Patch notes

What changed in the game, version after version, newest first. These are the same notes as the in-game “Patch notes” window.

BETA 0.6.8 October 11, 2026

  • Auto-heal finally eats while the spell is cooling down. When Minor Heal is not ready, it takes a potion, then a dish from the kit — and now also the plates of eggs and omelette, which restore their HP over a few seconds. It does not start a second one while the first is working. A kit without potions or steak no longer lets you die with a full kit.
  • The glass of milk joins auto-heal. It is drunk when the healing spell is ready but you lack the mana to cast it: the spell goes off on the next turn. During the cooldown, it stays in the kit.
  • The combat healing list no longer marks anything "(manual)": everything in it can be used by auto-heal.

BETA 0.6.7 October 11, 2026

  • The same notes everywhere. This window now shows the notes published on aranor.ca: the site's "Patch notes" page, the launcher and the game say exactly the same thing, and a clarification made on the site shows up here without waiting for a game update.

BETA 0.6.5 October 10, 2026

  • Mail has its place in the top bar. The ✉ envelope sits right next to the 💬 chat, on a computer as on a phone: it blinks and shows the number of unread letters, and one click opens the mailbox. No need to open the character sheet to know a letter is waiting, and the phone's "Hero" button keeps its name.

BETA 0.6.2 October 9, 2026

  • "Titan Slayer" and "Dragon Slayer" can finally be earned. They waited for a "Titan Boss" and a "Dragon Boss" that no fight in the game ever pitted you against: even all ten ACTS completed did not unlock them. They are now the chapter bosses of the Chronicles — a titan in ACTS II, IV and VII, a dragon in ACTS IX and X. Whoever has already beaten them gets the achievements and their gold on their next visit to Missions.
  • Automations no longer switch on before they are unlocked. In the settings, auto-combat (Combat 2) and auto-heal (Combat 5) stay locked 🔒 until the right level, and a setting left on from before no longer shows green while it is not open. The game checks it itself: auto-heal no longer acts in combat before level 5.

BETA 0.6.1 October 9, 2026

  • Nobody can write under your name in the chat any more. The chat connection took the player number announced by the browser at its word: by changing it, someone could post a message signed with another hero's name — [GM] badge included — and receive their mail notices. It now recognises the player by their game login, and refuses everything else.

BETA 0.6.0 Second phase · October 9, 2026

  • The phone, laid out like an app. The bottom bar always keeps Missions, Combat, Gathering and Crafting; the fifth tab, "Sections", opens the others in a grid — Land, Citadel, Research, Expeditions, Achievements, Shop — and takes the name of the one that is open. No more sideways-scrolling strip with cut-off labels. And "Add to Home Screen" now installs the game with its icon: it opens full screen, without an address bar.
  • The chat opens with the 💬 button in the top bar, on a phone as on a computer, with the number of unread messages. The floating bubble is gone: it covered the last skills on a computer, and the bottom of every screen — even the combat "Drink" button — on a phone.
  • Tablets and narrow windows. Up to 900 pixels wide — a tablet held upright, a window docked on half the screen —, the game uses the phone layout. Before, the whole menu and then the nine skills stacked above the game, which only began one screen further down.
  • On a computer, nothing slips under the edge any more. The left column scrolls when the screen is short: below 800 pixels high, the last skills were cut off and out of reach. In My Land and the Citadel, the top bar no longer repeats in eight to twelve pills what the section shows right below, and gold is written with its separators ("1,902,033").
  • Overflows, one by one. A fight started after scrolling the mode list opened already scrolled, the hero's and the enemy's names cut off. In My Land, the plots' "Carrot" and "Potato" buttons spilled out of their frame, the stable's yields cut "Raw meat" short, and the "Seeds x0 — for planting" pill stayed on screen although seeds have had no use since 0.5.0. On a short screen, the expedition camp showed a single explorer, cut in half: it now keeps at least three. By touch, the "i" bubbles no longer stretch into long pills and checkboxes are bigger; the citadel's raid figures fit two or three to a row instead of one, and its buildings two to a row on a tablet.

BETA 0.5.17 October 5, 2026

  • Auto-heal uses the heal you chose. It ignored the combat heal list: it cast the healing spell first, then the potion it judged best — so a chosen Legendary potion could give way to a Minor heal. Now the heal selected in the list goes first; if none is left in the kit, or it cannot be used, auto-heal falls back to its usual order (spell, potion, dish).

BETA 0.5.16 October 5, 2026

  • Mail: pick the recipient from a list. In "To:", type at least three letters of a hero's name: matching players appear and the list narrows as you type. Click the right name — it gets a green frame — and the letter can go. You can only write to a real player: "Send" stays off until a name is chosen.

BETA 0.5.15 October 5, 2026

  • The auction house moves to the Shop. It is no longer a citadel building: it is a "🏛️ Auction house" card in the Shop menu, open to everyone after ten successful story missions — buying, selling and the day's merchant convoy. Before that, the card shows your progress ("🔒 4 / 10"). The "Auction House" building disappears from the citadel, which now has five buildings, and the story mission that asked you to build it has a new objective. At the convoy, the enchanted fruit goes from 3,500 to 750,000 gold.
  • The mailbox no longer closes on its own. It used to close when the inbox was empty (even while writing a letter), on a click outside or on the Escape key. It now stays open until you click its red ✕.

BETA 0.5.14 October 5, 2026

  • A real mailbox, and private messages. Mail leaves the corner of the character sheet for its own window, like in online games: the inbox (a red seal on unread letters), the open letter on parchment, and the "Send mail" tab. It is now the way to write privately to another player — the chat stays public. "Reply" prepares the answer, and so does the ✉ envelope next to a name, in "Online". A letter can be deleted on its own or with "Delete read".

BETA 0.5.13 October 5, 2026

  • Cooking: every recipe as a card. The two Life Juices were two long buttons under the wood choice: they now have their own cards, alongside the dishes — ingredient and stock, effect, potions in the bag and the kit, and a "Cook (max N)" button. The wood choice stays below. Until the citadel garden is built, both cards stay visible but greyed out, marked "🔒 Garden required". All seven recipes fit on one row.

