As is the norm, Mirage has shut down for 24 hours over Christmas day. This isn’t for server maintenance, upgrades, or anything like that – it’s simply… I have the ability to interrupt the casual mobile gaming habit of 10,000 (average sign-in per day stat) people on a day when they are likely to be in a room with family they otherwise don’t see the rest of the year, so I choose to do so. Not trying to prove anything, just something I decided to do on the first year and it’s become a bit of a tradition 🙂

Thank you so much to everyone who logs in and makes an effort to contribute and build the community in-game. Seriously, I bloody love you guys.

Merry Christmas!

Liam, Mombi, Egon, and the CM team <3

Dear players,

I’d like to take an opportunity to explain the current state of things, and what is happening with regards to continued development of Mirage into 2019. You may have noticed a few community changes in the last weeks, namely:

  • Deletion of the community Facebook
  • Removal of Reddit
  • Wiki link taken down
  • Forums closed

On the surface this might look like the behaviour of a product / service that is shutting down. On the contrary, this is simply me realising that there were far too many community hubs for me to manage. People would constantly try and reach out to me or the moderator team through facebook, reddit or the forums and basically get no response because I just didn’t ever really look at them. The net result of this is a lot of people left feeling like they got really shitty support or deliberately ignored, which is something I don’t want to happen going forwards. The wiki link has been dropped simply as it has outdated information, and is directly tied to a subreddit I no longer support.

A sign of things to come

So aside from the removal of a bunch of community pages, what else is going on? Well, the real aim of all this is to get a handle on everything so myself, the moderation team, and you (the players) are in a more solid position going forwards. With that in mind, a few things are going to happen over the next few weeks:

Improved Support

  • Realm Rules will be moved out of the forums and onto the website
  • Support section of the website with FAQs and a form to contact Char by email with any issues
  • Addition of a Manual to the website, which will explain the mechanics of the game in detail and help answer questions new players might have

Reworked Donations

  • Rework of how players donate to the project:
    • Removal of Paypal as a payment method
    • Removal of the cyclic realm bonus mechanism that is poorly understood
    • Addition of usable scrolls in-game which will grant specific realm-wide bonuses
      • These can be freely traded
      • You can just buy the realm bonus scrolls you want instead of relying on the RNG of the current donation system
      • All buffs affect everyone playing just like now
      • Gender and Name change scrolls will also be available, the latter at a reasonable cost
    • Addition of in-game store, where you can buy these scrolls using google play


The development and management of Mirage as a project over the years has largely been a mess. A poorly supported mess with little direction, at that! The game in it’s current form is effectively a proof of concept, and has a number of engine limitations as a result of how it was built in a reasonably rushed and exploratory way (my first game and all that). That said, it has found a place in the Play Store and many of you continue to enjoy it despite it’s shortcomings – which is awesome. I think it’s time this stuff started getting ran properly.

With that in mind…

I started work some time ago rewriting the whole game from scratch. New client, new server, new technology, new engine. The aim here is to remove the limitations and built some real foundations that are going to make it easy to build and extend the game properly – to make it possible to actually build the game I originally set out to realise. It is still relatively early days with the new engine, though I can say the fundamental client and server architecture is looking great and I am very close to having something we can log into and run around in. One of the largest changes is the world will be one big consistent map rather than lots of small ones – this is something I have always wanted but did not have the patience to engineer the first time round.

How is this relevant to improving the website and ripping out paypal donations? Well, really attacking this game as a serious Indie project is going to take a hell of a lot of blood sweat and tears and I want to make sure the current version of Mirage and it’s players (you guys!) are taken care of while I do it. It’s about making sure the old house doesn’t fall down while you build the new one, and embracing this opportunity to turn over a new leaf – treating the game and it’s community with the respect it deserves, taking the attitude of “no compromises, do it properly” from the new engine and applying it to Mirage on the whole.

When can we see the new stuff?

As soon as I have something cool to show you, I will. In the mean time the donations patch should land mid-december, expect some new content along side it to keep the wheels turning.

