s own Updates window: 73 updates since September 30, 2026. What you read here is what testers can play.

On this page

October 7, 2026

October 7, 2026 · Release 0.1.11

No more bouncing off walls

Running into walls, trees, fences and corners no longer throws you back and forth.

Fixed

  • Running into things: pressing on into a wall, a tree, a fence or a corner, sliding along one, or running over a low kerb kept pulling you back a step and jerking the view about. You now slide along smoothly, on foot and on horseback.
  • Caves and rough ground: running under a low cave roof, stepping off a ledge or going round a rock no longer pulls you back.
  • Tight gaps: a horse no longer slips through a fence between its posts, and jumping down between a bench and a wall no longer puts you inside the wall. You stop at the gap instead of being pulled back out of it.
  • Climbing is the same at every frame rate: a fast screen no longer lets you scramble up a cliff that a 60 Hz screen can't.

October 7, 2026 · Release 0.1.11

Your settings follow your account

Key bindings and settings are now kept with your account, so they come back on every computer you sign in on and after every update.

Changed

  • Key bindings and settings are kept with your account: keys, interface, combat, camera, sound, action bars, window places, chat size and minimap tracking, and each character’s bag layout and saved builds. They come back on every computer you sign in on, after updates and reinstalls, and each account keeps its own.
  • Graphics are kept with your account once for each kind of computer, so a laptop keeps its own beside a gaming PC.

Fixed

  • Settings were lost on another computer, in the new Mac app, after reinstalling, or after someone else played on the same computer. The settings you already have are kept: the first time you sign in, they become your account’s.

October 7, 2026 · Release 0.1.11

Spellbook and Talents in one window

Your spells and your classes' talents now share one window, with each class's painting behind it.

Changed

  • Spellbook and Talents are one window (P or N): your classes down the left, the chosen class's spells and talents in the middle, and on the right what the one you picked does, with the talents that change it. The class's painting fills the background.
  • A click picks a spell to read; double-click it or press Enter to use it. Talents are chosen with the button on the right.
  • Windows open where they belong: Character and Spellbook at the top left (side by side when both are open), your bags in the bottom right corner.

October 7, 2026 · Release 0.1.11

See as far as you like

Settings > Graphics (or F10) has four new sliders from 1 to 10: look across the whole province in full detail, or keep the view close for a smoother game.

Added

  • View distance: how far you see before the haze. At 10 you look across the whole province, and the farthest land now fades softly into the haze instead of ending against the sky.
  • Environment detail: how far the land, trees, rocks, buildings and gathering spots keep their full detail.
  • Ground clutter: how thick the grass and flowers grow, and how far out.
  • Character distance: how far away players, enemies, townsfolk and animals are drawn, up to 400 m.

Changed

  • Each slider follows your quality preset until you move it; its Preset button gives it back. The presets sit at 2, 4, 6 and 8, and 9 and 10 go past Ultra.
  • High and Ultra now draw characters farther (200 and 240 m), with buildings and gathering spots in full detail farther too. Low draws characters to 120 m.

October 7, 2026 · Release 0.1.11

The whole Veilreaper set, and your own body back

Every piece of the Veilreaper Regalia shows, the human male has his own body again, and he stands at ease.

Changed

  • Standing still with nothing in your hands, you stand at ease: upright, feet under the hips, arms loose at your sides. With a weapon or torch in hand you stand ready as before.

Fixed

  • Veilreaper Regalia: the shoulders, gauntlets and boots show on your character. They were left off, and the body's own hands and boots showed instead.
  • Human male: the head, neck and hands are part of the body again, the same in daylight and at night. The 0.1.10 body is withdrawn.

October 7, 2026 · Release 0.1.11

Horses and running

Horses' necks keep their shape, the buzzing snort is gone, and you run in quicker steps with your feet on the ground.

Changed

  • Running: shorter, quicker steps, about three a second, instead of long floating leaps that landed on the toes.

Fixed

  • Horses' necks no longer swell when the horse stands, gallops or shakes its head: the neck now bends along its whole length. Riding horse, warhorse, skeletal horse and mule.
  • Feet in the ground: feet no longer sink into the ground with each step when walking or running.

Removed

  • The horse's snort, which sounded like a fly buzzing. Horses still nicker and whinny.

October 7, 2026 · Release 0.1.11

Sit, kneel and lie down like a person

Sitting, kneeling and lying down now move naturally: down to the ground, resting there, and back up.

Changed

  • Sitting, kneeling and lying down now move like a person: down on to the ground, resting there, and back up again, instead of stiff hand-made poses. Sit is cross-legged; kneel rests a forearm on the raised knee.
  • Moving while you are down gets you up first, then away; your weapons come out once you are up.

October 7, 2026 · Release 0.1.11

Fog of war in watercolour

Unexplored land on your maps now lies under painted smoke that matches the parchment.

Changed

  • Fog of war now looks like the map: unexplored land lies under watercolour smoke painted in the map's own sepia, its edge billowed like a cloud bank, and the smoke zooms with the map.

October 7, 2026 · Release 0.1.11

New music for the open country

A second piece of music now plays out in the wilds, taking turns with the first.

Added

  • Evening on the Valeor, a slow piece for horns and strings, now takes turns with The Valeor Wilds in the open country away from towns. Either one may come first.

October 7, 2026 · Release 0.1.11

A smooth interface size slider

Dragging Interface size in the settings no longer makes the whole game lag.

Fixed

  • Interface size (Settings > Interface): the game no longer stutters while you drag it. Your bars and windows take the new size when the slider pauses or you let go, and the slider stays under your pointer all the way to 150%.
  • Reading text size follows its slider the same smooth way.

October 7, 2026 · Release 0.1.10

Veilreaper Regalia, fitted for battle

The human male and Veilreaper set have a more natural shape, closer fit and cleaner movement.

Changed

  • Human male has refined body and facial proportions, with relaxed hands and wrists while standing.
  • Veilreaper Regalia has fitted gloves, boots, shoulders, trousers and hanging cloth. The hood sits closer to the head, and its eye jewels glow green.

Fixed

  • Sleeves tuck inside the gauntlet cuffs and follow the forearms through grips, casting and running.
  • Hanging cloth follows the legs more naturally when sitting, kneeling and lying down.

October 7, 2026 · Release 0.1.9

Mythria on the Mac

Mythria now comes as a Mac app too: the same launcher and game, signed by us and checked by Apple, and it keeps itself up to date.

Added

  • Mythria for Mac (Apple silicon, macOS 12 or later): invited testers can download it beside the Windows launcher. Open the download and drag Mythria into Applications.
  • On a Mac, Control Command F or the green window button switches fullscreen, Command Q quits, and copy and paste work in the chat and sign-in boxes.

October 7, 2026 · Release 0.1.9

A complete regional adventure

Follow original stories through four regions, learn your craft, find company and establish a home.

Added

  • Regional quests tell 171 original stories and stages through level 30, with investigations, recovered supplies, deliveries, escorts, defenses and group finales. Tutorials, practice and repeatable activities bring the journal to 182 quests.
  • Your first home: six furnished starter cottages have working doors and rooms. The first eligible purchase costs 25 silver with four weeks of tax included. A Steward handles storage and optional automatic upkeep.
  • Earned epic equipment: Province Commendations from campaign milestones and the repeatable Defence Circuit buy class equipment in the blacksmith’s Rewards tab.
  • Saved builds let you name, preview and apply your talents and action bars. Healers can use mouseover and click casting; companions have quick commands on their frames.
  • Trading and buyback: exchange items and coins after both players confirm. Merchants keep your last 12 sales for 30 minutes. Protect important items with the Inventory Lock button.
  • Social tools: favorites, ignore, reports, activity listings and party ready checks make finding company easier. Guilds have descriptions, a daily message and officer permissions.

