Hello everyone,

Before I post the content of the update, please be aware I accidentally released a broken apk onto the PlayStore first (v0.5.24), you will have to update twice in order to connect. Sorry about that, my bad!

This is a bug fix, quality of life and low to mid level content balance update.

  • The following monsters have been weakened:
    • Felwalker
    • All Imps
    • Defiler
    • Harbinger
    • Fire Slime
    • Giant Slug
    • Minotaur
    • Ghost
    • Ice Slime
  • Imp Zone has been further reworked
  • Rune crits correctly display
  • HP bar preference size tweaks
  • Monsters will no longer cast an ability on respawn if they were due to cast it the frame they were killed
  • Direction commands fixed
  • Health bars no longer render backwards over themselves giving the illusion of extra HP when creatures are at less than 1%


Hi everyone, this release sees the new rewritten text and HP bar systems go into the game. Text and name readability should be massively improved on both PC and Android 🙂

  • Added fullscreen support to the client (F11 to toggle)
  • Added screenshot support to the client (F12 for a screenshot)
  • Starter shield given 10% block
  • Statless items sell for 10 copper
  • Low level monster item drop rates upped
  • High level material drop rates reduced on low level monsters
  • Imps zone reworked and expanded
  • Complete rewrite of on-screen text system
    • Player names are now the colour of their vocation by default
    • Chat messages now wrap
    • Player and monster names are a constant offset over their heads
    • Damage text is a fixed offset
  • Complete rewrite of how HP bars are rendered
    • They are now rendered against the native resolution
    • Always a fixed offset over creatures heads
    • Should be way sharper
  • Preferences screen rewritten with new options
  • Fix for randomly facing a different direction
  • Fix for several level gates being incorrectly set
  • Fix for edge case resulting in connection hang on login

I have spent some time on the preferences screen while I was reworking a bunch of stuff in there anyway. It feels a bit friendlier now, and most of you will be going there as a result of the text and HP bar changes to play around anyway so it seemed like a good time.

See you in game!

Hello everyone,

I have been working quite hard and actually struggling quite a lot with what should be a simple task – making names, health bars, and chat draw nicely off-set from sprites and consistently scaled in the game world. While it seems this should be easy, there are a number of things that have made this really hard for me to get my head around:

  • World scale is totally dynamic, so absolute positioning is hard
  • A pixel in the game world is not a pixel on the screen, text needs to be independent of both world and screen ._.
  • Everyone has different resolutions
  • Everyone has different DPI screens
  • The game supports UI scaling
  • The game supports text size preferences

With all of this in mind I have avoided trying to sort out on-screen text and health bars for some time now because it just felt like this impossible nightmare. To get pixel perfect scaling of text independent of all of these factors, and then to position it absolutely correctly just kinda blew my mind a bit to be honest.

In the current live client version you are all playing, the code that renders text and healthbars in the world is very hacky, and depending on your settings and device you will likely find it is not consistently positioned relative to sprites, often overlapping or getting in the way – and in many cases (especially on the PC) health bars are very poorly scaled weird broken blobs.

Well, that all changes with the next patch as I have rewritten how this works from the ground up – as you can see from the screenshot above, text and HP bars are now scaled pixel perfect, and positioned consistently regardless of your resolution, screen DPI, UI scaling, or text size preferences.

In addition, the client now neatly supports multi-line messages on-screen so you don’t have to open the chat to read things people are saying around you. I still have work to do to get damage numbers working correctly, but once that is done I will push out a test client on discord. I’m quite proud of this work so I wanted to share it 🙂


Hello everyone!

Firstly, let’s talk about the good news. Mirage is bringing in just enough money to cover my bills, so, although it is still early days and I’ll be living paycheck to paycheck I figured it is time to put my money where my mouth is and I have quit my full time job, making this my full time job instead. I have 3 months of notice to work, so things will be relatively quiet during this time as I am working full hours until my last day to try and get every penny in the bank I can before I have no fixed income anymore. Once these 3 months are up however, I am throwing everything I have at this – hopefully the number of recent updates when I was working part-time have shown how things can move fast when I have the time to code.