Thanks for reading,


I’m still backpacking through Italy at the moment but found myself on a long delayed train to Milan today so got the laptop out and started going through my backlog of stuff to fix.

Greetings from Florence

  • Fixed level-up font scaling
  • Fix critical hit font scaling
  • Ignored players now stay ignored between sessions
  • Fix for crash on looting 0 items
  • Fix for several target details screen bugs
  • Fix for negative stat modifiers showing two – signs in stats screen
  • Fix bodies not inferring scale from sprite scale
  • Monsters can no longer spawn in invalid locations
  • Buffed volley damage
  • Reduced PVP damage by 25%
  • Reduced damage variance
    • Damage bonus wobble reduced to 10% down from 20%
    • Crit damage reduced to 1.5x down from 2x
  • Fire Wyrms no longer bleed water
  • Copper gloves now weigh something
  • Duck smashers are no longer stackable
  • Greatly increased money drops in the abyss
  • Abyss monsters now drop high tier knight gear instead of the behemoth drops
  • Water slimes exp nerfed
  • Orc mage exp buffed

I’m sure I’ve forgotten some stuff but this is the main gist of it.



I had some time on the plane to implement a few quality of life changes to the client, these are now released to the play store and available via the download page.


  • In-game text scale
  • Health bar scale
  • Option to only show monster names and target name
  • Option to only show hp bars of injured creatures

If you don’t like the new default preferences or want to adjust them further, you can change them in the main menu. Also, yesterday the following went life:

  • Patch for walls not blocking correctly in new zone
  • Fix for chat text box not getting focus when full screen
  • Fix for back add-on UI showing colour selector
  • New level 70 area
  • 5 new high level mobs with all new items
  • Bosses revamped


Long time no see Mirage!

Lots of new unlockable outfit addons

  • Genders implemented
  • Lots of new hairstyles, for both male and female characters
  • A lot of new sprite addons and hats, everything is unlockable at different levels and skill levels
  • Seasonal hats
  • Sudden death and triple shot are now usable in PVP (mages are OP again)
  • Players over level 100 will scale every 10 levels so they stand out from the crowd
  • /home command to return to town
  • The bum (our sovereign merchant) now has a box in town to stand at for conducting his trades

Next patch will bring new monsters and items to the game for high level players.


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I have always been good at a few things in life… coding, managing small communities with an iron fist, excessive swearing, and last but not least – drinking. As Mirage Realms grows, the challenges it faces grow with it… and I think its safe to say at this point, providing good customer support for this game has for a long time now been well beyond my capabilities. If you were lucky your pleas for support have been ignored, if you are unlucky I might have told you to eat a bag of dicks.

The bottom line is we are reaching a popularity where this kind of banter / completely inept support is just no longer feasible. Enter stage left – Char.

Char is going to be the new face of Mirage Realms to the community. She is a highly compassionate (and sober) people person that is way way waaaaay more suited to this side of things than I am. Over the next couple of weeks we are going to work together to hand over things like the twitter and facebook page to her, as well as get her set up to post news here on the website, respond in the forums, be reachable at a new support email address and eventually be linked into an in-game ticket system.

She’s going to become the buffer between me and you guys, which is going to be a really good thing for everyone. She has the time and the patience to read and respond to every question, email and tweet – and I have the time and the patience to respond to her. This means when she can help you directly she will, and when she can’t she will ask me and I will be compelled to assist.


Someone will be reading your emails, facebook posts, tweets and forum posts and responding to them very soon. That someone is called Char, and I’m certain you are all going to love her 🙂 As I start to look towards making Mirage an actual real game wot’ people give money for, me and Char want to make sure we provide excellent customer service and really look after the people funding this thing as we’ve both been on the end of world-class shitty support for something we love (not mentioning any names CIPSoft you assholes) and I don’t wish to inflict that on my own players.

Love you all n’stuff

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Hey everyone,

Just a small server patch tonight.


