Hello everyone,

The focus at the moment is really on server-side stability, performance, and engine architecture. As such, it occurred to me we didn’t have an official bug tracker where you can see what bugs I am aware of and their current status. You can find a link at the top of the website!

Also, today a few bug fixes went live as a critical game-breaking issue was found and reported last week. The following are now fixed:

  • Critical edge-case server issue that could result in “invisible” players
  • Reconnecting quickly while dying / changing zones could result in the client failing to load into the game completely resulting in a frozen “black screen”
  • Items with an uneven amount of stat points would never drop the top level of secondary stats available. Monsters have been scamming you all
  • Death messages should now always appear for everyone
  • It should now be impossible to time a reconnect perfectly as you die and not actually die
  • Unread whisper message count now correctly renders over the player sprite
  • Advancement messages now also show to the player who advanced
  • Very slight performance improvement to lighting render loop

That’s all for now! As always, if you find any issues and they aren’t in the bug tracker please report them on the discord.


Small update to address a few bugs and make some quality of life tweaks. Nothing major I’m afraid, but I felt this was necessary as there were a couple of nasty live bugs and I’ve been doing a lot of code restructuring on the server so wanted to get this out to make sure I haven’t broken anything further.

Where’s this then?
  • Various map tweaks and fixes, the start of the game is now illuminated with torches for example.
  • Behemoth map extended
  • New Revenant map added
  • Pushing players animates correctly again
  • Possible fix for an edge case bug when switching maps in combat and connecting in from another device
  • The bum can now stand on his box
  • Lots of server side housekeeping

See you in-game,

Hello everyone,

It’s been a little while since the last update – I had quite a lot going on in real life and also I think I needed a little bit of a break from the project so I figured things would be alright for a little while until the gofundme neared the end of it’s run.

I have been spending some time going through the server engine code, reworking it and taking a critical look at how it is working, and today I deployed some architectural changes to the server that have eliminated the primary source of server-side frame skipping (you guys would see it as lag) tied directly to how many people are online, logging in or logging out at a given moment. In addition, I had a brainwave and have made some changes to how the lighting engine works on the client. You should see:

  • No more lag when hundreds of players log in / out at once (i.e. after a server restart)
  • No more lag when there are 500+ players online
  • Much smoother performance in general when you are on a map with a lot of other players
  • If you had low FPS in abyss and other maps with lots of light sources (lava), you should now have much better performance

I have identified another reasonably heavy architecture change that will speed things up even further, though this is going to take me a while to deliver. This is all of course still running on the original server hardware, I am going to be ordering the new machine tomorrow which will again significantly increase performance.

To celebrate this purchase I have activated 5 days of events. Egon has kindly expanded some of the hunting zones so everyone isn’t quite as squished, I am testing these now and will be releasing them during the week.

Thanks everyone!

Hey everyone,

I have been toying with a new sort of “fun” little tweak to monsters today and I thought I’d release it and see what you all thought of it. It’s something that has been asked for by everyone for a long time and although it isn’t on the roadmap I figured what the hell and use it as an excuse to promote the new server gofundme at the same time 😉

You spammed for them, here they are

  • Every monster in the game can now spawn as a boss
  • Bosses are extremely rare, and will not happen frequently
  • Bosses guarantee a high currency drop
  • Bosses guarantee an equipment drop from the loot pool of the monster
  • If the equipment drop is for your vocation, it will have max stats and be soulbound
  • Bosses have double stats, but double the experience

There are multiple bosses for each monster so you’ll see some funny names I’m sure. At the very least, this should add a bit of flavour to the game and be a nice chance to get a perfect roll on a piece of equipment.


Hello everyone!

So, I have noticed recently that I get more and more little lags despite having a very small ping (I live very close to the server) and I decided to spend my time today investigating just exactly what was going on.

I started where you would always start in this situation, firstly by profiling the client, then by investigating the JVM locks / garbage collection sweeps… everything seems fine… okay, that’s annoying. I suspected it might be something to do with the massive networking changes I recently made so I try playing with that, logs everywhere… no? Still no clue.

It’s only when I look at the load average on the server and the amount of CPU usage when it becomes clear… our little server is having a 24/7 heart attack. It’s time to retire the old girl and replace her with something significantly better. I’ve priced up a new machine that I think will carry us through to release and it comes in at just over £1500! Ouchie.