Changed

  • Enemy encounters use clearer spell warnings, heavy attacks, support casters and a two-phase Warboss. Open doors, walls, stairs and terrain now affect combat and navigation consistently.
  • Towns keep starter services available, pause neglect on quiet realms and scale rescues to smaller groups. Repeated occupations have bounded war levies.
  • Travel and crafts: bind at an inn to return, learn your first coach journey, follow fishing-school cues, preview craft quantities and compare upgrades before replacing an enchantment.
  • Comfort: interface and reading text can be enlarged. Separate alert volume, reduced flashes and reduced camera motion are available in Settings.

Fixed

  • Connection recovery retains your sign-in and resumes the same character with fresh game data.
  • Combat rules: equipment cannot create healing, shared Mana recovers once, backfires cannot leave a living caster at zero health, and enemy spells still work against companion tanks.
  • Quest and inventory safety: NPC contacts, delivery items and rewards are checked by the realm. Active quest supplies are protected from accidental sale or destruction, and private bags and wallets stay private.

October 7, 2026 · Release 0.1.8

The castle city of Arcenor

Arcenor Port is now a walled city rising from its moat to the castle on the hilltop, and the mountains wear their snow down every gully.

Added

  • Arcenor climbs in three rings of walls and blue-roofed towers to the castle. Cross the bridge over the moat to the front gate, come in by the north or south gate, or up from the port through the sea gate.
  • The high street winds up from the square inside the front gate, through the upper town's gate, to the castle yard.
  • The port below the sea wall has quays, four jetties, warehouses and the wright's workshop.
  • Arcenor's watch keeps every gate. The castellan, the harbourmaster, the crier and the market folk have news for travellers.

Changed

  • Mountains are worn into ridges and gullies, the great peaks come to a point, and snow lies in the gullies, lower on the high northern ranges.
  • The Arcenor coach now waits on the pass road outside the moat.

October 7, 2026 · Release 0.1.8

Quests, kept by the realm

The people of the province have work for you: quests you take from them, carry across the map and bring back, kept on the realm so they follow your character anywhere.

Added

  • Quests from the people of Dawnrest Abbey, Markstown, the Holloway Farmstead, the Valeor and Fort Cerive: seventeen to start, from the Marshal's first letter at level 1 to Gnashjaw at 18. Right-click or F on someone with a task: their window shows what they ask, what they pay and a pick where there is one.
  • The quest log on L (or the Quests button): what you are on, how far you are, and what to bring back to whom; follow a quest in the tracker under the minimap, or give it up.
  • Tasks for you show under a townsperson's name as you come near: who has a task, who awaits your return.

Changed

  • Kills count for the whole party near the kill, as experience does; blows on a training dummy count for the Trial of the Blade; things to bring are counted in your bags and taken when you hand the quest in.
  • Quest letters ride in your bags while the quest is yours and go back when it is done or given up.

October 7, 2026 · Release 0.1.8

Homes in the towns

Settlements are now homes in the towns and cities: a Steward sells them, and a home costs more the better its town is doing.

Added

  • Homes for sale: talk to a Steward (Alaric Pembrook, by Markstown's notice board) to see the homes for sale in every town and buy one. Shift+J shows your homes and what is for sale.
  • Town prices: a home costs 50 gold where its town is Normal, 25 where it is Struggling, 63 where it is Thriving and 75 where it is Booming. Bigger houses can cost more.
  • Several homes: you may own up to 5. Each has a weekly tax of 50 silver, paid at a Steward, and it goes to the home's town.
  • Companions at home: a home holds you and 4 companions, who ask no wage while they live there. What they bring in from their work goes into the home's store: take it at a Steward.

Removed

  • Land parcels: countryside land, home permits, building on your own land and roads to it are gone. Nobody owned any.
  • The messenger crow no longer buys land: it still carries orders to the companions living in your homes.

October 7, 2026 · Release 0.1.8

Armies retake fallen towns

A town the undead hold for two or three days is retaken by the army of the nearest main city, and its landholders who stayed away pay for it.

Added

  • Relief armies: when a town falls, the nearest main city still standing (New Estalon, Markstown, Fort Cerive or Argal) sends an army. It arrives two to three days later. Town Prosperity shows when.
  • The battle: twenty-four soldiers in their city's colours march in and cut down the undead and the Dreadlord, whether anyone is there or not. You can fight beside them.
  • War levy: when an army has to retake a town, everyone with a home there owes two more weeks of its tax at a Steward, unless they fought beside the army. It never costs you your home: you always keep at least a week to pay.
  • Rescue it first: adventurers who defeat the Dreadlord before the army arrives send it home, and no one pays anything.

Fixed

  • Town news reaches everyone: a town in danger, fallen or rescued now shows in the chat (these messages went to no one before).

October 6, 2026

October 6, 2026 · Release 0.1.7

Welcome to Mythria

Mythria brings a shared dark iron interface, new ways to travel together, and a launcher that checks before every new adventure.

Added

  • Guilds offer membership, invitations, a roster, and private guild chat.
  • Character emotes let you sit, kneel, bow, wave, and lie down through chat, the Emotes menu, or assigned keys.
  • Character Stuck returns you to an eligible nearby town or graveyard you have visited, with a cooldown.
  • The account shop is shared between the launcher and game. Token checkout and unfinished or unconfigured offers remain unavailable.

Changed

  • Mythria branding appears in the game, launcher, loading screens, shop, and Windows icon.
  • Dark iron colors now extend across the launcher, menus, settings, and shop.
  • Companions settle and rest nearby, use equipped mounts, and offer improved management controls.
  • Camera and interface controls, portraits, guild chat, and animated map fog have been updated.

Fixed

  • Play checks for updates before every new game launch. A required update or failed check keeps the game from starting.

October 6, 2026 · Client update

A world view that recovers

Graphics interruptions now pause movement and show recovery controls instead of letting you walk behind a frozen view.

Fixed

  • Graphics recovery restores drawing after a temporary graphics interruption. Movement and held keys pause until the view returns.
  • Rendering keeps trying after a single failed frame. Repeated failures show a Reload game button.
  • Portraits and previews restore the world renderer after a failed draw, so a character picture cannot leave the world drawing into the wrong place.

October 6, 2026 · Evening

Room for your companions

Stagecoaches carry five: you, your travelling companions, and guards in any remaining seats.

Changed

  • Coach guards fill the four seats beside you. Travel alone for four guards, bring two companions for two guards, or bring all four companions and travel without guards.
  • Companions following you ride inside and join you when you get out. Companions waiting elsewhere do not take a seat.
  • Ambushes still happen with a full companion party. Mixed parties fight together, with companions helping the guards.

October 6, 2026 · Afternoon

Guards on the road, fairer fights

Three guards travel with your caravan, and elite fights leave more room for an unexpected extra enemy.

Added

  • Caravan guards climb down with you and fight ambushes of three to six bandits. Fallen guards stay down until the encounter ends.
  • Graphics & Video offers quality presets, frame limits, render resolution, shadows and fullscreen controls. Open it with F10.

Changed

  • Enemies deal 25% less damage. Elites have less health, damage and armor: one elite plus one ordinary enemy of your level is a dangerous but winnable pull.

October 6, 2026 · Afternoon

A proper coach ride

Drivers hold their reins, and passengers climb through the side door at both ends of the journey.

Changed

  • Coachmen hold two visible reins connected to the horse’s bridle. Their hands, shoulders and head follow the ride and turns.
  • Boarding uses the running-board steps and a hand on the doorway. Your character disappears inside the cabin before the door shuts.
  • Getting out opens the door and lets you climb down at your destination, after ending a ride early, or when bandits stop the coach. The horse waits until you are on the road.

Fixed

  • Passengers no longer show through the back of a moving coach, with equipment and torch effects hidden inside too.
  • Ambushes give you time to finish climbing out before the raiders engage. Cancelling halfway through boarding backs you down from the step you reached.

October 6, 2026 · Afternoon

Climb aboard the stagecoach

Coach wheels turn, the carriage rocks with the road, and you climb inside before setting off.