BETA 0.5.12 October 5, 2026

  • The chat no longer overflows. The window's header was wider than the window and stretched it: the "Send" button went past the frame, under the resize handle. Everything now fits in the window, the handle has its own spot at the bottom, and "Close" becomes a small red ✕, as everyone is used to.

BETA 0.5.11 October 5, 2026

  • The Citadel fits on the screen. The pixel scene stretched over the whole height of the column next to it and pushed the buildings below the fold: it now keeps a banner height, like on My Land. "Citadel contributions" move under the scene, and the raid forecast comes down to its outcome and the number of soldiers that guarantees victory. Built buildings no longer show their description and explanations all the time: an "i" button next to the name opens a small bubble, which closes with a click elsewhere. The detailed figures of the next raid and where citadel XP comes from are tucked away the same way.

BETA 0.5.10 October 5, 2026

  • The game help, rewritten for someone who knows nothing. Every figure was checked against the game, and several were wrong: stocks go up to 9,999, not 999; caught fish go to the stocks, not the bag; the stable pays every fifteen minutes, not every hour; seeds no longer exist; switching screens no longer stops auto-combat. It now answers every beginner question: creating your character and your first two missions, what opens and at which level, the phone layout, gathering in detail, enchanting, equipment and what every stat means, the combat buttons, what a defeat costs, spells, the Chronicles act by act, the shop, achievements, what moves on while the game is closed, and an FAQ twice as long.
  • A few screens said something other than the help. The fishing counters always showed 0 — they looked in the bag, where fish no longer go. The cooking window announced 5 wood and a single ingredient for everything: it now gives the real recipe, the omelette's milk included. The forge filter shows weapon names ("Sword") instead of their technical code. Mission hints point to "Gathering → Mining" instead of an "Actions" tab that doesn't exist, the healing kit says it takes every dish, and the character sheet finally explains how to apply a seal.

BETA 0.5.9 October 5, 2026

  • Missions are sorted by progress. In every tab, the most advanced mission comes first, and one you can hand in before all the others: no more hunting for the one that is almost done.
  • Dungeons are worth the trip again. Their loot was a bare piece drawn across twenty-seven levels, far below your enchanted, sealed gear. It is now drawn from the top of your tier, and it comes out enchanted: +1 to +2 in the Dungeon, +2 to +3 from Challenge creatures — which drop loot again — and +3 to +5 on the Challenge boss's guaranteed piece.
  • Twelve Chronicles fragments are finally worth it. The forge gave an ordinary piece, the same one loot drops a hundred times while you gather the twelve. It now gives a piece from the top of your tier, enchanted +4 and already sealed once.
  • Active preparations fold away. Ten stacked cards took half the combat screen. They give way to a row of icons — each keeps its tooltip — and the total of what they bring. "Details" reopens the list, and the game remembers your choice.
  • Life Juice is brewed in batches. Like dishes, it opens a quantity window with its MAX button, and a batch takes the time of all its brews.
  • My land: speed-bonus workers help at the stable too. Placed there, they bring pay and animal produce closer: two workers at +5% pay out every 13 min 38 s instead of 15. A new tile shows it next to the farm's. Along the way, the stable's gold fractions are no longer lost from one payout to the next.
  • The Citadel earns XP from more than construction. Only the six buildings gave any — enough for level 23, while Chronicles acts VIII to X require 25, 35 and 50. Every level of the defence tower and the garden now grants some, and so does every repelled raid. What you had already built up is credited at once. The screen finally says where XP comes from and what the level is for.
  • The garden levels up much faster. The enchanted fruit that pays for each level dropped at 1% per hour at level 1 — about a hundred hours of waiting. It now starts at 10%, drops even when the fruit store is full, and the upgrade takes it from the bag or bank if the garden has none left: harvesting no longer costs you it.
  • The defence tower can be repaired. Its HP only came back by letting it fall or upgrading it. A "Repair" button restores it for 2 gold per HP, even when it has collapsed. And the screen finally explains what its HP does: at zero, it stops defending and giving its DEF for 24h.
  • The garrison, in numbers. The screen shows the next raid — attackers and power — your defence, the likely outcome, and the number of soldiers from which victory is guaranteed. Beyond it, extra soldiers only soften losses: between 70 and 75, the outcome is the same.
  • The auction house opens to everyone. It took building #5 to buy as well as sell: almost nobody had access. Buying is now open to every citadel, and a merchant convoy comes by every day with three lots of materials — bars, wood, diamond, enchanted fruit — each buyable once.
  • Expeditions: coming back to the run no longer restarts it at 1. Switching screens and returning replayed the zone from the first wave while the party was already far ahead. The scene now resumes where the party is, without replaying the sounds of the road.
  • Expeditions: "Chain zones". Turned on under the run, it sends the party out again on its own after each cleared zone — even while you are elsewhere in the game — and stops saying why: a retreat, an explorer down, a full chest.
  • Expeditions: after the ninth zone, you move on. The button redid the same expedition from zone 1; it now leads to the next expedition if it is open, and says what is missing otherwise. At camp, explorers are sorted by class, then from most to least seasoned.
  • Seals are visible. The Stats tab of the character sheet shows how many seals you have applied, what they add stat by stat, and on which piece. The tooltip and card of a worn piece count them too: they showed it at its pre-seal value.
  • The in-game help catches up with all of this: combat modes and their loot, a full Citadel section — XP, raids, garrison, tower, garden, market, inner dungeon — expedition chaining and batch Life Juice.

BETA 0.5.8 October 1, 2026

  • The Citadel, tidied up. A finished building no longer shows its price or story mission — that space goes to its controls. Each action now has a heading and its cost above the input ("Recruit citizens — 500 gold / citizen", "Garrison — 0 ready", "Upgrade to level 2 — 884 gold"), buttons simply say what they do ("Recruit", "Assign", "Withdraw"), and the command tower counters fit on two lines. The six buildings now use the full width of the screen instead of crowding into its left two thirds.