Having time to code is great, but if you don’t know what you are coding that is a problem. Me and Mombi have each made a list of the top 10 things we think need to be added to the game before it can be declared “version 1”. Our lists turned out quite similar which is great, and it is from these lists I will be creating a plan for the first 3 months of me being full time working on Mirage. When I have this plan in place I will post it on the website so you guys can track what is happening next and what to expect.

So that’s all great exciting fun news, now for some bad news – the coronavirus. I haven’t caught it yet, however there is a bunch of stuff happening that is going to impact Mirage until this all blows over.

  • Google has a big warning in the developer console saying that app updates are delayed, and we should expect their review process to take over 7 days at the moment. This means I can’t push any updates to Mirage out, as if I break something client side the game will be unplayable for over a week while the fix rolls out.
  • Lots and lots of places have closed, this means lots and lots of people are not going to work, which means many people are financially insecure right now, which means people aren’t spending money in-game on scrolls. I was really hoping to build up a litle bit of money in the company before I went full time but… as luck would have it, I have picked the worst possible time to quit my job! This doesn’t change my decision, it just adds a bit more risk and in the interest of full disclosure I felt I should share it.
  • All of the climbing centres in the UK have closed, this doesn’t affect Mirage directly but it makes me a sad panda :<

I have unfortunately not had time to check the support email for like 10 days, I will be going through this tomorrow night so sincere apologies if you are awaiting a response from me there.

I have been absent from the game for the last few weeks but I have not been absent from the project so to speak. I have been busy getting things square with my accountant, sorting out the business account, and migrating the game stuff that currently costs me money from my personal account over to the business account (which for some reason is actually a mission when it comes to the server hosting, I have had to print forms and write letters and allsorts… what a faff).

As I am going to be using my house as an office for the forseeable future I have been spending evenings and weekends doing all the real-life boring stuff that I’ve been putting off for ages – insulating the loft and putting raised boards down so I don’t melt in the summer and freeze in the winter when I’m sat in the upstairs study for 15 hours a day. A job that takes absolutely ages and is horrible to do, but someone’s gotta do it.

What else has happened in my life… oh yes, we were going to get a new kitchen because ours looks like it was built in 1950 but then the exhaust from my car was stolen while I was at work and the cost to fix it is more than the car so I no longer have a car, and I quit my job so there’s that whole financial side of things… which is, y’know, life, but we knocked an interior wall down in preparation and now that room is a building site forever so that’s fun.

Also, we knocked the wall down and threw all the rubble onto our driveway thinking we’d use my car to take it to the tip but then the theft happened so my car is dead and we just sort of ended up with a big pile of soggy rubble on the driveway for a few weeks that blew all over the street and made us look like the trampy neighbours nobody wants… after much effort we managed to shift the rubble in Char’s much smaller car and that was pretty much a weekend’s worth of effort, but way more stress than it should have been.

You know, someone stealing that exhaust has probably taken years off of my life with the stress it’s caused. Those bastards.

Anyway, I think I’m over sharing now, but I wanted to update you lot on what’s going on in life and well, this is the stuff that’s been going on in my life! Exciting news for the games future, we’ll get to version 1 if it kills you guys let alone me! Let’s hope the world doesn’t fall to pieces before I get the chance to live the dream.

See you in game soon,

Hey everyone,

Just a small tweaky patch to address some little things.

  • Android default resolution reduced
  • Preferences reset (sorry) to enforce the default res for people who maybe don’t think to check in the settings but feel it is now too small
  • Stats screen now correctly displays realtime HP
  • Signs tweaked, added, moved and removed where appropriate
  • The Limp Hobnob has been discovered in hell
  • Ghosts and Ice Slimes have had their EXP balanced
  • Drop rate of all materials doubled
  • Fix for a dumb NPC AI exploit in the Giant Wasp zone
  • A few little map tweaks here and there

I believe I have got to the bottom of an issue that would result in players successfully completing a purchase of scrolls but not receiving the item, even when pressing the “renew purchases” button. This particular fix will be rolled out Friday night, I am in truth far too tired to do it tonight 🙁

All the best everyone,

Hey everyone,

This is a client patch that adds some things that I have been meaning to add for a long time, but have never quite had the time. Camera zoom is a big one… just look at how far we can see when fully zoomed out on PC now.