Changed

  • Boarding: the side door opens, you step up into the cabin and take your seat, then the door closes and the horse sets off. Climbing back aboard after an ambush works the same way.

Fixed

  • Wheels turn with the distance travelled and stop when the coach stops.
  • Carriages bounce and sway on their suspension as they travel, carrying the driver and passenger with them.
  • Drivers sit in the middle of the front bench. Passengers ride inside the cabin.

October 6, 2026 · Morning

Pictures for the new materials

The new materials, what they make and the better bows have painted pictures now.

Changed

  • Painted pictures for the new materials and what they make: gold and starfall ore and bars, radiant shards, yew logs and elder heartwood, duskroot, wolfsbane and Mother's Tear, the three new fish, lurker chitin and troll hide and leather, the new potions, bandages and packs, the gold signet and the starfall tools.
  • Bows: the Birch Shortbow, the Oak, Beech and Yew Longbows and the Blackpine Warbow, and their recipes, have painted pictures too.

October 6, 2026 · Morning

The coaches get their coach

The coaches between the towns are real coaches now, pulled by draught horses.

Changed

  • Coaches: the farm wagon is gone. Each coachman's coach is a green-and-oak coach with luggage on its roof, pulled by a big bay or grey draught horse in harness. You ride up on the box beside the driver.

October 6, 2026 · Morning

Mountains and woods on the maps

Mountain ranges on the maps follow the land, the woods are drawn as real trees, and the maps keep up with builders as they work.

Added

  • Fountains, wells, statues and market stalls are drawn on both maps: the towns' own and those builders put down.

Changed

  • Mountains on the maps stand along the land's own ridges: the great snowy peaks on the high crests, lesser ones down the sides, open valleys between, each shaped its own way. The woods stop at their feet, so no trees are drawn on the mountains.
  • Trees on the maps are drawn as little trees: leafy crowns lit on one side and shaded on the other, on their trunks, with dark pines, pale birches and bare dead trees among them.

Fixed

  • Towers and lighthouses put down with the world editor were drawn on the maps as house roofs.

October 6, 2026 · Morning

Epic class sets

The first of the classes' level-30 epic armour and a cloak slot, and the Character Studio fits armour now.

Added

  • Full sleeves: an epic chest piece covers the arms down to the wrists, under the gauntlets.
  • Cloaks: a cloak is worn in the Back slot of the character window C. Each epic set has its own; the Siegebreaker Dreadplate's oxblood cape is the first one made.

October 6, 2026 · Morning

A new look for the interface

Every window, bar and button has a new painted look: black windows in steel borders, stone title plaques and gold lettering.

Changed

  • Windows are solid black inside a thin steel border with rivets at the corners, each title on a stone plaque in gold. The speckled grey backgrounds are gone.
  • Lettering and buttons: labels in gold and values in white, in a new typeface; red buttons with gold rims, a gold bar on the chosen row of a list, and small silver diamonds on the sliders.
  • The minimap is round, in a worn gold ring, with the zone's name on a dark bar above it and the clock in a small box below. The world map wears the same border as the windows.
  • The action bar sits on a stone plate with a gold griffin at each end.
  • Portraits sit in gold rings, with names and health bars in dark boxes. Tooltips have a thin silver edge, and the chat is a soft dark box with its tabs above it.
  • Sign-in, character select and the game menu match: red buttons, stone plaques and gold-ringed portraits.

October 6, 2026 · Morning

The maps, redrawn

The minimap and the world map are drawn as an old hand-drawn map of the province, on parchment in ink.

Changed

  • Both maps show the land the way the old maps of Middle-earth do: drawn mountains and hills, woods of little trees where the woods really stand, inked shores with ripple lines out to sea, rivers and roads in ink.
  • Towns and buildings are drawn into the map: every house as its roof, walls as stone with their towers, bridges and jetties as they stand, and what builders and settlers raise shows up the same way.
  • The world map is much bigger, nearly the whole screen, and opens a little farther out.
  • Names no longer pile on top of each other: the map leaves out a name that would cover another, and shows the smaller places' names as you zoom in. An area's level range shows once you're closer.

October 6, 2026 · Morning

Explore, track, master

The maps start in fog and fill in as you explore, enemies and gathering spots show only when your skills let you track them, and every gathering skill and profession now levels up to 100 with perks along the way.

Added

  • Fog of war on the world map and the minimap: walking uncovers the land around you, and entering a town, camp, mine or ruin for the first time uncovers all of it ("Discovered"). The big wild regions fill in as you walk them. What you have explored follows your character to any computer.
  • Tracking: enemies, animals, ore veins, herbs, crops and the rare old trees no longer show on your maps until a skill lets you track them. Find Ore (Mining 5), Find Herbs (Foraging 5), Timber Sense (Felling 35), Track Beasts, Track Humanoids and Track Undead (Hunting 5, 25 and 45). The magnifying glass at the minimap's bottom left turns each one on or off.
  • Skill levels to 100: Mining, Felling, Foraging, Fishing, Skinning, Hunting and every profession now have levels. Each piece of work fills a bar (harder work fills it faster, easy work not at all), and a full bar is the next level. A small bar over your cast bar shows what each piece earned. Mastering a skill takes a good few hours of work.
  • Perks every few levels: work faster, double finds, veins and herbs that stay for another go, rarer finds, a pick that bites harder ore, fish that bite sooner and get away less, arrows that aren't used up, and for crafters a chance of one more and of materials back. The character window (C, Professions) lists each skill's level, its bar and its perks.
  • New materials for the high levels: gold and starfall iron veins, old yews and elder heartwoods, duskroot, wolfsbane and Mother's Tear, steelhead, sturgeon and swordfish, lurker chitin from the Web Maw lurkers and troll hide from the trolls, with radiant shards as a rare find.
  • New things to make from them: the Gold Signet, starfall axe, pick and skinning knife (the fastest tools), the Yew Longbow, two big packs (12 and 14 slots), three potions, three bandages and four stronger enchantments.

Changed

  • Professions now go to 100 (they went to 150). Blacksmithing's recipes moved with it, and every blacksmith's skill went two thirds as far, so you can make exactly what you could before.

Fixed

  • The Yew Longbow in your hands is a longbow like the oak, beech and blackpine ones (it showed as the short hunting bow).

October 6, 2026 · Morning

Coaches between the towns, and bandits

Ride a coach from town to town, and watch out for bandits on the roads.

Added

  • Coaches: a coachman waits with his coach by the road just outside Dawnrest Abbey, Lonesome Oaks, Markstown, New Estalon, Fieldsop, Northpass, Fort Cerive, Argal and Arcenor Port. Talk to one and his map shows the towns: pick one to see the road there, how long the ride takes and the fare (the farther, the dearer), then ride. The coach drives you along the main roads, and others see you go by in it.
  • Getting off: press Space or Get off to step down anywhere on the way. The fare is not given back.
  • Bandits: on the long roads bandits sometimes lie in wait. They stop the coach and you are out on the road with them. Beat them, then press F by the coach and it takes you on; it waits a few minutes for you.
  • Bandits on foot: now and then bandits fall on travellers on the main roads outside the towns (level 5 and up), rarely. They come at your level, more of them as you grow (a captain leads them from level 15), carry far more coin than most foes and sometimes a potion, a pouch, a weapon or a rare pack. Outrun them and they give up.

October 6, 2026 · Morning

The smith at work, and the town's own sounds

Argus works round his smithy, and a town sounds like the people in it.

Added

  • Argus at work in Markstown's smithy: he heats the piece in the forge and pumps the bellows, hammers it on the anvil with sparks flying, quenches it hissing in the water barrel and lays it on the bench, every sound as he makes it. Talk to him and he comes to the anvil and turns to you.
  • Townsfolk standing talking murmur now and then, and drinkers clink their mugs, heard only near them.

Changed

  • A town's background sound is only a far-off crowd now: the merchants, carts and a smith hammering somewhere no longer loop in it. A forge's fire no longer rings with hammering of its own.