BETA 0.5.7 28 September 2026

  • My land: the speed bonus can count. The breakdown listed VIP at +20% and every bonus worker you own, for a total that did not match the sum. The total was right; the breakdown told a different story. Only workers placed in a farm slot speed up crops (stable workers and idle ones don't count), and VIP multiplies everything by 1.20 instead of adding to it. The breakdown now says so: farm workers and their subtotal, the VIP factor, then the total, and it flags bonus workers still waiting for a farm slot.

BETA 0.5.6 28 September 2026

  • Phones, gone over with a fine-tooth comb. The whole game was played by finger on three screen sizes, upright and sideways. Full-screen chat was see-through, with the game showing behind the messages; it is now opaque. The victory or defeat message wraps onto two lines instead of being cut off before the loot. Sideways, the scene gets slimmer to make room for the section. Crafting page arrows are wide enough for a thumb. And the game is ready for the iPhone notch: added to the home screen, it no longer slides under the clock and battery.

BETA 0.5.5 28 September 2026

  • Phones, set right. On iPhone, a bag item's menu stopped at the bottom of the window: "Sell" and "Drop" slid under the navigation bar. It now opens above everything, dims the bag behind it and lays its buttons out in two columns. The bag window no longer covers your gold or the "…" button. In combat, the food picker no longer runs off the screen, "Flee" sits apart at the bottom, and labels are centred. Mission tabs fit on two rows and the open one finally stands out. The chat bubble no longer hides the end of the page, and a fade shows that the bottom bar scrolls.

BETA 0.5.4 27 September 2026

  • Sound effects are genuinely audible now. The previous fix raised the volume, and volume was never the problem: every sound faded out the instant it started — a sword swing billed at a sixth of a second actually lasted two hundredths. A click, at any volume. Sounds now hold before they fade, and each one was measured individually and brought to a common level: the missed attack, which sat twenty-five decibels below the rest, can finally be heard like the others.

BETA 0.5.3 27 September 2026

  • Sound effects can finally be heard. They were working — audio context awake, sounds properly fired — but came out at a tenth of full amplitude, some ten decibels below the music, in bursts of a few tenths of a second: on laptop speakers, and over the music, they were inaudible. The level now matches the music, and a limiter keeps overlapping sounds from clipping.

BETA 0.5.1 26 September 2026

  • The auto-combat + auto-progression chain no longer cuts itself off. The killing blow waits for the scene to show the impact before being applied; outside the Combat tab nobody announces it, and the fallback landed a fraction of a second after auto-progression had opened the next fight — overwriting the new fight with the old, finished one. The chain stopped dead on a fight that was in fact open. The pending turn is now flushed before any new start, and before fleeing.

BETA 0.5.0 26 September 2026

  • The tooltip on a worn piece was showing the wrong numbers. On hover it gave base values, on click the real ones: "+26" one side, "+46.8 (base 26)" the other, for the same +5 helmet. Both now read the same source, enchantment included.
  • Mission 102 could not be completed if the command tower was already built. The building goes up only once: anyone who raised it before the mission opened was stuck at 0/1 with no way forward. The objective now reads the citadel's actual state — and the same goes for claiming the citadel.
  • Expeditions progress even when the tab is in the background. Browsers freeze a hidden tab's animation: the party stayed frozen at the first step and the run never concluded. The scene now catches up on real elapsed time, and a safeguard on the server clock pays the loot even if the picture lagged behind.
  • Auto-combat survives a tab change. Checking your land or citadel mid-fight used to switch the automation off. That is the opposite of what it is for: it exists to run while you do something else. The stops that matter — end of fight, fleeing, a server refusal — are all still there.
  • Storage now holds 9,999 units per resource instead of 999. An hour of gathering blew past the old ceiling, and every minute after that earned nothing. In exchange, a single swing can no longer yield more than 8 units: the curve used to climb a point every five levels, forever.
  • Every weapon family now has its own edge. The staff raised both Combat and Magic, which no damage figure could match. Sword: a critical one time in six, at ×1.5. Axe: half the enemy's armour ignored. Mace: one time in five, the enemy loses its turn. Dagger: one time in three, a second strike. Spear: a fifth less damage taken. Bow: ten points less miss risk. Crossbow: two fifths of armour ignored. The trait is shown on the weapon's card.
  • The command tower no longer overflows its boxes, and its buttons finally say what is missing: a recruit must go through training at the armoury hall before it can hold the garrison. Buttons that could do nothing now switch off instead of failing.
  • You can enchant from the bag and from the bank. No more unequipping, equipping, enchanting and putting everything back: drop the piece on the anvil, wherever it comes from.
  • "Sow all" and "Harvest all". Ten plots meant the same gesture ten times. Three buttons now do it, and they switch off when there is nothing to do.
  • An eleventh employee slot on your land. With all ten work posts filled, there was no way to hire a candidate and try for one with a bonus. The reserve slot is for exactly that: hire, look, keep or dismiss, without ever stopping a field.
  • The mission board keeps four missions per category on its own. The "Generate random mission" button is gone: a mission turned in is replaced at once.
  • Seeds are gone. Sowing costs 25 gold, paid the moment you pick the vegetable — one shop trip and one click less. Seeds already bought can still be sold.

BETA 0.4.25 23 September 2026

  • The kitchen's “Eat” button no longer makes you wait for nothing. Outside combat it fired anyway, waited out its duration, then got refused. It is now inactive and says why: food is only eaten in combat, since your gauges start full in every fight.
  • The help states two rules it used to leave out: you only eat in combat, and the kit has just four slots for five dishes plus your potions — a choice to make before you leave.

BETA 0.4.24 23 September 2026

  • Auto-progression no longer stops while leaving its switch on. Two silent paths remained: a victory that could not chain — closed zone, level dropped — and auto-combat giving up. The first now turns the setting off and says why; the second warns you without turning it off, since you can chain by hand.
  • The help finally explains how to get mana back. There is no mana potion in the game: the gauge starts full in every fight, regeneration comes from gear and the Magic column, and the glass of milk is the only consumable that restores it.

