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0.4.0 Update

Hello, adventurers!

It's been a while since 0.3.9, so a lot has changed. Instead of listing everything, here's the big picture of what changed in this version and why.

The heart of this update is combat. We added real fighting to a game that had focused on gathering and daily life, along with places to use that combat (monsters and dungeons) and reasons to grow stronger (mastery, gear, and trading).

Please read before you start

0.4.0 changes how the game saves data, so progress from 0.3.9 does not carry over to 0.4.0. Your character, items, and any structures you built will start fresh in 0.4.0. This was unavoidable after such a long gap between updates — thank you for your understanding.

Combat

  • Distinct controls and combos per weapon — sword, blunt, spear, bow, shield
  • Active and passive skills, dodging, blocking, and counters
  • Status effects like bleed, poison, fire, and stun, plus stamina management
  • In-combat and out-of-combat states — your weapon is drawn automatically when you're hit and put away once the fight ends

We aimed for action-driven combat where feel and split-second decisions matter.

Monsters, bosses, and dungeons

  • A range of enemies and bosses — spiders, golems, wolves, bears, zombies, bandits, and more
  • Tiered dungeons, treasure and boss chests that open only after you clear the area, and mimics that spring from chests
  • Boss health scales to the number of players fighting together

We built places to actually put the new combat to use, with rewards to match.

Mastery

  • Learn-by-doing progression — the more you use weapons, crafting, and building, the more related skills and recipes/pieces unlock
  • See what you just leveled up, right on screen

A long-term spine for growing your character over time.

Marketplace

  • A player-to-player marketplace — buy and sell orders, market and limit prices, and price charts
  • Payment in silver, with purchased items delivered by in-game mail
  • Merchant camps scattered across the regions

So the things you gather and craft carry real value between players.

Livestock

  • Tame, feed, and breed cows, goats, pigs, sheep, and chickens (babies grow into adults)

Raise your own animals for a steady supply of food and materials.

Building, crafting, and cooking

  • A build mode you enter with the hammer, plus a building catalog in your inventory
  • Three structure sets — wooden house, stone house, and castle — with placement, rotation, snapping, and recovery
  • Crafting stations like the workbench, campfire, and blacksmith, with tiered recipes
  • Cooking with satiety and healing plus buffs, and potions whose effect drops if you drink too many

We deepened the survival loop of building a home and settling in.

Interface

  • A full pass over the inventory, map, crafting, chat, mail, and more
  • A redesigned character creation screen and a dedicated tool slot
  • A parchment-style minimap and world map with clearing fog and position markers
  • New loading and transition screens, plus options (graphics, resolution, UI scale)

We brought scattered screens and controls into a consistent form.

World

  • Reworked forest and tundra regions, merchant and bandit camps, a golem mine, villages with residents, and more to see
  • The larger world streams in as you travel, so movement stays smooth

There's more to explore, and it's more densely filled in.

Stability and performance

  • Reworked save and server structure for better stability and multiplayer
  • Performance optimized for the larger scale

We tuned things to run reliably now that the scale has grown.

The supporter program begins

Starting with 0.4.0, we're launching the supporter program — for those who want to cheer the game on and follow its development with us. You can find what's included and its benefits on the Supporter Pack page in the top menu.

With a change this large, there may be issues we haven't caught yet. Please let us know about any bugs or feedback you run into.

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Share your thoughts and feedback in the community.

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