  • Camera zoom (view up to 8 extra tiles)
  • PC UI scale (up to 200%)
  • Android UI resolution (a bunch of common options)
  • Eating / drinking noises (just yours or everyones)
  • Damage text (to and from you, or everyones)
  • Your HP bar (show it or don’t)


  • HP bar added to all inventory screens (seen above on the left)
  • HP bar added to android chat screens
  • Android UI resolution default bumped up slightly

The changes in this patch are things I think the game has needed from day one, so it is nice to finally have the time to chill out and add them on a slow Saturday afternoon.


The client download has been updated (no version change)

  • Fix for UI scale screwing up text and hp bar offsets ingame
  • Fix for changing the camera zoom messing up the UI when scaling is changed at the same time
  • Added smaller in-game text scaling options on android

See you in game,


As you will no doubt know if you have been playing the game this week our datacentre has been getting hit with DDOS attacks, this has impacted service with players seeing high pings and frequent disconnects. The national crime agency is involved and they are doing all they can to mitigate the impact on customers, so unfortunately all we can do is sit tight.

With that said, this is not stopping me from working – so here is a small update focusing more towards making the game more accessible to lower level players.

You will now find signs with directions on them strewn throughout the game world. Entrances to popular hunting zones also have signs with their location names.

  • Directional signs added
  • Zone signs added
  • NPC and Sign interaction icons now only appear when in range
  • The high level bow now weighs something
  • Monsters from imps to ice slimes weakened to give lower level players more options when hunting and reduce the training barrier to mid level content
  • Imp Rangers now use scatter shot instead of volley
  • Fix for “email verification” screen loop if submitting pressing enter
  • Fix for “change password” screen crash
  • AFK kick time increased to 30 minutes, 15 was annoying

The next update will focus on quality of life, adding tutorial hints for new players as they progress through the game and adding many new settings that players have been asking for (e.g. camera distance).

Patch release: 0.5.21-b

  • Fix for a sign that was showing a present instead of a direction
  • Using signs now correctly displays the interaction emote

Have a great day!

Hello everyone,

This is a round of fixes and improvements to things that were broken / found to be not so great with yesterdays launch.

The PC client chat has been reworked somewhat based on feedback and my experience using it yesterday.

  • Fix for players getting stuck when spamming direction changes
  • Fix for monsters not giving up chasing players
  • Font scaling returned to normal on Android
  • Crits now correctly display again
  • Hiding / showing the chat on PC remembers which chat you had open
  • Chat tab icons moved to the left of chat
  • Font size doubled on chat tab icons and hotkey stacks
  • Channel member list moved to the right hand side on PC
  • Experience bar slightly thicker on PC
  • Hotkey buttons are large again on PC
  • Hotkey button text is now colour coded on PC
  • Fix for being able to submit a trade offer multiple times to the server
  • Fix for being able to withdraw / deposit negative amounts of items
  • Fix for chats having to visually scroll to the latest message if they were not active while a resize occurred

And now for some rubbish news… there was a hole in some server side logic that was allowing players to submit withdraw / deposit requests to the server with negative amounts. This would result in items with negative stack sizes that could be abused to give players more capacity than they actually had.

Nobody reported this, instead it appears quite a few players simply abused it to make the game easier for themselves. As a result, all players with negative stack items as of today are being permanently banished – had someone stepped forward and reported this they would have been rewarded greatly.

Some more bad news – our datacentre has been the target of persistent and repeated DDOS attacks, this has been affecting gameplay by causing lag and mass kicks at different times over the last few days. They are working hard to resolve it, and in the meantime there is unfortunately nothing I can do… I am speaking to them about compensation, if they have nothing to offer then it may be time for us to switch to a different datacentre.