BETA 0.4.23 23 September 2026

  • Every dish in your kit is finally offered in combat. The list was hardcoded to cooked fish: the steak, the stable plates and the glass of milk never appeared, and the “Eat” button sent the fish even when you picked something else.
  • The selector states what each remedy restores, and sorts them from most to least nourishing.
  • Auto-healing explains what it skips. It only takes what raises HP right away: delayed dishes and the glass of milk are marked “manual” instead of being left out in silence.

BETA 0.4.22 23 September 2026

  • Expedition refusals can finally be read. They showed as raw codes — “errors.EXPEDITION_PARTY_WOUNDED” — because no translation existed: thirty-five sentences were missing, nearly everything the mode can refuse.
  • “Complete expedition {level} first” now shows the number. The refusal carried it, but it was lost on the way.

BETA 0.4.21 23 September 2026

  • Food and drink finally say what they do. The glass of milk, the plate of eggs and the omelette showed nothing at all; cooked fish and steak, a sentence without a number. Each now states what it restores, computed from your levels and gauges — and, for dishes that spread their healing, over how long.
  • The healing shown accounts for Research. The efficiency bought in the Utility column was applied by the server but missing from the screen: the cooking card and the bag showed the figure from before your purchase.
  • Potions announce health points, not just “30% of max HP + 20” — a formula you had to work out in your head.

BETA 0.4.20 22 September 2026

  • Auto-gathering survives a network drop. A lost request ended a run as abruptly as a full stock — one second of network cut ten minutes of mining, an hour with the VIP card. Four retries now, then a stop that says so.
  • Expedition loot no longer sits pending in silence. If collecting fails on arrival, the screen retries four times before handing back to the “Collect” button. Nothing was lost, but nothing said so either.
  • The in-game help finally documents expeditions: unlocking, camp, the four classes, who takes the hits, supplies, chest, rewards, fragments and seals. Plus the ninth skill, the three combat automations with their exact levels, and right-click item comparison.

BETA 0.4.19 22 September 2026

  • Auto-progression no longer stops without saying why. If the next fight fails to start — network, or a gathering run still keeping your hero busy — it retries four times before giving up. If the server refuses (locked zone, finished chapter), it stops and keeps the server's own words.
  • The switch no longer lies. Leaving the Combat tab, fleeing or losing used to break the chain without turning the setting off: the screen promised a sequence nothing was driving any more. A switch that is on means the chain is running again.
  • Auto-combat really does come back after a victory. It could miss its return on the next fight on a loaded device, leaving auto-progression to open fights nobody was playing.

BETA 0.4.18 22 September 2026

  • The Gathering column of Research now has ten tiers. The first drops the miss risk from 45% to 30%, tiers 2 to 8 by one point each, and the last two — which require the citadel — by four points each: at the end of the column only 15% of gathers fail. Tiers already paid for stay yours.
  • A cooking batch's announced time now adds up. One portion costs 1.6 s, not 2 s: the display rounded to the second and made a correct 48 s total for thirty portions look like a bug. Durations under ten seconds now keep their decimal. The wait itself has not changed.

BETA 0.4.17 22 September 2026

  • Auto-combat no longer stops without saying why. A turn lost on the way — slow network, late answer — is retried four times before it gives up, and when it gives up, it says so. The end of a fight stays silent: the victory line is already on screen.
  • Ore and wood can be missed. Roughly one pick or axe swing in two gives nothing — a 45% risk, written above the nodes. A miss does not stop auto-gathering and still grants half the XP; only a full stock stops it, as before. Fishing keeps its own rules.
  • Mature wood is gone. Mature birch and maple yielded double and made you hit the 999 cap before you had any use for it. Four species remain, all at the same yield. A VIP worker set on a mature trunk is moved back to the plain species of the same wood.
  • The Gathering column of Research now buys successful swings, not speed. The first tier drops the miss risk from 45% to 30%, the next two by one point each. Tiers already paid for stay yours.

BETA 0.4.16 21 September 2026

  • Comparing at the forge is done with a right-click, like on a bag slot, instead of a button sitting on every card. Two full-width buttons per card doubled the weight of a grid you mostly scan. On touch, a tap opens the same comparison.
  • The comparison panel no longer runs off the bottom of the screen: it caps to the available height and scrolls. It assumed a fixed height, and eleven stat rows exceed it on a short screen — in the bag as well as the forge.

BETA 0.4.15 21 September 2026

  • The Forge compares: every equippable piece carries a button that unfolds, inside its card, what it would change against what you wear. You chose what to forge knowing nothing about your gear.
  • Comparisons finally account for enchantment and seals, in the bag, the bank and loot. They read the item’s base: a +4 chestplate sealed twice showed 22 HP instead of 39.6, and an item costing you 33 HP looked like it cost 15.
  • Mature birch and maple take 35 % longer to fell, but truly yield double — which they already claimed to. Their base started from their own unlock level, seven notches higher: at level 15 they yielded as much as an ordinary tree, and from 15 to 20, less.

BETA 0.4.14 21 September 2026

  • The Mage becomes a mage. Their bolt bursts across the pack: the main target takes it all, two neighbours take a share, and each carries its own number. Against a lone boss nothing changes — an area spell must not widen the mode’s real gate.
  • The Healer sweeps. When two or more of their own are below the threshold they stop choosing: less to each, but to all, with a line drawn to every wounded ally. One heal per turn was their only limit, and the real reason they fell behind.
  • Neither has mana, and that is deliberate: you do not click during an expedition fight, so a gauge to watch would be a gauge you watch without being able to act. Tension was retuned from 1.04 to 1.10 to account for both gestures.

BETA 0.4.13 21 September 2026

  • Expeditions stop being easy. Difficulty tracked the Combat level expected at that tier, never yours: opening the mode at Combat 20 meant facing creatures sized for Combat 7. It now follows your real levels — yours grows your explorers and their opponents.
  • An expedition now demands explorers one notch above its number. Running each expedition once landed you exactly at the expected level, forever; you now have to run them again to level your explorers, and the final zone slips away if you only passed through.
  • Supplies are no longer decorative: dry, even a prepared party clears nothing. In exchange the healer only opens a flask in an emergency — it used nearly twenty a zone, costing more than the expedition paid.
  • The Expedition skill raises loot chances: +0.05 points per level, +2.5 points at fifty. It follows the skill rather than the current expedition — running the first again at Expedition 50 gets the same bonus as the fiftieth.