So! At the end of the month I am going to buy a new server and retire our old one, and if you would like to help I have set up a gofundme! Regardless of how close we get to the target I will be buying the server, so this is just more of a way for you guys to help out if you want to. If you don’t want to, that’s cool too!


See you on the other side 🙂


Hey everyone, a small server-side-only hotfix patch just went live to address some issues found since yesterday’s update.

Clawing my way through the updates
  • Ghosts now no longer have heal for realsies
  • Replacing an enchant no longer retains the previous one
  • All double enchanted items have had their first enchant removed
  • Fix for client crash on equipping the 100 skill back reward


Hey everyone,

This update addresses various concerns with the new resistances and the affects on balance this has had on both the game and its economy. Most materials now have a use for one enchant or another, and the resistances and monster balance has been tweaked universally across the game to make it closer to how it was prior to mob defence being removed, but without taking any damage away from anyone.

The ice slimes have built a nice extension to their dungeon
  • Fire wyrms now attack with fire
  • Ghosts no longer heal
  • Parker and Shell are open for business
  • All non-damage enchant recipes changed
  • Physical resist removed from most mobs
  • Most mobs stamina increased by 10% to compensate for increased damage due to monster defence removal
  • Fix for using a potion on death
  • Fix for an appearance exploit with skill-gated outfits
  • Server maintenance
  • Various map tweaks

This is a continuation of some refinements and progression around enchanting and adjusting to how it has affected the game. I have become increasingly aware that the start of the game (from levels 1 – 30) has really fallen behind in terms of quality and content when compared to the rest of the game, so I am going to take some time to address that this week. You can thank Egon for helping the water slimes expand their dungeon 🙂 As always, report any issues on the discord – cheers.


Hiya, me again!

This is a content, balance, and bug fix patch to address the immediate fallout of the enchanting system going live yesterday. I am planning at least 1 content expansion update to go live this week to expand areas such as ice slimes which are at the moment very popular and in need of space.

A bit cheesy
  • Fix for fire resistance only showing if physical resist was present
  • Monsters no longer have defence, they rely entirely on resistances
  • Friendly NPCs can no longer be stood on
  • All monster resistances adjusted
  • NPCs will no longer attack players transitioning between maps
  • Players transitioning between maps are now invincible
  • Hector received so many visitors he has opened a small business
  • Training weapons state they negate HP regen
  • Various map tweaks
  • Ghosts no longer use volley

Unless there are any major issues there will be no further updates until the end of the week. Please report any bugs or issues on the discord, thanks everyone!


Bit of a surprise update this one,

A while back (over a year ago) I put a lot of time and energy into writing an enchanting system that would allow monsters and players to have resistances and strengths to certain elements. The elements made it into the game but the enchanting system did not… that is, until today.

Now the elementsmean something 🙂
  • New item type “material” added
  • Over 30 new materials added, all creatures drop something and materials are all worth money
  • 4 new enchanters scattered around the world! Meet Hedge, Hog, Harvey and Squidge
  • You can enchant items with requirements over level 40 in exchange for certain materials at certain enchanters
  • Ghosts are now 9% less likely to attack spam you
  • Revenants have taken over the fortress and kindly spaced themselves out so it is a viable hunting zone

Post-update patch:

  • Revenant, Behemoth, Demon, Hellhound, Shambler and Shadow respawn time decreased
  • Sorcerers no longer drop materials
  • Ice slimes now drop Ice shards
  • Material values and weights adjusted slightly

This is really rather untested as at 3am I thought it would be a good bit of fun for me to try and get it finished and released on Sunday. I anticipate there will be some bugs, probably drop rates will need to be adjusted etc etc so as usual please post all feedback and issues you find on the discord 🙂 Good luck and happy hunting!


Happy weekend everyone 🙂

This is the final update of the month and I ran out of reported bugs to fix (wohoo!) so I took a few hours to sort out something that has annoyed me ever since it was put into the game… the Shop and Bank interfaces.

Tabs glorious tabs
  • Shop and Bank UI rewritten so you can understand it without max IQ
  • Hotkey buttons rewritten, they really should not be able to lock up now!
  • Training weapons do less damage to monsters than players
  • Fix for client crash when deleting a character
  • Fix for /WHO command behaving strangely
  • Fix for NPCs not listening to their spawn direction
  • A message is shown in map chat when a player is killed
  • Events show the correct message when ending

I hope you like the new tabs and find that your hotkeys behave themselves from now on. As always, if you find any more bugs please post them on the discord in the #bugs_glitches channel and I will take a look. Cheers,