Hiya, weekend update is here šŸ™‚

  • Fixes for chat related kicks
  • Significantly toned down sprite scaling after level 100
  • Potions now weigh half as much
  • High level mobs currency drops increased
  • Hell is now 25x bigger
  • Felwalkers now 4x bigger
  • New behemoths zone
  • Engine updates to allow for new types of map linking

Careful, it’s easy to get lost down here

From the feedback we have received since the temporary dynamic party system went in it was clear the imp zone, hell and inferno were the most cramped and frustrating zones in the game to hunt. As such this underworld area is now absolutely massive and there should be plenty of space for you all to hunt peacefully. The felwalker zone has also been increased but we will be keeping an eye on if this needs increased further. Other zones such as Slimes, Spiders and Cyclopses will be getting increased further in the near future.


Mombi, Egon and Liam

Mid-week update time!

I know how much you guys love it when I just log in and boot everyone off without warning so here we are šŸ™‚

I’m not where you think I am

  • Fix for NPC resists not showing
  • Donate button removed from portrait mode
  • Player details screen tidied up
  • Excess UI borders removed from all over the place
  • EXP bar transparency
  • Player enter / exit transition animations added
  • Abyss greatly expanded

This should hopefully be the start of a new trend of much smaller, granular updates being deployed more frequently. There are some quality of life changes here I have been wanting to do for a long time, the map transitions and sorting the excessive black lines around UI elements has been on my to-do list since day one. Expect more hunting zone expansions in the near future, as well as v1 of the party system coming soon.


Morning everyone,

Small hotfix release:

  • Training weapons can now hit a max of 1% of the target’s health
  • Training weapons now only take into account up to 50 offensive skill, further capping their max damage output
  • Training weapons can no longer CRIT
  • HP does not regenerate when using a training weapon
  • Combat cooldown reduced to 30 seconds
  • Defence stat increased in potency by 100%


Hey everyone,

This release is a big big change to how the game works so it is important you take a moment to read these patch notes carefully! The main major changes centre around the new transparent party system, so experience and loot is now given to the players who are most active in a fight rather than to everyone involved. A full party system will be added on top of these changes in the next major update, consider these changes the start of us steering into that system and putting an end to the 50 player afk death balls that have plagued mirage as of late.

  • Mobs now only reward experience to the blocker and top 5 damaging players
    • The experience calculation is now simply mob exp / number of players (max of 6)
    • All mobs have had their base exp significantly increased to compensate for this
    • High level mobs (such as behemoths and beyond) are now much easier to kill so you can take them as 6
  • Elite mobs have been removed from the game
  • All mobs have had their HP and damage reworked
  • Player damage dealt and taken is now calculated totally differently
    • Your skills are now much more important than your equipment
    • Everyone should now be hitting harder
  • Knight axe AOE removed (you could farm some insane exp on low mobs with it)
  • Various map fixes for all kinds of little map bugs
  • Fix for getting booted when sending short chat commands
  • Fix for weird client scaling errors all over the place (rolled back version of LibGDX)
  • Added new health and mana potions
    • Costs reworked
    • Weight reworked (You might now be over your carrying capacity as a result)
  • Standard combat lock increased to 1 minute
  • Fixes for the skull system going bonkers
  • Health and Mana regen now fixed at a standard rate rather than a percentage of max
  • Health and Mana regen is now always active, unless you are in a safe zone
  • Staffs mana usage tweaked – mages can now run out of mana
  • Currency drop rates increased across the board
  • Hedgehogs

This is by no means the final balance pass on mob exp / hp / damage so please report back anything you think seems a bit out of whack. I am going to work on a fair way of dynamically calculating what the EXP of a given mob should be based on its HP and skills for the next release, ensuring stronger mobs give more exp-per-hit to encourage you guys to always want to fight the hardest stuff you can. The state of play with this patch is manually tweaked based on test server feedback, so I’m sure there’s a few silly mistakes in there somewhere.

See you in-game,



I am extremely excited to announce the long-awaited deployment of the big back-end networking and database layer rewrite has now gone live!

A whole neeeew wooooooooooorld

Amongst other things, the big and obvious change for you guys is the roll-out of a world-revamp. Every zone has been reworked and redrawn, we wanted you guys to see the project is being taken seriously in 2019 and this is just a small taste of what is to come. Patch notes are as follows:

  • World revamp, all new world and graphics
  • Removal of /gender command
  • Donation system completely removed
  • Addition of event scrolls
  • You can no longer log in with account names, you must use your email address
  • The email relay service we use is now DNS authenticated
  • Complete rewrite of the server-side networking and packet handling
  • Complete rewrite of the server-side database layer
  • Migration to MariaDB
  • Friends list limited to 25 friends (your friends list has been wiped as a result)
  • Many bug fixes

The next update will be a fun interim update before I start work on migrating the client to use the new networking architecture the server now leverages, expect some new monsters and zones as well as balance and quality of life changes in the near future.

Please report any and all bugs you find on Discord!