BETA 0.4.12 21 September 2026

  • The VIP worker report no longer forces itself on you: a checkbox on its card, unchecked by default, decides whether it arrives by mail. Unchecked, no report is generated at all — including for existing accounts, since nobody ever asked for it.
  • The offline tally is cleared either way: turning the report off does not pile anything up behind the scenes, and turning it back on later will not dump weeks at once. The checkbox stays usable even with VIP expired — you should always be able to switch a mail off.

BETA 0.4.11 21 September 2026

  • Expeditions can finally be heard. Swords, arrows, spells, heals, blows taken and packs cleared: every beat of the run has its sound, and stays silent if you turned sound effects off.
  • The hunter's arrow and the mage's bolt really cross the screen, and the blow only lands on impact — no more creature bleeding in the very frame the shot leaves.
  • Damage shows as numbers, on the enemy as well as on your explorers, and a miss is visible. You can read what happens instead of watching bars melt.
  • The healer draws a green line to whoever they lift, with the amount above: in a party of five, "who heals whom" was impossible to follow.

BETA 0.4.10 21 September 2026

  • An expedition now opens only once the previous one is completed, final zone included. The skill alone used to decide, and since every zone feeds it, you had the level to open the second one by the eighth zone of the first — without ever seeing its boss.
  • The refusal names what to do: "Complete expedition 4 first, final zone included." It comes before the skill refusal, because it does not ask you to go earn XP elsewhere — only to finish what you started.

BETA 0.4.9 21 September 2026

  • Employee cards in My Land no longer squash. The name and the two buttons were fighting over the same line: "Aldric de la Forge" broke into three vertical lines with "Remove" and "Dismiss" biting into them. The name now gets the full width, and the buttons their own row at the bottom of the card.

BETA 0.4.8 21 September 2026

  • An expedition you run again now shows its progress on the map. It drops back to 1/9 and kept its star, which hid where the replay stood — yet running again is the only way to gather the 160 fragments of a fully sealed set.

BETA 0.4.7 21 September 2026

  • The "Skip" button is gone. A zone is no longer merely resolved at departure: it lasts as long as its journal, and the server refuses to hand over the loot before then. It also refuses to launch another one meanwhile — no more running nine zones in ten seconds of clicking.
  • The expedition runs even if you close the tab, like the rest of your kingdom. When you come back the team is waiting: a "Collect the loot" button, with no minute of animation to sit through for something already earned.
  • The map says why you cannot set out again, with a countdown to the return, instead of letting the server refuse after the click.

BETA 0.4.6 21 September 2026

  • The map finally shows the whole journey: all fifty expeditions, grouped by region, with a padlock on everything not yet open. A tile states its number and its progress — a star once it is completed.
  • The nine zones now appear only when you enter an expedition. The winding path, the departure button and the crystal rule live there. Even a locked expedition opens: you can see what awaits, and read why the door is shut.

BETA 0.4.5 21 September 2026

  • Watching a run again is something you ask for: the Run tab no longer replays the last recording on its own. It shows a poster and a "Watch this run again" button — opening your camp should not force a minute and a half of spectacle on you.
  • The map states what re-running an expedition pays: gold, XP and fragments just like the first clear, but never crystals. The rule has been in place since 0.4.0; nothing announced it before the click.

BETA 0.4.4 21 September 2026

  • Expedition loot is handed over on arrival, no longer at departure. The server still resolves the zone the moment you click — that is what makes it beyond dispute — but gold, crystals, XP, fragments and the rare item only arrive at the end of the run, and it names them.
  • Closing the tab mid-run loses nothing: the run stays pending and is recovered when you come back. Setting out again first banks the one you left behind — so you cannot abandon a retreat to reroll your luck.
  • A run and a replay are finally two different things. The run says the loot comes on arrival; the replay carries a tag and warns that it gives nothing. Along the way, banking the loot no longer restarts the run from the beginning.

BETA 0.4.3 21 September 2026

  • The run finally states where it stands: "Zone 3 / 9", the current wave, and a conclusion when the replay ends — with the button that leads to the next zone. A "Skip" button jumps straight to the end, since the loot is banked the moment you set out.
  • The map replaces its row of numbers with a real journey: nine numbered stones along a winding trail, a star on what is cleared, a padlock on what is locked.
  • Camp supplies become four crates: drag food and potions in from your bag, and one click takes them back. Health potions, which never showed up in the list, can finally be delivered.
  • The camp chest becomes a twenty-slot grid, like the bank one. Click a piece to select it, then take it or throw it away.
  • Upgrade fragments and seals leave the camp sheet for your bag, with artwork of their own. Double-click a stack of four fragments and the seal is forged.

BETA 0.4.2 September 21, 2026

  • Ten expedition achievements, in their own tab: hire your first explorer, gather a company of eight, close an expedition, close ten then all fifty, clear a hundred zones, apply a first seal, saturate an item, and reach Expedition 25.

BETA 0.4.1 September 21, 2026

  • Upgrade seals can finally be applied. Right-click an equipped item in your sheet, then “Apply a seal” — in the same place as enchanting, because these are the two ways to improve a piece. Each seal adds 10% to every stat, up to four per item, and stacks with the citadel garden enchantment.
  • A seal belongs to the item, not the slot: unequipping a sealed piece returns it to your bag with its seals, and re-equipping finds them again. A sealed piece never stacks with the same piece unsealed — otherwise four seals, that is sixteen expeditions, would vanish in a stack merge.
  • The camp is supplied from the Expeditions screen: the list shows the food and flasks your bag holds, with “+1” and “Deliver all”. Your kitchen and your farm finally have an outlet.
  • The Expeditions interface did not fit on screen: the “Assemble the party” button slipped below the explorer list, the replay canvas grew to seven hundred pixels tall, and the launch button rendered white for lack of styling. All three are fixed, and panels now scroll inside themselves instead of pushing the page down.
  • A zone replay froze on its first frame on some machines: the very first time delta could be negative, sending the scene clock backwards. The enemy pack now stands a readable distance from your party instead of hugging the right edge, and your explorers’ health bars no longer vanish into the grass.
  • Two deeper fixes caught along the way: equipping an item without naming its stack erased its enchantment and its seals, and the conversion of legacy slots (amulet, ring) dropped long-time players’ enchantments.
  • “Ready for adventure” showed as a raw key under the scene on first load, before the language tables were ready.