All the best,

Hello everyone!

I have been playing through the game myself from scratch in an effort to try and experience things fresh and the last update included a whole bunch of changes (such as the PC hotkeys refresh, inventory sorting and monster spell cooldowns) to things that really annoyed me. That trend continues here, and one of the things that has really annoyed me has been communication on the PC client.

A redesigned interface for PC players

I thought it was about time I set some time aside to really take a look at the PC experience. One of the major issues I have with playing on the PC is how hard it is to communicate with people, having to open and close a fullscreen chat designed for mobile users was really frustrating. In addition, the scaling and readability of fonts has been really quite bad. With this in mind, I gave myself 3 days to have a go at rewriting the desktop in-game screen.

The new PC client UI

One of the big things I did not want to do was take away the ability for people to play the game fullscreen with very little UI over the top. I think when you are playing in a small window and just training or hunting the maximum view is really good so this is something I didn’t want to change. At this point the changes look really minimal and you can still recognise the client, however the chat button as moved down to the bottom right…

The new PC chat UI

Opening the chat by either pressing the button or the space-bar reveals a new split-pane style chat interface for the PC client. It is still recognisable but has been made so you can chat and play without any disruption. In small windowed mode it looks potentially intrusive, but in fullscreen it really shines. You can resize the chat to whatever height you wish and your character will stay in the middle of the remaining space, if you run to the south edge of an area it will snap to the top of the chat rather than the bottom of the screen so you won’t find yourself ever running behind the chat – and of course if at any point you wish to hide the chat, you can just press space-bar again 🙂

Pressing enter allows you to chat with or without the UI visible

If you have the chat hidden and press enter, your messages will always go to the local chat. There is a little local-chat icon indicator next to the text-entry box that appears so you won’t forget this is the case. If you press enter with the chat UI open, the text entry box will appear in the same place but your messages will instead go to the chatroom you have open as you would expect.

Party Search channel

Now it should be much easier to find a party 🙂

Something else that has greatly annoyed me while playing through is how difficult it is to find players to hunt with. In future once the party system is live it would be great to have a system in place to make this really easy, but for now I thought a really quick and easy way to give people a way of finding others to hunt with would be a chatroom dedicated to this purpose.

This chat is slightly different to others that have came before it, in that if your message starts with LFP or LFM it will appear a certain colour to make it easier to find what you are looking for, and messages that do not start with these prefixes will be shown as a dark grey.

Full change list

  • Blood splats will no longer show on safe zones if the player is lagging and they are hit after their character is shown to them as being in a safe area
  • Space bar now acts as enter on screens without textboxes
  • Scrolls are now sorted at the end of the inventory to prevent missclicks
  • Enter no longer submits on the punishment or revoke punishment windows
  • NPC base crit chance reduced by 50%
  • Version mismatches between client and server are much mroe informative now (notification of patches etc)
  • Disconnected players are booted after 5 minutes
  • AFK players are booted after 15 minutes
  • Monster spawn times adjusted accross the board
  • Imps stopped going to the gym and are now all weaker
  • Players can now face a direction by:
    • Walking against things
    • Using a command
    • Pressing CTRL + a direction
  • Anvil is now blocked
  • Monsters will not hit players with scatter abilities while retreating
  • In-game font scaling is now more readable on PC and Android
  • Preferences reset due to above change
  • PC client in-game UI rewritten
  • Monsters and Players are un-targeted if they leave the bounds of the screen
  • Target range limit removed from the PC client, no longer necessary after above change
  • Party Search chat added with some special rules for making messages pretty colours
  • Cyclopses have dug through their caves and joined them together, it is now possible to reach imps through the old cyclops cave again


Main Game Screen:

  • Enter – Type a new chat message
  • Tab – cycle through open chatrooms
  • Spacebar – Show / Hide the chat UI
  • Ctrl + WASD / Arrow Keys – Face a direction

Hopefully nomatter who you are there is a change in here for you that will make your experience playing Mirage that little bit better. I think the new PC experience is really great when fullscreen, and I hope you guys like it too.

All the best,