  • Food once again displays nourishment
  • Mage death strike chance increased back up to 5% (like pre-update)
  • Mages given base elemental resistances
  • Knights given base physical resistance
  • New server-side metrics stuff (news post coming about that in the near future)

New base Mage resistances

Screenshot Competition:

As the game moves forwards the screenshots in the google play store and on the website get further and further away from what the game now is. I’d like to replace them with newer screenshots showcasing how the game looks now, taken by real players! There are three categories for which I need some cool screenshots:

  1. Mobile
  2. Tablet
  3. PC

The best screenshots submitted for each device will be used in the play store and on the website, the winners will receive a unique in-game novelty item that will not be given out again (just like the duck smasher). To enter, post your screenshots along with the category as a comment on this news – you may enter one screenshot per category. Thanks and good luck!

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With the large recent update a bunch of stuff got a bit… messy, such as loot tables, spells and so forth. So, I set out to fix it.

  • Over 50 new items added
  • All monsters loot tables completely reworked from the ground up
  • All monsters spells tweaked and balanced
  • New monsters added, old zones refreshed
  • Fix for an issue with rendering certain NPC spells
  • Mog has entered the realm

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Just a small update today.

  • Fix for a nasty server side issue causing the game logic thread to consume 100% of a core
  • Monsters will no longer always spawn in the same spot
  • You can now actually trade more than 128 items at once
  • Stats screen skill percentages now round down
  • Behemoth zone is open
  • Behemoth respawn time reduced

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Hello everyone,

We are moving back to a frequent release cadence, hurray! In order to do this we need to somehow get from the year old code that is running live, which is going to take a while to phase in. I’m pleased to announce, that process starts today!



  • All new effects for the brand new elemental system
    • Player and NPC elemental resistances
    • NPC resists are available in the target NPC details screen
  • Hit / miss chance separated from block chance
  • All new item generation system
    • All existing items have been stripped of their bonus stats
    • Items can now drop with varying stats
  • Armour now has a classification which is tied to a vocation
  • The great item rework of 2017
    • Hundreds of new graphics and items added
    • Keep in mind no new items or monsters have been introduced in-game yet, but your items will likely have been renamed and be visually different
  • Monster sprite rework, all monster sprites have been polished up
  • Tablet support
  • NPC Spell system v1.0 implemented
    • directional spells
    • aoes
    • thrown spells
    • targeted spells
    • healing spells
  • NPCs now face their target when in combat
  • Item sell value is automatically calculated based on item roll
  • Item summary tables now always show the value of the item
  • Training weapons are now dictated by a flag
  • Only two bodies can be on each tile
  • Loot bag colours
    • Blue indicates an item drop
    • brown indicates a bag that has been opened
    • brown bags will always render underneath yellow bags, which will always render under blue bags
  • Sprite scaling is now dynamic
  • Migration to SendGrid, a third party email service so you will now actually get your activation / recovery emails
  • Integrated the server with Datadog for remote live monitoring

Bug Fixes

  • Fix for trading more than 128 items
  • Missing item sprites will no longer crash the client
  • Water liquid type monsters now splash water on hit
  • Fix for rare server crash on startup
  • Friendly NPCs no longer have AI
  • Players can no longer attack when stacked
  • Arrows now buff distance based on their statPoints value
  • Server side defences bolstered against specific packet modification attacks
  • Fix for arrow stacks going less than zero
  • Fix for the first hit of a retreating enemy always being yellow for mages and rangers
  • Fix for players loading into the wrong map when reconnecting as they die
  • Fix for pressing back during map transitions crashing the game
  • Selling the last item in your inventory now refreshes the view correctly
  • When depositing / withdrawing your last item the view now updates correctly
  • Ammunition is now consumed on all attacks

Cool 🙂

So on top of all this stuff there is a huge amount of code restructuring and technical debt being paid off. It should go without saying that there are likely a bunch of things broken so please be vigilant and report any issues you find on the forums. Enchanting is functionally completed, and I will be looking to roll it out in the very near future so we can really start playing with the elemental system properly. There are also a lot of map updates and the party system which have not been rolled out today – these will be coming shortly after a brief period of stability testing and bug fixing on the current version.


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