BETA 0.4.0 September 21, 2026

  • New feature: Expeditions, unlocked at Combat 5 and Magic 5. You do not go yourself — you establish a camp, hire explorers and watch them set out. Fifty tiers, eight zones each and then a final zone: five waves back to back and a boss.
  • Four classes and two roles. Warrior and Hunter hold the front rank, Mage and Healer work behind. A party is four or five explorers, with at least one healer and two physicals — otherwise the camp refuses to let them leave.
  • The formation decides who takes the hits. Creatures strike the front rank while it holds, then move to the mage, and only reach the healer last. That is exactly the order the party is drawn in: the risk reads across the column, right to left.
  • A zone is resolved at launch, all at once. The loot is banked before the first frame: the mini-game only replays what happened, and closing the tab halfway costs nothing.
  • Zones are almost always cleared, but they wear you down. A supplied party comes out around 70% health; sent out on an empty stomach it drops to 43%, and the final zone slips away. A fallen explorer is wounded, never dead: he recovers at camp.
  • Each pack killed gives 250 gold and Expedition XP, with a 5% chance of 5 crystals. The final zone adds 1,000 guaranteed gold, one guaranteed upgrade fragment, a 20% chance of 25 crystals and a 50% chance of a rare item found nowhere else. All four rolls are independent.
  • Running a completed tier again keeps the gold, XP, items and fragments, but grants no crystals. Four fragments forge an upgrade seal; a seal adds 10% to every stat an equipped item gives, up to four per item.
  • Loot goes into a camp chest — twenty slots — never straight into your bag: it drops while you are not watching, and a full bag would make it vanish. You sort it on your return.
  • Expedition is the ninth skill in the game, and the first to stop at 50: its level opens the expedition of the same number. Finishing expedition N gives roughly enough to reach the next.
  • The “Unlock expeditions” research becomes “Unlock greater expeditions”: tiers 1 and 2 are open without it, and it lifts the ceiling to the fiftieth.

BETA 0.3.9 September 20, 2026

  • New feature: Research, unlocked at Combat level 5. Five branches — Physical combat, Magic combat, Utility, Gathering, Crafting — and thirty works that only cost time and gold. One research runs at a time, it progresses even offline, and whatever completes is yours for good.
  • Each branch is a column that fills top to bottom with no empty slot: Utility only has four, Gathering and Crafting three. The price still follows the tier — "Unlock expeditions" is Utility's fourth card and still costs 18h and 5,000 gold. The last two tiers of the combat branches require the citadel.
  • What the works change: combat percentages apply to your total, gear included, and add up with one another. The Magic branch opens a passive ward absorbing 25% of incoming damage, with no mana and no end. Utility boosts your potions, your meals and both gauges. Gathering and Crafting speed up your actions and yield more — the fraction earned becomes a chance, never half an ore.
  • Gold is spent at launch and never refunded: cancelling frees the queue, not your purse. Expeditions themselves will open in a future update.
  • Fireball now costs 30 mana instead of 75, and its cooldown drops from 10 to 3 seconds. It is the spell you learn on your own at Magic 5, and the only one many players keep for a long while: at the old price it was cast once per fight before the rest played out with a weapon. It becomes a mage's ordinary pace again — bounded by mana, not by the clock.
  • Minor Heal cooldown drops from 12 to 6 seconds. In a fight settled in a few exchanges, twelve seconds meant you could only heal once: the spell was not a decision, it was a lottery.
  • Major Heal drops from 30 to 15 seconds. Its 95 mana already spaced it out; the clock did not need to pile on.

BETA 0.3.8 September 20, 2026

  • An equipped item's card reported your Magic as 1. An orb worn by a level 17 mage showed “Magic required 16 (you: 1)” in red, with an “Insufficient level” badge — on a piece they were wearing and whose bonuses they were getting. Only equipped-item cards were affected: bag, bank and first-aid kit cards read the right value. Nothing was wrong in the game itself, only in what the card displayed.

BETA 0.3.7 September 20, 2026

  • An action's duration is now a server rule. The 2.4 seconds of a pickaxe swing only existed in your browser: the server served any call that showed up, so a script could mine at network speed. Nothing forbidden was obtained — levels, costs and caps have always been checked — but speed is the real currency of an idle game, and the auction house spreads it to everyone. Gathering, smelting, forging and cooking are now checked on arrival, with a tenth of tolerance for latency. A cooking batch costs the time of the batch. You will notice nothing: the game already waited that long.

BETA 0.3.6 September 20, 2026

  • One task at a time, and it runs to the end. Starting a fight or a craft while another action was running cancelled it silently: the craft simply never happened, and nothing said so. The game now refuses, naming what is busy — “A task is already running: Mining iron”. Switching gathering target is still allowed (same task, another vein), and so is eating during a fight.
  • An action you started keeps going even if you switch panes, and you can see it: a strip at the bottom of the screen reminds you what is running. Gathering keeps its “Stop” button; a craft or a cooking batch ends on its own. A batch finishing while you were elsewhere also reset the scenery over the open pane — fixed.

BETA 0.3.5 September 20, 2026

  • Cooking finally sees the ingredients stored in your bank. Since 0.3.1 the server accepted crafting from what sleeps in the vault — but the screen only counted the bag: it showed “0 eggs” to someone holding twenty in reserve, and greyed the button out. Eggs, milk, raw meat, citadel fruit and fragments: the count now adds stocks, bag and bank together, exactly like the server. A stack still sealed by magical rescue stays excluded, since it cannot be spent.