October 6, 2026 · Morning

Horses rear up

Jump on horseback while standing still and your horse rears up on its hind legs.

Added

  • Rearing: jump (Space) on horseback while standing still and your horse rises up on its hind legs, strikes at the air with its forelegs and neighs at the top, then comes back down. Players near you see and hear it. Ride off and it comes down at once.

Fixed

  • Horses' hindquarters: the rump no longer sways from side to side as a horse walks; only its legs and tail move.
  • The mule and the skeletal horse: when they swished their tails, the whole back end swung with them (the mule's rump and packs, the skeletal horse's cloth). Now only the tail moves.

October 6, 2026 · Morning

Arms on horseback

Riding, your arms rest at your sides.

Fixed

  • Riding: your elbows were tucked in against your belly. Your arms now rest at your sides, your fists closed tight on the reins where you held them. On a warhorse, mule or skeletal horse your hands sit in the same place.

October 6, 2026 · Morning

Companions: gear, talents, homes and more

Your companions can now wear what you give them, learn talents, live on your settlement and work there, run errands, and camp with you.

Added

  • Talk to a companion (right-click them or their frame) for five tabs: Info, Gear, Talents, Home and Errands.
  • Gear: give them weapons and armour to wear, slot by slot, in place of their own kit, and things to carry in their pack (8 stacks). Click anything they have to take it back.
  • Horses: give a companion a riding horse and they ride with you when you ride. One without a horse still heads back when you ride off.
  • Talents: a point every level, into the same nine trees as yours. They fight as the tree with the most points, and each tree gives them three moves of their own at 5, 12 and 20 points (Challenging Shout, Shield Wall, Renew, Firebolt, Volley, Backstab and more). Two trees at level 30 make a final form.
  • Traits: every sword for hire has two, from Brave, Tough and Diligent to Greedy, Drunkard and Coward. They change their wage, how they fight, how they work and more.
  • Loyalty: it grows with time together, wages paid and gifts of food (Give food). A fond companion asks 10% less, a sworn one 20% less and fights a little better. Unpaid, a loyal one stays a day on trust; at no loyalty at all they leave.
  • Homes: give a companion one of your settlement's homes (one stays yours). They ask no wage, and when they aren't with you they live there, walk about before their door and fight off foes that come near.
  • Work at home: a housed companion can chop wood, mine, fish, hunt, gather herbs or train. Give them the tool for it. What they bring in goes to your storehouse, or the chests in their home, and they gain experience. A classless companion is best at their own trade.
  • Errands: send a companion away for 1, 2 or 4 hours to gather materials, hunt, scout or make a supply run, or have them haul their pack to your storehouse. They come back with goods in their pack and experience; a long errand can leave them hurt for a while.
  • Quest companions: three people ask for your help: a man in debt at Markstown's Tipsy Griffin, a prisoner of the Scarfang gnolls, and a wounded scout by the ruined tower. Help them and they join you for no wage at all.
  • Night camp: Make Camp (right-click a companion) lights a campfire where you stand. Everyone by it heals quickly, and a camp cook makes a stew that leaves you Well Fed.
  • Chatter: your companions talk now and then: when hired, when they level up, after a hard fight, in a new place, round the fire, and to each other on the road.

October 6, 2026 · Morning

Fights worth fighting

Foes take longer to bring down and hit harder, and every specialization levels at about the same pace.

Changed

  • Foes of your level last about 15 seconds at first and 20 from level 10, and a fight costs about a third of your health, as in the old days. Two at once is a close thing, and an elite needs everything you have, or a friend.
  • Every specialization, alone or paired with a second, now gets through a day of fighting at about the same pace from level 5 to 30. Some hit harder than before and some softer.
  • Mana comes back faster in a fight (5 a second, was 3).
  • Divine Ward can be cast every 20 seconds (was 12).
  • Town guards fight foes as they did before: they still make short work of anything that wanders into town.

Removed

  • The wind in the hills: the steady rush of wind (it sounded like static) no longer plays over the hills, in the mountain passes or on Wolfsguard Bridge.

October 5, 2026

October 5, 2026 · Night

Swords for hire

Hire up to four companions to walk and fight beside you.

Added

  • Swords for hire wait in every town (by the guards) and along the main roads. Right-click one to see their level, what they do and their daily wage, and to hire them. Some follow one of the nine trees and dress for it; the rest are classless, with a trade.
  • Companions follow you, fight what you fight and stand up to whatever attacks you. Tanks draw your foes onto themselves, healers mend you, archers and casters fight from a distance. They earn experience from their kills and level up (their wage goes up with them).
  • Wages: hiring pays the first game day. Each game day after that, the wage (about 1 silver per level) comes out of your purse. If you can't pay, they leave. The wage clock stops while you're logged out.
  • Orders: click a companion to target them, then right-click their portrait (or their frame on the left of the screen): Follow Me, Stay Here, Go Back and Wait, Dismiss. A dismissed companion goes back to where you found them, and anyone can hire them there; to have them again, you'll have to go find them.
  • Knocked down, never killed: a companion beaten in a fight lies where they fell until you help them up. Left too long, they limp back to where you hired them.
  • Horses: ride off and a companion on foot can't keep up. They head back to where you hired them; fetch them there.
  • Companions are marked: a gold shield with crossed swords beside their name, and whose companion they are under it. A sword for hire has a gold coin beside their name instead.
  • Parties hold 5 in all, companions too: two players with 1 and 2 companions can group, but with 4 each you must send some home first.

October 5, 2026 · Night

Your money in your bags

Your money moved into your bags, the bottom right is tidier, and the experience bar holds still.

Changed

  • Your money is no longer on the screen: open your bags (B) and it is at the foot of the Inventory.
  • The menu buttons at the bottom right are now exactly as wide as the row of bags above them.

Fixed

  • The experience bar no longer grows when you point at it, which pushed the action bars up and down. Its numbers still show in it.

October 5, 2026 · Night

Jumping on horseback

Your character stays quiet when you jump on horseback, and your horse whinnies now and then instead.

Changed

  • Jumping on horseback: your character no longer grunts. Every few jumps your horse gives a short whinny instead. A mule brays, and a skeletal horse gives its hollow neigh.

Removed

  • The flies' buzz: the flies round skeletons and zombies no longer buzz. You still see them.

October 5, 2026 · Night

The whistle for your horse

Calling your horse makes a sound now.

Fixed

  • Calling your horse (H) showed the two-finger whistle but made no sound. You hear the whistle as your fingers reach your lips, and players near you hear it too.

Removed

  • Crickets on the menus: the sign-in, character and loading screens play only the braziers' crackle and the music.

October 5, 2026 · Night

Sounds go with their things

Things builders take away or move no longer go on making their sound where they stood.

Fixed

  • Taken-away banners in New Estalon no longer flap where they hung. A flag, windmill, watermill, loom, forge, beehive or boat that builders take away is silent, one brought back is heard again, and one moved is heard from where it stands now.

Removed

  • The passing bee: the sudden buzz of a bee flying past you now and then in the woods.

October 5, 2026 · Night

Running with a bow

Your bow arm swings like your other arm when you walk and run, with the bow in your fist.

Changed

  • Carrying a bow: walking and running, your bow arm swings just as your other arm does, elbow bent, with the bow upright in your fist beside you, tipping with your arm. It used to hang straight and trail behind your hip. Standing still, the bow is held level at your side as before, now pointing straight ahead.

Fixed

  • Your bow no longer passes through your leg when you stand, walk or run.

October 5, 2026 · Night

Hats

Your head and neck look right under a hat again.

Fixed

  • Hats: under a straw hat or a kettle hat the back and sides of the head were squashed flat down to the shoulders. The head keeps its own shape now.

October 5, 2026 · Night

Sounds from where they are

Water and dripping sounds now come only from water near you, and builders can set how loud each kind of thing is.