BETA 0.3.4 September 20, 2026

  • Every mission objective now says where to go. Under the progress bar, a marked line gives the place and the method: “Actions → Mining, Iron vein (Mining level 8)”, “Actions → Smelting: 3 iron ores make 1 iron bar”, “Combat, any mode: this foe appears at level 25”. Until now a mission named its target and its count, never the place — and touring the tabs made it look stuck.
  • Mission drops now state their source and their odds: which foe or which vein they come from, and the chance per win or per swing. Two things you could only guess at — plus a detail nobody suspected, now spelled out: while a mission asks for a specific foe, that foe is favoured in your encounters.

BETA 0.3.3 September 20, 2026

  • The bank keeps stacks of 20, VIP card or not — and a stack of 50 coming from the bag now splits properly into 20, 20 and 10. Stacks of fifty are a bag perk: the bag is what decides how long an outing lasts. Letting them spill into the bank would also have meant a bank shrinking by half the day a subscription ends. If the bank lacks the three free slots, the deposit is refused as a whole: nothing is ever deposited halfway, and a stack already filled beyond twenty is never trimmed.

BETA 0.3.2 September 20, 2026

  • The Story tab finally tells you where you stand. The chain holds 200 missions and opens only one at a time: you could see the current mission without knowing whether ten or a hundred and fifty were left. A counter now shows your rank — 47 / 200 — with a bar tracking the missions already finished, the current chapter (Aranor for the first hundred, the citadel afterwards) and how many remain. The rank is also recalled on the current mission's card.

BETA 0.3.1 September 20, 2026

  • Crafting now draws from your bag and your bank. Cooking, forging, welding fragments, life juice: the game counts what you own wherever it is stored, and takes from the bag first. Storing your eggs stopped you from making an omelette.
  • The stable finally feeds its herd. It ate one vegetable per hour whether it housed two hens or twenty-two animals, so raising the building cost nothing to run. It is now 1 vegetable per animal per hour — three hens, two sheep and two cows ask for 7 vegetables an hour, and a level 10 stable asks for 22. Employees keep their 2 vegetables per 24 hours, each for themselves.
  • The help was too vague to be of use: "the stable is where you raise animals" says neither what the animals give nor what they cost. My land now has a full section — herd per level, production, gold, employees, food and campaign bonuses, with the actual figures — and a new "Crafting" section covers smelting, forging, cooking and fragments.

BETA 0.3.0 September 20, 2026

  • You can now dismiss a worker from My Land. Their place frees up under the cap of ten, letting you hire another — and try your luck again on the +5% speed ability, which only turns up about one time in seven. Until now, ten workers without an ability blocked the door for good.
  • Dismissal refunds nothing: every hire costs its 1000 gold, or the lottery would be free. A worker on duty can be dismissed directly — their slot is returned in the process. And since the act cannot be undone, a confirmation steps in, warning you by name if that worker happens to hold the very ability you were after.

BETA 0.2.6 September 20, 2026

  • On phones, an item's action menu now shows in full. Its bottom slipped under the menu bar, hiding “Sell all” and “Drop”; and since the rest fitted within its height, there was nothing to scroll — the gesture went to the game behind instead. The menu now sits above the bar and reaches the bottom of the screen. Same fix for the bank, equipment, resource and first-aid-kit menus, which shared the fault.

BETA 0.2.5 September 20, 2026

  • Combat finally fits on a phone screen. The two fighter cards redrew what the scene already shows right above: your hero, your opponent, their portraits and both health bars. Those portraits are gone — the opponent's name stays — and the number grids (defence, damage, evasion, regeneration…) fold behind a line you open with one tap. They serve to prepare a fight, not to decide the current turn. The log drops from 180 to 116 pixels and scrolls on its own.
  • A finished mission is finally visible in the bottom bar. The signal was only a pulsing green glow, barely visible on a dark background — and being an animation, it vanished entirely for anyone who asked their system for less motion. It is now a green dot, which holds still.
  • The mail counter no longer appears on the top “⋯” menu, where it had no business: it read as a stray mission notification. It now lives in one place only, on the character button at the bottom.
  • The VIP countdown moves up into the top bar, next to gold and crystals. It took absurd proportions in the brown boost strip, where it did not belong: VIP is not a few-minute boost you watch expire, it is a state of your account.

BETA 0.2.4 September 20, 2026

  • On phones, the bottom menu bar finally scrolls when you swipe it. It carried no gesture hint, so the browser was free to read the movement as a vertical page scroll — and on a 56-pixel strip, no thumb draws a perfect horizontal. You pushed the menu, the game moved.
  • Bottom sheets — the “⋯” menu, item actions, item card — no longer drag the game behind them. On reaching the end of a list, the gesture carried on to the page underneath: you thought you were scrolling the menu and had moved the game instead.

BETA 0.2.3 September 20, 2026

  • On phones, the play area nearly doubles. The header used to stack the title, version, tagline, nine icons and up to nine number pills — together with the scene, three fifths of the screen was decoration before any playable content. It now fits on a single row: your gold, your crystals, server status, and a “⋯” button.
  • Nothing was removed. Bank, settings, music, effects, admin console, logout and release notes live in the “⋯” sheet. The character sheet joins the bag, pinned to the bottom menu bar — the two most-opened windows, now under your thumb. The menu bar itself has not moved: it stays at the bottom.
  • The nine numbers of My Land and the five of the Citadel leave the header, where they were only a duplicate: both sections already displayed them. Active boosts keep one line, shown only while one is running.
  • The pixel-art scene stays visible everywhere, as a band. It keeps more height in combat, where it is what you watch.
  • Selling a resource no longer needs a right-click. That was the reported fault: from a phone, your stock was simply unsellable. Same fix for the first aid kit, which a stack could not leave, and for farm and stable food, which only a double-click could withdraw.
  • Tooltips finally open on touch, with a long press. They only answered mouse hover: on a phone none ever appeared, and the game's whole explanatory layer was mute.

BETA 0.2.2 September 20, 2026

  • The chat badge finally counts messages received while you were away. It could only count those that arrived under your eyes with the window closed: logging in each morning, you found seven messages behind a bubble announcing nothing.
  • How far you have read is now kept by the server, not the browser: the count matches on phone and desktop, and survives clearing your cache. Opening the window clears it, and a message read under your eyes no longer comes back as unread.
  • The bubble pulses as long as something is left to read, rather than for the moment of arrival. “Notify: tags” only pulses if one of the unread messages names you, and “Notify: mute” stays quiet.