Fixed

  • The abbey's fountain was heard all over its headland, up to 180 m from the abbey. Its courtyard's sound (the fountain, the birds in its trees) now plays only inside its walls, and its bell rings from the church tower.
  • Water and drips come only from water near you: the harbour's water in Arcenor by the sea, the marsh's by its pools, a mine's drips down in its tunnels (not on the open ground round it), the Sunken Crypt's at its door, the spiders' lair down in the Web Maw. Rivers and lakes are heard only where there is water to see.

October 5, 2026 · Night

A quiver on your back, and the studio saves itself

Your quiver sits against your back, and builders no longer press Save in the Character Studio.

Fixed

  • The quiver sits against your back whether your bow is in your hand or on your back. It hung a hand’s breadth behind you, kept clear of where the bow would go.

October 5, 2026 · Night

Armour that fits clean

Putting on armour now takes off the clothes under it, so no shirt, trousers or boots show through or between the pieces.

Changed

  • Under your armour you wear plain linen underwear, not your clothes: a chest piece takes the place of your shirt (bare arms show between the shoulders and the gloves), leg armour of your trousers, armoured boots of your boots. Clothes with no armour over them stay on. The townsfolk and guards in armour wear theirs the same way.

Fixed

  • Templar armour has its red crosses back. They had been painted out, which left smears, a crack down the chest and torn-looking cloth on the surcoat, helmet, gauntlets and boots.

October 5, 2026 · Night

Dry land and water again

After signing in, the land no longer shines like wet plastic, and the sea, lakes and rivers are back.

Fixed

  • Shiny ground and missing water: after signing in, the whole land could look soaking wet, glaring white in the sun or the moonlight, with no grass on it, the sea, lakes and rivers could be gone, and roads and woods could be missing from the ground. It now looks as it should every time.

October 5, 2026 · Night

Party invitations and shared adventures

Right-click a character for their menu, pick names from a list when you type /invite, and parties that tidy themselves up.

Added

  • Right-click menus: right-click your own frame to leave your party. Right-click your target's frame, a party member, a name in chat or someone in the Social window (O) to whisper them or invite them, and if you lead the party, to make them leader or remove them.
  • Names to pick from: type /invite or /w and a space, and everyone online pops up with their level. Type the start of a name to narrow it down; Tab or Enter fills it in.
  • Disconnected: a party member who loses their connection (a page refreshed, a dropped line) shows a plug on their picture. They keep their place for 5 minutes, then leave the party.

Changed

  • Logging out, or going back to character select, now leaves your party.

Fixed

  • Stuck in a party: someone who logged off long ago no longer keeps you in their party, so you can be invited again.

October 5, 2026 · Night

Weapons that sit right on your back

Spears, shields and bows carried on the back lie flat against it now, and a bow in hand hangs level at your side.

Changed

  • Carrying a bow: standing, your bow arm hangs straight down with the bow level at your side; walking and running, the arm swings like the other one and the bow swings with it (it was held up across your body).

Fixed

  • Spears and shields on the back: the guards' spears and shields floated well off their backs (the spear's pennant pushed them out). They lie against the back now, the spear across it and the shield over it, for everyone who carries one, foes too.
  • A bow on the back lies flat and slanting across it, under the quiver, instead of standing out behind you.

October 5, 2026 · Night

One screen from the start

Connecting, signing in and loading all happen in the cloister where your characters stand, so signing in brings them straight up in the same place.

Changed

  • Signing in: the dark loading screen and the drifting view of the abbey are gone. Every screen before the world is the moonlit cloister, the Estalon crest at the top left and the panel in the middle.

October 5, 2026 · Night

Shadows you can leave, and a step that strikes

Shadow Shroud can be switched off, any of your buffs can be taken off with a right-click, and Umbral Step sets up a Knife in the Back.

Added

  • Right-click a buff (the icons by the minimap) to take it off: Shadow Shroud, a shield, healing over time, a buff, an animal shape. Harmful spells on you stay put.

Changed

  • Shadow Shroud: use it again to step out of the shadows, even while it is cooling down. Its button glows while you are hidden.
  • Umbral Step puts you behind your target facing its back, with the camera behind you, and stuns it for 1 second (longer if your global cooldown is still running), so a Knife in the Back can follow straight away.
  • Out of Nowhere (Shade talent) now makes Umbral Step's stun last 1 second longer.

October 5, 2026 · Evening

Hooves that sound like a horse

Your horse's hooves sound like a real horse's now, in step with its legs.

Changed

  • Galloping: a real horse's gallop, in step with the legs you see, on dirt and grass or on stone (roads, cobbles and bridges). The hooves start and stop with your horse, and a gallop no longer sounds like a walk played fast.
  • Walking a horse: a soft, unhurried walk, and the horse walks slower, at its legs' own pace.
  • Warhorses: their armour clinks softly with every stride as they walk and gallop.

October 5, 2026 · Evening

One volume, and quiet in the background

A Volume slider in Settings turns everything you hear up or down at once, and the game goes quiet while you are not looking at it.

Added

  • Volume (Esc › Settings): one slider over all of the game. Music and Sounds under it still set how loud each one is, so you can turn the whole game down and keep your mix. The game open in another tab follows it too.
  • Quiet in the background: the game goes silent while it's out of sight (another tab in front of it, or its window put away) and picks up again when you come back, so a second copy of the game can never play over the one you're playing.

Changed

  • Sounds fade as you walk away: footsteps, voices, fights and fires around you are heard close by and die away quickly as you go, even a sound that is still playing. Your own fights and spells, and a foe coming for you, still carry from far off.

October 5, 2026 · Evening

Animals that walk and run properly

The province's animals walk, trot and gallop like animals now, with their feet on the ground, and stand at their proper size.

Changed

  • Wolves are full-grown: their backs come up to your hip. Wolfswood bears are bigger and heavier, and red stags are a little smaller, a stag rather than an elk.

Fixed

  • Feet that slid: animals no longer glide along with their legs barely moving when they set off or stop. They get going and slow down with their stride, and their feet stay where they land.
  • Gallops: deer, stags, bears and boars no longer whirl their legs or skate when they run. Their feet plant on the ground and their strides open out at speed.
  • The stag looks where it is going (it walked with its head turned to the side), and deer and stags walk upright instead of crouching and prancing.
  • Boars, sheep and cats walk when they stroll about instead of cantering on the spot.

October 5, 2026 · Afternoon

Character select comes up ready

After you sign in, character select waits until everything on it is ready, so you never sit watching it load.

Changed

  • Signing in: a loading bar shows while the world and your characters get ready, then character select comes up whole: your character standing there in their armour, every portrait drawn, and nothing stalling as you click. Picking another character in the list shows them at once.

Fixed

  • The character you have selected is highlighted in the list.

October 5, 2026 · Afternoon

Sounds, fixed and finished

Every sound in the game was checked one by one: the wrong ones remade, all of them evened out, and the moments that had no sound given one.

Added

  • Life around you: the townsfolk's dogs and cats, sheep, chickens, stable horses and the inn's mule call now and then, rats squeak in the mines, townsfolk have footsteps, and a house going up rings with hammers and saws.
  • Places: lakes lap at their shores, Mother's Tree hums with old magic, the hobgoblins' warcamp carries its fires and voices, and the character screen has its quiet night under the music.
  • Moments that were silent: taking your final form, a spell saving you from death, an animal's spirit joining you, a bow being drawn, an arrow thudding into the ground, a fish biting, a vein running out, a foe charging a spell, your torch crackling, a purse fished up, salvaging, destroying an item and making a new character.

Changed

  • In an animal's shape you bite and growl as that animal; summoned skeletons and spirit wolves sound like themselves.
  • Every sound evened out: footsteps and clicks are the same loudness from step to step, nothing crackles when loud, and backgrounds that were mostly rumble or too quiet are clear.
  • Remade: the blood spell, chain lightning, skinning, the spear, the chicken, deer, squirrel and dog, the woman's death cry, and the abbey, chapel, plains, port, dark woods, spider lair and undead ruins backgrounds.
  • Doors and gates sound by their size, up to a castle gate's portcullis.

Fixed

  • Holloway Farmstead has the dead's crows and wind, not a war camp's drums; the Wolfsguard Sound has no marsh frogs; lakes no longer sound like rushing rivers; Falling Star's blast lands with the star.

October 5, 2026 · Midday

Sounds for everything

Every step, blow, spell, creature and place in the province has its own sound now.

Added

  • Footsteps on grass, dirt, stone, wooden floors and bridges, sand, shallow water, mud and snow, with your armour's creak, jingle or clank over them. You hear other players, guards and foes walking too, a troll's heavy tread and a skeleton's rattle among them.
  • Fights you can hear: every weapon swings and lands by what it is and what it hits (a blade on mail, a hammer on plate, an axe in flesh, a blow on bone), with a crunch for a crit, and the sound of a dodge, a ward taking a blow, or a spell cut off or fizzling. Bows creak, twang and thud home.
  • Every foe and animal has a voice: a cry as it comes for you, grunts as it strikes, its pain and its death, from wolves and boars to gnolls, trolls, the risen dead and the Crypt Revenant.
  • Spells: each element charges in your hands while you cast, then has its sound as it leaves them, as it flies and as it hits. Heals chime, wards hum into place, and summons, traps, blinks, rune circles and burning ground sound as they look.
  • Every place sounds like itself: caves and mines, marshes, rivers and waterfalls, the undead's ruins and crypts, dark woods, spider lairs, foe camps, villages, Khazad Maraq's halls, Arcenor Port, the abbey, the plains and the mountain passes, by day and by night. Rain patters, fires and torches crackle, windmills turn, and birds, owls, gulls, frogs and a rooster at dawn come and go.
  • Horses: hooves at a walk, trot, canter and gallop on dirt, stone or wood, and the saddle as you mount and get down.
  • Gathering and everyday things: the pick and the axe in their rhythm, a tree coming down, herbs and crops picked, a line cast and reeled in; eating, drinking, potions, bandages and scrolls; coins, loot and armour going on; doors and gates.
  • The interface: soft clicks, a book opening for your spellbook and talents, your bags opening and closing, and a dull knock when something can't be done.

Changed

  • Sounds in Settings: try a few from every kind there.
  • Menu buttons lock in like a heavy gear, with a deep, bassy clunk: Sign In, Enter World and the game menu.
  • The title music is on its way as the page opens and starts straight away (or at your first click, if your browser waits for one).
  • The game's address is now estalon.vercel.app (aldenmere.vercel.app still works).

October 5, 2026 · Morning

Music, sounds, archers and armour that fits

The game has music and its first sounds, bows are carried and drawn the way archers do it, and armour sits where it is worn.

Added

  • Music: the Estalon theme on the sign-in, character and loading screens, and music of its own for the wilds, the villages, the towns, the cities, the undead's ruins and the chapel, with quiet spells between tracks. Battle music comes in when two or more foes are after you, or an elite or a boss, and the place's music carries on after. Music volume and battle music are in Settings.
  • Sounds, the first test ones: the sea along the shore, fountains, the crowd in the Tipsy Griffin, the market in the towns and cities by day, birds in the woods by day and crickets at night; a blade's blow, a wolf's snarl as it comes for you, the roar and burst of fire spells, your footsteps on stone and floors, and your horse's gallop. Turn them up or down in Settings, and hear each one there.

Changed

  • Elites wear a skull: a bone-white skull with glowing blue eyes on an elite's portrait when you target it, and before its name over its head. It replaces the "Elite" tag, which long names cut off.
  • Bows are held as archers hold them: at rest by the grip, pointing down in front of you. Drawn, you stand side-on with the bow arm straight out, the string at your chin and the arrow level, aimed straight ahead.
  • Armour sits where it's worn: chest pieces rest on the shoulders with the neck showing, gloves' cuffs hug the forearm with no gap at the wrist, and helmets come down to the brow.

Fixed

  • Trees moved in the world editor can be felled where they stand now, and an orchard tree keeps its apples when it is moved (one taken away takes its apples with it).

October 4, 2026

October 4, 2026 · Late night

A new look, levels, spells and bows

The interface gets a new look, the map gets levels and elites, every spell gets a move of its own, and bows become weapons.

Added

  • Updates in the game menu (Esc): everything that's changed, newest first. You're reading it.
  • Character select in a painted scene: your character stands on a moonlit dais in Dawnrest Abbey's cloister, the braziers' firelight flickering on them, fireflies and petals drifting and the bay glittering beyond. Every character in the list has a portrait. Turn yours with the arrows under Enter World, or drag it.
  • Painted loading screens: twelve paintings of the province and its adventurers, from Dawnrest Abbey to the gate of Khazad Maraq, each with a tip. You see the place you're arriving in when it has one.
  • Levels 1 to 30 across the map, from Lonesome Oaks (1-4) to the island past Wolfsguard Bridge (23-30). Every foe takes a level from the area it lives in.
  • Elites: trolls, Deathless Knights, the warcamp's veterans and the five bosses. Far tougher and worth far more, with red-glowing feet and fire trailing them.
  • Bows are weapons: hold one in your main hand and it shoots your target by itself from up to 35 yards while you stand still. Four new bows to make: Birch Shortbow (level 3), Oak Longbow (5), Beech Longbow (10) and Blackpine Warbow (20).
  • Dual wielding: a second one-handed weapon in your off hand swings on its own, for half damage.
  • Casting moves: every kind of spell has a move of its own, your hands glow with the spell's element, and every spell has a painted look and hit. Calling your horse is a two-finger whistle.
  • Build it now: once per home, finish building it at once for five times its labour (a cottage 30 gold, a timber or stone house 50), once its materials are in.
  • Your land is marked: a hanging sign with your name on it, surveyors' stakes with cords and red pennants, and your cottage going up stage by stage.
  • Scarfang Stockade has gnolls of its own: six raiders by the fire and three scouts at the barricades, round their Packlord.
  • Windows you can move: drag one by its title bar and it opens there next time. Double-click the title bar to put it back, or put them all back in Settings.
  • First person: zoom all the way in to see through your own eyes.
  • Click townsfolk: left-click anyone in town to target them, right-click to talk to them.

Changed

  • Aldenmere is now Estalon: the game has a new name, and a new logo on the menus and the loading screens.
  • A new look: round portraits of you, your party, your target and its target; buffs beside a bigger minimap; the cast bar over a plated action bar; the menu as a small block of painted buttons at the bottom right.
  • Coins: every amount of money shows painted gold, silver and copper coins.
  • Painted items: every item has a painted picture of its own, each sword, axe and helmet in its own metal or leather, every fish, herb, ore and dish. So do the Well Fed buff, the shopkeepers' signs and the bag bar.
  • Level gaps matter: against a foe above you, your blows miss and your spells are resisted more, and it hits harder and notices you from further off. Ten levels up, its level is a skull. A kill pays by its level against yours; grey ones pay nothing.
  • Character select shows each character in their own armour, their weapon in hand or put away as they left it.
  • Animals move like animals, as the horses do: wolves, foxes, deer, dogs, boars, bears, sheep and cats. Deer and dogs graze a while and look up between.
  • Fighting moves: the greatsword is swung with both hands, backing up walks backwards, the dead fall for real, and a dodged blow is dodged.
  • Spell looks: Challenge drops into a fighting stance with a shout, Spinning Fury turns the whole body, wards are smooth bubbles, Aegis of Mercy is a smaller dome, Sacred Grove grows low shoots round you, and the hawk beats its wings and swoops.
  • Weapons are put away before you work with your hands: whistling, making things, bandages and meals. Meals are eaten, not bandaged.
  • The Warhammer of the Order is painted and swung with both hands.
  • The camera keeps your character in the middle of the screen.
  • Your character keeps their own colours at night, like the townsfolk.
  • The loot window stays where it opened while you take things; Shift+right-click a corpse to take everything and see each thing go.
  • Bows in players' hands are smaller.
  • Every question the game asks is in the game's own box, never the browser's.