BETA 0.2.1 September 20, 2026

  • The game is finally playable on a phone. HTML5 drag and drop simply does not exist on a touch screen: depositing at the bank, equipping a weapon, filling the first aid kit or listing an item for sale did nothing at all, with no message explaining why. A long press now picks the item up — a short vibration confirms it —, valid destinations light up, and you release on one of them.
  • Lift your finger without choosing and the item stays in hand: a bar at the bottom of the screen says so. You can then scroll, open the bank, and tap the destination. It is the only way to go from bag to bank on a screen that shows one window at a time.
  • Tapping an item opens its action menu — equip, deposit, sell, drop — until now reserved for right-click and therefore out of reach on touch. The detail card lives there under “Details”.
  • The character sheet is back on phones: stats, skills, spells, equipment and mail were locked inside the left column, which small screens hide. A 🧙 icon reopens them from the top bar, and the admin console gets its own.
  • The bag is pinned to the right of the bottom bar, with its slot counter: no more scrolling back to the top of the page just to store an item.
  • Two windows no longer cover each other. Bags, bank, character, map and settings all settled in the same place at the bottom of the screen: the one underneath looked closed. On a phone, opening one closes the others.
  • Menus and item cards now open as bottom sheets, within thumb reach, instead of appearing next to a cursor that does not exist — and running off screen half the time.
  • Phone in landscape: the layout stays the phone layout. It switched to the desktop layout above 640 px wide, so a turned device got a desktop interface squeezed into 430 px of height.
  • Touch comfort: buttons are at least 44 px, double-tap no longer zooms by accident, text fields no longer make the screen jump on iPhone, and hover styling no longer sticks to the last slot you touched.
  • In combat, actions are laid out in two equal columns: the last row fell below the fold, and you aimed for “Potion” while hitting “Flee”.

BETA 0.2.0 September 20, 2026

  • All experience in the game is doubled. Combat, gathering, crafting, quests, Story, Citadel: every source now gives twice what it used to, at the normal rate. The level curve has not changed — the climb is simply twice as fast, evenly everywhere.
  • Fishing a line that comes up empty now gives 5 experience instead of 2. One cast in four gave you next to nothing.
  • The VIP card gains three more perks: +15% experience instead of +10%, one-hour auto-gathering instead of ten minutes, and stacks of 50 in the bag instead of twenty. When the card expires, stacks already filled beyond twenty are kept: they take no more, but nothing is lost.
  • Raw fish moves to the resource bag, alongside ore, wood and bars. It no longer takes up backpack slots, where a long fishing session used to fill everything. Fish you already caught are moved across. Cooked fish stays in the bag: it is a dish, and it must still fit in the healing kit.
  • The stable finally has a real herd. The animals no longer change at random every hour: your livestock depends on the building level. Hens from level one, sheep at two, cows at three.
  • And those animals produce, every hour: one egg per hen, one raw meat per sheep, one milk per cow. Production accumulates even offline, up to one hundred per item, under the same conditions as the stable gold — an assigned worker and fodder in store. A Collect button empties it all into your bag.
  • Three dishes to cook from that produce. The plate of eggs (3 eggs) restores half your health, spread over twenty seconds. The omelette plate (6 eggs and 9 milk) restores 40% in just eight seconds: less overall, but far faster. The glass of milk (1 milk) restores a tenth of your mana, immediately — the first consumable in the game that fills the blue gauge.
  • Patrol no longer disappears at combat level 5. The Chronicles still open at that tier, but they now sit alongside Patrol instead of taking its slot: you can head back out on patrol at any level, for a run with nothing at stake.
  • Fix: eating outside combat no longer wastes your dish. Health only exists during a fight — yet the dish left the kit and healed nothing, without a word. It now stays in the kit, with an explanation.

BETA 0.1.5 September 19, 2026

  • Auto-gathering now lasts the full ten minutes it advertises. A second limit, at a hundred actions, was actually stopping it after four minutes — two minutes forty with a speed boost — while the countdown kept promising ten.
  • That action-count limit is gone: there is now a single rule, the ten minutes on screen. Gathering only stops earlier if the server refuses the action — bag full, or resource depleted.

BETA 0.1.4 September 19, 2026

  • The bag finally fits in its window: all twenty-five slots show at once, with no scrolling.
  • Desktop client: drag and drop works again. A native window setting was intercepting items before the game saw them.
  • Desktop client: the window opens larger, wide enough for the two-column layout of the citadel, My Land and combat.

BETA 0.1.3 September 18, 2026

  • Public chat is back, in its floating window: drag it, resize it, and the bubble keeps count of unread messages.
  • The online player list opens to the right of the chat, from a button in the header. It starts collapsed, and your choice is remembered.
  • Game masters carry a small green “GM” badge in the list, and their name stays gold in messages.
  • Clicking a name — in the thread or in the list — drops it into your message as a mention.

BETA 0.1.2 September 18, 2026

  • Smelting and story quests granted Crafting or Mining XP instead of Smelting XP when you smelted or collected bars — fixed, including for quests you already had in progress.

BETA 0.1.1 September 16, 2026

  • A more complete account overview for the moderation team, so they can help you faster when something goes wrong.
  • Gold, crystals or items can now be sent to a player, always with a stated reason, logged and announced by mail.
  • New onboarding settings for new players, including a special grant tied to invite codes.

BETA 0.1.0 September 16, 2026

First public release: the game enters beta.

  • The Chronicles, a new chapter-based combat mode with its own foes and progress that's never lost.
  • Magic joins the combat skills, with its own spells and gear.
  • Smarter auto-combat and auto-heal, chaining spells, then potions, then food in the right order.
  • The bag, the healing kit and loot recovery were reworked for better inventory management.
  • Cooking can now be batched, with new recipes including a more efficient meal.
  • A reworked interface: movable windows, a clearer character sheet, and on-hover explanations.
  • A first overall balance pass on combat and skills.