Fixed

  • After you craft, you and the crafter you paid stop working after a stroke or two, instead of going on for ever.
  • No fingers poke out through gauntlets.
  • Feet and knees stay on the ground in a crouch, a kneel or a lunge.
  • Cottage thatch had a bright orange patch at night.
  • The coin in the loot window sits in the middle of its box.

October 4, 2026 · Night

Settlements, horses and roaming foes

Buy land and build a home, ride a horse that moves like one, and watch the wilds come alive.

Added

  • Settlements: talk to the Steward, Alaric Pembrook, by Markstown's notice board to buy land. Pick your own square on a full-screen map; the road to it comes with it.
  • Homes: build a walk-in cottage and furnish it yourself, with chests of your own. On a hill it is dug in on a stone base. Your settlement is on J.
  • Loading screen after Enter World: a picture of where you're arriving and a tip, so the game runs smoothly from the first frame.
  • Horses move like horses: walk, canter, gallop and graze, reins in your hands. Right-click a horse in your bags to ride it; it jumps when you jump and swims with you.
  • More mounts: the mule (2 gold), the warhorse and the skeletal horse (30 gold, level 20), and Expert Riding: twice as fast as running (level 25, 60 gold).
  • Stable masters at Fort Cerive, Northpass and New Estalon. Calling a horse takes 1.5 seconds, and a landed hit knocks you off.
  • Green rings under other players' feet, so you can tell who's a player (round the whole horse when they ride).
  • Foes roam: the Province's foes wander about near home instead of standing still.
  • Guards fight: town guards set upon any foe that comes near their post, chase it a little way, then walk back.
  • Flies circle the undead: zombies, skeletons and the revenant.
  • One big bag, combining your backpack slots.
  • Destroy items: drag one out of your bags into the world. Rare and epic items ask you to type DESTROY first.
  • Real ceilings: walk-in buildings keep their roofs on, and the camera stays inside with you.
  • The world map zooms (up to 8 times) and drags.

Changed

  • Night: your character is no longer a black shape by moonlight, and people and beasts catch a soft moonlit edge.
  • Enemies always have their weapons out; guards draw theirs only to fight.
  • Horses: bigger, a real walk, calm when standing, turning into a strafe, hands low on the reins, the whole tail moving.
  • A jump straight to the side is the running leap, the same as a jump ahead and to the side.
  • Pauldrons sit on top of the shoulders, armour hugs the body, and hats sit level on the head.
  • Plates, cups and food on tables are laid out like a real table.

Fixed

  • Painted horses tore open along their seams as they moved.
  • Benches, the cottage bed and the sawhorse blocked you crosswise.
  • Bag windows line up along the right edge of the screen.

October 4, 2026 · Evening

Riding, new foes and sheathed weapons

Learn to ride, meet the risen dead and the hobgoblins, and put your weapons away.

Added

  • Riding: buy Riding Lessons (15 gold) and a horse (5 gold) from Wenna Hale at the abbey stable, then press H to ride 60% faster than you run.
  • New foes: the risen dead at Holloway and in the Sunken Crypt, skeletons, hobgoblin bands with a warcamp in the Hidden Wilds, and hill trolls in the Wolfswoods.
  • Put weapons away with Z: one-handers at the hip, two-handers, shields and bows on the back. Townsfolk keep theirs away; foes draw when they fight.
  • Painted grass and meadow flowers that sway and part round you.

Changed

  • Doors open with F, the key that talks and gathers (E steps right again), and swing away from you both ways.
  • Armour fits better: gloves on the hands, helmets sized to each head, breastplates as deep as the body.
  • Cobbled streets and roads look like the country dirt road.
  • Four buildings that were too small are bigger: the abbey dormitory, the watermill, the Northpass inn and the round watchtower.
  • Every fountain and well has water like the abbey's.
  • The castle keep and gatehouse are painted sharper, and the keep blocks you where its walls stand.
  • Shift reverses a key: Shift+Tab targets the previous foe.

Fixed

  • About 100 models stayed blurry when their sharp pictures arrived after the start.
  • Bridges and docks put down in the editor can be walked on, with ramps down to low banks.
  • The spear's pennant flies clear of the face, and ears and hair tuck under helmets.

Removed

  • Blocky stand-in figures while the painted ones load.
  • The two children in town, until they have painted figures.
  • The old blocky grass and its star-shaped flowers.

October 4, 2026 · Afternoon

The Spirit Healer, townsfolk and training dummies

Death now has a ghostly way back, and the towns fill with painted people.

Added

  • Spirit Healer: when you die, release your spirit and rise as a ghost by the nearest Veiled Sister. Speak with her to come back at half health. One in each of the four graveyards.
  • Scroll of Resurrection: enchanters make it. Read it to rise where you fell. You can carry one.
  • Real doors on walk-in houses and painted buildings, open or shut the same for everyone.
  • Painted townsfolk: 22 people dressed for their trades, the town watch in ivory and gold, the town crafters, and six pets by their owners.
  • Goblins at the Iron Ridge Mine: skulkers, raiders, spearmen and a Warboss.
  • Training dummies at the abbey and Fort Cerive: hit them to see your damage per second (no experience or skill).

Changed

  • A sharper picture: full sharpness on Retina screens, smooth edges, and the quality only drops when that really helps.
  • Alt+V or Cmd+V hides the interface (it was Alt+Z), and V shows or hides the names over heads.
  • Fort Cerive's walls are the painted castle wall, and towers on slopes stand on their own stone plinths.
  • The wave is at chin height.

Fixed

  • The torch is back in your hand, full size, held up at the chest with its flame burning in it.
  • You can fell a tree from where its roots stop you.
  • Gaps and dark lines on the Wolfsguard Bridge and in the water under it.

October 4, 2026 · Morning

Your first class, and a faster start

New characters pick where they begin, and the world opens faster.

Added

  • Pick your first class: a new character chooses one of the nine, then a name, and goes straight into the world.
  • When a new version goes live while you play, a notice offers a reload.

Changed

  • Faster start: pictures load at half size and sharpen once the world is up; furniture follows just after.
  • Better frame rate: small plants are no longer drawn to the horizon, and far figures skip shadows and armour.
  • The realm only wakes the enemies near players, which makes it much cheaper to run.

Fixed

  • Enemies far from everyone still recover: their corpses come back and their fights end.

October 3, 2026

October 3, 2026 · Evening

Metal tiers, talent choices and spellcasting foes

Better metals to work, choices in every talent tree, and foes that cast back.

Added

  • Metal tiers: copper (level 1), bronze (3), iron (5), silver (10) and damascus (20) weapons and tools. Better tools gather faster.
  • Talent choices: 20 pick-one-of-two talents in every tree, and at level 30 a final form (two trees) or a master form (one tree).
  • Foes cast spells: Tunnel Flame, venom, webs, silences and a pack leader's howl. Interrupt them; Dispel takes harmful spells away.
  • The Wolfswood bears teach the Wildheart the bear form (from level 11).
  • A spell's tooltip lists the talents you chose that change it.

Changed

  • Roots, slows and speed spells change how fast you run.

October 3, 2026 · Afternoon

Talents, painted people and foes

No more fixed classes, and the Province fills with painted people, animals and foes.

Added

  • Talents (N): earn a point each level and spend it across nine specializations. The level cap is 30.
  • Spells for all nine specializations: 90 spells and animal forms, each tree with its own resource bar, spell effects, and buff and debuff icons.
  • Painted armour you can see: every set fitted to the body and moving with it, with helmets for all ten sets.
  • Painted people: guards, wardens, monks and farmers in painted armour; dwarves at Khazad Maraq and elves at Arcenor Port.
  • Animals about the land: sheep and hens on the farms, horses by the stables, crabs on the shore, rats in the mines, deer and a bear in the Wolfswoods.
  • Foes across the Province: kobolds, gnolls, mudsnouts, bears and the Web Maw's spiders, at their levels.
  • Every painted model placed: furnished rooms (the Tipsy Griffin, a bakery, a library, a chapel), the Northpass watermill, crystals in the mines, the Wolfsguard Bridge and its gatehouses.
  • Painted cursors: a coin purse over shopkeepers, and a hook over water when you carry a rod (click to cast there).

Changed

  • Guards stand with their spears upright at their side.

Fixed

  • With the camera behind a wall, your figure is half see-through instead of nearly gone.
  • Dark lines across the land where near and far ground meet.
  • Corpses still holding loot never came back.

Removed

  • Fixed classes: you grow through talents now.
  • Emblems: the red crosses, the lion and the fleurs-de-lis are painted out of armour, banners and the altar.

October 3, 2026 · Morning

The Western Province

A full-size world, accounts, inventory, and personal loot.

Added

  • The Western Province: a map 4.6 km across, about four large adventure zones, with the island, Wolfsguard Sound, rivers over waterfalls and snowy peaks.
  • New places: Fort Cerive under the falls, the Town of Argal, Arcenor Port, Fieldsop, Northpass, Darelay Outpost, the gate of Khazad Maraq, Mother's Tree and old ruins.
  • Accounts: sign up with a code (shown on screen for now), keep up to 10 characters, and choose one at a character select over the abbey at sunset. Esc opens a game menu.
  • Bags to wear (up to four) and personal loot: loot stays on the corpse until you take it.
  • Tool bag for tools, torches, arrows and lures. Right-click a tool to take it in hand.
  • Crafting materials (bars, leather, linen, thread, stone, and wild flax to pick) and Dismantle: take any gear apart for materials.

Changed

  • Towns moved and renamed: Millbrook is Markstown, Valenhold is New Estalon, and the Dawnrest hamlet is Lonesome Oaks.
  • Spells train their school (Holy) instead of each spell its own skill.
  • Running and jumping look right, and you see other players jump.
  • The big map draws at a third of the old cost, the second visit loads in 3 seconds instead of 20, and detail drops by itself when the frame rate does.

Fixed

  • The Vanguard had six fingers on each hand.

October 2, 2026

October 2, 2026 · Night

The painted world begins

Hand-painted models start replacing the blocky ones.

Added

  • The painted look: a painted abbey and houses, oaks and every kind of tree, boulders and mountain rock.
  • Painted places and props: barrels, crates, benches, fences, lamp posts, headstones, farmhouses, barns, a lighthouse, a windmill with turning sails, ruins, jetties, stone bridges and the great Silverrun Bridge.
  • Real water in the fountain and wells, painted banners, awnings and tents, and farmhouse windows that glow at night.
  • Painted weapons and shields in hand, helmets on the Vanguard, and painted ore, herbs and crops to gather.
  • Camera mode (Alt+I or Cmd+I): fly the camera round the land while your character waits.
  • Spell bars: turn on a second action bar, and change any key (Esc › Settings).
  • Alt+Z or Cmd+Z hides the whole interface.

Changed

  • Our own spell names: Crusader Strike is Oathstrike, Judgment is Gavel of Dawn, and Shield Bash is Shield Ram.
  • The Arcanist class is the Acolyte.
  • Tools left the action bar: R shoots the bow, T takes up the torch, and potions and bandages are used from the bags.

Removed

  • The old blocky trees, wells, barrels and other props, wherever a painted one took their place.

October 2, 2026 · Afternoon

Walking, running and bags

Movement made by an animator, and a unified inventory.

Added

  • Walking and running recorded by an animator: a breathing idle, a walk that turns into a jog and a sprint, and feet that stay planted.
  • Bags: a grid with quality borders, stack counts, tooltips, Clean Up, search and a bag bar.

Changed

  • The realm's clock sleeps while nobody is online, and catches up when someone comes back.

October 2, 2026 · Morning

Gathering, shops and crafting

Live off the land: gather, trade and make your own gear.

Added

  • Gathering: mining, felling trees, herbs and crops, hunting, skinning and fishing, each a skill that rises as you use it. F works what's in front of you.
  • Wildlife: rabbits, squirrels, foxes and deer run from you; boars and stags fight back.
  • Shopkeepers and townsfolk: food and the Well Fed buff, names over people, place names on the map, and a banner as you arrive somewhere.
  • Shop window (shift-click buys five, a Sell tab) and a Crafting window (K) with Create All. Making things takes a short cast.
  • Fighting moves recorded by an animator: sword swings, block, shield bash and charge.

Changed

  • The character window rebuilt: every slot round your figure, stats beside it, tabs for skills and professions.
  • New characters start with a dagger, an axe and a pick. The bow, knife, rod and lures are bought or made from recipes.
  • The free torch is a one-time gift, and tailors make more.

Fixed

  • A new character's welcome message got lost while entering the world.

October 1, 2026

October 1, 2026 · Evening

The Vanguard, a new interface and parties

A real hero to play, a storybook interface, and friends to play with.

Added

  • The Vanguard: every player is the new Vanguard figure, with a painted face and hands that grip the sword and shield.
  • A new interface: ornate player and target frames, a compass, a minimap with a world map (M), a quest tracker, chat tabs and a painted action bar.
  • Character window: your figure in the middle, gear slots around it.
  • Social window (O): who is online, whispers and invites. Parties of up to five share experience, and chat has General, Party and whispers (/w, /r).
  • Torch on key 0: swap it for your shield to light the way at night.

Changed

  • Directional strafing, a leaping jump that lands, and quicker steps.

Fixed

  • The ground shone like wet plastic under the sun and the moon.

October 1, 2026 · Afternoon

A new coast and mouse-steered controls

A new starting land with mouse-steered character controls.

Added

  • A new starting land: sea to the west and south, mountains to the north and east. The abbey on Westerly Head, Millbrook at the river mouth, Valenhold on a crag over Stillwater Lake.

Changed

  • Mouse-steered controls: A and D strafe, left-drag looks, right-drag steers, both buttons run, Space jumps.
  • Real textures on the ground and buildings, softer grass and a warmer light.
  • Every character moved to the abbey once, keeping their items, coins and skills.

Fixed

  • The mouse did nothing in the world: the interface was catching every click.

October 1, 2026 · Morning

Playing together

The realm goes online: log in, fight and level up together.

Added

  • Multiplayer: everyone shares one realm. Fight wolves with spells and auto-attack, and the realm checks every hit.
  • An action bar with cooldowns, a cast bar, target frames, nameplates, floating combat numbers and a death panel.
  • Weapon and spell skills: using a weapon trains it (low skill misses more), and untrained prayers can fizzle or backfire. Your character is on C.
  • Coins and town crafters: a blacksmith, tailor, herbalist, field surgeon and enchanter in Millbrook and Valenhold. Have them make things, or learn the trade yourself.
  • Potions and bandages, gear that adds armour, health and damage, and enchantments.

Changed

  • Classes renamed: Vanguard, Cleric, Arcanist, Ranger, Shade and Templar (the Paladin became the Templar).

Fixed

  • Experience from a shared kill could be lost.

September 30, 2026

September 30, 2026 · Night

The first world

Estalon begins as a world to fly through, before anyone could play in it.

Added

  • The land: hills, a river with a waterfall, a lake, roads, caves and forests, under a sky that turns from day to night.
  • Nature: pines and oaks, tall grass that sways, flowers, and fireflies after dark.
  • The first places: Dawnrest Abbey, Millbrook with the Tipsy Griffin inn, a smithy and watermill, Holloway farm, camps, ruins and the walled capital Valenhold.
  • The first people: soldiers, villagers, kobolds and gnolls, and a sword that burns.
  • The Veiled Sister walks the graveyards, her censer swinging and smoking.